Comments 311

Re: First Impressions: Pokémon X & Y

MegaWatts

@belmont The visuals in X and Y are definitely a lot smoother than the videos suggest. On a standard 3DS/2DS, it's all very smooth. I was quite surprised, as I too had previously been a little unimpressed by the videos.

Re: Review: The Legend of Zelda: The Wind Waker HD (Wii U)

MegaWatts

@Haywired I don't view it as revolutionary or especially exciting; it's simply just better than what was previously there. You're right that pausing the game didn't take hours by comparison, but the fact is that you still had to pause the game! You couldn't switch out items mid-gameplay and pausing disrupted the flow of said gameplay, even if it was in a fairly small way. For example, travelling by boat was long enough to begin with; pausing halfway through your journey only made things seem even longer.

There is no hyperbole because what I've said is accurate - it is effortless (because it's right in front of you), it is quick (because it's right in front of you) and if you use a Wii U Pro controller it isn't as convenient, because you have to pause to access it.

It's by no means a game-selling mechanic in its own right, but it's a improvement and probably one that people want to know about.

You'll also note that I criticise the feature for not being in-depth enough - if the three spare D-Pad directions had also been used so that objects could be assigned to them, you'd end up using the touchscreen/pause menu even less!

Again, there's nothing exciting or revolutionary about it (and I don't say that), rather it's simply better this way than it was previously.

Re: Soapbox: Why Grand Theft Auto V Isn't For Me

MegaWatts

@SpaceKappa Completely agree with you about Saints Row: The Third and I wouldn't say there's anything hypocritical about it really. Saints Row: The Third actually is satire, whereas GTA has satirical elements but otherwise tries to portray a nitty-gritty story in a rather realistic light.

I think the difference in main character is essentially what highlights this difference; in Saints Row you can go on a power fantasy trip as either a male or a female and your chosen gender has virtually no bearing on the story. Male or female, your character is feared/respected for being a hard donkey.

I personally don't see the appeal for GTA V myself. I will probably play it at some point to see for myself what it's like, but I don't get the obsession over elements like visiting a strip club or doing excessively cruel things. If those things were really fun from a gameplay perspective then perhaps I could see why people enjoy it, but more often than not they're incredibly rudimentary and are only there to provide a cheap thrill.

I wish more games would simply do away with the cheap Hollywood stories, the lame shock factor and gimmicks and just provide fun and challenging gameplay.

Re: Feature: Great Nintendo 64 Multiplayer Games You May Not Have Played

MegaWatts

@MIPS are you sure? The next Tetris does look similar to Tetris 64, but it still look different enough nevertheless. Moreover, it was also released only on PS1 and PC. Tetris 64 is unique in the sense that it uses the N64 Bio Sensor, a Controller Pak-esque accessory that reads the user's heart rate and uses the information to alter the game.

If you have info that shows the game was localised like-for-like for the N64 then I'd very much like to see it, as I'm not aware of its existence.

Re: Talking Point: Considering the Methods and Means of Game Reviews

MegaWatts

I think Tom hit the nail right on the head when he discussed scores in the article. We need to give them because that's what the audience demands. At times, it's quite depressing after having written a 1000-1500 word review to discover that people are disagreeing with my score, yet haven't bothered to read the review. Believe me, as a writer there is nothing more I'd love to do than get rid of the score, if only because it might mean everyone takes the time to actually read my work.

My personal wants aside - scores are easily digestible and save people time; we don't all have the time to read a huge essay in detail. With the current system, we at least cater for both those that care about score and those who want an in-depth read.

Re: Review: Giana Sisters: Twisted Dreams (Wii U eShop)

MegaWatts

@Retro_on_theGo - it's hard to say as I had to go back through some of the levels. Between 6-8 hours depending on whether you're a wally like me, maybe more?

@WinterWarm - funnily enough, Fractured Soul was the first game which game to mind when playing it! Of course, you're not shifting between screens, but the need to alternate is very similar!

Re: Wii U Basic Supply Will Become "Limited" in The UK

MegaWatts

@Bilko I did the same as you friend, and it was well worth it in the end. Got A white 8GB system with Nintendo Land and a 2TB Hard Drive for less than the Premium costs. Been working wonders for me, especially when it comes to reviewing games for the site.

Re: Review: Rayman Legends (Wii U)

MegaWatts

I just can't get over how incredible this game looks - the art style is sublime. Excellent review, @ThomasBW84 - you've created another hole in my bank balance as a result!

Re: Hardware Review: Wireless Super Retro 64 Controller

MegaWatts

@KingMike Haha, yes! It's utterly bizarre and quite an assault on the senses, but jolly good fun! I especially like the two-player mode. It may be competitive, but when you're both constantly screwing up it seems more like you're just trying to get through it together!

