Comments 728

Re: Rumour: A Game-Key Card Alternative? Nintendo May Have Smaller Switch 2 Carts In The Works

SuntannedDuck2

So was this a ploy by Nintendo/the card maker to go oh we will have them but just no idea of demand or get away from carts entirely?

Making them that strict size can couldn't be bothered to scale them down let alone scale them up a bit.

Ridiculous.

Outlaws was expecting too much with speeds, but we have to have a rtail pressence, well just have posters or a code at that point. Otherwise GKC are a joke.

Sure the physical full carts speeds will get that but even still, let them do so.

It's like the dual games per cart that took time to offer after, or game select menus, devs and pubs cut so many corners or can't wait, it's so stupid.

That aside how much more 'regular' 'game key card' or 'another method/' and another method and another, levels of confusion and stupidity to we need?

Re: 'Nitrome Classics' Range Announced For Switch, First Game Arrives In Early 2026

SuntannedDuck2

While cool I'd rather see their flash games developed for consoles.

Like Fire Boy Water Girl was (aka Fire and Water on Switch, not a great port to be fair it controls badly, looks rough, it's not great, despite a great flash co-op game), Bloons and Bloons TD was good on PSP for what it was converting the 1st game in both to consoles and being PS Minis too (of course has expanded a lot over the years to what 5 or 6 nowadays of Bloons TD), N way of the Ninja/N++ is excellent on consoles, PSP or even modern consoles and, so they vary. in quality of console ports/recreations.

I'd love to play Nitrome Must Die or Test Subject Blue, Green and Complete on consoles.

Re: Minecraft's 'Mounts Of Mayhem' Update Out Today, Here Are The Patch Notes

SuntannedDuck2

Other then the horses/donkeys/mules swimming yeah not interested in mounts or spears (fair but not that exciting). Also why did it take them that long to offer it yet 2018/1.13 had player swimming? Why does Mojang take that long to think about some things. Sigh.

The trailer was 'something' to wrap up how lacking the update is into something supposedly 'interesting'.

The mechanics for spears is fair but where is the combat snapshots stuff to axes and other tools? Nowhere, sigh.

If we get more mechanics sure but even then. We still don't have shield enchantments being expanded upon or some quality of life would be nice.

Minecraft updates lack. I don't care for adventures, just quality of life or interesting mobs for that not combat/other things to fight, I have no interest in dungeons or bosses or an end update and other lived in places. Just quality of life. Or other interesting blocks to place with.

Re: Round Up: The Reviews Are In For Metroid Prime 4: Beyond

SuntannedDuck2

@Lilligant562 Fair enough. I'll look into into it more as some areas of footage only show so much (not denying that) and marketing doesn't cover enough but if they thought those were the exciting parts that really undervalues the game sadly (besides others they want to avoid spoiling or showcase instead). Appreciate the clarifying and what you have played does sound fair and interesting enough.

If it's a sizeable region I'm ok with that, that I'm more open to. Wording can be confusing what they actually mean by open world, semi-open world, hub based, etc. then or wanting to present scale when it's better if they just present it differently, I mean if like a Tomb Raider 2013 or Borderlands (pre 4 formula) I'm fine with that, if just 1 area and the rest focuses on other ways of presenting the environment I'm fine with that too.

Re: Gear.Club Unlimited 3 Switch 2 Pre-Orders Release Alongside New Gameplay Trailer

SuntannedDuck2

Don't have a Switch 2 or want to use modern consoles yet but wow a trash trailer & 2 mode mentions, a Unlimited letter thing, highway driving (maybe NFS Hot Pursuit 2010 Wii pass 100/The Run overtaking type event) & maybe drifting that's it? That's not a lot & safe event types. We can't have cone use/time gates, or cars functioning differently/other types or modes/event types? Just safe events. Typical. Bare minimum ideas/use of cars to cut dev time, push visuals, push other garbage.

Gear Club is good but wow it can be more engaging, but nope just as safe as everyone else. Why? I'm interested, enjoy GC1&2 but still. Not great marketing or potential features.

Better then FH wow they are boring.

Says a lot that Motorcycle Club a ok bike game by Kylotonn had interesting crumbled surfaces, & no game bothers to do anything about terrain for level design? Or other interesting events? Why are devs so boring?

If Gear Club 3 has as much appeal as a PGR1-3 format sure, but it has to prove it. As to me it doesn't really give off that level of exciting ideas/direction yet. Marketing feels like every other generic arcade/sim racer with nothing interesting.

Wow who cares locations, who knows layouts, decent car selection (good enough for classes, we don't need 100s if they barely matter anyway in gameplay compared to a GT with strategy and one make races or whatever, as most go classes not strict event conditions like GT series does and many arcade racers did fine with under 50 cars, so that's fine, how much polishing did they do with them, not just budget for car licenses, that's another factor, no wonder the game looks bland and lacking too much car polish then the game itself).

Like that making an EDM song meme, do this with samples, add more reverb, repeat. Polish in boring places/visuals focus/enough sounds/physics & rest is bland/forgettable.

Juiced 2 had 3 drift event types & other variety of events (don't care about customisation), WRC3 is my favourite annual racing game because of it's events/pacing. Why are racing games garbage/polish wrong things/cut corners for events as it's too much effort, really? Eell put the effort in.

Why are devs so lazy, they go oh focus on physics, cars/visuals, car branding (Wreckfest/Burnout don't & even Wreckfest got boring with 1 event per new other vehicle types & race/derby modes for 20 hours, was super boring & no driver fling event as we can't do that in the 2020s for fair reasons, that level of silliness is gone) & safe progression which Gear Club 2 did better between Porsche/Tracks DLCs. Hoping not boring in 3.

