Comments 113

Re: Review: Gulikit TT Pro / TT Max Controllers For Switch 1 & 2 - The New Standard For Third-Party Pads

NeonPizza

@JayJ
This. It lost me at Symetrical. 😙 lol
BUT, being able to adjust it's gyro sensitivity may give it the edge over the NS2 Pro, for lets say certain boomer shooters like DOOM 64, Duke Nukem 3D and Killing Time Remaster, which are three key examples of poorly implemented yawn gyro that doesn't feel responsive, quick and intuitive enough compared to the amazing robust Gyro controls found in DOOM + DOOM 2, Power Slave and Quake 1&2.

If i can tweak the gyro for more range and sensitivity for the former 3 shooters above I'd totally be down. Plus it's Gen 2 Super Haptic Vibration they say is just a hair away from being as good as the NS2 Pro's, and the controller itself has extremely low latency. Lower than the Pro 2 and slightly lower than the DualSense, if the just under 3ms of lag applies to both NS1 & NS2.

Nice! And thank He-man this includes a more traditional styled swapable D-pad. Never been a fan of the disc-style. Looks like I'll be adding the late 80's cozy GameBoy Retro inspired variant to my Amazon cart in just a bitty. 😁

Re: An Overlooked Disney Collection From Digital Eclipse Has Been Rated For Switch

NeonPizza

@Tasuki
Probably. lol Plus the emulated NES colours will look darker and desaturated vs the real thing. They can't get NES emulation colours to look right to this day. And expect a crappy CRT filter, although Capcom has great CRT filter options for their Arcade Collection Compilations.

Still, DuckTales 2 & Chip & Dale 2 carts are mighty expensive. So this may be worth while for many! Yet neither DT2 or Cn'D2 are as good as the originals, and Tail Spin sucks. Darkwing duck is alright I guess.

DT & Chip n Dale 1 are the stars imo, and both are affordable for NES. If only Analogue revised their NT Mini with a smaller redesign more aken to the NES and sold it for like $300 so we can play actual NES carts on an FPGA system with no latency or color issues, backed by quality CRT filters, on modern TV's.

But ya, I do have the Disney Afternoon Colleciton on PS5....But it just doesn't feel right playing it on PS5, with a DualSense controller. It belongs on Nintendo.

Re: Arcade Archives Celebrates 500 Retro Releases With Special Commemorative Game

NeonPizza

@masterLEON
Man, I wish Samsung would make 42" 'QD'-OLED's already, or even flagship 42" RGB Micro for 2026, but nope, both QD-OLED & Micro RGB are reserved for at least 55". I had the LG C1, but I'm not a fan of it's WOLED colours compared to QD, green tinted image, it's SDR game mode is dim and it has severe shadow detail crushing. I'm sure the LG C5 and upcoming 42" C6 will have you covered though in terms of SDR brightness, and at least WOLED is available at 42".

a 42" QD-OLED however, would be a neat side alternative to like a 32" Sony WEGA Trinitron SD CRT(2005/2006 series). OLED can't compete against that beautiful amazing blur-free CRT motion clarity, unless you use a RetroTINK4K and use it's 240hz black frame insertion with a 240hz compatible QD-OLED, but 240hz QD-OLED's are limited to 32" monitors. Still, that's the perfect size when trying to replicate an arcade sized CRT from the 80's & 90's.

240hz BFI will remove 75%(which is a 4ms persistence) of OLED motion blur, getting you 25% closer to CRT btw, with less than 10ms of lag total when you factor in the small amounts of latency coming from 240hz BFI, the TINK4K itself and 240hz game mode setting on the monitor which should be less than 3ms.

That would be the ultimate way to experience Arcade Archives imo on a modern display. But a TINK4K is about $1100(CAD), and a 32" 240hz QD-OLED Monitor will run you about $1500.

But buy doing so, you won't need to deal with the boring(Still haven't seen the new wallpaper 1 mind you) wallpaper of AA, just black side bars, because a 32" Monitor equals to just under 26" in 4:3. Plus, the huge upgrade in motion clarity gets you that much closer to the real thing, ala, CRT, as we know it from Arcade games rocking in the 80's & 90's.

Hopefully Mike Chi's next RetroTINK4K supports mutiple 240hz BFI settings that can go beyond 75% and finally hit a 1ms persistenec 960/1000hz for 240hz OLED's.

Also, CES was a massive let down for QD-OLED. They all have a matte-screen finish which a slight negative effect on black levels, colours & clarity. LG won't be selling Tandem RGB OLED at 55 & 65"(just 77" & 83" i think), and modern TV's are still limited to 165hz...TINK4K only supports 120hz, 180hz & 240hz BFI. So you could use it's 120hz BFI with your LG C1(Since it's a 120hz based oled) and remove 50% of the motion blur for any game running at 60fps, but latency will go from around 10ms to just under 16ms. 180hz QD-OLED TV's would of at least cut down exactly 66% of the blur for modern OLED displays, with 12-13ms of lag.

