Comments 1,133

Re: Poll: What's The Worst Legend Of Zelda Game?

Seacliff

Zelda 2 is a perfectly competent game for the console it was released on, and aged better than most RPGs from the 80s.

Tri Force Heroes is a flawed multiplayer experience at best and a frustratingly tedious waste of time as a single player game.

Re: Review: Pokémon Brilliant Diamond And Shining Pearl - A Middling Pair Of Remakes

Seacliff

My head literally hurts that people don't understand that not wanting an RPG where you literally destroy encounters without effort instantly means you want to be 'grind'.

You never had to grind in the older games, they weren't that hard either, but they at least required something reassembling a cognitive process to finish.

As in, you don't need to be 10 levels above your opponent to win a fight. You don't even need to be at your opponent's level to stand a chance. I beat Pokemon Red with Pokemon 15 levels below the champion's Pokemon.

People who hate forced EXP share don't want to 'Grind', quite the opposite, they want to use decision making to determine the outcome of battles rather than RAW levels. The fact anyone thinks this isn't the case proves they aren't comfortable digging into the games mechanics any more than that, which is fine, but at least make that an option.

Re: The Pokémon Creative Team Has Been "Through A Lot" With Angry Fan Feedback

Seacliff

I'll sympathize with any devs who have been put through crunch and tried to make the best of what they could with the given time and budget.

But a lot of the criticism are things that would have obviously been criticized. This is the 25th time "Difficulty" has been mentioned in the comment section. The games don't have to be legitimately difficult, but they have failed to be engaging for anyone who knows the bare-bones of how the battle mechanics work. It feels like a Mario game letting you win because you learned how to jump in place and leaves it to the online competitive community to learn about wall jumping.

I'm pretty sure most people would have been fine with Dexit if there was something in return. Visuals aren't everything, but they aren't nothing either. I would take ass few as 300 Pokemon if it meant better visuals, better level design, and a more involved storyline.

It's not all for naught. Legends Arcues has been getting it's fair share of criticism, but not nearly to the extent of what Sw/Sh received the summer before it's launch. Even the most basic shake-ups and improvements will let people be more forgiving of the franchise's faults.

Re: Video: Learn More About Sonic The Hedgehog's 8-Bit History

Seacliff

Sonic Triple Trouble is probably my favorite of the 8-bit Sonic Platformers. Shame it never got a(n) (official) master system port.

Sonic 1, 2, and Chaos are all good too. They play more like a traditional platformers compared to the momentum-driven gameplay of the Genesis/MegaDrive games, but are are still solid regardless.

Re: Metroid Dread's UK Sales Momentum Points To A Big Moment For The Series

Seacliff

@M3AN1E I've seen David Jaffe rage over not being able to find breakable blocks, and I completely disagree with his rant.

I've seen plenty of players in let's play have absolutely little to no issue with the same segment he was frustrated about. The game tells you some terrain is destructible, and there's plenty of subtle ques on how to progress, such as having enemies on the destructible blocks so you'll accidently shoot them.

If he wants to play and design cinematic games with entire sequences that play themselves, that's fine, but that doesn't make everything outside of that genre bad or even archaic design.

Re: Metroid Dread's UK Sales Momentum Points To A Big Moment For The Series

Seacliff

@M3AN1E The game heavily modernizes the Metroid Formula.
The game world is smartly design to loop back around after getting a powerup to the point where you need to use it to progress. The game sends you right before a boss's door after death instead of sending you all the way back to the last save point. The game utilizes the Switch Hardware to fully load entire areas to make certain mechanics possible with the EMMI that weren't possible when the game was first canceled on the Nintendo DS.

If people are claiming they have buyers remorse, it's because they expected a different game compared to what they got. But I believe they made it very clear what the game is in it's marketing and it holds that promise throughout that campaign.

Re: Mini Review: DELTARUNE Chapter 2 - Undertale's Successor Continues In Thrilling Style

Seacliff

@SwitchVogel It's in an interview Toby had with Nintendo.

https://topics.nintendo.co.jp/article/0e438e10-2b35-11e9-b104-0a6d14145cb1

It's in Japanese, so I'll quote the part after it went through Google Translate. You can probably find a more accurate translation though.

"In 2011, when I was living away from home while I was in college, I had a flashy illness. I had a very vivid dream when I was sleeping with a high fever because I couldn't get any medicine.
It was a dream of the ending of the game, and since then I have been obsessed with the idea that I have to make that ending game.
So I tried to make it once in 2012. I really liked the artist Kannotynes ​​I found on Tumblr, and I used that person's character design, but at that time I ended up giving up development without completing a single room.

However, some of the songs I made at that time became the BGM of "UNDERTALE". For example, the song "Pain in the Heart" was originally titled "Joker Battle", and "Bonetrousle" was intended to be the main theme of the battle.
And when Kickstarter solicited investment in "UNDERTALE" (2013), if "UNDERTALE" could be completed, the next game would be a mix of "UNDERTALE" and that dream concept. I decided.
Anyway, I couldn't help but make a game of what I had dreamed of at that time ... I don't know if it's interesting, but I still thought I had to make it."