Streets/illusion & 2 world locations. Hate marketing/devs, I want events, I don't care where it's set or reality, I don't care if it's fictional/looked like another place, don't need that reference.

This is why the racing genre sucks, use cars in interesting ways, Insomniac said they had no ideas for Spyro (thinking only on an animal level/other devs of era thought better ideas) yet many other devs proved they had enough ideas for the dragon regardless of him not having hands/being anthropomorphic, same to me applies here, we have the same safe uses for cars/events or progression & get same garbage marketing/game design. Not saying transforming cars but still.

I want gameplay not polish and branding of 'we have licensed cars' keys/carrot dangled in our faces.

When will racing game devs learn to offer things not play it so safe/be boring. Sick & tired of it honestly. Genre/devs suck.

Re: Review: Metroid Prime 4: Beyond - Nintendo Switch 2 Edition (Switch 2) - Samus Returns In Prime Form

SuntannedDuck2

@Banjo- agreed. Ubisoft gets a lot of hate yet when you think about it they have minigames, outposts, collecting, combat, puzzles, whatever and as others put it more in a scenario way then I do it adds up to a lot.

I thought Watch Dogs had a fair idea but not great use of it.

I thought Sonic Feontiers fit the character well as a platformer and movement focus. So no matter the ramps it looked great.

Just because players who don't make Sonic fan games don't get how it looks when assets are applied in such a way.

Like a skating game the level design needs good skating design not always reality.

Or Extraction had a good mechanic but bad angle to it and players like the realistic angle.

I myself don't care for Ubisoft's open qorld dssign as I focus on gameplay impact and to me it isn't but to most its likely repetition while it still fits enough of the premise of Vikings, Assassins, etc. Settings.

Far Cry 6 didn't do much but had enough to fit its premise.

Raycevick's video on Ubisoft games os very good. The hatred but also why thr studios do whay they can, can't evolve ghr games but fit enough of the marketing.

Have variety of shooters, settings, action adventure games, things to do in them for those types, sports games, live service and mroe. They have so many audiences type products yet it's the formula.

They have so much to do its exhausting but it also makes sense those games can last a year or more. Depending on pacing.

I respect what settings and reach but thr formula has irs issues.

Or people complaining for a narrative then thinking what they are getting.

I prefer more interactivity then the movesets and level design.

Or in Infamous Second Son I prefer its side missions scenarios.

It varies.

Re: Round Up: The Reviews Are In For Metroid Prime 4: Beyond

SuntannedDuck2

@Lilligant562 my comments are a mess yes. Enjoy the game it won't be bad.

I am just assuming what they could have or did or whatever. I will buy the game later. Maybe for Christmas.

Can I not speculate? Even if it was a day or so early? Or before I buy it.

Prime 4/Bayonetta 3 were my Switch wants. Gotten more out of others on thr platform too.

So what BOTW shrines or chests using items to get to them, have is stale 30+ years old gameplay ok then is it bad though no?

It suits that series. They didn't dumb the series down they kept it in as it works for Zelda games.

As badly as I am wording it yes. It's a thought. The atmosphere is good, NPCs if used well for power suits, beams and more I am totally fine with in an open world. If fun quests sure.

Does that make that more clear?

I am fine with them changing the formula or keeping it the same its up to how. Thats broad yes but I have to make comparisons or explain details. I don't do tweet length posts.

I have played Prime series. I have played Zelda likes. Pikmin. Any 3rd parties. Past trend modern trends, I play for game design clearly.

I had no issues with open worlds but what they fill them with.

If you read that you would get the point. Again as badly worded as my comme t is yet I agree. I can own up to that.

It's an assumption of it would be cool, not a claiming the game is bad if it doesn't.

I will look at footage sure.

How can I make a point if not examples of other old or last few years games?Thats making citations isn't it? Sigh.

Yes I do ramble.

Yes it's a niche series I know that. So what. It got enough dev time it could have anything in it.

Re: Poll: Metroid Prime 4: Beyond Is Out On Switch 2 And Switch This Week, Will You Be Getting It?

SuntannedDuck2

@NintendoWife to me Metroid is a scifi Zelda with powers and suits instead of special items.

I don't know about the open world yet. These games aren't RPGs either they are action adventure games that happen to have guns.

They are exploration games. Portal has a puzzle gun doesn't make it a shooter it's a puzzle game.

Metroidvanias are about exploration and it3ms to progress in combat or exploration.

If you want more inviting worlds sure Metorud is more isolated its also inspired by Alien movies so yeah isolated environments and odd times other characters if need b3.

Also scifi instead of fantasy.

Sure first person instead of 3rd person for the Prime series compared to the 2D Metroid games they could offer 3rd person but I assume its done in purpose. Even the platforming is 1st person style animations and feel. Not a fan but it is that way by developers.

They are similar enough games but also have their differences too.

Nintendo is good at that offering enough similar but vast distinction.

Even Mario universe sub series have different gameplay per character's series.

But Metroid games aren't for everyone. Due to its structure being a vit partiuclar at times.

Re: Round Up: The Reviews Are In For Metroid Prime 4: Beyond

SuntannedDuck2

Part 2:
If a game was more realistic and went sorry we don't have bombable walls then yeah i wouldn't play it. As they want it to be authentic and not gamey enough.

Echoes of the End had old school but modern in it. It's how they apply it. It's skill trees were fine, but not all skill trees are greatly exciting of their stats and passive abilities, level design has to be a certain way as devs don't know what players will pick versus if it's got a few moments required or secrets to get an active ability (aka open worlds not just linear, think about that) from the skill tree. That's the point. Yet you did not address that at all. Think about why they offer such systems. Think. I only have so much space in comments to elaborate after all.