Bummer! Also, I wouldn't mind trying out Arcade Archives on a 27" Sony WEGA CRT SDTV using a high end HDMI to Composite adapter. The aspect ratio fit may be a problem though since the NS1 & NS2 were designed with only widescreen in mind obviously. No need for a CRT filter though in this case since you're literally using a CRT, no lag coming from the CRT itself and the motion will be perfect.

Anyways, sorry. Rambling as always!

Re: Arcade Archives Celebrates 500 Retro Releases With Special Commemorative Game

NeonPizza

@masterLEON
Thanks for the heads up! Ya hopefully they apply the new Wallpaper 1 to every single prior AA release at some point. Yet rocking official Artwork for each individual Arcade release would make all the difference when bringing fourth that arcade authenticity and just being a lot more fun and prettier to look at!

AA does such a wonderful job with their plethora of settings, and a killer CRT filter(I always roll with 00, or maybe 01 wich applies faint scanlines), including the ability to shrink down the 4:3 screen to 27-32" if you'd like. I mean lets be honest, 8-16 bit sprite based graphics look awful being blown up to 4:3 on like a 65" QD-OLED TV.

Re: GameSir And Hyperkin Reveal A Modular Pad With GameCube And N64 Layouts

NeonPizza

@Glassneedles
i'm using the Quest 3 as i write this, chilling in it's tropical future styled alien VR HUB, with two floating 32" screens. Lol the left screen currently has 80's synth pop videos playing on YouTube, and i'm using the other screen for NL using Quest 3's amazing 3D motion controller pointer aiming on a floating virtual keyboard to type and cruise the web. It's next level.

i cant believe people still go on the internet with tiny smart phone screens using those awful touch based buttons. Its prehistoric as hell and depressing. 😁 even a lap top vs that is a huge upgrade. Cant stand tiny hand held screen devices and touch screen buttons. Oh, and your dog needs to get on that Steam Frame this Q1. 😉

Looking forward to Metas Puffin and Quest 4 in 2027, along with Pimax's Dream Air SE and obviously Steam Frame this year. VR and MR truly feel like a hybrid spiritual succesor to the Wii & 3DS. When it works, its straight up magical.

Re: GameSir And Hyperkin Reveal A Modular Pad With GameCube And N64 Layouts

NeonPizza

@KingMike
Wouldn't it be nice if Sony upgraded their DualSense with a modular design that allowed you to switch the left stick from Symetrical to ASymetrical?...As is, Sony's Symetrical stick layout has always felt like an awkward dated pain in the butt ever since the release of the PS1 dualshock in 98' Once i got a taste of Dreamcast's Asymetrical layout in 99' there was no going back.

There are modular based 3rd party controllers for PS5 but they lack haptics, gyro and adaptive triggers. As is i hate using the DS's left stick and it's rubbery detached D-pad. 😛

Haptics are a slight step above HD Rumble 2, and I love the triggers only when that adaptive trigger effect is applied like in Resident Evil 2&3 Remake, but overall i'm pretty much over it. Neither feature can overcome the stick layout and terrible feeling d-pad.

NS2 Pro is where it's at. Just wish we'd get some fun looking editions with a splash of color similar to the NS1 Pro Splatoon 2 efition with the neon pink & green handles. 😉

Re: Resident Evil Requiem's Latest Trailer Teases Bustling City Environment

NeonPizza

@ShadLink
I'll hold off and get it on Steam once the VR mod inevitably drops for the most immersive experience. 😁

There's no way I'm playing this flat after experiencing 7, 8 and 4Remake in VR. Using the upcoming Steam Frame headset on a 4090 using SF's Eye Tracking + Dynamic Foveated Streaming at 72-90fps will be ace. 😉

Re: GameSir And Hyperkin Reveal A Modular Pad With GameCube And N64 Layouts

NeonPizza

@Polvasti

Give me Joy-Con 2 Pro's with NS2 Pro Controller Analog sticks, something to actually hold on to with solid backside ergonomics, along with the right stick being placed diagonally against the B,A,X,Y buttons instead of below, and include a wired USB motion Sensor Bar(Reference) so I can use them detached 'Wii Remote & Nunchuck'-Style when playing on a TV. 😙

LOZ : Skyward Sword HD, Metroid Prime 4, Pikmin 1-3(NS) and Super Mario Galaxy 1+2 are in desperate need of the following above, including every future On-Rails styled shooter ect.

Re: Limited Run Games Kicks Off The New Year With A 'Switch 2 Edition' Shadow Drop

NeonPizza

They need to improve and update the CRT filter. As is, it's rough. But you could say the exact same thing about playing the game without any CRT filter. This game looked spectacular back on PS1 on a CRT back in the 90's, but on modern platforms they failed to mimic its original look in standard definition.

