@MamaSymphonia there’s no real correct answer to this one.
Ultimately it comes down to value on offer and the publishers overall goals / expectations for the games announcing DLC ahead of launch.
I guess if you were to break it down a bit, Sonic annd Pokemon are entirely different genres, and have different levels of player service and engagement requirements for support (pending of the publisher expectations).
Sonic Racing is also no different to any multiplier title releasing a post launch “roadmap” (Roadmap being a keyword for ongoing and future support as opposed to “extra story content” that Pokemon plans to offers).
CrossWorlds is no different to Smash Bros, or other fighters, shooters, etc… and the Racing genre (kart racers ‘specially) historically have a much harder time keeping players engaged post launch to justify keeping the servers online and running. It all comes down to cost at the end of the day.
CrossWorlds also mitigates a lot of the players “issues” because; (1) it’s still a full title on release (2) The DLC roadmap content is literally random third party game and media crossover franchises (so if you are in it for just Sonic you’re not really losing out), (3) you can purchase the packs individually on release or as a full season pass at your leisure, (4) extra courses are playable online for free against other players, and (5) Sonic Team are also releasing additional SEGA property IP characters for FREE across the next year alongside festival events to keep players coming back.
Pokémon Legends Z-A’s error isn’t necessarily having DLC, but moreso announcing extra content before a single player title has launched and players not having much in the way of an idea of the value to attribute to it (and asking for payment now) is, IMO, pretty poor practise. This is an action RPG title that’s not primarily geared towards enriching an online multiplayer experience, we have no idea what it’s about, and they’ve already set the preorder price because “hey it’s Pokemon everyone will buy it”.
There’s also arguments to be made against the Zelda BOTW expansion back in the day, and even Xenoblade pulling similar tricks as Pokemon. But the difference here is that structurally they were roadmapped content that give the players a good idea of what to expect over several periods of time before dropping a large scale piece of story content (in Xenoblades case, usually these are are often a full / separate game in themselves which justifies it existing outside the base game from launch).
Anyway… Pokémon Legends Vs Sonic CrossWorlds - gamers aren’t yet impressed enough with what’s incoming, so announcing DLC for 6 months time and expecting players to pre-order for £24.99 is a hell of an ask (the irony here being - as TPC expect, millions of people will moan but buy it anyway). With Sonic CrossWorlds they have an harder uphill struggle BUT we’ve known what this game is since the beta tests, and the team have been transparent with what is incoming and working on improving the game with feedback and help from the community, so already there is a symbiotic relationship of trust with the developer and the player.
Ultimately, I agree that it’s still too pricey (all DLC is) but at least you can vote your confidence with your wallet. Crossworlds at least lets you know what to expect, and you can buy it in chunks or not at all and still not really miss out on anything substantial.
Mario Kart World will eventually feature DLC packs in some form, and of course it’s going to be chargeable.
Sonic Team are at least providing a robust roadmap for the next year of content to keep players engaged and coming back to play Online. The idea that the game isn’t “complete” without the DLC is a bit of a misnomer, and only used to flame the MKW pricing debate.
Besides, all the SEGA IP characters they are releasing will be free, and only the Crossover stuff is what you are paying for. Technically you can actually play on the tracks without the need for the DLC pass Online anyway, so if you care not for the characters skins and vehicles just play the courses for free in Online World matches.
Definitely picking this up after playing the Demo. The difference between the original and this remake/retelling is pretty much night and day (and I enjoyed the original for all its issues it had).
I’m not so sure the census around “why did they not make a sequel instead of remaking 1” is quite founded. There’s been a number of interviews with the devs in the lead up suggesting that this game was handled by a small portion of their staff, as they are working on another project simultaneously nudge nudge
Regardless, will be getting this on PS5 for now since I don’t own a Switch 2 just yet. I’m confident they’ll bump up the FPS to 60 eventually on Switch 2 tho. But honestly whilst it’s always a preference to me for smoother performance, 30FPS has always been a baseline for a lot of titles since like… ever (and it still is on Fidelity modes on the current gen platforms). 30FPS is simply playable standard, and 60FPS is the preferred player standard (often being an option pending the hardware).
Sweet. I do have a soft spot for the TTYD soundtracks (although, pleeeeease give me some Origami King next Nintendo).
Admittedly, I never realised Nintendo were realising soundtracks on a weekly basis either. I just thought they did this with a random occurrence like the NSO game drops.
@somnambulance more SEGA/Atlus IP is coming, they are the free characters being given out across the year (NiGHTs, Monkey Ball, Shinobi are expected etc... as well as what we already know with Miku, Joker and Yakuza realeasing over the next few months).
Nick is simply cross-marketing due to the Paramount x SEGA collab with the films as well as the other random games. The characters would never usually interact, sure, but the excuse is it's just because of the Crossword system that allows it. (but tbh, after Smash and Fortnite, who really cares for reasons in a racing game with no story anyway).
@PikminMarioKirby sorry, but this is incorrect, and a gross misrepresentation of the content to value ratio on offer.
Whereas Team Sonic Racing offered very little value for buck (including half the tracks being retreads from the previous two titles), everything in CrossWorlds is brand new.
With 39 courses, (24 main, 15 CrossWorlds), 24 final laps variations (and course diversions that change up the layout last lap), multiple different frenzy variations of the middle lap, and the randomised Crossworld element on every race, means that you get a LOT of content and replayability in comparison to MKW at present (unless Nintendo eventually take the guard rails off with the routes and course selections).
CrossWorlds also offers much more meaningful unlockables from gadgets, to vehicles, to characters skins and kart styles and stickers. But best of all are the unlockable sonic game soundtracks, edited to fit the scope of the Crossworld functionality so that you can drive to any of them. Mario Kart World has a FANTASTIC soundtrack, but not a customisable one so this game presently has it beat.
There are also fun additional multiplayer / single player modes that bring a new lease of life to the Team Sonic Racing idea in a much more engaging way by playing in teams.
A rival GP system with hundreds of different character interactions also keeps things tense, with the option to increase and decrease your main rivals difficulty (Ala, smash bros). A ticket system also allows you to replay races without restarting an entire GP (but the game will remember you “cheated” of course). And, a 200CC mode that with tracks designed around the faster speed in comparison to MK8.
Time Trial mode is also fully featured with race lines allowing for the user to better get to grips with their ghost and find new shortcuts and improve their track knowledge without having to remember a pattern.
Plus, a supported online mode that lets you get into online multiplayer quickly with friends to play online without Nintendos clown methodology awaits, with multiple festival events and unlocks from time to time.
What I’m getting at here is that this is a full complete package for £49.99 (or regional equivalent). Not to mention that a lot of other characters from Sega properties are being added for free across the next year. It’s only the season pass that gets you 6 additional tracks and characters representing their respective franchises. The DLC doesn’t “complete” the game, as it’s full enough already (I do think the DLC is too pricey… but what’s new). Anyway, CrossWorlds isn’t lacking anything in terms of content and things to do for price.