I did enjoy some open worlds like Sunset Overdrive, Gravity Rush, Infamous Second Son/First Light (even with the spray paint or other side missions were fun, they didn't use the moveset much for those but the scenarios were fun enough whether used with the Sixaxis or not) but most I have not.

From the footage at least is all I can go on I have not played it/bought it yet.

BOTW I played for the shrines or the chests and using the key items that was fun. The rest was ok of things to find/do but didn't care for the quests or exploration much.

I've played many modern/old games with varying features.

It's up to the movesets and what they do with them in level design, a really easy thing to ask for, don't you think?

Re: Round Up: The Reviews Are In For Metroid Prime 4: Beyond

SuntannedDuck2

@Lilligant562 So I should just bend over to all changes to gaming, what a stupid thing to say. I enjoy some dramatic changes I don't have to all trends. That's the point. I play enough linear and region sized games. Some games have level design that is reactive or dynamic or levelution (water rising in Echoes of the End, or PS3 era CODs or Uncharted or whatever, wind Kya/BOTW do it different ways) or whatever, doors, puzzles, climbing, others don't and you explore aka static but can't do anything with it. That's more what I mean. Worlds don't have to be only immersive with wind/sounds/people/grass, trees, buildings in it.

Reactive design isn't outdated. Survival sandboxes that are voxel based you can break and place anything. Some are static and same world, other procedural generated and breakable. That's my point.

You pointed out 1 detail and skipped the rest, why should I bother responding if you skip the rest that's easily understandable. Typical commenters who pick and choose.

I'm not saying NPCs or atmosphere is bad. I NPCs offer weapons/tools for combat or exploration sure. Sometimes resources can be fair or a lot of padding. I'm just saying I don't need them to be immersed with people in it. That's all. I was fine with Fallout 76 having no NPCs it's an apocalyse but people wanted them like the past games or to show people had circumstances or whatever. That's not a bad thing. I don't need civilised regions or lived in spaces to care, if fun enough quests sure, depends what they are, how engaging, how generic kill this, craft this, find this, whatever, those are typical RPG style quests, or you get minigames, it varies what they do, I'm talking game design I'm giving game design examples. Metroid Prime 4 clearly has big scale moments in the footage. Among quite and isolated moments. I'm fine with that.

It's' how they apply it. Broad but fair isn't it?

I care about how they use items, same way others care about skill trees. Is saying numbers don't excite me a bad thing. Using a weapon for level design or cool animations for combat is fine by me I love that. Get the point? I don't want repetitive design either, but it's how they go about it. Think. Just because everyone else sees worlds and characters.

It's how they apply it.

It's not about being linear, they just showcase features better then linear, open worlds usually go a different approach that's been clear for years now or what kind of worlds they want to make as they focus more on how it looks not how you PLAY in it, I am fine with hub based or sizeable regions like Tomb Raider 2013, ReCore or Borderlands, they had skill trees but also enough interactivity to make the level design fun.

Re: Review: Metroid Prime 4: Beyond - Nintendo Switch 2 Edition (Switch 2) - Samus Returns In Prime Form

SuntannedDuck2

@Banjo- Agreed, in Prime 1's development they were told to stop paying attention to other studios and develop things themselves.

By this point it seems with different staff or Nintendo not forcing that on them, they make a generic open world.

I get changing the formula but even still. I'd have been fine with decent regions with enough power suit or abilities and puzzles to to do, but to me more games want open worlds for scale (yet Metroid Prime is about exploration and scanning or combat or upgrades, not quests or dialogue, it's isolation usually not always being part of a team, they have done it and it's fine enough but most times it's investigating ourselves as Samus) but nothing interesting to do in them or generic errands.

If the interactivity/moves and ability use is good i may respect it more but to me I just see a lot of generic environments and a nice artstyle. That's it.

I enjoyed Splatoon 2's grapple and found the uses for it way more fun then any modern game with a grapple because as linear or multi paths as it was and just a shooter platformer it was a lot of fun with smartly design courses.

I thought Splatoon 3 was going to be open world by the cosmetics trailer in the desert, but it wasn't.

Length to me doesn't matter as to me more length means more padding and more garbage gameplay that doesn't actually have much thought put into it just padding with simple segments extended too much, I don't want to play versus good content I'd like to see focused.

Re: Video: Metroid Prime 4: Beyond Stuns On Switch 2 In This Side-By-Side Comparison

SuntannedDuck2

To me it just looks less sharper and more blurry at least on my laptop/HDMI connected to a 32 inch 1080p 2016 or older TV (same would probably apply to my 3D TV 2010s era 50 inch 1080p, usually I watch in 360p and scale it for graphic s comparisons to 720p/1080p if need be.

The Switch 1 looked blurry in the way like I have seen with Wii game interlaced or not or other systems, the pixelation and blur is very noticeable here, I have seen old consoles and stretched pixels way (and I wasn't even zoomed into the video to fit the screen either (more noticeable though) and I could tell, but side by side helps on it's own I wouldn't be able to tell as much likely or mind it.

Though checking video playback resolution at default of 480p or whatever else it was clear the blur of the 720p/1080p on Switch 1, so clearly it's coming out in such a way on their end not just my display showing things up likely but not too sure as the blur/shadows as subtle as they are I can tell.

Even Wii trilogy looked blurry. Could be my display but even some games do it better then others regardless of display but of course it varies. Some lighting/shadows or shade of a colour but that's about it. Mostly blur in some areas over others, as some look exactly the same and probably are, like how FMVs can be the same while in-engine may or may not be either, but actual gameplay moments vary, depending how they are covering those moments in a game it is noticeable even still today compared to the past.