Lag is there too, but you just can't get around that with console emulation. 😗 I wan't a digital refund. Lol Which reminds me, I reaaally need to snag an original loose disc/copy of Tomba! for PS1 off eBay at some point. It's the only way I'll play it to see it through to the end. Like on the upcoming SuperStation One + SuperDock on a modern TV, or original PS1 on a 27" CRT.

Re: 35 Upcoming Nintendo Switch 1 & 2 Games To Look Forward To In 2026

NeonPizza

Not too shabby 😙

He-Man & TMOTU: Dragon Pearl of Destruction
Resident Evil: Requiem - (PS5)
Mega Man 12: Dual Override
Orbitals
Mina the Hallower
Reanimal - (PS5)
Pragmata - (PS5)
Mario Tennis Fever
Super Mario Bros. Wonder (NS2) + DLC
The Duskbloods
Yoshi & the Mysterious Book
Toxic Crusaders
Shovel Knight: Shovel of Hope DX
NSO Virtual Boy

Re: Arcade Archives Celebrates 500 Retro Releases With Special Commemorative Game

NeonPizza

And yet, still no individual cabinet artwork/wallpaper for the background for each and every title. Without it, it really takes away from the experience, fun and authenticity. Instead, all we get is this lame grey streak gliding down the sceen.

I still buy AA games every now and then, but I wish Hamster would update every single release with background art in similar fashion to what Capcom does with their own retro arcade compilations.

Re: Pikmin 3 Deluxe Nintendo Switch 2 Rating Pops Up Online

NeonPizza

@The_Nintendo_Expat
I'll second that. The DS Lite, Wii+Virtual Console, and first 1-2 years of the launch 3DS were just magical. They were a trio of innovation, and everything unique and exciting that they offered has been essentially scrapped.

No more Stereoscopic 3D, no Mixed Reality, No more Dual Screens, no more Stylus/touch screen controls, No Sensor Bar(Reference) for pointer aiming, or even quality traditional analog sticks & ergonomics for detached Joy-con 1/2-play when mimicknig the Wii Remote & Nunchuck. It felt like we were heading towards something even bigger after the Wii or 3DS, but alas. The Wii U game pad felt kind of under utlized, 3rd party support was vacaant, and advertizing was awful. Those were the darkest days for Nintendo, easily. Still has a semi decent list of bangers though.

As for the NS1, when docked, it almost feels like an XBOX360 Plus, but with HD Rumble & Gyro tossed in the controller. Like you, I was so excited for the future and possibilities with Nintendo at that point, but after the Wii U mishap, they sercumbed to playing it safe and started following trends instead of giving us the 'unexpected'

And i can't stand mouse controls either. In fact, the only time I ever enjoyed them was with Mario Paint back in 92.
NES, SNES & Wii+Virtual Console were easily my favourite Nintendo console generations that had me the most unthusiastic and thrilled for the future of Nintendo. But hey, at least they had the balls to release an NSO Virtiual Boy & the hardware(Or shell) itself. lol Nobody saw that coming! Which means, we'll probably get NSO Wii, and if they sell a Wii Remot, Nunchuck & Wired USB Sensor bar, then maybe they'll allow that control scheme to be used outside the NSO service and be compatible with certain titles like Pikmin 1,2 & 3, Metroid Prime 4, Super Mario Galaxy 1+2 etc. Problem solved, and we can toss away those pesky joy-con 1&2's.

I wish Nintendo would of just given us a Wii 2, and 3DS 2 instead. Separating both devisions, instead of unifying them into a Hybrid. Because lets face it, the NS2 doesn't do anything unique in handheld mode that seperates or differentiates itself from how you can play the exact same game on a modern 4K TV.

Why would i opt for playing DK Bananza on a tiny 8" LCD display with more motion blur, when i can play it on a 65" QD-OLED TV, using a Pro 2 Controller, with an amazing Dual Sub/5.2 Surround sound system, or worst case scenario, a fantastic pair of headphones with a great DAC/Amp?

NS1 & NS2 purely based on Controllers(Ugh, the joy-cons...And the Pro 1&2 controllers are so unoriginal in design), features & Innovation, lack the excitement, wonderment they oozed & Newness compared to what the DS Lite, Wii & 3DS were offering for their time. I still think the NS1 has a great library of games, HD rumble can be pretty neat, and the faux retro/new wave retro stuff is amazing, but you can pretty much get that stuff on every other platofmr. Sorry for the mega sea of text!

Re: Pikmin 3 Deluxe Nintendo Switch 2 Rating Pops Up Online

NeonPizza

@The_Nintendo_Expat
And it was miles more enjoyable on Wii U thanks to the Wii remote pointer aiming & nuchuck controls, mainly due to the sensor bar(aka reference) existing, unlike with the bare bones straightforward NS2 port of Pikmin 3 with it's lousy unreliable gyro controls.