Now, I also think MKW is fantastic, and the open world stuff is awesome and well produced. But it’s also lacking because Nintendo are gatekeeping their content by not making customisable modes with its routes, tracks and options due to their hubris. It’s a large game, but there is a reason people are complaining MKW isn’t worth the price tag and there isn’t a similar uproar for this game.
At this moment, CrossWorlds is much better value for money, and is the deeper game with its addictive arcade style experience and customisable content available from the get go.
Hopefully, Nintendo will bring updates to MKW to better the “overall” experience. Because right now that poll in the article showing that 48% of NL users prefer MKW is slightly concerning.
I disagree that Crossworlds looks and handles better than Mario Kart World (even on PS5, MKW has it beat pretty easily in the visual fidelity).
BUT, at this specific point in time Sonic Racing Crossworlds is by far the cheaper option of the two games, and gives you a lot more entertainment for your buck in comparison to Nintendo’s open world limitations and poor online implementations. They took several steps forwards and made a hell of a lot of reductions at the same time instead of branching and iterating.
And this is where Crossworlds beats it hands down, it’s instantly accessible, has a variety of options and gameplay mechanics that can be customised and tweaked to the players liking, the unlockables are actually worth it in this game, (with soundtracks, gadgets, racers, karts, stickers being customisable), AND the Crossworld feature enhances the replayable factor.
No two races ever feel the same, but courses are easily learnt, have massive variety (and Crossworld gimmick further branches out and changes further as you play through the main game).
The Online launcher is also simple and easy to get into as well by either yourself or with mates, not to mention “team racing” for festival periods being absolute chaos (in the best way).
We also know what the next years worth of free (and paid) roadmapped content is going to be. Who know’s what Nintendo is planning, and if it is - the current expectation is it should be free. So seeing SEGA openly showing the game has future support and plans is encouraging.
At the end of the day, I’m sure Mario Kart World will stop digging its heels into the ground and with future updates will unlock the features and a variety of options players want back (plus DLC packs) to bring it’s player base back on board. But as of right now, SEGA hit the road at full speed, which is why it’s currently getting a more positive reception.
Whilst understandable from a sales perspective to get it out there on Switch 1, the amount of time focused on so many versions of the game must take up a lot of resources.
Whilst I’m all for Cross Gen and not leaving those behind… it’s now becoming more concerning that we have devs working across 3 (technical spec) generations of consoles, and we are 5 years into the current generation.
What I will say regarding this game, is having found out they optimised the Unreal 5 engine to run this title (and Switch 1 is notorious for being unfriendly with Unreal 5 Ports) does somewhat make it impressive that they got it functioning as it is in the first place.
@GgGames oh for sure - I do think it’s built with them wanting it to function on Switch in mind (the player base especially is largely there) but I don’t think it’s built primarily from the ground up if you get what I mean for Switch 1. If that were the case, I too would have expected performance to be miles better with clearer optimisation like MK8.
What’s also difficult is that the art direction is for better or worse, inconsistent. And this is more because of the flavour of track and the inspiration behind it.
Rainbow Garden and Starfall Island stand out with some basic jagged geometry no matter what console, but also you have Radical Highway, and Metal Harbour and Dinosaur Jungle gunning to look like Dreamcast / Wii esque levels, but then there’s stuff like Cyberspace, Egg Expo, Chao Park, E-Stadium, Urban Canyon, Dragon Road and others which showcase far more impressive visual feats.
I guess on top of that requiring multi platform cross play takes up a lot of resource cost on the game as well (speculatively speaking), and this is where it’s gunna hit Switch 1 the most.
Ultimately it’s a shame as personally I think is actually a real contender to Mario Kart World (much like Transformed was to MK7 back in the day), and with no Switch 2 version available yet (which I’m confident will match its counterparts), it doesn’t leave a great first impression for Nintendo only fans.
@GgGames there is no way was this game designed with the Switch 1 in mind as the base console, none of the Sonic titles have been this way for quite some time. This was likely down-ported to allow it to run on inferior hardware using whatever engine allowed it.
That said, I still think it could have looked better having played it on PS5. Nintendo are just excellent at optimising their titles (but then, they only have one platform to focus on).
CrossWorlds is an unfortunate product of being a cross generation platform all rounder. It’s more likely designed around lower specs closer / akin to the PS4/Pro before being back ported for Switch 1 hardware and bumped up for current gen.
@SillyG exactly (sorry if I wasn’t clear, I’m not questioning the patches across both consoles - it will be the same regardless).
I genuinely don’t know what patch 1.1.0 pertains too TBH but regardless of either of them, my understanding is that the launch shipping carts will require the update if you want the additional features on Switch 2 (eg, Mouse Mode in 2P, resolution bumps, etc…)
If I’m incorrect on this then apologies.
Also yes… this SHOULD be on the cart day one IMO, this isn’t exactly a very late post game update like Odyssey or 3D World got. However this is also Nintendo logic we are dealing with. Switch 1 game is a Switch 1 game regardless in their eyes most likely.
@Robot99 as far as we know it’s not on the cart since this is a Switch 1 game.
The free update / patch for Switch 2 with those other additions is required (much like the other Mario titles). This was likely part of update 1.1.0. or something.
@theberrage fair doos. The shovelware comment just made me wonder if you were referring to some of the games they helped to publish is all 🤔 but if their stuff ain’t for you it ain’t for you 🙂
@theberrage are you talking about Playtonic the developer, or some of the games that "Playtonic Friends" publish?
Yooka Layee, whilst being far from perfect is not shovelware, and it's sequel, The Impossible Lair is widely considered to be a benchmark 2D platformer.
@RupeeClock agreed. From looking at a lot of comments online, the casual viewer seems to be thinking this is a fresh lick of paint with some updates to a 10 year old game.
The reality is that Replaylee is really an entirely new game using the originals premise. Having everything unlocked from the off and progression gated differently (not to mention collectables and how the characters move) already gives the game an entirely new lease of life. But they’ve even said that the new areas and challenges essentially doubles the scope of the original game already. Plus the Retro stuff as you mentioned (actually had a fun time with this).
It’s a shame this wasn’t gotten across any better to the audience.
I think we need to also reasonably adjust our mindset here. This is Rare (well, ex Rare), so it’s not just “any ole indie dev”. And if you’ve listened to the interviews and played the Demo you’ll understand how extensively next gen Replaylee looks and feels.
This isn’t an upscale of the original, it’s practically a brand new game altogether since it’s a “retelling” of the first game from their perspective.
I’m not really that surprised it’s not at 60FPS on Switch 2. If they can make that happen, then brilliant - but performance mode won’t be without a lot of graphical compromises and reductions.
@topsekret I don’t actually think we’re reading each others comments and just talking over each other saying the same sort of thing 🤣
I actually agreed with that point - plus, they’ll all have different engines and optimisations.