The artsyle covers things nicely sure but even still.

To me load times don't matter as to me smart devs can do any loading (teleport in same areas or new areas), or just smarter reloading from a checkpoint after defeat even on an HDD, it's just how much data they push these days, and I don't care, as long as the level design is smartly designed for gameplay or loads well sure, but load times don't effect me at all unless it's unclear, I prefer more fair visual feedback but just bars and tips/a generic image/a black screen isn't ideal. But even still.

The game looks fine of artstyle, the blur is all I see, not so much lighting, shadows or other details differences really. A bit but only so much. Not a bad thing just surprised that's how they went about it.

I hate OLED/nit increases for more lighting so to me the LCD screen on either Switch makes no difference. I'm happy on OG Switch as it is.

Will it have good gyro/other features I hope so. Unfortunate for IR as it's only on Switch 1 so making for both consoles makes it unreasonable to develop around it and change game design for such a thing (not like devs care anyway with how they have focus on level design per player skill level or features or whatever as they make it reasonable sure and that's fair but nothing over done of varies puzzles per difficulty or others ideas just damage values/health, how many enemies on screen, etc. the minor stuff) but even still.

Then again when is Retro going to be able to make something besides DK/Metroid Prime, good games yes, but it is sad all the projects they have in the works or attempt to and can't get them out from past prototypes we have heard about at least.

Heck I'd take Project Hammer or another Disaster Day of Crisis (port it to Switch even please) type experience even Nintendo. As well as what great Retro had planned.

Re: Rolling Stone's GOTY List Shows A Whole Lot Of Love For One Nintendo Mascot

SuntannedDuck2

Fair list but even I even if haven't played any of them yet would put Banaza, Blue Prince, Hundred Line, (Ball X Pit was that the pinball/Odama like or something, fair), South of Midnight even I don't think much of it gameplay wise but setting wise its great.

Split Fiction as that team is great.

The rest not much at all, not care for them, or maybe respect them but not enough to real care.

FF Tactics I'm not that big on, it seems fine but even still I've played tactics games with far more compelling mechanics. I have the DS entry but not played it much.

Yotei could have done interesting things with it's flashbacks like a Link to the Past or Ratchet Crack in Time but nope they made it short in those areas and offer nothing interesting with them to showcase old/later years areas. It's so generic and skill tree for the wolf no stance commands, boring. The game is cinematic game number whatever. Sucker Punch are great devs but even I'm not interested in it. Infamous was good with balance, Yotei/Tsushima have fair personality but the most generic RPG gameplay to have pacing of quests that 'work/ but aren't mechanically compelling in the slightest.

Re: Round Up: The Reviews Are In For Metroid Prime 4: Beyond

SuntannedDuck2

@Desy64 Agreed, to me E33 was ok JRPG format, defend/dodge or real time moves in turn based format, so what.

To me Paper Mario's timing or Conception's quad turn based sides approach was more interesting to the formula no one looked at (besides the Paper Mario inspired Indies).

Even racing games can't even have a defend move because it's unsportsmanlike but I don't care. I can do it manually, I can't with a manager mode in a game.

The premise was ok but even I thought yeah gameplay wise this is doing nothing, decent ideas but nothing amazing and the world/premise was fair but not that big of a deal.

I'm playing more FMV games or other types and older games with more gameplay balance to story, not modern games.

My gameplay preferences are n't common, most people clearly seek presentation or story/graphics, I get wowed by gameplay ideas. Even my gameplay ideas to Indie platformer devs surprised them, or going oh I'm a bit harsh, I am harsh but fair, I give suggestions but I make it clear my thoughts versus most people's and how boring something I find doesn't reflect others.

Thinking programming/animations, flow of games.

Not just wow a world (fantasy, historical, etc.) and it's easy to understand or tropey or has cute animals or whatever to reflect reality or whatever. Or said setting or likeable characters and what not.

Re: Round Up: The Reviews Are In For Metroid Prime 4: Beyond

SuntannedDuck2

18 years, what are they on about? What since 3? Who cares, we just going to skip over Federation Force, or other Metroid games to just Prime 3. What a joke.

To me the open world feels like Retro going we want to expand or fit in with others, when even by Prime 1 they were told to NO LOOK AT OTHERS, tell me why I should pay attention to them.

But 3 was pretty eh trying to be linear that I got confused by it more then Prime 1 or 2 and I hate open world busy work. Garbage errands, empty worlds, skill tree slop that makes the more explorative design take a back seat which for Metroid would make less sense.

If it's open world isn't filled with enough decent interactivity to use the weapons, suits and more or find secrets, navigate to areas or other things, (even BOTW made the boring chest loot fun to get, the loot was still boring but at least getting to it was fun, besides the shrines, otherwise I gave up quick its quests were boring, the world was big and boring regardless of setting justification) or level design quirks then I'm sorry I'm writing off Prime 4 like any other open worlds.

Just atmosphere and enemies or skill trees does not excite me in the slightest way. So to me if the gameplay sucks, easy pass on this one. Dread to me was awkward to play and I gave up trying to get to areas and gave up on the game entirely after a 2nd attempt and still getting annoyed with it.

There is a reason I enjoyed Sunset Overdrive, Gravity Rush and 'enough of' Infamous Second Son/First Light scenarios or moveset base quests (platforming, spray can or other suits, not garbage dialogue, Second Son didn't use powers much but it's side quests were fun enough of the scenarios or character at least, most other games I would not give that a pass) while Spiderman 2018 was the most ok of some ideas (lab puzzles, 3 side quests in the whole game, laser grind, radars and ground pound one, that's it, and task master situations, everything else was boring outposts and things to do, fair story but boring world/movesets) and a backtrack to more formulaic after the greatness of Sunset Overdrive (more fun tower defence then outpost slop).