If NS2 can lock it at 1080p, with 60fps & include mouse controls I'd definitely bite.

Re: Nintendo Comments On Metroid Prime 4's Placement In The Metroid Timeline

NeonPizza

lol patch this game with faster SamusCycle speed, or downsize the dessert hub. It's almost like we're dealing with another Wind Waker sailing/sea situation all over again. Then release NSO Wii, and allow the Wii's control figuration/scheme to be used outisde the NSO and make it compatible with certain NS2 titles, like Prime 4.

I want to experience it with the Wii Remote Plus, a wireless Nunchuck(Both the Wii Remote & Nunchuck housing NS2's HD Rumble 2) and Sensor Bar(Wired USB).

Re: Pikmin 3 Deluxe Nintendo Switch 2 Rating Pops Up Online

NeonPizza

60fps @1080p+ needs to happen. And as great as that would be, The NS2 version is still going to pale in comparison to how P3 plays on Wii U with the Wii Remote, Nunchuck & SB, if Motion pointer aiming is your preferred way to play.

It even allows you to use the the Wii U game pad on a kickstand for the map which was a real neat touch. I had a blast with just the few hours I poured into the Wii U version several years ago. But the NS1 demo was a dissapointment purely based on controls. As is, unless I'm mistaken both versions run at 720p + 30fps.

I'd still bite, but it still isn't going to be the clear winner of the two if you were a fan of Pikmin 1, 2 & 3's Wii pointer controls which unfortunately still can't be replicated proplerly using either the Joy-Con 2's as there's no sensor bar(Reference).
Pikmin 1&2 NS are also in desperate need of a 60fps bump. Baffling that Nintendo left them as is at 30fps.

But ya, using the left Joy-con(With a Backside grip for improved comfort) and the right joy-con slotted inside a quality Mouse shell grip to use for Mouse controls, docked, would be a nice bonus. Would love to see how that would play out.

And i can't even play Pikmin 4 at 30fps. 3rd person camera moves so fast, that it makes the motion clarity look smeary and choppy on both my OLED TV & QD Mini-LED.

Re: Nintendo Suggests Metroid Prime 4's Tortured Development Meant It Was "Divorced From The Changing Of Times"

NeonPizza

@SuperWeird
Dread's OST is underrated, but it's art direction, enemy design & Cutscenes are ammeture compared to what Retro Studios is capable.

Dread is still the best controlling 2D Metroid to date, but the clinical bland envrionments and lack luster art direction & enemies always left a bitter taste in my mouth. It's technically proficient, but sigh. What could of been. I'm still enjoying it a heck of a lot more than Prime 1: Remastered though.

Re: Nintendo Suggests Metroid Prime 4's Tortured Development Meant It Was "Divorced From The Changing Of Times"

NeonPizza

@FortniteJ
Agreed. I think Nintendo was scared of pushing for quality motion controls by including a sensor bar since it may of scared off the motion control haters, or slightly added to the cost? Maybe they just didn't want to include more stuff in the box and wanted NS & NS2 to be as simple & fuss free as possible. So they instead just snuck that Gyro-tech inside their controllers and called it a wrap.

Either way, they messed up hard. Wii Remote Plus, Nunchuck & SensorBar set up(Under controlled lighting conditions obviously) smoke the deteched Joy-con 2's. Sure with the latter you get HD Rumble 2, the left joy-con isn't tethered and you have more buttons to work with which are all great additions that push & move things forward(Although I miss the Wii Remotes Big A Button), but the ergonomics aren't there(You need backside grips to compensate like with Dbrand Killlswitch), the analog sticks are terrible and none-traditional and as you pointed out there's no reference/sensor bar for pointer aiming, which completely destroys everything.

It's impossible to recreate Prime 3 Wii's(When set to advanced) amazing control scheme, just like it's impossible to use the right Joy-Con 2 for any on-rails shooter. Think Hosue of the Dead 1&2 Remake, or even a potential port for Sin & Punishment: Star Successor. Won't work properly.

The lack of a sensor bar always gets tossed under the rug and brushed over. Can't stand the pointer cross hair drifting either. I was playing the recent HD port of Super Mario Galaxy, which hasn't stood the test of time imo(Clunky cumbersome unintuitive platforming and mostly shoe horned motion controls etc), and my gyro pointer cross hair would always drift here and there, and wind up being inches away from where i was actually pointing, forcing me to pessing R1 to recenter the cross hair in the middle of the screen.

That's the definition of broken. Was never an issue at all for me on Wii. I could play House of the Dead 2&3 with ease using the Wii Remote + Nyko Perfect shot(Just one example). yet HOTD Remake has been a nightmare using the right joy-con. Completely pointless. And who in their right melon wants to play a light gun game using an analog stick to aim in 2025? That genre is pointless on modern consoles.