But the decision of Capcom’s appears to be quite different to where Square came out. It seems to be more in the way Square worded it that was maybe a bit messy.
Edit: Yes, just read your edit. Man is this messy 🤣 agreed.
@topsekret read the articles again. They do not contradict each other.
One states that high budget (I’m not talking about monetary cost) development it can be a problem (but this will vary between devs and their engines / games), whereas here they just said it wasn’t a discussion point and it is about budget and sales (talking about monetary cost).
Essentially - Square ran into issues with Physical Game cards during their porting process, and Capcom didn’t even attempt it. Completely different circumstances.
This doesn’t exactly contradict the previous article statements whatsoever - Capcom are just openly honest about opting for GKC’s for a different reason.
The honest answer here is that is this entire ordeal is probably a lot more complex for developers to make it work. The audience right now is too acting far too narrow minded because it isn’t an ideal solution for them, simplifying the issue to greed or laziness.
This Isn’t the Developers fault when trying to port certain games, the choice is often the Publisher, or to a bigger extent, Nintendo because of the limitations of the Switch 2.
Game Key Cards are “A” solution, but not a perfect one.
Please remember, I say this as someone that does not like Game Key Cards, but it’s far preferable to Cloud, and better than pure Digital for those that prefer to collect physical items.
It truly amazes me that there's a huge amount of people that work in the games industry able to comment confidently on these articles. >_>
The rule of thumb has always been to trust the Developer, not the Publisher. Just because you don't want to hear it doesn't make it less true.
(Note: I'm not a Game Key Card fan either, but that's multiple statements made from different devs on the same issue, if this is the workaround to optimise their specific game onto the Switch 2 for the time being then that's just how it is. It's not a perfect solution, but just be bloody thankful it's not Cloud versions).
This is good, but for me the top 3 things they should address in the future are for options and variety:
1) Legacy 3 lap Grand Prix’s should have been an alternate mode of play from the start if open world / intermission maps aren’t for you. Just for arbitrary longevity I’m surprised this wasn’t added.
2) For single or offline multiplayer, on either knockout tour OR Grand Prix’s there should be a tool to allow the host player to select or draw their own route. There are SO many intermission tracks and available routes to take that the 16 or so they handpicked cannot be the only feasible options.This would increase variety and extend gameplay length.
3) Reverse / Remix tracks. For god sake Nintendo, if some of them are possible in this game (and ALL of them are possible in Tour) then this is a must feature to implement.
@Haruki_NLI that comment applies to Switch 1 only, not “no matter the hardware”. The game visuals are smooth and performance runs at 60FPS on the remaining competing consoles.
I’ve said elsewhere that it’s far more likely to serve as an interconnected “field” area more than anything else (which gets rid of the elevators and so forth that often arbitrarily connect everything).
Even so, Metroid is basically Zelda from another angle, and the whole point of it is feeling lost while exploring an abandoned and inhospitable world.
Since Samus is trapped on this planet without her ship, I’d argue that these bigger more open zones will actually lend to the entire thesis of what Metroid is about, and will serve to give the game a grander scope. The more desolate and hunted I feel (whilst gaining my strength) on this planet, the better.
The way I’m trying to look at this to make it sound better, is that Nintendo finally released the Complete edition of Mario Galaxy. We now officially have the base game plus DLC as part of the same pack! 🤣
On the plus, there’s a few more additions to this “remaster” than I initially gave it credit for upon reveal, so it’s nice to see some extra rework went into this. £49.99 should have been the absolute most however.
Much like its predecessor, it’s definitely sitting firmly in the “ok” category and far too difficult to be classed as enjoyable for my tastes. But if difficulty is what TC were going for in the design philosophy then fair enough (much the same with the devilishly souls-like genre).
It’s a shame though, as I think both the Hollow Knight games are good contenders for top tier Metroidvania’s, but fall just short of true greatness in that specific field.
Regardless, I don’t doubt Silksong will still achieve cult classic status amongst its fanbase, those that love it REALLY love it. And good for them 🙂
@Thomystic this is essentially it. I get it, but it also sucks for those that can’t yet purchase a Switch 2.
It was the same with PS4 -> PS5 and you see the lame excuses given for exclusive PS5 DLC for games like Final Fantasy VII Remake and Horizon 2, despite the base game originating on PS4.
In Final Fantasy’s case it’s even more apparent now considering Remake Intergrade is coming to Switch 2, which just serves to highlight that it was a definitive marketing choice not to have it available on PS4/Pro.
@Yoshi3 yeah, but TBF it is what the Warriors games have been like for better or worse over the last 28 years, it’s just the Musou genre.
Usually it’s the spinoffs titles where they mash up into other franchises that they get more interesting (One Piece, Persona 5, Fire Emblem, etc…).
I wasn’t a fan of the first Hyrule Warriors however, as it basically is Dynasty Warriors with variable Zelda skins and story flavours because “reasons”. If a Zelda-like smash bros Musou ensemble was to players tastes then great… but I need good story reasons and less repetitive maps to play.
That’s why AOC and AOI are much better in the grander scheme of things, it leans more into “Zelda with Warriors elements” than the other way around, which makes the gameplay far more involved and interesting. Plus, using the richer story universe of BotW and TotK as tie in’s allows those games to be broadened in other ways whilst making these Hyrule Warriors spinoffs feel relevant to play.
(Obviously, if you don’t like the recent Zelda’s, then sure - it probably won’t do nout for you either).
@OFFICIALMichi The game was never announced as coming to the Switch 1 though (I know, it SUCKS). But yeah, gameshare is how you can access it for co-op only modes via Switch 2. It’s a great idea for co-op that doesn’t compromise the screen space, but essentially it’s just streaming the Switch 2 game to the system.
I mean, this is very cool. But I highly doubt this will be “open world” in the truest sense and people are reacting too quickly towards an elements of the game that we don’t know enough about.
To me it seems like more of the expansive A->B traversal scenario.
The DNA of Metroid and Zelda share very similar structures, and Metroids “Dungeons” are just interconnected. I suppose traditionally these areas are traversable “quickly” because we teleport across places, take elevators, fly a ship to a planet, etc… all this is doing is giving the player the additional scope and agency to travel there, it opens up the world and makes it deeper IMO, this isn’t necessarily a bad thing.
Basically, it’s unlikely they are making Metroid of the Wild here for those concerned. It’s probably going to be more comparable to the field maps of older Zelda titles if anything.
Wow, they really know how to talk a customer out of a sale huh?
I get the resolution bumps, sure… but Super Mario 3D World + Bowsers Fury ain’t even that much annd this was a port with changes and included an entire new game with that release. Crazy days.
On the flip side… the games are worth the price of asking - can’t deny that, even if they are older titles. Clearly not marketed for original adopters I guess and more for the mass public that will lap up the Galaxy Movie.
This is good news, although it’s a shame about the game keys cards (but also, partially expected). On the positive, it’s no cloud version so it’s something, even if not physical.