I am enjoying Tomb Raider 2013 again because like Pitfall Lost Expedition and its metroidvania approach, TR2013 makes the weapons/mundane things useful and interactive barriers fun, the level design isn't amazing, the tombs are ok puzzles but even still. It's good enough and Echoes of the End to me shows how you can refine or add on more to old ideas, hold them on for long enough and move on or add new ones.

Most other games in the industry are just boring story/settings and are just bland in gameplay to me these days.

Re: "I'm A Sucker When It Comes To Story" - PS4/5 Architect Recalls "Transformative" Experience With A GameCube Classic

SuntannedDuck2

@crudfish I think they did with 4, the cote was changed with how Pikmin are acquired due to the onions you can't even get the first few then the onion, you just have to have the onion. I think.

Gyro controls were garbage and restrictive so I never used then yet I love the Wiimote use of them. So whatever happened between 3 Deluxe and 4.

The night sections are simple but a good addition. Some Pikmin 2 caves are repeats in 4, but the new ones are fair.

Oatchi was a fair idea but to me got me more annoyed. The slowness of the 1st hour annoyed me and the upgrades did not impress me.

The character creator was pointless personality we didn't need.

The angle of Pikmin 4 made me more mad then excited.

The new Pikmin were hit and miss, some were good and others didn't do much in level design to be interesting to me.

That had ideas I wanted just not in the same way I hoped and the new ideas or tweaks were hit and miss for me personally.

Bayonetta 3 was awkward as it wanted to do the DMC5 V or Astral Chain 2 character thing and it did it so badly and Bayonetta Origins went fine 1 per controller. Which I had that or another idea to solve it.

Prime 4 has me excited and not at the same time the later trailers like Pikmin 4 have not impressed me.

Re: "I'm A Sucker When It Comes To Story" - PS4/5 Architect Recalls "Transformative" Experience With A GameCube Classic

SuntannedDuck2

Part 2:
There is a reason seeing homebrew or ports of popular games I'm like the technical maybe but the games shown feel like they are there to get attention, and or the characters/IP, forget the gameplay and that makes me sad. Games are about gameplay not a 'means to see everything else'.

So he has been throughout the industry but the studios staff at Sony don't really match anything a Nintendo or others can of gameplay but fair balance of story, they want movies/fantasy epics and the gameplay is so bland and forgettable to me.

There is a reason I am buying up 6/7th gen all consoles shooters, their mechanics balance out their story, not nowadays.

Racing had better mechanics/progression or event variety/rules, now the bare minimum and garbage.

Platformers have weak ideas for cute characters. Wow how great.

When I have more fun with FMVs for story/theming or visual novels it's different, their restrictions per choices or appeal for a character or whatever checks in place differs from a moveset and level design of a character in other games being more bland and boring. Some story games make sense in their ways to go about things but still carry them.

Re: "I'm A Sucker When It Comes To Story" - PS4/5 Architect Recalls "Transformative" Experience With A GameCube Classic

SuntannedDuck2

Well when Nintendo focuses on mechanics, a fair light story it's sometimes enough. Something even Japan Studio understood. They can make any weird setting but if the gameplay is boring I don't care what the setting is it's boring.

I am immersed more to gameplay then I do superficial story and themes these days. Tropes or not. I find them boring and not emotional just garbage nonsense I want to ignore. Eh story with boring bare minimum programming or animations does not excite me.

Pikmin has awkward controls even but like other old games I can still get used to them and even besides the better Wiimote controls.

Some games feel like they need better design or a 3rd analogue stick.

Something even Mario universe (Wario, Peach, Luigi, Yoshi, etc. & their movesets suit those games, Sony/Microsoft wish they could) games as simple setup & good enough of story angles, Pikmin presents enough logs to give story/setting, fair goal, a limit & multiple endings for a simple premise, great creativity from just Miyamoto likes gardening (Zelda sense of adventure) to plant aliens, but gameplay is a delight of structure/progression, short but replayable.

Random ideas mixed into something. Even Retro had to do that & not look at Halo/others. Nintendo has random ideas, wraps it in a weird creative charm & that's how I want games to be. I can think up a bar of soap being flexible forms, heavy, light, stretchy or using bubbles for other interactions not like a animal sound of useless like petting a dog and having no purpose for it, not some boring cute character first & gameplay being subpar

Something many AAA to Indies forget & make the most generic Indie design or cinematic lengthy movies with subpar gameplay and I can't be bothered with. I hate RPGs for how stats/story/boring level design/movesets they are. Disagea or even ones prior to it used geo panels to add to level design or fair enough moves, while it's verticality is eh. Most RPGs focus on book/movie adventure but in games it's boring to explore.

Echoes of the End or Tomb Raider 2013 or even Uncharted balanced this of magic and fair water rising or gravity shifting of Echoes of the End something a Ratchet game used to do, to Tomb Raider being more Pitfall Lost Expedition with mundane items but fair uses for those and moves in a Metroid Prime way (released same time as those but darker and accessible enough tombs or puzzles without being too much), to Uncharted balancing it's more mundane movesets for combat/calm moments and puzzles.

Most modern games forget how to balance gameplay and just put mundane gameplay and more graphics/story and I am not interested in any of it.

There is a reason I cared enough but listed games with a fair range of that cinematic but deeper gameplay and yet the others 3rd party or 1st party miss the mark with deeper cinematic and boring gameplay.

I respect gameplay more.

Ratchet or Mario Galaxy's planetoids and gravity ideas are amazing, where are those on PS5?