Re: Satoru Iwata Cites Poor Basic Wii U Sales To Rule Out Price Cut Benefits

MegaWatts

Exactly — Iwata is looking at this from a pure price point of view, and not at the fact that the 8GB is poor value in comparison. I actually went for a Basic system, only because it dropped to £150 on Amazon, and Nintendo Land also received a temporary reduction, making it a fair bit cheaper than the 32GB model.

Without any price cut though, I most certainly would have opted for the premium model - it's just common sense.

Re: Review: Turok: Dinosaur Hunter (Nintendo 64)

MegaWatts

@KeeperBvK well I can't really go into a lengthy discussion with you on this because your mind is already made up. You like the game, you think it deserves a higher score and that's fine. My review isn't written with the purpose of changing your mind.

I do, however, like your point about exploration and completely agree that it's severely lacking in modern first-person shooters. Again, don't read "genre innovations" as "old games doing everything wrong", because that's something I certainly don't believe and I think modern FPSes could learn a lot from the likes of GoldenEye 007, which really nailed down the exploration element. My issue with exploring in Turok is the ridiculous amount of fog, which makes exploration quite a chore and far too dependent on the map. GoldenEye and Perfect Dark didn't need a map, and still provided you with lots of fun — yet pointless — side rooms to explore — that's exploration done properly. Not to mention that the respawn rate is much lower in both those games than Turok 1. Because of the constant threat of respawning enemies, i don't think Turok really isn't a game where you can explore - you constantly need to keep moving to stay alive. It's more of a survival affair if anything, which isn't a bad thing by any means.

Body Harvest is another game which is great fun, but perhaps also far too reliant on a map, if you want to play through it at the pace it expects you to.

Re: Review: Turok: Dinosaur Hunter (Nintendo 64)

MegaWatts

@H_Hunter I think the important thing to remember is that virtually every retro title is outdated by today's standards. The difference between EarthBound and Turok though is that the former is way more playable. I like Turok: Dinosaur Hunter and still get much enjoyment from it, but it's fair to say that from a design perspective it is archaic, and it's important not to let nostalgia get in the way when reviewing it. I own all four Turok games on N64 and play them regularly, so I'm quite accustomed to how they play. But if most people here went back and fired the game up again, they'd find it very hard to get into: the controls are awkward, the enemies constantly respawn and the fog/very open level design makes it quite difficult/frustrating to navigate. On top of that, you've got a seriously outdated checkpoint/save system and dying is all too easy. These elements were not strongly criticised at the time because there were very few games like it; since then, the genre has evolved considerably and as a result, Turok just doesn't hold it's own.

Games like F-Zero X, Wave Race 64 and Super Mario 64 will always garner high ratings, because they're very playable, run well from a performance perspective and have timeless gameplay elements. It's nothing to do with personally liking the game, which I very much do when it comes to Turok; it's looking back at its legacy and seeing how it fares today. If you want a review of the game when it released, then I'd suggest you go read an old magazine. Unfortunately, I don't have the power to go back in time to 1997 and publish this review then — if I did it'd probably be very different!

Re: Soapbox: Mobile And Tablet Gaming Is Creating A Generation Of Talentless Players

MegaWatts

I think you're making a very smart move by introducing your son to traditional/retro games while he's still young, Damo. I think one of the problems of touchscreen/mobile gaming is that it rarely bridges the gap between the two; for example give my girlfriend (who's a casual gamer that has dabbled with core games at times) a mobile game like Where's My Water? and she'll put me to shame at it. But often when we try to play a core game or a first-person shooter, she finds it quite frustrating, the controls typically being the barrier to enjoyment. I'm not 100% on her full background when it comes to plying games growing up, but I imagine she spent a lot less time doing it than me. As a result, it's easy to see where the frustration comes from, and I imagine there's perhaps an expectation that the controls should be as simple as they are on a touch screen. Not only that, but as you astutely note, it's very easy to pick up and play a touch game usually; this isn't usually the case with a joypad game, unless you're very familiar with the type of game and control setup. In this regard, I think lots of people don't realise that for core games you do need to usually put the time in to get better at them.

Re: Review: Fashion Tycoon (DSiWare)

MegaWatts

@ricklongo @Blizzaga - it's an unfortunate dilemma to be in when it comes to scoring the game. There's no denying that I found it to be a surprisingly entertaining game when it worked, well worthy of more than a mere 1. But nevertheless the game is still broken and unplayable as a result. We can't in good faith recommend a game to someone if it suffers from serious, broken issues, regardless of how good the game is. If someone told you to buy something, knowing full well it was broken, I think you'd be pretty annoyed with them. It's essentially the same situation here. Thankfully, the written portion of the review does at least show that from a gameplay perspective, it's a solid idea; unfortunately the poor build quality prevents us from ranking as high as we would like.