That’s also great about the entire trilogy being confirmed to come to Switch 2 as well. Personally, I’ll stick with it on PS5 now I’ve made the jump, the framerate bump for Remake was noticeably improved and I dread to think of how downgraded Rebirth will look with its open world segments, but crazier things have happened.
@Bunkerneath might look it, but it plays nothing like Crisis Core, can tell you that for sure 👍
Like Kirby, no reason this could not have been a Switch 1 paid DLC release as well (with obvious resolution and Switch 2 features only functionable on Switch 2).
Just the way it goes these days I guess.
On the plus, at least early adopters can pay the upgrade path and get more for their buck. Just us Switch 1 owners that miss out for now.
User ranked listing also highlights some massive recency bias here.
The fact that Hollow Knight: Silksong is (currently) at #1 for a game that's been out for less than a few days as of posting this, is not yet reviewed by the site, and probably not even completed by 90% of those that rated it, is frankly quite laughable. XD
EDIT: Ha, looks like the user review mathematician busters came out in full force to get this listing rearranged since I first posted. XD
@kmtrain83 this is true, and half of that trust problem is that the PR / Publishers / Execs are so often misunderstood by the average audience as the “game developer”.
The dev is usually 99% on the same side as the player in contrast to their publisher, they know their tools, they know how to get their title operational. They don’t have any real reason to BS the audience.
But it unfortunately makes it frustrating listening / reading comments that backseat dev without any real understanding of what is practically achievable.
The current age of opinion = / > fact is such a blight on humanity.
It’s actually crazy to me that we now live in a world where the literal professional can tell us straight up why something doesn’t function as expected… but armchair commenters will still continue claim to know a lot more about how the custom built engine or dev systems they’ve never worked on should be expected to operate. Mental.
@Banksie no, this is suggesting that Ubisofts self built Snowdrop engine isn’t a suitable match for the carts. The same quote even suggests that if a different game were built from the ground up it wouldn’t have been so much of an issue.
I think what we are seeing here is the compatibility challenges of ports for certain games built on other engines that were designed to run on different consoles.
Why does this game get a Switch 1 release but not the Bravely Default remaster? Curiouser and curiouser choices you are making to miss out on money Square Enix...
Weird that “unoptimised for Switch 2” is a negative point, isn’t that kind of redundant since there is no Switch 2 version available for this game yet?
The Switch 1 port of Shinobi is of course going to look… well, not as classy as the others for sure.
@HugoGED Gotta agree, whilst I’m happy this has a Switch release for more players to grab the game, it looks dang fuzzy and low res compared to TSR on the same platform… and even ASRT on the WiiU.
I guess that’s the cost of down porting to try and keep some parity between versions. The PS5 version looks great and runs super smooth… but even then I’d argue it could have been even better were it not for the requirement to downscale the textures and geometry for last gen consoles. As it stand it has a functional but fairly basic aesthetic on PS5.
Otherwise, happy this is getting a further Demo. They are really going all out to try and ensure long term success with Crossworlds with the support (compared to how TSR was thrown out to die), so I’m all for it.
Got it for both PS and Switch over the years, however both times I attempted to get into this game I lost interest around 3-4 hours in and it entered the ‘ole backlog purgatory.
Personally I don’t really understand the hype surrounding Silksong as I feel there are much better and engaging Meteoidvania’s, but that’s obviously subjective as clearly there is something about Hollow Knight that doesn’t grab me like it has the gaming nation.
I’ll prolly give it another shot at some point, however I feel I’ve at least contributed towards the dev by owning the game twice over so I’m happy enough.
I don’t really think anyone expected the licensed / non sonic characters to have the new rival styled dialogue lines, but grunts and yelps would have gone a long way, so it is a little bit of an absurd response.
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Re: Reminder: Sonic Racing: CrossWorlds First "Premium" DLC Pack Now Available
@MamaSymphonia there’s no real correct answer to this one.
Ultimately it comes down to value on offer and the publishers overall goals / expectations for the games announcing DLC ahead of launch.
I guess if you were to break it down a bit, Sonic annd Pokemon are entirely different genres, and have different levels of player service and engagement requirements for support (pending of the publisher expectations).
Sonic Racing is also no different to any multiplier title releasing a post launch “roadmap” (Roadmap being a keyword for ongoing and future support as opposed to “extra story content” that Pokemon plans to offers).
CrossWorlds is no different to Smash Bros, or other fighters, shooters, etc… and the Racing genre (kart racers ‘specially) historically have a much harder time keeping players engaged post launch to justify keeping the servers online and running. It all comes down to cost at the end of the day.
CrossWorlds also mitigates a lot of the players “issues” because; (1) it’s still a full title on release (2) The DLC roadmap content is literally random third party game and media crossover franchises (so if you are in it for just Sonic you’re not really losing out), (3) you can purchase the packs individually on release or as a full season pass at your leisure, (4) extra courses are playable online for free against other players, and (5) Sonic Team are also releasing additional SEGA property IP characters for FREE across the next year alongside festival events to keep players coming back.
Pokémon Legends Z-A’s error isn’t necessarily having DLC, but moreso announcing extra content before a single player title has launched and players not having much in the way of an idea of the value to attribute to it (and asking for payment now) is, IMO, pretty poor practise. This is an action RPG title that’s not primarily geared towards enriching an online multiplayer experience, we have no idea what it’s about, and they’ve already set the preorder price because “hey it’s Pokemon everyone will buy it”.
There’s also arguments to be made against the Zelda BOTW expansion back in the day, and even Xenoblade pulling similar tricks as Pokemon. But the difference here is that structurally they were roadmapped content that give the players a good idea of what to expect over several periods of time before dropping a large scale piece of story content (in Xenoblades case, usually these are are often a full / separate game in themselves which justifies it existing outside the base game from launch).
Anyway… Pokémon Legends Vs Sonic CrossWorlds - gamers aren’t yet impressed enough with what’s incoming, so announcing DLC for 6 months time and expecting players to pre-order for £24.99 is a hell of an ask (the irony here being - as TPC expect, millions of people will moan but buy it anyway). With Sonic CrossWorlds they have an harder uphill struggle BUT we’ve known what this game is since the beta tests, and the team have been transparent with what is incoming and working on improving the game with feedback and help from the community, so already there is a symbiotic relationship of trust with the developer and the player.
Ultimately, I agree that it’s still too pricey (all DLC is) but at least you can vote your confidence with your wallet. Crossworlds at least lets you know what to expect, and you can buy it in chunks or not at all and still not really miss out on anything substantial.
Re: Reminder: Sonic Racing: CrossWorlds First "Premium" DLC Pack Now Available
Mario Kart World will eventually feature DLC packs in some form, and of course it’s going to be chargeable.
Sonic Team are at least providing a robust roadmap for the next year of content to keep players engaged and coming back to play Online. The idea that the game isn’t “complete” without the DLC is a bit of a misnomer, and only used to flame the MKW pricing debate.