Crush PSP/3DS or Super Paper Mario 2D/3D, you get odd stuff like Mutant Mudds or Wario Land VB or other stuff sure, but many games do ok with some other types of ideas and others are too story focused and make me ignore them more and more.

So to me the hardware to gameplay approach is pathetic.

Re: Metroid Prime 4: Beyond Difficulty Settings Revealed By Nintendo

SuntannedDuck2

If they scale enough of the enemies and damage values sure, if it's the hints and other things sure.

To me 3 wasn't great of guiding the player and while it 'should' be easier I found 1 and 2 much better games to play yet would be the harder ones due to being not linear and more the 2D to 3D converted Metroid experience.

This game not sure due to how much it's changing the formula in it's own way or how the trailers give that impression.

If I can use my gyro/stick controls and toggle hints and other things on or off I'm happy.

With a Metroid game I can't say puzzles or level design change due to how the formula works. But even still I found Dread a pain to play due to it's navigation, something I didn't have with Prime 1 at all, the 2D design shouldn't have taken away from that it's just it was annoying to play and get through areas, I was not having fun. Super Metroid sure if your used to it and older design (not bad design just different to approach).

I did better with AM2R then I did Dread if that says anything.

Beat Other M story.

Beat Pitfall Lost Expedition multiple times and it's my favourite 3D metroidvania but it's also way easier then Prime is despite released around the same time.

So I'm interested but depends what they scale here, or allow toggling on and off.

Re: More Switch Games Receive Compatibility Updates For Switch 2

SuntannedDuck2

Fair, I did check the updated list not a few weeks ago and it seemed 'better', don't remember these in that list but maybe I'm forgetting. Still great to see more. Still a few I own or few I want to buy that haven't yet gotten the update, so will continue waiting. I am not planning on playing them on Switch 2 anyway, but maybe a test in the future).

@LazyDaisy Agreed waiting on Xenoblade as well before I start playing them and I'll compare (not that I have a Switch 2 yet but still).

Many like it, the more we see get that update the better.

Re: Minecraft's Final Game Drop Of 2025 Arrives Next Month

SuntannedDuck2

@StarCollector Interesting, I guess with Update Aquate or 1.13/1.14 the command changes or the swimming and the re-write sort of stuff yeah they could have been bad.

Caves and Cliffs I can also see that being the case, even after all the re-writing the cave gen and delaying it.

Yeah creative flight or spectator and the camera view maybe hmm.

12 as the the max compared to higher on other platforms instead. Interesting. Vibrant Visuals I don't think is that much a loss but did hear about it not being available.

Well even PS5 version didn't seem like an enhancement from PS4, a fair 'version to bump it up to' but still bad caching and more, regardless of addons applied. Which on Switch would be even more tough and probably like my 1GB PC struggling on 1.10.2 Java and then modding it with Forge on top with 'few small mods', before upgrading it. Netbook had 2GB and couldn't even.

I'd agree with Switch 2 support, it's 'possible' but sounds like Borderlands 2 on Vita/Minecraft on Vita or emulating games but not as much slow down just badly running on hardware (say a low end PC or a mid range and under phone) kind of experience. Doesn't sound great.

I have played games at 20FPS Coded Arms on PSP, have some N64 games and them being the PAL versions, 12FPS (Ark Survival Evolved on my old current PC, I assume on Switch it doesn't even do that despite the different specs and parts used to compare and the numbers don't compare really the same way of PC/mobile hardware anyway).

So I can imagine but even still. Yeah not ideal by any means. Sounds 'interesting to me' to try out but yeah I'd agree very much waiting till they get around to Switch 2 support.

Re: Star Fox Programmer's Next Game May As Well Be A New Entry In Nintendo's Series

SuntannedDuck2

Same ideas, different characters/artstyle, wow so different, veterans really are just as boring as passionate fan Indies are, worthless.

I mean sure it's great to see a Starfox like, but who cares, I want more interesting ideas. Why are human beings so unimaginative.

It's always 'characters and world' the gameplay is stagnant and I'm sick and tired of it. This is why modern gaming is boring. I don't want familiar I want ideas that spin off enough if they are going to, but we don't we just see clones with minor tweaks to appeal to customers and not get sued or too inspired and fit a safe line. It's so boring.

Same efforts by programmers/animators as always, making safe experiences and nothing interesting. Their programming skills are wasted making the same basics we see all the time, they barely do anything amazing anymore and I am sick and tired of it.

Re: Nintendo To Acquire Bandai Namco Studios Singapore As A Subsidiary

SuntannedDuck2

Fair for art asets, but to me I always blame the programmers and animators for not coming up with good ideas or execution, that or whatever artists/designers do if they have weak ideas for reference material, level design, boring locations, boring characters, boring enemy AI, boring imagination/passion or had original ideas using their actual brains for once.

Re: Minecraft's Final Game Drop Of 2025 Arrives Next Month

SuntannedDuck2

@StarCollector How bad is it? Even on PC I've used a weak Netbook spec 2 in 1 with Bedrock and it was ok but Java it couldn't run well at all. But I've used my PCs to fair graphics settings otherwise or RAM/CPU part changes.

I only have PS4, Xbox One, 360 and Vita editions and I haven't played Bedrock on my PC or on Xbox One/PS4 in years. I see things from those around me playing it on PS5.

I've seen odd Switch 1 footage but I don't have enough reference for it. Vita edition after all updates was pretty awkward (4J tried but Mojang's programming is abysmal).

Too Java focused these days and using old versions/making wikis so I'm out of the loop.

I may consider it for Switch just out of curiosity. 3DS seemed fair for what it was/Bedrock based then Legacy console based. Also GOOD dual screen use compared to Wii U, even if all are outdated versions yes.

