Comments 20

Re: Behold The Bulky Joy-Con AA Battery Pack

Mykeprime

I'd imagine that the idea was firstly for extra grip if people need it. They probably just figured they could add batteries to it too while they were adding the extra bulk anyway. Two birds with one stone.

Re: Nintendo Switch's Joy-Con Disconnection Woes Could Be Hardware-Related

Mykeprime

Just to point out, spawnwave stated he didn't have any problems with his joycons previously and had the same range as his ps4 controller. After this hack, it doubled.
If it was completely a hardware thing everyone would have the problem, but they don't. The majority seem to be fine, so I still think it could be a software bug.

Regardless, for those effected, I'm sure Nintendo will sort it either with software or exchange when the culprit is definitively tracked down. No need to stress.

Re: Soapbox: No, Star Fox Zero's Controls Are not Bad or Broken

Mykeprime

Starfox 64 3d was my first real go at a starfox. I kept getting frustrated because I kept flying/driving into things while aiming because it was linked to steering. If this new set up helps with that I'm all for it. Plus It'll be good to try this sort of game with a larger controller. I found playing while gripping my 3ds xl to be quite awkward and painful for my big man hands.

Re: Soapbox: Nintendo Was Wrong To Turn Its Back On The Wii Remote

Mykeprime

@cleveland124
And I didn't say there weren't negatives. I don't blame people that genuinely don't get on with something either (like me and stick aiming for instance). Like I said, I was too general in my first post but there is definitely an element that hates change without a good reason. For instance, I always scoffed at some devs excuses saying the device wasn't good enough and people saying controls don't work full stop because it only takes one game to prove them wrong and I have a shelf full. A number of which have already been listed above.

I don't think motion is suited to everything (fighters for instance, that's a no go), But there are some areas where it can, inarguably, add to the experience (sports, swords, aiming etc). As we have both said, options are the best way. But the fact that ideas with potential get killed off under pressure to conform is worrying for the future of the industry to me.

The starfox thing is completely optional. There is no negative to it's existence. None. Yet there's been uproar from those camps. Just because it might allow more people to enjoy the game than could before.

Re: Soapbox: Nintendo Was Wrong To Turn Its Back On The Wii Remote

Mykeprime

@cleveland124

And what about all the real positives?

A sapling cannot become a tree unless it is given room to grow.
Things might not be perfect all the time but accepting that, registering what works and what doesn't then allowing room and time to improve only helps achieve that potential.

I generalised a bit, but you can't tell me that some parts of the industry/ community don't actively try to squash stuff that threatens introduce something new or bring in new audiences. I don't just mean motion controls either. The fallout from the scalable difficulty in starfox is testament to that.

It's like like a kid sitting in an old sand pit not allowing any new sand to be put in or any other kids to come play. Maybe I'm just getting old and jaded but seeing this mentality develop over the past few years has made me very disillusioned with the gaming world recently.

I'm all for options, btw. I just don't like seeing ideas cut off in when they have so much potential.

Re: Soapbox: Nintendo Was Wrong To Turn Its Back On The Wii Remote

Mykeprime

Definately a mistake. The wiimote concept had room to evolve, and I was looking forward to future developments. I really miss the flexibility. Playing TPHD, hammering a button feels awkward and constrained. Especially after Skyward Sword. Unfortunately the industry and a large portion of the gaming community is pretty toxic to new ideas, I've always been frustrated seeing anything trying to do something different get shouted down by both. I feel like Nintendo was forced back into old fashioned controllers and it's a damn shame. I'm definitely not as engaged in games these days and I think that's down to the controls.

I've never really understood the 'basic' waggle hate. Any game where you the Wii remote was only 'waggled' is where you would only be mashing a single button anyway. The one difference being that the 'waggle' allowed the opportunity to be more engaging. You can 'waggle' through the original wii tennis, but it's a lot more fun when you swing your arm as if you were holding a racket. Personally, with TP on wii, I quickly found myself swinging in time with links animation rather than waggling. It wasn't the excellent 1-1 of Skyward Sword, but it still felt great and I really miss that with the HD version. Mashing the button just isn't the same.

Oh, and the wiimote aiming (pointer or m+) was sublime. I badly miss that. Stick aiming sucks and tilting the gamepad feels quite awkward in comparison.

Re: Review: LEGO Jurassic World (Wii U)

Mykeprime

I was beginning to think there was something wrong with my copy or console. Glad I'm not the only one with an erratic frame rate. It's not unplayable, but it's noticeable enough to detract from the experience. I found it a bit disappointing after Lego Marvel, which seems smoother. It's still fun though. And yeah, the frame rate takes a hit if you split into coop on the game pad. Strangely, it's not as bad if it's splitting the big screen.