Besides, all the SEGA IP characters they are releasing will be free, and only the Crossover stuff is what you are paying for. Technically you can actually play on the tracks without the need for the DLC pass Online anyway, so if you care not for the characters skins and vehicles just play the courses for free in Online World matches.
Re: Switch 2 Launch Title Bravely Default: Flying Fairy HD Remaster Updated (Version 1.0.2), Here Are The Patch Notes
Have they fixed the issue where it is not released on Switch 1 yet? Probably the most glaring problem right there.
Re: Switch 2 Reportedly Sold 2.4 Million Units In First Three Months On The Market (US)
In walks Sony to reveal a missing 3 million PS4 sales from its first 3 months from the “archives”
Re: Review: Yooka-Replaylee (Switch 2) - Feels Like The Game It Was Meant To Be, Finally
Definitely picking this up after playing the Demo. The difference between the original and this remake/retelling is pretty much night and day (and I enjoyed the original for all its issues it had).
I’m not so sure the census around “why did they not make a sequel instead of remaking 1” is quite founded. There’s been a number of interviews with the devs in the lead up suggesting that this game was handled by a small portion of their staff, as they are working on another project simultaneously nudge nudge
Regardless, will be getting this on PS5 for now since I don’t own a Switch 2 just yet. I’m confident they’ll bump up the FPS to 60 eventually on Switch 2 tho. But honestly whilst it’s always a preference to me for smoother performance, 30FPS has always been a baseline for a lot of titles since like… ever (and it still is on Fidelity modes on the current gen platforms). 30FPS is simply playable standard, and 60FPS is the preferred player standard (often being an option pending the hardware).
Re: Nintendo Music Adds Paper Mario: The Thousand-Year Door Switch & GameCube Albums
Sweet. I do have a soft spot for the TTYD soundtracks (although, pleeeeease give me some Origami King next Nintendo).
Admittedly, I never realised Nintendo were realising soundtracks on a weekly basis either. I just thought they did this with a random occurrence like the NSO game drops.
Re: Opinion: Sonic Racing Crossworlds > Mario Kart World, And It's Not Even Close For Me
@somnambulance more SEGA/Atlus IP is coming, they are the free characters being given out across the year (NiGHTs, Monkey Ball, Shinobi are expected etc... as well as what we already know with Miku, Joker and Yakuza realeasing over the next few months).
Nick is simply cross-marketing due to the Paramount x SEGA collab with the films as well as the other random games. The characters would never usually interact, sure, but the excuse is it's just because of the Crossword system that allows it. (but tbh, after Smash and Fortnite, who really cares for reasons in a racing game with no story anyway).
Re: Opinion: Sonic Racing Crossworlds > Mario Kart World, And It's Not Even Close For Me
@PikminMarioKirby sorry, but this is incorrect, and a gross misrepresentation of the content to value ratio on offer.
Whereas Team Sonic Racing offered very little value for buck (including half the tracks being retreads from the previous two titles), everything in CrossWorlds is brand new.
With 39 courses, (24 main, 15 CrossWorlds), 24 final laps variations (and course diversions that change up the layout last lap), multiple different frenzy variations of the middle lap, and the randomised Crossworld element on every race, means that you get a LOT of content and replayability in comparison to MKW at present (unless Nintendo eventually take the guard rails off with the routes and course selections).
CrossWorlds also offers much more meaningful unlockables from gadgets, to vehicles, to characters skins and kart styles and stickers. But best of all are the unlockable sonic game soundtracks, edited to fit the scope of the Crossworld functionality so that you can drive to any of them. Mario Kart World has a FANTASTIC soundtrack, but not a customisable one so this game presently has it beat.
There are also fun additional multiplayer / single player modes that bring a new lease of life to the Team Sonic Racing idea in a much more engaging way by playing in teams.
A rival GP system with hundreds of different character interactions also keeps things tense, with the option to increase and decrease your main rivals difficulty (Ala, smash bros). A ticket system also allows you to replay races without restarting an entire GP (but the game will remember you “cheated” of course). And, a 200CC mode that with tracks designed around the faster speed in comparison to MK8.
Time Trial mode is also fully featured with race lines allowing for the user to better get to grips with their ghost and find new shortcuts and improve their track knowledge without having to remember a pattern.
Plus, a supported online mode that lets you get into online multiplayer quickly with friends to play online without Nintendos clown methodology awaits, with multiple festival events and unlocks from time to time.
What I’m getting at here is that this is a full complete package for £49.99 (or regional equivalent). Not to mention that a lot of other characters from Sega properties are being added for free across the next year. It’s only the season pass that gets you 6 additional tracks and characters representing their respective franchises. The DLC doesn’t “complete” the game, as it’s full enough already (I do think the DLC is too pricey… but what’s new). Anyway, CrossWorlds isn’t lacking anything in terms of content and things to do for price.
Now, I also think MKW is fantastic, and the open world stuff is awesome and well produced. But it’s also lacking because Nintendo are gatekeeping their content by not making customisable modes with its routes, tracks and options due to their hubris. It’s a large game, but there is a reason people are complaining MKW isn’t worth the price tag and there isn’t a similar uproar for this game.
At this moment, CrossWorlds is much better value for money, and is the deeper game with its addictive arcade style experience and customisable content available from the get go.
Hopefully, Nintendo will bring updates to MKW to better the “overall” experience. Because right now that poll in the article showing that 48% of NL users prefer MKW is slightly concerning.
Re: Opinion: Sonic Racing Crossworlds > Mario Kart World, And It's Not Even Close For Me
I disagree that Crossworlds looks and handles better than Mario Kart World (even on PS5, MKW has it beat pretty easily in the visual fidelity).
BUT, at this specific point in time Sonic Racing Crossworlds is by far the cheaper option of the two games, and gives you a lot more entertainment for your buck in comparison to Nintendo’s open world limitations and poor online implementations. They took several steps forwards and made a hell of a lot of reductions at the same time instead of branching and iterating.
And this is where Crossworlds beats it hands down, it’s instantly accessible, has a variety of options and gameplay mechanics that can be customised and tweaked to the players liking, the unlockables are actually worth it in this game, (with soundtracks, gadgets, racers, karts, stickers being customisable), AND the Crossworld feature enhances the replayable factor.
No two races ever feel the same, but courses are easily learnt, have massive variety (and Crossworld gimmick further branches out and changes further as you play through the main game).
The Online launcher is also simple and easy to get into as well by either yourself or with mates, not to mention “team racing” for festival periods being absolute chaos (in the best way).
We also know what the next years worth of free (and paid) roadmapped content is going to be. Who know’s what Nintendo is planning, and if it is - the current expectation is it should be free. So seeing SEGA openly showing the game has future support and plans is encouraging.
At the end of the day, I’m sure Mario Kart World will stop digging its heels into the ground and with future updates will unlock the features and a variety of options players want back (plus DLC packs) to bring it’s player base back on board. But as of right now, SEGA hit the road at full speed, which is why it’s currently getting a more positive reception.