Re: Minecraft's Final Game Drop Of 2025 Arrives Next Month

SuntannedDuck2

Yep and it reuses the 1.6 Zombie Horse (even the Skeleton one was re-applyed like Spider Jockeys years earlier then this new update). Other then the horse quality of life I don't see much to this update.

Added mounts for above ground/underwater, but we still got Armadillos used for only Wolf armour. Nothing interesting to ride there in a weird way, why be that creative Mojang. Golems that limited and mods still offer better automation then golems, dispensers and too many things then 1 block that solves it all and do it better that way or among other blocks with better design thought out for them.

Spears are limited as like the Trident and Bow to the Spear/Crossbow, the latter are a joke. Where is more interesting ideas to use. Wow another weapon with ranged focus that barely effects the game, the stats are still within the same safe range and still takes 2 hits to defeat a spider/zombie, wow, how exciting is that. XD

Looks boring like many of Mojang's past updates. Do Minecraft players really eat up all that enthusiasm the team has in marketing because to me it makes me want to bash them over the head.

The odd quality of life stuff is great but otherwise eh. Their mentality is as bad as any other game developers, probably the worst even and 'need to get updates for attention span reasons and make whatever ok but not great ideas' you can finish in a week (it's not the length it's the execution and wanting to reuse them in each world).

This update is very minimal besides the bugs on Bedrock.

No motivation, only mods in Beta or old versions currently besides making wikis for them or mod updates on forums.

Hytale to me is it's own thing that won't take away from Minecraft and it's ideas are here and there as Minecraft is more customisable then just 'wow we added adventure stuff people talk about' that I couldn't care less about.

Re: ICYMI: Metroid Prime 4: Beyond Estimated Switch 2 And Switch File Size Revealed

SuntannedDuck2

Fair size and I assume use of the world. The trailers haven't impressed me that much more worried me but I'll see.

Pikmin 4 disappointed with it's later trailers and the game itself also disappointed me, 98% many hours longer then most people but even still it was half good new ideas, ok returning ones and core structure that annoyed me so much to pad it out compared to all 3 prior games being consistent and not changing the rules yet had still fair long lengths but weren't annoying about it, and why I hated 4 so much.

The hub or open world approach the trailers give me the impression of, they want to change things up and I get that but eh, even Splatoon gives me ok impressions of changes but even then not much.

But the last few trailers for Prime 4 do worry me. 3's angle was fair but I found made it even more confusing then the original formula Metroid goes for.

I'm getting it on Switch 1 anyway. Same with Rhythm Heaven Groove as well.

Re: Game Of The Year Nominee Donkey Kong Bananza Wins Critics' Choice Award

SuntannedDuck2

Fair. I never know with the family awards or the console awards or otherwise.

DK I think did enough interesting ideas with it's mechanics and I haven't even played it. How well it does sure, but I mean even if I can compare it to other games or even Mario Odyssey with Cappy to many PS2/GameCube/Xbox era IPs I'm glad to see ideas like those carry on as most devs seem to have forgotten or most Indies barely come close to those mechanics of exciting and make pretty standard games that empty rather empty on the mechanics/level design front.

I prefer games from the older eras. Even Echoes of the End brings those back and I'm glad to see it, just doesn't happen in MOST games, so might as well pick out the ones that can.

Re: Gear.Club Unlimited 3 Speeds Onto Switch 2 Later This Year

SuntannedDuck2

@Burning_Spear Don't blame you racing games have some of the most bland trailers I've seen. Always showing cars and backgrounds but barely showcase or explain anything, they feel like nonsense footage or highlight reels then substance at all. Can be said about a lot of games 'showing off and being fancy' but telling us nothing.

So it's not as much a Grid Autosport but if you wanted something different it's good I think at least. Grid Autosport/Gear Club were my go to racing games for Switch. 1 and 2 go cheap fair enough I'd say. Don't set high expectations. They are solid games production value wise I'd say. To me they fit in line with what AAs or AAAs did with arcade/simcades in the GameCube era (I mean gameplay, I don't care for graphics, or physics unless it's that bad, I care about progression/events/modes, I hate how empty and graphics first games are, so when I say old platforms I prefer them in game design and see them as superior to modern gaming) and it's why I like it.

Gear Club is good enough for split screen though I'd say if want it just for multiplayer.

If like the prior ones it's kind of like Need For Speed of the PS1 era looking of highways type tracks, the odd circuit layouts but usually point a to b. Has fair sports/supercars/rally types for classes and a level system but it's pretty common stuff, nothing to hard to understand.

It has cosmetic and performance stations in your garage (can also customise you garage with objects and the background), kind of reminds me of Auto Modellista on GameCube in that way for the background customisation.

I guess you could compare Hot Pursuit 2010 Remastered for Switch but even it has Burnout influence, Gear Club doesn't have that.

It has fair event types, not amazing but decent common ones of race, elimination, point a to b, nothing amazing but no racing games do these days. Heck can't even get cone challenges or more creative ones like fuel travel limits or other stuff (Gran Turismo seems to be the last one to push those, everything else doesn't) (or even creative progression anymore) these days. It's always race, time trial, drift, elimination, or in Wreckfest things like derbies, such as Flatout did years ago minus the driver flinging minigame, so boring, event rules in racing games suck so I set my expectations very low.

Fair arcade racer I'd say. I think it's separated how it is mobile like that the first game was. 2 did enough separation of that and it seemed like a start for them to get back to console so started with mobile. There is no micro transactions or anything in the console games.

Even players barely show the menus/modes so that I have to find the right youtubers or buy the games cheap myself to find out, when to me they are very important to the experience not the physics and 'licensed cars/bikes, etc' they always show.