Only work around, which I've mentioned before is if Nintendo Released an NSO Wii Remote, Nunchuck & Sensor Bar(Wired USB) and allowed that control scheme to be used outside the NSO service for certain NS2 games like Metroid Prime 4, Super Mario Galaxy 1+2, Pikmin 1,2&3 etc.

But who knows, Nintendo may very well flub that as well, by ditching the sensor bar and instead sticking Gyro inside the Wii remote. sigh* Also, games that all play better on Wii & Wii U thanks to the Wii remote, N & SB > PIkmin 1,2,3, Skyward Sword, Galaxy 1&2. Toad Treasure Tracker is another that's a lot more enjoyable to play with the Wii U game pad, because it was built and designed around that thing.

Wii to NS/NS2 ports are typically never a good idea, unless they're games using traditional controls like Kirby's Return to Dreamland, or DKC Returns HD which has actually been saved on NS thanks to not forcing in those shoe horned motion controls which broke the Wii original.

Re: Nintendo Suggests Metroid Prime 4's Tortured Development Meant It Was "Divorced From The Changing Of Times"

NeonPizza

Felt like Retro had to put the pencil down and call it a wrap because of the big N's dead line, according to Bian Altano at IGN. Supposedly it feels unfinished, and there's an unneccesary amount of back tracking to extend the experience. Retro wanted to make it even more expansive and ambitious, but their dead line and development hell bit them in the butt I guess.

Eithe way, whatever. I look forward to playing it. The visuals, art direction, 120fps(@1080p), Soundtrack and Amtosphere are looking & sounding peak Prime. But it will not have any wow factor or offer anything new nor comparible, imo, in terms of control/play style compared to what the Wii achieved with Prime 3's Wii remote(When set to Advanced), nunchuck & SensorBar controls.

HD Rumble 2 is at least something, but I already know what Gyro+Stick Aiming feels like. Have since the later 2010's once the NS debuted. Meanwhile VR Controls thanks to Quest 3 for ex, takes the first person genre and controls to whole new heights, easily surpassing the Wii Remote Plus no question. But it's still not a fair comparison when you're dealing with motion/pointer controls specifically designed for TV in mind, and the other for three dimensionality ala' VR.

Also, why hasn't Retro released an NS2 version of Prime 1? It's currently limited to 900p @60fps on NS1. They could give options for either 1080p+ @120fps, or 4K @60fps with an optimized port. I'm not a big fan of Prime 1(That would be 3), but for $20(cad) i'd totally pay for the upgrade.

Re: Super Mario Galaxy + Super Mario Galaxy 2 Updated To Version 1.3.0, Here Are The Full Patch Notes

NeonPizza

@Galaxy2IsTheGOAT
Oh god. They better not cheap out and throw Gyro in the Wii Remote instead and omit the sensor bar.

The best alternative alternative to the Wii Remote & Nunchuck at least based on what's currently available for NS2, is just using the detached Joy-Con 2's in each hand, using dbrand killswitch backside grips to bump up the ergonomics and then disect the right joy-con and remove the bottom right stick. Because that thing should never of been placed directly below the 4 face buttons. It always gets in the way of the bottom of my thumb when pressing B. Super Mario Galaxy 1+2 dont need the right stick anyways.

Still no sensor Bar/reference, and the left JCN2 analog stick is still crappy compared to modern traditional NS2 Pro 2 analog sticks or the DualSense.

Re: Super Mario Galaxy + Super Mario Galaxy 2 Updated To Version 1.3.0, Here Are The Full Patch Notes

NeonPizza

@Galaxy2IsTheGOAT
Maybe if the Joy-Con 2's, when using them detached(Wii-Style) when playing either Galaxy on a TV, had Pro 2 Analog sticks, along with the 2nd stick instead being placed diagonally to the 4 face buttons like every other controller in existence, instead of being directly placed underneith(Awkward!), along with a wired USB Sensor Bar(Reference for reliable pointer aiming), once you slot the JCN2's into detached backside grip shells(Think dbrand killswitch), I wouldn't be complaining!

I think, Galaxy 1&2 on NS2 also need CRT filter optiions to help slightly soften & round out the lower polygon models & environements. I don't think HD & 4K-ifying Wii games is typically a good idea unless the visuals have been remastered to the point where they're hitting Wii U/Switch territory.

Dreamcast, PlayStation 2, GameCube & XBOX games usually look best in Standard Def, 480i/p on a big Sony Wega CRT TV using component cables.

Also, wouldn't it be amazing if Nintendo decided to release an NSO Wii Remote Plus, Wireless Nunchuck(Both housing NS2 HD Rumble 2) & Wired USB Sensor bar to be compatible outside the NSO service for certain NS2 titles? Like Metroid Prime 4, Galaxy 1+2, a Pikmin 3 NS2 Port running at 60fps, a 4K Sin & Punishment: SS port, Skyward Sword HD(Now 4K) etc.