Re: Review: Pikmin 3 (Wii U)

MegaWatts

@Emblem sorry for the lack of clarity - the multiplayer is local only. It really wouldn't work online without voice chat, as it requires a ton of coordination! And having two of you sat in the same room with the GamePad showing the screen is a really useful thing!

Re: Feature: Taking A Look Back At The Nintendo 64 Rumble Pak

MegaWatts

@Jenraux unless the information I've researched is wrong, I think you're looking at the release date for the PS1 Dual Analog controller and not the DualShock controller; the former was released a couple of days before Star Fox 64 in Japan, but did not feature rumble. The DualShock controller (which did feature rumble) arrived later that year, after Star Fox 64's release.

Re: Feature: A Virtual Tour of Pilotwings 64

MegaWatts

@Philip_J_Reed @Zach777 - Thanks Phil! I kid you not, I spent hours exploring the islands to find many of these great locations. Lining up the image was the hardest bit, as I had to make sure I wasn't moving whilst trying to take the shot with my screen capture device.

Zach777, it's really just a fun, off-beat piece, mainly because I think Pilotwings 64 is a technically impressive game for its time and it is certainly worthy of being looked back upon!

Re: Review: Pilotwings (Wii U eShop / Super Nintendo)

MegaWatts

Great review, Phil! It's nice that looked at this game not through rose-tinted glasses, and rather reviewed it for what it actually is. I absolutely love this game, and think it really does showcase what the SNES was capable of. With that said, I also recall it being an incredibly frustrating experience, as it was extremely hard later on in the game. Still debating whether to get the VC or cartridge version - your point about restore points is a very valid one, and I fear I might be taking away from the experience if I use them.

Re: Soapbox: Why Region Locking Is A Total Non-Issue

MegaWatts

"I actually quite liked the fact that I had to go that extra mile to play Japanese games — it meant buying an expensive console, using a step-down power converter and sometimes even paying an obscene amount to have special leads made which would allow the system to run on UK television sets. You could argue that I simply had more money than sense — and you’d be correct — but at the time it felt like I was part of an elite sector of the gaming community; I bought mysterious new consoles before they were released in the UK and dazzled my friends with unheard of and exotic games."

I think this is a very valid point and it still remains true to this day. One of the things I love about collecting Japanese N64 games is that they're often obscure, because they never released here. Yes, I'm effectively paying a lot of money, but it's worth it to me because it gives me that unique experience.

On the issue itself, I'm with Damien. It really is a non-issue. Not to mention that importing in the UK usually results in a ridiculously high customs tax anyway!

Re: Review: Urban Trial Freestyle (3DS eShop)

MegaWatts

Been playing this as well and my thoughts mirror Dave's. It's definitely a fun little game, but there's just a few gripes that stop it from being great. The physics in particular seem to make certain parts of the game far too easy.

Re: Poll: How Important is Dual / Second Screen Gaming?

MegaWatts

@NintendoWeTrust Exactly my thought — dare I say it, we've yet to see anything truly innovative with the very strong exception of Nintendo Land. I love the Wii U GamePad to bits, even when it is just acting as an inventory screen, but I want to see the revolutionary gameplay ideas we were promised.

Re: Talking Point: Nintendo's Wii U Lineup Makes Commercial Sense

MegaWatts

I was left underwhelmed and disappointed by the presentation. Don't get me wrong, I imagine I'm still going to enjoy these games when they come out, but I think there's just as strong — if not stronger — an argument for Nintendo NOT playing it safe.

When Nintendo released the Wii with Wii Sports back in 2006, everyone thought they were nuts. But, it was this bold move that scored them an insane amount of sales and essentially revitalised their business. It was innovative, different and truly Nintendo.

Nintendo keeps pushing out the PR line that it's the GamePad which sets the system apart from the rest, and I certainly agree with that. So why the heck aren't they using it? None of these games help to set the Wii U apart from its competitors, with the only exception being that they're Nintendo-produced games. Where are all the crazy sorts of ideas like Nintendo had with Wii Sports and Wii Fit that make exceptional use of the GamePad's unique features?

Yes, Nintendo stands to make a lot of money from pumping out more Mario, DK, Mario Kart and Smash Bros., but it's really not doing its system any favour at the moment. I'm glad the games are coming, but if Nintendo had also incorporated some riskier, more unique games into its line-up which actually used the GamePad in any sort of meaningful way, I think there'd be a lot more buzz about it right now. Games like Super Mario 3D Land and Mario Kart 7 helped the 3DS, but let's not forget that they were both aided by a tremendous system price cut, too.

Re: Feature: The Humble Origins of Animal Crossing

MegaWatts

@willobee oh don't worry, I wasn't trying to imply that Animal Crossing was the first to feature a clock system, as I'm aware that Gold/Silver did it first. I just think that the feature in general is pretty cool! We seem to take it for granted today, or maybe I'm just an old fuddyduddy retro gamer stuck in the past!