Comments 811

Re: Pokémon Sword And Shield Introduces Open World Area, Multiplayer Raids And Dynamax Battles

NoxAeturnus

@ShadJV The starter's final evos were leaked months in advance, but they were officially announced a few weeks before the games launched. I'm buying the game anyway, so I don't care if I find out tomorrow or the day before launch, but I'm not picking a starter without knowing what type it'll be in its final evolution and whether or not it looks ridiculous. Looking at you Emboar. Tepig was such a disappointment.

Re: Pokémon Sword And Shield Introduces Open World Area, Multiplayer Raids And Dynamax Battles

NoxAeturnus

Dynamax - I hate it. It's yet another gimmick, and I want nothing to do with it.

Everything else - looking good. Can't wait to get my hands on it. The Wild Area is kind of a silly on-the-nose-name, but I'm most excited to get out into that part of the game.

All I need to know now are what the starter evos are so I can pick mine. The rest I'm happy to discover through play.

Re: Get Some Shut-Eye When Pokémon Sleep Arrives Next Year

NoxAeturnus

What I want to know is, how does this make sleeping more entertaining? I mean, I can choose to walk more or less, so offering me a reward for walking more makes sense because that encourages me to walk more and improves my quality of life. And having something to do while walking that is fun makes me think less about how walking is a chore and exercise is just applying pain in moderation to make your body stronger.

If I'm a poor sleeper, offering me a reward for sleeping better isn't going to fix that, because sleeping well is not really a conscious choice (I mean, other than when to go to bed). And I can't exactly do anything while sleeping...so how does this make sleep more entertaining? They keep using that phrase. I don't think it means what they think it means.

Re: Get Some Shut-Eye When Pokémon Sleep Arrives Next Year

NoxAeturnus

@Ogbert @Heavyarms55 They said in the press conference it would track your movements by accelerometer, and they showed it sitting on the bed next to a sleeping person. There's no way this can be super accurate - what about multiple people in the same bed, what about differences in mattress construction, what about the fact that it's not anchored so I'm likely to knock it off the bed if I actually do move? Fitbits and other health devices also track your movement at night by accelerometer, and sometimes by pulse rate, but they're attached to your wrist, not just sitting out in the open.

Re: Video: Digital Foundry Takes A Technical Look At Zelda And Mario Odyssey In VR

NoxAeturnus

@johnvboy

In response to #53 - 3D TVs aren't the worst comparison, except I would argue that they were poorly supported. There was one "killer app" (Avatar) and everything else largely failed to live up to that. VR is already in a better position in terms of software support. I think a better comparison is motion controls. Pre-Wii, motion controls certainly existed as a tech-savvy novelty, but they weren't exactly setting the world on fire. No one saw the Wii coming. So what happened? Nintendo solved just enough of motion control's issues and packaged it properly to turn a novelty into a mass market. Early adopters were largely the Nintendo faithful, who then showed it to non-gamers and non-Nintendo players, and it took off from there. When someone does something similar for VR, I think it has the potential to be the next Wii - an overnight success - but I agree with you that won't happen with the tech as it currently stands. I don't really expect any of the PC headsets to do it, but a second generation PSVR might do it with the right lineup of software. If that doesn't happen, the market can still limp along for quite some time on the backs of tech enthusiasts - if that happens as you seem to be suggesting, VR won't really go anywhere. Either way I'm really interested to see how the market evolves.

In response to #56 - Yes, that's what I'm saying, but without sarcasm. The fact that it performed above expectations shows there's an opportunity in the market. I think a PSVR 2 release is guaranteed at this point. And it doesn't have to be a whole lot better than the current PSVR to maybe tip the tech into wider appeal as long as it has some great software. Which I think is likely. PSVR is currently a training and experimentation ground for some devs, and they'll largely be looking to leverage that experience with the tech in a less crowded market. Again, it's a really interesting emerging market, and however it turns out I'm enjoying watching it unfold.

Re: Video: Digital Foundry Takes A Technical Look At Zelda And Mario Odyssey In VR

NoxAeturnus

@johnvboy But it IS killing it sales-wise. You're too fixated on the overall numbers sold and the fact that it doesn't have mass appeal. Mass appeal is not the only measure of success. Yes, it's a niche product, and those numbers are not comparatively high, but it's four times less niche than anticipated, and that's kind of a big deal. If I own a small business that makes buttons, and I expect to sell one million buttons at $1 each, and I instead sell four million buttons, my company is 4 times more profitable than I expected even if my competitor is selling 100 million buttons. That's a sales success - in fact it's a huge sales success. This is a small sideline business for Sony, and it's four times as lucrative as they initially expected. I'd say that's killing it sales-wise.