Re: Super Mario Galaxy + Super Mario Galaxy 2 Updated To Version 1.3.0, Here Are The Full Patch Notes

NeonPizza

@Picola-Wicola
3D Mario controls have officially peeked with Odyssey. Galaxy just feels very cumbersome and clunky, to the point where I always feel like I'm fighting with the controls. plus, I couldn't stand playing it with the Pro/Pro 2 controller. G&G2 were specically designed for detached control-play style(Ala Wii remote & nunchuck), mainly to accomodate the StarBit pointer aiming.

You can't aim properly with a traditional 2 handed controller while you're controlling mario Simultaneously, that's only going to work with the Wii Remote & nunchuck, or detached Joy-Con 2's without feeling like an unseemless clunky broken mess.

I could only play these versions, on a TV, with the detached Joy-Con 2's, using quality Backside grips to improve the comfort. Control niggles aside, I'll give Galaxy 1&2 a splash of praise for their soundtracks, creativity while including some neat motion control funcitonality(Slinging Mario from Spider webs, or from those gravitational stars in-game were the highlites. Low points being the sluggish tilt based Mantaray & Rolling Ball mechanic/steering), but the Galaxy hopping structure and clunkier slower less mobile and resitrctied mario controls don't hold a candle to how Mario controls in Odyssey. Galaxy's Controls, imo, prevent replay value.

I enjoyed the first half of Galaxy back on Wii, but once the later half kicked in the entire experience felt like a bit of a chore. I still complted it, but it pailed in comparison to Super Mario World in 1991. But compared to Galaxy, ;I had a far greater time with Wario land Shake it!, Klonoa & Mega Man 9 as far as Wii platformers go. The impact those latter three had on me was frikkin astronomical. 😙

Re: Super Mario Galaxy + Super Mario Galaxy 2 Updated To Version 1.3.0, Here Are The Full Patch Notes

NeonPizza

I don't think the Galaxy games have aged all that well. But as is, I still prefer playing these on the Wii on a big fat 32" 4:3 Sony WEGA Trinitron SD CRT With component cables. Wii games typically don't look better in HD resolutions imo. Standard def does a better job at cartoonifying and rounding out the characters & environments. I have Galaxy 1(NS) and ya, 1080p & 4K don't exactly do wonders for lower polygon Wii-tier character models & environments. Just looks less organic and more artificial, unlike Odyssey obviously.

Plus, Wii has a sensor bar for StarBit pointer aiming, so there won't be the need to occasionally press a cross hair re-center-button like you have to with those joy-con 2's every now and then, the Wii remote also has a nice traditional analog stick that covers far more ground for it's nunchuck, combined with that oh so satisfying big 'A' button and better ergonomics all around.

BUT, the NS2 Joy-con 2's are still a solid upgrade to the JCN 1's. And with quality backside grips, comfort improves dramatically. You've also got more buttons to work with vs the wii remote & nunchuck, plus the left joy-con isn't tethered like the nunchuck was, and we've got HD Rumble 2.

And I've said this countless times already, but I still can't stand how the right joy-con stick is placed directly below B,A,X,Y. Obviously for space saving reasons, to make the NS2 as trim and compact as possible for handheld play.

As is, at least for me, it feels totally awkward having to reach down(Instead of diagonally like you normally would with any other controller) to use, and the bottom of my thumb usually always rubs against the right stick when reaching and pressing the B Button. Drives me batty. lol

I'm going to disect this bugger and take out the right stick for good, for titles that are trying to emulate the Wii remote & Nunchuck control scheme. And then have a second pair left in tact for Dual Mouse controls, with those shnazzy Ulipex Mouse grips.

Re: Review: System Shock (Switch 2) - Performance Woes Tarnish A Classic

NeonPizza

I'll just check it out on PS5 then. As long as it has quality and customizable Gyro Aiming that's in the same ball park as other titles like Power Slave Exhumed.

As much as i love the DualSense's Haptics and Adaptive triggers(Depending), i can't stand it's Symetrical stick layout(I've felt this way since the later 90's), and using L2 & R2 triggers to fire a weapon doesn't always feel as tactile and satisfying compared to the NS1 & NS2's Pro/Pro 2 controllers digital L2 & R2 Buttons. Oh well, at least the PS5 runs at a near stable 60fps, with up to 4K support. But no Gyro, no buyo. I'd rather watch paint dry than be to be forced to play an FP-anything with stick-aiming only. That may of been fine in the earlier 2000's. But eh, as is I just can't do mouse or Analog stick aiming.