Re: Undertale's 6th Anniversary Broadcast Locks In A Release Date For Deltarune Chapter 2

Seacliff

@twztid13 PC exclusivity is literally the only exclusivity that can't possibly be 'shady'.

Each console has their own certification process, requires official publishing, requires an ERSB rating, etc. It takes a fair amount of resources to do, especially for a demo for a game that likely won't be finished until after our current game consoles become irrelevant.

PC you can just slap a download on your website and that's it.

Re: Review: Mario Golf: Super Rush - A Solid Swing, But Par For The Course

Seacliff

I was beyond hyped when this was announced, but seeing how the golfing system has changed and the lack of features and modes that existed in older games makes me unsure about this game now, despite the generally positive critical reviews.

Six 18-hole Courses isn't the deal breaker. That's the same amount as 64, Toadstool Tour, and World Tour prior to DLC. Neither is the lack of 'fantastical' courses, if anything, these are much more 'fantastical' than most of the prior Mario Golf Courses.

I might still get it, but it's no longer the 'must have day-1' title for me.

Re: The First Review For Mario Golf: Super Rush Is Now In

Seacliff

There seems to be a lot of confusion regarding why a 8-ish is considered low for Famitsu.

In 35 years of publishing, Famitsu has only given one single negative review for a game, it was a 48. They have an insanely, large, bloated curve. Getting a good review from Famitsu is a sign the sky is blue.

That said, I could care less if this is considered 'low' for them. They gave Donkey Kong Country 2 an even lower score than this, and that's a 10/10 game for me.

Re: Poll: Will You Be Using Motion Controls In Mario Golf: Super Rush?

Seacliff

No. I do like motion controls, but I remember fighting against them all the time in Wii Sports Golf.

Mario Golf requires a lot of accuracy and precision that I don't believe is achievable with motion controls.

The biggest exception to this was We Love Golf on the Wii, but that game rubber-banded the issues so far in the other direction it was hard for me not to get a Birdie every hole.

Re: Soapbox: Pokémon Legends: Arceus' Release Date Worries Me, But Hopefully I'm Wrong

Seacliff

@UndoControl I disagree. The amount of year of development will impact on a game is dependent on more than just the scope of the game, the size of the team is also important.

Gamefreak is already noticeably smaller than even other "small" Japanese companies that develop JRPGs, such as Atlus or Level-5. Larger projects from those companies still take more than three years of development, and are still by no means "AAA Games". Also like those companies, Game Freak still splits their teams to works on multiple projects. There was clearly a different team working on this while another team worked on Sword/Shield's DLC, for example.

Re: Team Reptile Shows Off The Fluid Movement In Bomb Rush Cyberfunk

Seacliff

@GrailUK Can't agree at all. Games like Stardew Valley took stagnant ideas and pushed them forward in ways that were obvious in retrospect.

And given this is being inspired by a franchise with... two games. It's not unreasonable to assume that even indie devs 20 years later can improve the formula in ways Sega could have already.

Re: Review: Balan Wonderworld - A Charmless, Confusing Fossil From The Creators Of Sonic

Seacliff

I would say Yuji Naka and Naoto Ohshima are simply behind on the times and ignored how platformers evolved in the past twenty years, much like the issues with Suzuki stance on game design and Shenmue 3, but this game doesn't even hold a candle to Sonic Team's offerings in the mid-90s.

NiGHTS and Burning Rangers on the Sega Saturn, the two non-Sonic games this pair is probably most known for, are better games overall.

NiGHTS's gameplay isn't all that similar to Balan Wonderworld, despite the aesthetic similarities, but is the perfect example of minimalism design working well. Balan Wonderworld aims for minimalistic controls in a genre where it doesn't work.

Burning Rangers has certainly aged, but is a great experimental take on 3D platformers while the industry was still struggling to figure out how to make that genre work. Balan Wonderworld plays it way too safe in comparison.

If what Naka said was true, this was Yuji Naka and Naoto Ohshima only chance from Square Enix. This game is now a huge stain on their career and it's going to be even harder to get a game greenlit elsewhere. It's a shame, but they're probably going to get sent to the Final Fantasy XIV sweatshop.

Re: Introducing Pokémon Legends: Arceus, An Open-World Prequel To Diamond And Pearl

Seacliff

@Darknyht Every research to identify the average Pokemon player's age since last decade has been well above 12 years old. Club Ninteno ratings suggested ten years ago that there were about as many Black and White players between 1st and 6th grade as there were players between High School age to 24 years old.

And it only gotten higher since, the finical report in 2017 claimed that Pokemon players between 20-30 years old has been the highest to that point.

Regardless of what the target demographic is, it doesn't change the fact a very large portion of the player base are, in fact, teens and adults.

And, c'mon, you don't think the developers aren't aware of this with recent pandering, right? Diamond and Pearl are 15 years old, very few kids younger than high school age are going to care about a Remake or a Prequel. The target demographic for these games, are if anything, the players of the original release.