Re: Review: Sonic Racing: CrossWorlds (Switch) - Cracking Karting, But Struggles To Keep Up On Switch
@wizzgamer it’s crazy.
Whilst understandable from a sales perspective to get it out there on Switch 1, the amount of time focused on so many versions of the game must take up a lot of resources.
Whilst I’m all for Cross Gen and not leaving those behind… it’s now becoming more concerning that we have devs working across 3 (technical spec) generations of consoles, and we are 5 years into the current generation.
What I will say regarding this game, is having found out they optimised the Unreal 5 engine to run this title (and Switch 1 is notorious for being unfriendly with Unreal 5 Ports) does somewhat make it impressive that they got it functioning as it is in the first place.
Re: Review: Sonic Racing: CrossWorlds (Switch) - Cracking Karting, But Struggles To Keep Up On Switch
@GgGames oh for sure - I do think it’s built with them wanting it to function on Switch in mind (the player base especially is largely there) but I don’t think it’s built primarily from the ground up if you get what I mean for Switch 1. If that were the case, I too would have expected performance to be miles better with clearer optimisation like MK8.
What’s also difficult is that the art direction is for better or worse, inconsistent. And this is more because of the flavour of track and the inspiration behind it.
Rainbow Garden and Starfall Island stand out with some basic jagged geometry no matter what console, but also you have Radical Highway, and Metal Harbour and Dinosaur Jungle gunning to look like Dreamcast / Wii esque levels, but then there’s stuff like Cyberspace, Egg Expo, Chao Park, E-Stadium, Urban Canyon, Dragon Road and others which showcase far more impressive visual feats.
I guess on top of that requiring multi platform cross play takes up a lot of resource cost on the game as well (speculatively speaking), and this is where it’s gunna hit Switch 1 the most.
Ultimately it’s a shame as personally I think is actually a real contender to Mario Kart World (much like Transformed was to MK7 back in the day), and with no Switch 2 version available yet (which I’m confident will match its counterparts), it doesn’t leave a great first impression for Nintendo only fans.
Re: Review: Sonic Racing: CrossWorlds (Switch) - Cracking Karting, But Struggles To Keep Up On Switch
@GgGames there is no way was this game designed with the Switch 1 in mind as the base console, none of the Sonic titles have been this way for quite some time. This was likely down-ported to allow it to run on inferior hardware using whatever engine allowed it.
That said, I still think it could have looked better having played it on PS5. Nintendo are just excellent at optimising their titles (but then, they only have one platform to focus on).
CrossWorlds is an unfortunate product of being a cross generation platform all rounder. It’s more likely designed around lower specs closer / akin to the PS4/Pro before being back ported for Switch 1 hardware and bumped up for current gen.
Re: Super Mario Galaxy 1 + 2 Day One Update Out Now, Here Are The Full Patch Notes
@SillyG exactly (sorry if I wasn’t clear, I’m not questioning the patches across both consoles - it will be the same regardless).
I genuinely don’t know what patch 1.1.0 pertains too TBH but regardless of either of them, my understanding is that the launch shipping carts will require the update if you want the additional features on Switch 2 (eg, Mouse Mode in 2P, resolution bumps, etc…)
If I’m incorrect on this then apologies.
Also yes… this SHOULD be on the cart day one IMO, this isn’t exactly a very late post game update like Odyssey or 3D World got. However this is also Nintendo logic we are dealing with. Switch 1 game is a Switch 1 game regardless in their eyes most likely.
Re: Super Mario Galaxy 1 + 2 Day One Update Out Now, Here Are The Full Patch Notes
@Robot99 as far as we know it’s not on the cart since this is a Switch 1 game.
The free update / patch for Switch 2 with those other additions is required (much like the other Mario titles). This was likely part of update 1.1.0. or something.
Re: Every Nintendo Switch Online Game Boy Advance (GBA) Game Ranked
It’s still wild to me that Mario Kart GBA is rated so low by so many.
That’s like… one of the most premium titles on the system and a top MK game for its time with such a wealth of content.
Re: Yooka-Replaylee Runs At 30fps On Switch 2, Team Investigating Performance Mode
@theberrage fair doos. The shovelware comment just made me wonder if you were referring to some of the games they helped to publish is all 🤔 but if their stuff ain’t for you it ain’t for you 🙂
Re: Yooka-Replaylee Runs At 30fps On Switch 2, Team Investigating Performance Mode
@theberrage are you talking about Playtonic the developer, or some of the games that "Playtonic Friends" publish?
Yooka Layee, whilst being far from perfect is not shovelware, and it's sequel, The Impossible Lair is widely considered to be a benchmark 2D platformer.
Re: Lovely Craft Puzzler 'Paper Trail' Is Getting A Gorgeous Physical From Lost In Cult
Difficult buy. It's an amazing game. But I also got it for 89p on a shop sale earlier in the year XD.
Re: Yooka-Replaylee Runs At 30fps On Switch 2, Team Investigating Performance Mode
@RupeeClock agreed. From looking at a lot of comments online, the casual viewer seems to be thinking this is a fresh lick of paint with some updates to a 10 year old game.
The reality is that Replaylee is really an entirely new game using the originals premise. Having everything unlocked from the off and progression gated differently (not to mention collectables and how the characters move) already gives the game an entirely new lease of life. But they’ve even said that the new areas and challenges essentially doubles the scope of the original game already. Plus the Retro stuff as you mentioned (actually had a fun time with this).
It’s a shame this wasn’t gotten across any better to the audience.
Re: Yooka-Replaylee Runs At 30fps On Switch 2, Team Investigating Performance Mode
I think we need to also reasonably adjust our mindset here. This is Rare (well, ex Rare), so it’s not just “any ole indie dev”. And if you’ve listened to the interviews and played the Demo you’ll understand how extensively next gen Replaylee looks and feels.
This isn’t an upscale of the original, it’s practically a brand new game altogether since it’s a “retelling” of the first game from their perspective.
I’m not really that surprised it’s not at 60FPS on Switch 2. If they can make that happen, then brilliant - but performance mode won’t be without a lot of graphical compromises and reductions.
Re: Game-Key Cards A "Sales Strategy Decision", Says Resident Evil Requiem Director
@topsekret no worries - I see what you are saying now 🙂 apologies too.
Re: Game-Key Cards A "Sales Strategy Decision", Says Resident Evil Requiem Director
@topsekret I don’t actually think we’re reading each others comments and just talking over each other saying the same sort of thing 🤣
I actually agreed with that point - plus, they’ll all have different engines and optimisations.
But the decision of Capcom’s appears to be quite different to where Square came out. It seems to be more in the way Square worded it that was maybe a bit messy.
Edit: Yes, just read your edit. Man is this messy 🤣 agreed.