VR Motion controls > Wii Remote Plus & Nunchuck > Gyro+Stick Aiming >>>>>>>>>>>>>>>>>>>>>>>>>Stick-Only > Mouse

Re: Poll: Box Art Brawl: Duel - Mega Man 6

NeonPizza

@Ooyah
Ya, I can't stand the boring predicatble JPN box art with every title in the traditional series. There's no fun dynamic set pieces, or anything uniquely interporited and creative at play. Just stock art work with Robot Masters & Mega Man lined up and slapped on the front and that's that, with a different colored boarder for each sequel.

Best NA Mega Man covers imo, would be 2 & 5.
4's is the worst. Call me crazy, but i prefer 1's with that iconic 80's Capcom Tron-styled boarder surrounding the actual cover art, which actually saves it imo.

3's is excellent minus Mega Man's goblin-esque durpy weird expression on his face, while 6's is just...Ok. I remember seeing all of these boxes overtime at my local Mega Videos back in the late 80's and earlier 90's too. 2's is easily the most nostalgiac and iconic. It hit hard when i saw it for the first time when I was around 5-6 years old. It truly captures your imagination, and I always usually prefered the interproted outlandish funkier NA art work from those times that did their own thing.

Re: Multiple Switch Games Have Received Switch 2 Compatibility Fixes

NeonPizza

@Stormcloudlive
Could of sworn RE4 on NS2 was said to run at 1080p with a locked 60fps, and included optional Gyro aiming months ago.
I'll have to check YT out to make sure.

PS4 version can already do 2 of the 3 things above, but i can't stand using a Symetrical-stick layout to play it. Feels so much more natural with a Switch 1 or 2 Pro Controller, because it's closer to that of the GameCube controller.

Re: Opinion: Resident Evil Requiem Needs To Solve The Series' Villain Problem

NeonPizza

@Misima
I think 90% of the peeps on this site weren't even around when TMNT debuted back during the tail end of the 80's & earlier 90's.

And ya, some people hate change. They want everything in line with what they grew up with or what they're used to or have grown accustomed to. Plus, some people can't fathom the idea of anything going beyond a traditional controller or TV & Handheld screen. That's where it all stops or dies for them.

meanwhile, VR takes Resident Evil to whole new heights. The thought of playing RE9 on like a 65" QD-OLED, even with a great pair of headphones just kills me...I suspect we'll get a surprise PSVR2 announcement earlier next year since the lead director said stay tuned for future annoucements. he could of just said "No, it's not happneing" So it seems like it is, since Capcom has mad passion for RE in VR.

7 & Village felt like nothing on a TV compared to the experience i had with both in VR. You can't even compare it. They were transformative, and absolutely visceral, 1000x more immersive, terrifying & unsettling, it was like partaking in a horror movie or living breathing nightmare. If you can finish RE7 in VR than you're a brave soul.

Re: Capcom Surprises Mega Man 11 Players With A New Update

NeonPizza

Would of been nice if Capcom updated the NS1 version with the PS4 versions Anti-Aliasing, upgraded the ever so slight downgrade in visuals(Helmet shading, lighting etc) and eliminated all of the weird random frame rate stuttering that occasionally surfaces on NS.

MM11 PS4 doesn't have any of theses issues, and yet i still I can't stand playing that version or any 2D game using the DualSense or Dual Shock 4's weird detached-styled rubbery almost concave designed D-pad.

Re: Leon Kennedy Is Confirmed For Resident Evil Requiem

NeonPizza

@OrtadragoonX I always preferred Chris. I was really hoping for Leon to not be in this. He always winds up killing that horror vibe with that sleek anime 90s hairdoo and unimpressed 'just another day at the job' sarcastic delivery.

i prefer Chris's more grounded stoic commander vibe. They did such a great job with his character in village.

they built up Requims stalker enemie which felt like a near invincable threat for Grace, only for Leon to swoop in and devil may cry-blast it in the face with pure ease. Lol killing the feeling of vulnerability and fear instantly. RE feels better to me these days when i get to play as less experienced characters as if it's their first day on the job or just regular every day guys like Ethan.

Chris is now the DOOM slayer of RE, and Leon is like this john woo matrix-esque ninja cop with a Spiffy j-pop boy band haircut. He also looks like he's in his mid 40s instead of his 50s too for Requiem

Re: Nintendo Download: 11th December (North America)

NeonPizza

@Mikeg1965
Initiallly i was stoked for it in the beginning, but after seeing bits and pieces of a recent walkthrough on YT, I'm not sold. Some of the running animations look awful, especially for Sarah O'Conner and the gameplay itself looks pretty monotonous.

Almost as if the core gameplay was basically an after thought in favour of adapting key scenes or moments from the film itself in sprite form to rev' up fans of T2. Feels like nostalgia bait. Oh well, at least there's Tomba 2.

