Comments 578

Re: Poll: Have You Ever Had Problems With Nintendo Hardware?

SigourneyBeaver

The only problem I've had with Nintendo hardware is one Wii Remote dying. I thought the batteries were dead, so I changed them and it didn't help. It hasn't worked since.

Overall, Microsoft have been the worst. There was the power cord recall for the original Xbox, for which I was never sent a replacement. I had two 360s with RROD and one of the bumpers on one of the controllers started working only when it felt like it.

Sony have been the best with no faults, then Nintendo and Sega where my Saturn would crash occasionally and my Dreamcast struggled to read some discs.

Re: So Long Ouya, We Hardly Knew Ye

SigourneyBeaver

I've got one, and I like it. Of course, once the honeymoon period was over I didn't use it much. But it is versatile and over the years I have used it for gaming and media purposes. The worst thing about it is the controller, but at least it is possible to use a different one.

The most annoying thing is that I would have liked to change the email address for my account, but since the move to Razer I could never do it and I got no reply from their support. So because of that, this news isn't a suprise.

Now that it's officially dead I think I will fire it up and see if I own any exclusive games. If not, I will buy them again on another format and put the device to better use.

Re: Psyonix Releases Rocket League Roadmap To Outline Its Plans For This Summer

SigourneyBeaver

@Kalmaro I've been playing it on my PC recently and I play regularly for a couple of hours each weekend morning and maybe after work for an hour if I have time. Been doing this for about a month.

The learning curve isn't too steep in terms of reading where the ball might go and positioning yourself accordingly, but some of the advanced techniques some people can do are crazy and will require lots of practice. But you can advance your tier in casual matches by being in the right place at the right time and nabbing the odd goal or making the odd save.

Also, it's absolutely hilarious when there's a ball on its way in the goal and my brain just doesn't know which button to press and I'm slowly moving backwards and forwards on the spot in an effort to at least do something!

Anyway, it's a good enough game for me to double-dip on the switch version for portability. No question about that.

Re: Talking Point: What Do You Want From A Switch Mini?

SigourneyBeaver

I hope it still docks, because it wouldn't feel like a Switch if it didn't. Permanently attached controllers would be OK, but still going against the switching idea.

Something a similar size to the lower half of a New 3DS XL or maybe a bit bigger is what I'd like. And with a smaller dock similar to the charging cradle that came with the Wii U for the gamepad.

Re: Nintendo President Says Company Is Working On "New Methods" For Nintendo Labo

SigourneyBeaver

Things from Nintendo I don't bother with:

Amiibo
Labo

Both are extremely expensive. Amiibo, from the point of view of collecting them all and Labo because it's cardboard and will wear out quickly. And I know that if I bought Labo, after the novelty has worn off it will be put on the same shelf as my PSVR.

When it was revealed I was blown away by the invention of it, both for what it is and the money it could potentially make - it seemed like a masterstroke to sell people cardboard kits that they assemble themselves. But maybe it's another thing like the Wii U that didn't connect with the general public.

However, purely from an enthusiast's point of view, it's an absolutely stunning idea that shows the versatility of both the Switch and the R&D at Nintendo. Labo is a pretty outlandish idea and it made it to market, so what else must they be working on that never sees the light of day? Fascinating

Re: Starlink: Battle For Atlas Is Getting Lots Of New Content Tomorrow, And It's All Free

SigourneyBeaver

@Shadows_Revenge
Thanks. I got the physical starter pack for £20 from Amazon last weekend and I didn't know there were differences. It doesn't bother me that I could have got more by buying digital, but I think it would have been better for the digital version to be much cheaper and come with less content, to encourage buying of the physical toys. I may fancy getting the digital deluxe if it's on sale as well. Would save a load on physical toys, but I bet they will bomb in price soon too.

Re: Review: Gear.Club Unlimited 2 - Sluggish Controls Force This Real-World Racer Off The Track

SigourneyBeaver

@pbb76 The handbrake makes things much better, especially on the snowy tracks.

I still can't believe the controls are digital though. It's such a strange choice not to make full use of the analogue stick. I'm OK with digital controls, I just haven't used them in a racing game for at least 20 years! And with tilt being fully analogue, it makes it all the more baffling.

However, I don't know anything about Microids. Perhaps they are a small team and they could only focus on so many areas to work on for launch day.

Re: Review: Gear.Club Unlimited 2 - Sluggish Controls Force This Real-World Racer Off The Track

SigourneyBeaver

@psychoBrew I just had a go with tilt and it will take some getting used to after playing with the analogue stick all weekend. But it's truly analogue, so I will make the switch. I also tried using the dpad now that I know the steering on all but tilt is digital. Huge improvement knowing this.

However, I just found a bad point. The opponent cars hover above the road on snow tracks, LOL!

It definitely needs another patch for at least the loading times.

Re: Review: Gear.Club Unlimited 2 - Sluggish Controls Force This Real-World Racer Off The Track

SigourneyBeaver

@psychoBrew I will investigate the digital steering on the analogue stick. I thought it just had a massive deadzone, which could be confused with input lag. It might also change my approach to driving in each game.

Another thing that I think it gets completely right is the braking. Some of the tracks feature long downhill sections and you've got to start braking way back to make a corner. And when you're going uphill it you can brake super-late. It totally nails this feeling.

Gonna switch it on now, in fact!

Re: Review: Gear.Club Unlimited 2 - Sluggish Controls Force This Real-World Racer Off The Track

SigourneyBeaver

@jarvismp I totally agree.

This review sounds like a description of the first game instead of the sequel. As far as I'm concerned, the game is improved in the handling department. When I was playing the first game a lot I would try different combinations of assists in the hope of getting it to feel right. Gear Club 2 feels like an improvement right away. The handling reminds me of Formula One on the PSOne many years ago. In that game you had to turn in at the right speed and at the right time to make the turn properly.

Other improvements are found in the graphics. The first game used to hitch when the sun came on the screen or when other things happened in-game. That hasn't happened for me yet in 2.

The Performance Shop is also improved, but it's still prone to slowing down a bit, and the button inputs do take a couple of attempts before they register. But it's still better than the first game. That was awful here.

The worst thing is the loading. The game takes a really long time to load and the percentage gives no real indication as to how close it is to loading in terms of time. Fades between screens are jerky, too, which is really annoying when going into a race.

But overall, I think it's a perfect racer for the Switch and its mobile roots lend itself to the Switch's portable persona, albeit at the expense of the docked experience.

@MrKai No deadzone adjustment.

Re: Video: Here's How Go Vacation On Switch Compares To The 2011 Wii Version

SigourneyBeaver

@nathatruc
Thanks, I will check.

So, Go Vacation arrived yesterday afternoon and I've done all the stamps. This is both a blessing an a curse because now I can choose what I want to play from the menu, but I don't need to travel around the map, which I thought was fun. Sometimes it's a bit difficult to find the right way to go, especially on the snow area. Chair lifts help, but a GPS system with a line to follow would also be good. It would make travelling on the map more efficient and less of a chore once the menu is available.

Ultimately, while some of the games are a bit wacky, like the glass harp and bucket ball, others have really good physics behind them for a mini game collection. So it's a Wii-era mini game collection that was done properly.

It must have sold well enough on Wii to get a second chance on Switch and I think it deserves it.