Re: Game-Key Cards A "Sales Strategy Decision", Says Resident Evil Requiem Director
@topsekret read the articles again. They do not contradict each other.
One states that high budget (I’m not talking about monetary cost) development it can be a problem (but this will vary between devs and their engines / games), whereas here they just said it wasn’t a discussion point and it is about budget and sales (talking about monetary cost).
Essentially - Square ran into issues with Physical Game cards during their porting process, and Capcom didn’t even attempt it. Completely different circumstances.
Re: Game-Key Cards A "Sales Strategy Decision", Says Resident Evil Requiem Director
I don’t understand what you mean Nlife?
This doesn’t exactly contradict the previous article statements whatsoever - Capcom are just openly honest about opting for GKC’s for a different reason.
The honest answer here is that is this entire ordeal is probably a lot more complex for developers to make it work. The audience right now is too acting far too narrow minded because it isn’t an ideal solution for them, simplifying the issue to greed or laziness.
This Isn’t the Developers fault when trying to port certain games, the choice is often the Publisher, or to a bigger extent, Nintendo because of the limitations of the Switch 2.
Game Key Cards are “A” solution, but not a perfect one.
Please remember, I say this as someone that does not like Game Key Cards, but it’s far preferable to Cloud, and better than pure Digital for those that prefer to collect physical items.
Re: Final Fantasy VII Remake Intergrade Director Highlights The Speed Problem With Switch 2 Game Cards
It truly amazes me that there's a huge amount of people that work in the games industry able to comment confidently on these articles. >_>
The rule of thumb has always been to trust the Developer, not the Publisher. Just because you don't want to hear it doesn't make it less true.
(Note: I'm not a Game Key Card fan either, but that's multiple statements made from different devs on the same issue, if this is the workaround to optimise their specific game onto the Switch 2 for the time being then that's just how it is. It's not a perfect solution, but just be bloody thankful it's not Cloud versions).
Re: Borderlands 4 Has Been Delayed For Switch 2, Digital Pre-Orders Cancelled
@Otto3112 spoken like a true publisher.
Re: Mario Kart World Has Been Updated To Version 1.3.0, Here Are The Full Patch Notes
This is good, but for me the top 3 things they should address in the future are for options and variety:
1) Legacy 3 lap Grand Prix’s should have been an alternate mode of play from the start if open world / intermission maps aren’t for you. Just for arbitrary longevity I’m surprised this wasn’t added.
2) For single or offline multiplayer, on either knockout tour OR Grand Prix’s there should be a tool to allow the host player to select or draw their own route. There are SO many intermission tracks and available routes to take that the 16 or so they handpicked cannot be the only feasible options.This would increase variety and extend gameplay length.
3) Reverse / Remix tracks. For god sake Nintendo, if some of them are possible in this game (and ALL of them are possible in Tour) then this is a must feature to implement.
Re: Round Up: The Reviews Are In For Sonic Racing: CrossWorlds
@Haruki_NLI that comment applies to Switch 1 only, not “no matter the hardware”. The game visuals are smooth and performance runs at 60FPS on the remaining competing consoles.
Re: Opinion: Metroid Prime 4 Reminds Me Of Gears 5, And It's Making Me Nervous
I’ve said elsewhere that it’s far more likely to serve as an interconnected “field” area more than anything else (which gets rid of the elevators and so forth that often arbitrarily connect everything).
Even so, Metroid is basically Zelda from another angle, and the whole point of it is feeling lost while exploring an abandoned and inhospitable world.
Since Samus is trapped on this planet without her ship, I’d argue that these bigger more open zones will actually lend to the entire thesis of what Metroid is about, and will serve to give the game a grander scope. The more desolate and hunted I feel (whilst gaining my strength) on this planet, the better.
Still, time will tell.
Re: Super Mario Galaxy 1 + 2 Switch Comparison Video Makes Nintendo's Upgrades Clearer
The way I’m trying to look at this to make it sound better, is that Nintendo finally released the Complete edition of Mario Galaxy. We now officially have the base game plus DLC as part of the same pack! 🤣
On the plus, there’s a few more additions to this “remaster” than I initially gave it credit for upon reveal, so it’s nice to see some extra rework went into this. £49.99 should have been the absolute most however.
Re: Review: Hollow Knight: Silksong - Nintendo Switch 2 Edition - Woven To Brutal Perfection
Much like its predecessor, it’s definitely sitting firmly in the “ok” category and far too difficult to be classed as enjoyable for my tastes. But if difficulty is what TC were going for in the design philosophy then fair enough (much the same with the devilishly souls-like genre).
It’s a shame though, as I think both the Hollow Knight games are good contenders for top tier Metroidvania’s, but fall just short of true greatness in that specific field.
Regardless, I don’t doubt Silksong will still achieve cult classic status amongst its fanbase, those that love it REALLY love it. And good for them 🙂
Re: Super Mario Bros. Wonder Is Getting A Nintendo Switch 2 Edition
@Thomystic this is essentially it. I get it, but it also sucks for those that can’t yet purchase a Switch 2.
It was the same with PS4 -> PS5 and you see the lame excuses given for exclusive PS5 DLC for games like Final Fantasy VII Remake and Horizon 2, despite the base game originating on PS4.
In Final Fantasy’s case it’s even more apparent now considering Remake Intergrade is coming to Switch 2, which just serves to highlight that it was a definitive marketing choice not to have it available on PS4/Pro.
Re: Hyrule Warriors: Age Of Imprisonment Box Art Officially Revealed For Switch 2
@Yoshi3 yeah, but TBF it is what the Warriors games have been like for better or worse over the last 28 years, it’s just the Musou genre.
Usually it’s the spinoffs titles where they mash up into other franchises that they get more interesting (One Piece, Persona 5, Fire Emblem, etc…).
I wasn’t a fan of the first Hyrule Warriors however, as it basically is Dynasty Warriors with variable Zelda skins and story flavours because “reasons”. If a Zelda-like smash bros Musou ensemble was to players tastes then great… but I need good story reasons and less repetitive maps to play.
That’s why AOC and AOI are much better in the grander scheme of things, it leans more into “Zelda with Warriors elements” than the other way around, which makes the gameplay far more involved and interesting. Plus, using the richer story universe of BotW and TotK as tie in’s allows those games to be broadened in other ways whilst making these Hyrule Warriors spinoffs feel relevant to play.
(Obviously, if you don’t like the recent Zelda’s, then sure - it probably won’t do nout for you either).
@OFFICIALMichi The game was never announced as coming to the Switch 1 though (I know, it SUCKS). But yeah, gameshare is how you can access it for co-op only modes via Switch 2. It’s a great idea for co-op that doesn’t compromise the screen space, but essentially it’s just streaming the Switch 2 game to the system.
Re: Metroid Prime 4: Beyond Finally Gets A Release Date, Open World Confirmed
I mean, this is very cool. But I highly doubt this will be “open world” in the truest sense and people are reacting too quickly towards an elements of the game that we don’t know enough about.