Re: Best Metroid Games Of All Time

NeonPizza

3 & Super Metroid take the crown for me. I really like Fusion too. I'd rank Metroid 1(NES) higher, which I've also beaten, but the lack of a map really hurt the experience, albeit still good regardless, but it became worthless once SM debuted. Why even bother? Meanwhile, MII: Return of Samus(GameBoy) is pretty average. Besides the lack of a map, what makes it worse than the original is the lack of colour which makes it extremely difficult to discern or differentiate one area from the next. I currently feel a bit mixed with Metroid Dread. It controls like a dream, but the art direction, enivronments, cut scenes and enemy design look a bit clinical, sterile and ameture compared to what Retro Studios has achieved.

I haven't played 4: Beyond, Zero Mission, or 2: Echoes so I'll leave those 3 out.

4's got one hell of a soundtrack and some amazing environments, but I know good and well it will never live up to the experience i had with 3 simply because of those incredible Wii remote, nunchuck & SB controls back in 2008. I mean, we have VR now with Quest 3 & PSVR2, both of which boast an evolution of that control scheme and absolutely 1up it.

Gyro + Stick aiming with a Pro 2 controller, while very nice(And a heck of a lot better than standard traditional stick aiming imo) won't be able to compete with what the Wii achieved control-wise for MP3 based on my preference. And even IF MP4 magically supported the Wii Remote, Nunchuck & SB. So what? I already experienced it in it's prime back in the late 2000's what it was cutting edge and in the now?

We have even greater motion controllers as I said above for Quest 3 & PSVR2, which puts MP4 in a very weird spot for me. Wish i could experience it with a Nintendo VR headset similar to the upcoming Steam Frame. That would be the next logical 'NextGen' step moving forward for the series with Prime 5 imo, as an option for those that want it.

Re: Opinion: Resident Evil Requiem Needs To Solve The Series' Villain Problem

NeonPizza

@Misima
Agreed. I actually love it when Capcom gets bold, daring and completely switches the tone(With the exception of 6, plus 5 undelivered after what was promised) Locations, style and characters up. A perfect example would be going from RE7 VR, to RE8 VR.

The former is like being stuck in Texas Chainsaw Massacre, meets Wrong Turn & The Blair Witch. With RE8, it felt like some Guilmero Del Toro gothic fairy Tale with a cast of over the top theatrical villians. RE9, based on what little we've seen almost looks like RE7 & RE2 had a baby with a splash of something else entirely, while not going off the rails like with RE8 and instead staying more grounded and leaning far more towards horror like with 7.

I really like the sterile creepy white & pale muted greens of RE9's Main Hall interior decor too. Plus, that stalker enemey is easily one of the creepiest looking monsters in the franchise period. Catching a glimpse of that on PSVR2 is going to be pure nightmare fuel!

Re: Opinion: Resident Evil Requiem Needs To Solve The Series' Villain Problem

NeonPizza

I don't really care about Wesker anymore. Ever since Code Veronica, he's been too Hollywood Bond-villan-esque Matrix-y for the franchise, especially in RE5. He burnt to a crisp in a Valcano. He's history. But as we all know, Capcom makes up the rules as they go along, so anything is possible.

And i was glad to see a more toned down grounded take on him in RE4R at the very end, until they turned him into Matrix Neo for the Mercenaries DLC.

I loved the cast of villians from both 7 & especially 8. Yet I'm not overly enthusiastic about seeing LEON making yet another return for RE9. I think he, along with Ada and RE1 & RE0 Rebecca are the weakest characters in the franchise.

Bring Back Barry, Revamp Rebecca instead of making her weak and always having her head stuck in the clouds, Stoic Chris was fantastic in RE8 so no issues there, and even though Ethan is dead his performance and rage was brilliant in RE8. For me, moving forward RE should always have an optional VR mode, and mostly be in 3rd person on a TV.

Re: GameStop Hints At Another Playable Character For Resident Evil Requiem

NeonPizza

@SearchingS
RE7 was incredible in VR, at least the entirity of the Baker Estate. Didn't care for the flatscreen version.

RE8 is what you'd get if Guilmero Deltoro & Resident Evil had a baby. lol It plays out like a gothic fairy tale, and i thought it was refreshing comeing from RE7's Texas Chainsaw Massacre/Wrong Turn meets Blair Witch tone and vibe. I loved how different they both were thematically, just as RE9 will be by the looks of things. That giant motel/hospital and it's pale white & muted green creepy interior looks different enough. We've only seen a tiny fraction of the game too.

As for RE8, I thought the story was a little more compelling, and the experience was more consistent through out, but nowhere near as scary or gripping. mind you, neither of them are scary on a TV. in VR, RE7 for PSVR1 was super unsettling. it was like partaking in a living breathing nightmare. You've got to be brave to get through that one in VR.

Rose's DLC was pretty dissapointing though. I beat it on Hard mode too. It didn't really add anything of value to the lore imo, if anything it tarnished RE8's story and almost disney-ified it. RE8 should of just ended with the main campaign and the Rose DLC should of been scrapped.