Re: Video: Digital Foundry Takes A Technical Look At Zelda And Mario Odyssey In VR

NoxAeturnus

@johnvboy I agree it does not yet have mass appeal, but in the niche market of VR, Sony's headset is really killing it thanks largely to its solid software lineup. Honestly, I'm shocked that they've supported PSVR as well as they have. Comparing PSVR to PS4's install base is the wrong comparison. Success, like happiness, is about expectations. NSO, for example, is performing well below expectations. On the other hand, expectations for PSVR at launch were that maybe this thing sells a million units. Maybe. Fast forward to today and it's done 4 times that. No one suggested it wasn't niche before, but the fact that it has 4 times the appeal than was expected despite its flaws is a sign that the market might be both larger than expected and capable of growth. VR has some major problems right now, but the more of those problems that become moot, the faster that part of the market will move. It's going to be interesting to see what happens, that's for sure.

Re: Random: Experience The Legend Of Zelda: Breath Of The Wild With PlayStation VR

NoxAeturnus

@DartBuzzer I hear what you're saying, but it's a bit of a tough sell to have to build up tolerance. It'll be interesting to see where it goes and whether or not it improves, but it's certainly years away from wide adoption. I know exactly one person with any real VR rig. The cost of entry is just too high, and the software needs to catch up. PSVR is a sales success for VR, but to put that in perspective, it's captured roughly one third the audience of the Wii-U to be considered a success. That puts VR at all time highs for adoption, but comparatively it's a niche market right now, an expensive novelty, and it has a long way to go before I'm convinced that I need to own it.

Re: Random: Experience The Legend Of Zelda: Breath Of The Wild With PlayStation VR

NoxAeturnus

@DartBuzzer So I had only tried out some of the mobile stuff, Google Cardboard and such for a long time, but a friend recently bought a PSVR, and that was a bit of a revelation. I had a chance to try Astro Bot, Beat Saber, and a handful of other demo titles. Astro Bot was very immersive, but there were times I hated the camera angle. There was nothing about Beat Saber that couldn't have just been on screen in my opinion, but the game was a lot of fun. Neither of those kicked my motion sickness too hard, though I did feel it. But there were other games that were totally stomach turning. Especially when camera control was independent of head movement. It felt like too many games had been designed for traditional setups and were just being displayed in VR. Thanks yo PSVR, I think the tech has more potential than I thought at first, but motion sickness is a big barrier for me, and the game design will have to catch up to the new medium. As proof of concept, Astro Bot gave me some hope, and put me more on the fence when previously I was leaning towards a hard NO. I think if the tech improves and game design rises to meet it, the next gen of VR could be something special, but those are some big ifs for me right now. Cost is also a big factor. It still feels too much like an expensive novelty.

Re: Random: Experience The Legend Of Zelda: Breath Of The Wild With PlayStation VR

NoxAeturnus

@Heavyarms55 It's totally fine to have an opinion, but personally I'm curious to hear what experiences led to it. Just because you have an opinion doesn't mean that it doesn't need to be substantiated. Opinions are still (presumably) rational and arrived at by means of logic and reasoning. This isn't an attack, I'm legitimately interested in what you have to say.

I'm on the fence about VR. I've had some limited experience with it, and it's been mostly lackluster, but some of it has been really neat. It's really interesting to hear from people on both sides - love and hate, because it helps me formulate a better overall picture of the tech and to form my own opinion. You've made two statements, and I'd really like to hear more of what you have to say if you have time:

"I don't like VR." Care to share what experiences led to this opinion?

"I don't think VR is a good idea." If it is, as you say, both safe and useful, why in your opinion is it not a good idea?

Re: Don’t Expect A Skies Of Arcadia Port Or Sequel Anytime Soon

NoxAeturnus

@KyleHyde I remember those PS3 rumors too. I think those turned out to be Valkyria Chronicles. The fact that Vyse and Aika are in that game greatly endeared it to me.

So, fun fact, selling my Skies of Arcadia Legends disc is my biggest gaming regret. I mean, I got Nocturne and P4 for it, which were both great games, but I still miss being able to replay Skies. Sigh...

Re: Persona 5 Scramble: The Phantom Strikers Officially Confirmed For Switch

NoxAeturnus

BOOOOO Atlus! BOOOOO!

First, Musou games bore me very quickly, so this is a hard pass for me despite how much I love P5. I so wanted to like Hyrule Warriors, but these games are just not for me. Second, this overwhelmingly disappointed reaction is what you get for being a tease. You deserve it Atlus. You should have just announced the game back in December instead of announcing its title, then doing a teaser that you'd announce more in April, and leaving your fans to stew in unrealistic speculation for four months.

