Comments 4

Re: Round Up: Yooka-Laylee's Scores Are In, And Critics Appear Divided

MrOrpheus

I mean that's kind of what it says on the tin, isn't it? I don't have any particular interest in this project (at least aside from the soundtrack), but I don't think it was ever meant to be anything other than a beautified revival of N64 design philosophy, and that's exactly what it seems to be. If that's what you want, then great. If not, then this game wasn't made for you in the first place, and that's perfectly fine.

Re: Talking Point: Nintendo's Legacy Makes The Virtual Console Essential, But It Must Modernise

MrOrpheus

While I definitely think that there need to be things like more consoles, more frequent releases, and cross-buy offered on VC, I'm not entirely sure how I feel about pricing. It is, to a degree, a matter of relativity; I have no problem paying ten dollars for something like Paper Mario, but asking for even five dollars for, say, Urban Champion is silly. But I don't think a universal price drop really makes sense.

It probably sounds weird, but making games to cheap really does devalue them, or at least it does to me. Of the many, many games I've got for next to nothing in Humble Bundles, Steam sales, and the like, I've probably only played through a small handful. The same can be said for Playstation Plus. I'm much more likely to appreciate and give time to something that I have to pay more than the value of a cup of coffee to get, and I don't think classic games should be exempt from that.

I almost think that something like the Criterion Collection might be interesting for Nintendo to explore. Offer select, curated, or heavily requested titles at a uniform premium (probably not more than $15, since the service would still have to be digital, and still make pricing dependent on platform, like the difference between DVD and Blu-Ray). Make them fully functional (none of this removal of features in GBA and DS games nonsense), load them with features and extras (full customization of controls, more emulator-esque options than just a single save state, dev commentary, interviews, articles, etc.), really make them enticing. While that may be really contrary to the way the market currently works, it would do something that the current VC mostly doesn't do and that the market certainly doesn't do: treat the games as something worthy of respect.

That wouldn't really solve the problems with quantity on VC, nor would it be likely to gain much in the way of new blood. But the rush to the bottom that goes on in the modern gaming market serves to really devalue the great games that have come out in the past. That much might be inevitable though, in which case I'd probably just want more of what the VC does now; more games, more consoles, more often (but, for all that's good in the world, give us cross-buy, please). Preserve what we can, while we can, when we can.

Re: Developers Reflect on F-Zero As It Passes Ten Years in the Wilderness

MrOrpheus

I think my dream game would be a collaboration between Nintendo, Platinum, and the team that did GX. It would theoretically contain both a full-fledged racer and an expansive, vehicle-focused, Captain Falcon-starring open-world brawler that would take heavy inspiration from God Hand.

Failing that, I would be ecstatic for an HD port of GX.