I enjoyed the 1st 2 games (enough footage of the menus/stations to upgrade the cars/customise and how the progression works, I doubt 3 will have progression like Porsche/Tracks DLCs had but who knows) but if more of the same who knows. I'd reference those if you want an idea, otherwise who knows.

Re: Gear.Club Unlimited 3 Speeds Onto Switch 2 Later This Year

SuntannedDuck2

I hope it's a fair step up and not a safe game? 1 and 2 were fair but I'd like to see a bit more interesting ideas.

Porsche DLC/Tracks DLC angles were very surprising of progression, I hope we see more experimenting please Eden.

It doesn't have to be ambitious just a good remix.

There is a reason I play old racing games for their car builder (doesn't need to due to the stations for Gear Club games being interesting enough already and the fair dealerships).

But the progression could offer more little details please.

That aside yet again Gear Club gives me a reason to want a Switch.

While Bayo 3/Prime 4 disappoint (Prime 4 is alright but I don't know with it's direction to try and compete seems a bit eh).

Splatoon's new one isn't as much what I expect but even 3's cosmetics showcase I thought was an open world desert and it wasn't a showing of that at all so who knows.

Re: Video: We've Played Tomb Raider: Definitive Edition On Switch 2 - Here's 18 Minutes Of Gameplay

SuntannedDuck2

Good coverage. I was surprised it took this long to come to Switch but understandable due to the other Tomb Raider releases appearing first.

I came across a PS3 copy yesterday and played the 360 copy twice. I preferred it to Rise and not played Shadow. I own all 3 of the trilogy though physical, just not played Shadow. I got through the halfway point I think of Rise and didn't care to play more. I never got the definitive edition at all of any of these games, wasn't interested.

I'd say I'd get 2013 on Switch 1 if I wanted just so it's portable or to compare versions (like have some other games with PS3, 360, Wii U versions) and check the other content out but otherwise I'll wait. I don't care to play it again that soon, only to support it and have it sit in my Switch 1 library.

I think the price/10% discount is fair.

I'm not into skill trees or much mission design but Tomb Raider 2013 did it in a fair way to make me want to play it twice despite how dark it is. Or how particular the characters/story telling is, the gameplay had fair tombs and core gameplay to keep me interested twice.

Re: RollerCoaster Tycoon 3: Complete Edition Physical Release Announced For Switch

SuntannedDuck2

@AussieMcBucket I'd say check out reviews or footage. The game itself was always a pretty good game but yeah the controls for the Switch port (can't remember PC experience as didn't play it a lot when it released or it's expansions compared to RCT1 and 2) were not my type of approach personally. Maybe you may approach it better then I did, but I wasn't big on the controls they chose to go with.

To me it was more the way you go about the triggers and buttons. Maybe it was the tutorial that's very much likely, but moving around the wheels or different aspects to even building rides, plaving paths and staff. I was scratching my head trying to find the right order to do things.

That and the camera too.

RCT Classic's touch support isn't perfect but it's stick/triggers/buttons was intuitive enough and I've beaten 2 groups worth of parks in about 70 to 100 hours.

I gave RCT3 a few minutes or hour or 2 in the first park and just wrestled with the controls. It may be more suitable over time and I may understand it better later, but I only gave it a bit of times.

Sure RCT Classic is still very limited camera angles and placement, but it's limitations I am used to and can get by on. I wouldn't say it's for everyone due to how it's limitations are besides how refined it is still.

I wish they had a demo. The discounts as rare as they have been (twice since I was looking into them or seeing in my wishlist and due to the 'purchased' bug I have and leave (or other additions that say it after purchasing a different edition)).

But the artstyle and content even if from the 2000s it stands out well I'd say still RCT3.

I never was big on RCT3, I didn't play it much on PC back in the day compared to 1 and 2 (I'd say 3 is better then the later entries for mobile/PC, no idea the 3DS entry and the Xbox OG version of RCT1 I remember being fair when I used to own it) but even with my open mind to RCT3 this time around the controls were the issue not the game itself.

Re: Sakurai Is Keen To Live An "Unassuming Life", Despite His Fame And Prestige

SuntannedDuck2

Sure but what ideas the creators have matters, it's what draws me to the game, what they contributed to the game design to make me want to play it. It's their mind and their imagination after all.

But Sakuari and many others have great ideas. Regardless of fame, and not knowing all team members part of some games, they all contribute amazing or disappointing ideas (varies per studio/staff member's ideas).

Re: RollerCoaster Tycoon 3: Complete Edition Physical Release Announced For Switch

SuntannedDuck2

@AussieMcBucket Agreed, I love how the Classic one combining 1 and 2 plays, best PC/mobile to console conversion. I love those controls.

3 on Switch to me I didn't like the way the buttons or touch screen worked. So if they pull it off with Switch 2 mouse I'd say it's fair, if not then well bad button input/stick input/touch input is what it is.

3 came first and I assume with RCT Classic they learnt or different team or whatever. But yeah to me 3 is 'not ideal to play' the content is fine, the controls were so bad I gave up on it and will come back to it later.

Re: Nintendo Switch 2 System Update 21.0.0 Is Now Live, Here Are The Full Patch Notes

SuntannedDuck2

About time they added the digital and physical I can tell which is which but the icon difference helps more.

No download pause is annoying but download all/cancel all os fair.

No selection for multi carts I guess both just appear. But still bundles to receive is fair. Surprised they had to fix that.

Pther other names for things or quality of life here. I like it Nintendo. Good changes.

Good update.

I like the physical cart design but no digital icon change to be blue with more or a V or something, its just the same icon, oh well. Still nice to see a distinction.