Well, here's to (unrealistically) hoping that Atlus eventually ports P5R to Switch. Not holding my breath.

Re: Nintendo Reveals The Best-Selling Indie Games On The Switch

NoxAeturnus

@frabbit I don't think it's any tougher to start than any platformer. I certainly didn't feel like it took 5 hours to get into. I mean, you have move, jump, sword, and heal to start, and early enemies charge, jump, crawl, stand, or fly aimlessly. It's really not that bad. HK is not a hard game despite it's apparent infamy for being hard. Shovel Knight was WAY harder both to get into and to keep progressing. I felt that Crypt of the Necrodancer was also much harder to start than HK.

Re: Nintendo Reveals The Best-Selling Indie Games On The Switch

NoxAeturnus

@San_D Odd that one of the things you felt was a barrier actually seemed like good design in my opinion. I felt that benches were often very near boss rooms, which made the travel back for a retry almost nonexistent, and they always made sure you could recover your shade before restarting the boss fight. I agree that HK has very little in the way of ranged combat, but that's clearly a design choice, not a flaw. The combat mechanics are very tight and responsive, and I found that spells and charms added plenty of depth, but I can see that if you don't prefer Hollow Knight's combat the game would feel lackluster. It does what it does very well, but it sounds like what it does is not your kind of game. That singular vision made for a very focused product; it doesn't have to please everyone and it doesn't try, and that's to the designer's credit in my opinion. Oh well, not for everyone.

Re: Nintendo Reveals The Best-Selling Indie Games On The Switch

NoxAeturnus

@PBandSmelly Genuinely curious what you see as flaws in Hollow Knight? To my thinking it's been one of the tightest games, in controls and design.

@San_D I'm also curious what you mean by not having respect for the player's time? It seems to me that HK is almost entirely meaningful content without much filler at all. What do you define as not having respect for your time and how could it have more?

Re: Wargroove Gets Huge Version 1.2.0 Patch On Switch Today

NoxAeturnus

I haven't bought this yet because Hollow Knight has consumed my life recently.

"Seven maps designed specifically for co-op have been added."

Anyone have the answer to the following related questions: Are these co-op maps playable from a single system? Do they require a second system and copy of the game? Do they require online?

Re: Rumour: Joker's Super Smash Bros. Ultimate Stage Seemingly Datamined

NoxAeturnus

@turntSNACO I'm with @dougphisig: they're going to use Arsene in some way for sure. That's the persona that sets the tone for the character. Other than that...who knows? Overall I'm not expecting anything too special out of the moveset.

@nessisonett That would be pretty cool, but my bet is on All Out Attack. It's an easy way to "add" the rest of the Phantom Thieves - similar to Megaman's final smash.

Re: Takahashi And Miyamoto Talk About Nintendo's Ability To Respond To A Variety Of Consumer Preferences

NoxAeturnus

@Apollocreed I hear what you're saying, but just because you've been playing their games for a long time doesn't mean you're part of the market the Switch is aimed at capturing. I know what it is you want, and there's nothing wrong with wanting that thing, but what's the value to Nintendo as a business? As you've said, the system is wildly successful right now. What incentive is there for them to invest in making their platform more like the experiences found on other platforms when they have a "good enough" solution already in place? Someone who enjoys online multiplayer gaming almost certainly owns a PS4 (or an XB1...but honestly, why?), where there're loads more amazing online multiplayer experiences - and hardly a local multiplayer game to be seen. The hybrid nature of Switch is its unique selling point, and hitting the section of the market that enjoys local multiplayer is a smart move, and ultimately that makes online multiplayer a secondary feature for Nintendo. However, if what they're providing is a dealbreaker for you, then you're not enough part of the market the product is aimed at. It is what it is, and no amount of complaining on internet forums is likely to change it any time soon.

Re: Takahashi And Miyamoto Talk About Nintendo's Ability To Respond To A Variety Of Consumer Preferences

NoxAeturnus

@Apollocreed Switch has a heavier focus on local multiplayer than online multiplayer. Your criticisms aren't unfair exactly, but Nintendo's not wrong to ignore them either. You're not necessarily the market they're aiming for, and that can be frustrating. Their core selling point is to be able to play together, in person, anywhere. It's a portable/console hybrid. That's the point. It's a fantastic family machine for this reason.

And as a second system for most hardcore gamers, because let's be honest, if you want the latest and greatest you own a PS4 too, as a second system, online on Switch also plays second fiddle. Generally speaking, if I want that experience, I boot up my PS4. If I'm on the go, I grab my Switch. Could Switch benefit from a more seamless online? Sure could, but the gains won't be as big as people are making them out to be. Does it work in its current incarnation? Sure does, which is good enough since it's not the core focus of the system.