To me it seems like more of the expansive A->B traversal scenario.
The DNA of Metroid and Zelda share very similar structures, and Metroids “Dungeons” are just interconnected. I suppose traditionally these areas are traversable “quickly” because we teleport across places, take elevators, fly a ship to a planet, etc… all this is doing is giving the player the additional scope and agency to travel there, it opens up the world and makes it deeper IMO, this isn’t necessarily a bad thing.
Basically, it’s unlikely they are making Metroid of the Wild here for those concerned. It’s probably going to be more comparable to the field maps of older Zelda titles if anything.
Re: Super Mario Galaxy 1 + 2 Prices Are Live, And It's Sticker Shock Time
Wow, they really know how to talk a customer out of a sale huh?
I get the resolution bumps, sure… but Super Mario 3D World + Bowsers Fury ain’t even that much annd this was a port with changes and included an entire new game with that release. Crazy days.
On the flip side… the games are worth the price of asking - can’t deny that, even if they are older titles. Clearly not marketed for original adopters I guess and more for the mass public that will lap up the Galaxy Movie.
Re: The Entire Final Fantasy VII Remake Trilogy Is Making Its Way To Switch 2
This is good news, although it’s a shame about the game keys cards (but also, partially expected). On the positive, it’s no cloud version so it’s something, even if not physical.
That’s also great about the entire trilogy being confirmed to come to Switch 2 as well. Personally, I’ll stick with it on PS5 now I’ve made the jump, the framerate bump for Remake was noticeably improved and I dread to think of how downgraded Rebirth will look with its open world segments, but crazier things have happened.
@Bunkerneath might look it, but it plays nothing like Crisis Core, can tell you that for sure 👍
Re: Super Mario Bros. Wonder Is Getting A Nintendo Switch 2 Edition
Like Kirby, no reason this could not have been a Switch 1 paid DLC release as well (with obvious resolution and Switch 2 features only functionable on Switch 2).
Just the way it goes these days I guess.
On the plus, at least early adopters can pay the upgrade path and get more for their buck. Just us Switch 1 owners that miss out for now.
Re: Nintendo Direct Announced For Friday, 12th September 2025
Xenoblade 2 Definitive Editon (+ Torna) LETS GOOOOOOO.
Also, patch announcement / switch 2 edition for Xenoblade X please Nintendo.
Re: The Best Nintendo Switch 2 Games
Feels a bit early to be presenting this.
User ranked listing also highlights some massive recency bias here.
The fact that Hollow Knight: Silksong is (currently) at #1 for a game that's been out for less than a few days as of posting this, is not yet reviewed by the site, and probably not even completed by 90% of those that rated it, is frankly quite laughable. XD
EDIT: Ha, looks like the user review mathematician busters came out in full force to get this listing rearranged since I first posted. XD
Re: Ubisoft Employee Explains Why Star Wars Outlaws Is A Game-Key Card
@kmtrain83 this is true, and half of that trust problem is that the PR / Publishers / Execs are so often misunderstood by the average audience as the “game developer”.
The dev is usually 99% on the same side as the player in contrast to their publisher, they know their tools, they know how to get their title operational. They don’t have any real reason to BS the audience.
But it unfortunately makes it frustrating listening / reading comments that backseat dev without any real understanding of what is practically achievable.
The current age of opinion = / > fact is such a blight on humanity.
Re: Ubisoft Employee Explains Why Star Wars Outlaws Is A Game-Key Card
It’s actually crazy to me that we now live in a world where the literal professional can tell us straight up why something doesn’t function as expected… but armchair commenters will still continue claim to know a lot more about how the custom built engine or dev systems they’ve never worked on should be expected to operate. Mental.
Re: Ubisoft Employee Explains Why Star Wars Outlaws Is A Game-Key Card
@Banksie no, this is suggesting that Ubisofts self built Snowdrop engine isn’t a suitable match for the carts. The same quote even suggests that if a different game were built from the ground up it wouldn’t have been so much of an issue.
I think what we are seeing here is the compatibility challenges of ports for certain games built on other engines that were designed to run on different consoles.
Re: Square Enix Details Octopath Traveler 0's Switch 2 Performance And Resolution
Why does this game get a Switch 1 release but not the Bravely Default remaster? Curiouser and curiouser choices you are making to miss out on money Square Enix...
Re: Review: SHINOBI: Art Of Vengeance (Switch) - A Beautifully Crafted Return For Joe Musashi
Weird that “unoptimised for Switch 2” is a negative point, isn’t that kind of redundant since there is no Switch 2 version available for this game yet?
The Switch 1 port of Shinobi is of course going to look… well, not as classy as the others for sure.
Re: Sonic Racing: CrossWorlds Scores Free Single-Player Demo This Month
@USWITCH64 not on Switch 1, no.
Re: Sonic Racing: CrossWorlds Scores Free Single-Player Demo This Month
@HugoGED Gotta agree, whilst I’m happy this has a Switch release for more players to grab the game, it looks dang fuzzy and low res compared to TSR on the same platform… and even ASRT on the WiiU.
I guess that’s the cost of down porting to try and keep some parity between versions. The PS5 version looks great and runs super smooth… but even then I’d argue it could have been even better were it not for the requirement to downscale the textures and geometry for last gen consoles. As it stand it has a functional but fairly basic aesthetic on PS5.
Otherwise, happy this is getting a further Demo. They are really going all out to try and ensure long term success with Crossworlds with the support (compared to how TSR was thrown out to die), so I’m all for it.
Re: Poll: Ahead Of Silksong's Release, Are You 'Finally' Playing Hollow Knight?
Got it for both PS and Switch over the years, however both times I attempted to get into this game I lost interest around 3-4 hours in and it entered the ‘ole backlog purgatory.
Personally I don’t really understand the hype surrounding Silksong as I feel there are much better and engaging Meteoidvania’s, but that’s obviously subjective as clearly there is something about Hollow Knight that doesn’t grab me like it has the gaming nation.
I’ll prolly give it another shot at some point, however I feel I’ve at least contributed towards the dev by owning the game twice over so I’m happy enough.
Re: Takashi Iizuka Explains Why Sonic Racing: CrossWorld's Guest Racers Stay Silent In-Game
@canaryfarmer and this furthers the point of the weird reply from them. Probably a budgetary issue I suspect is why it’s not fully happening.
Re: Takashi Iizuka Explains Why Sonic Racing: CrossWorld's Guest Racers Stay Silent In-Game
I don’t really think anyone expected the licensed / non sonic characters to have the new rival styled dialogue lines, but grunts and yelps would have gone a long way, so it is a little bit of an absurd response.
Re: PSA: Sonic Racing: CrossWorlds Open Network Test For Switch Announced
@Whirlwound in fairness, it took SEGA multiple titles to get it wrong and do the exact reverse of this before they got it right.
But kudos for them addressing this if upgrade paths and on physical cart editions and so forth will be the case.