Turbo857

Turbo857

gamer, podcaster, lyricist, vlogger

Comments 936

Re: Review: NBA 2K18 (Switch)

Turbo857

@HappyMaskedGuy

If they fix the game, then they do deserve the money. Publishers should take Q&A a little more seriously before release but games deserve to sell if they're eventually patched within a reasonable amount of time.

Re: Review: NBA 2K18 (Switch)

Turbo857

@flapjack-ashley

It's a double edged sword. Should publishers get ridiculed for releasing buggy-broken games? Yes. But does a game deserve to get a fair shot at selling after it gets patched? Hell yes.

This reminds me of the Assassin's Creed Unity situation. It was one of the first games to ever have a review embargo, and it was a glitchfest (at least for PC) upon release. I bought the game 2 months after it was patched and it still stands as my favorite Assassin's Creed game till this day. It's got, hands down, the deepest customization and combat systems in the series and the only game to feature a great co-op mode. But despite the free Dead Kings DLC (great DLC btw) that was given to fans as a result of the botched release, Unity was never able to rise above the negative stigma it received due to the negative press.

So, kickbacks or not: I give Nintendolife credit for holding back its score of the game 'til a patched was released. 3rd parties bringing popular IPs to the first time to a Nintendo system in years don't need the additional negative press. Negative press can have long lasting effects on a game's reputation far beyond the time it took to get its game breaking issues resolved. A game doesn't deserve to suffer solely because of the marketing/promotion pressures exercised by the publisher. Developers gotta eat and deserved too, especially when they work around the clock on patches.

Re: LEGO Marvel Super Heroes 2 on Switch Will Be Exactly the Same Version as Other Platforms

Turbo857

@Einherjar

I hear ya. I myself love games to 60fps when possible. I actually think Sonic Forces for Switch being 30fps, is kind of a let down. Sonic games, like Mario games, should always be 60 fps regardless of the resolution. Especially considering Lost World was 60 fps on the Wii U.

But for most other game ports, compromises are inevitable and playing these games on the go definitely adds tremendous value for any of these visual short comings.

Re: LEGO Marvel Super Heroes 2 on Switch Will Be Exactly the Same Version as Other Platforms

Turbo857

@Einherjar

I didn't double dip on Xenoverse 2 but I own it for Switch and borrowed it for PS4 previously. I wouldn't say it's quite a step back compared to other versions graphically. Just a little bit.

The Switch is just 30fps consistently throughout except for one on one battles where it bumps up to 60fps. Other versions is a constant 60fps, but I'm very pleased and still very impressed with the Switch version.

Re: Review: FIFA 18 (Switch)

Turbo857

@flameboy84

Disappointing = yeah. But this has to do with the Switch not having a universal invite system implemented (as of yet). That's a hardware issue not a software. Therefore, it shouldn't be a strike against the game itself. You can still play random people online but this is currently a hardware limitation.

Re: Review: Star Fox 2 (SNES)

Turbo857

Very intrigued by the RTS elements of this game. I really enjoyed Star Fox Command and Star Fox Zero's innovations to the franchise and would love a Switch sequel to revisit this RTS multitask management.

Re: DOOM Will Be 720p When Docked, And Unsurprisingly There's No 'Motion' Aiming

Turbo857

@Onion

I agree. I don't get the complaints about having to download additional game data after retail purchase. If you own an Xbox One or PS4, this is the norm. At least with the Switch we don't have wait for a full game install from a disc before playing. And with 4K gaming on the horizon, expect more patches and day 1 downloads to compliment your retail purchase. If it's an overall cheaper alternative for publishers who don't want to pay for 32-64GB game cards, then it's a minor inconvenience.

Re: DOOM Will Be 720p When Docked, And Unsurprisingly There's No 'Motion' Aiming

Turbo857

@electrolite77

Starfox Zero was a completely different issue. The devz chose a control scheme that would more seamlessly translate across all of the playable vehicles in the game. If you mapped the right stick to reticule aiming in Starfox Zero, you couldn't hover + aim + fire in the Walker or Landmaster. And the Gyrocopter would be completely unplayable since it required 2 sticks for its movement alone. If the Arwing had right stick aiming, they'd have to drastically rework the control schemes for each vehicle and that'd most likely prove to be jarring for most gamers. Regardless of whether some gamers didn't like the fact that an analog aiming control option was unavailable, the game's control scheme made sense considering the design of the game.

Doom is a different case. It's a traditional 1st person shooter being brought to the Switch where users of this console's predecessors have regularly enjoyed gyro controls to a degree that a sizable portion of that audience actually prefers them. Going back to sticks for these gamers feels prehistoric. I personally want to see as many 3rd party ports to the Switch as publishers are willing to release. But if I've already made piece with the fact that graphical fidelity is going to be sacrificed for portability, than please include a common sense hardware feature in their Switch port that's currently unavailable (or unsupported) in other versions available on competing hardware.

I think that's a valid request.

Re: DOOM Will Be 720p When Docked, And Unsurprisingly There's No 'Motion' Aiming

Turbo857

@electrolite77

Why would adding gyro controls limit third party support? It's simply applying right stick camera control to the movement of the right joy con. This isn't new tech. I think you're being a bit dramatic.

I got no problem with 3rd party publishers releasing lower powered ports on the Switch. That's just a compromising reality. But if the game is a shooter, what better way is there to make it stand out from other versions than having a portable option with the additional preference of gyro controlled aiming. Aside from providing a more immersive experience, speaking from a business perspective, it also adds value to its double dipping potential.

Re: DOOM Will Be 720p When Docked, And Unsurprisingly There's No 'Motion' Aiming

Turbo857

@BlueOcean

'Preciate that. I don't have a problem with pointer controls personally. But aren't they vulnerable to sunlight or direct bright light sources? To me they seem just like gyro controls but without the need to recalibrate (which is cool) but with the added vulnerably of direct light.

Also, I'm a little concerned about the IR functionality of the camera in the right Joy-con. If it can be used as an IR pointer wouldn't gamers have to turn it upside down to point with it?

And then wouldn't it be more troublesome to access buttons right? Might be more trouble than it's worth.

Re: DOOM Will Be 720p When Docked, And Unsurprisingly There's No 'Motion' Aiming

Turbo857

@BlueOcean

I agree. But I believe examples like Donkey Kong Country Returns having motion for actions that could've been easily executed with button input had more to do with the Wii Remote's lack of buttons and the fact it was the main packaged controller. If the classic controller was packaged with every Wii, I'm certain it would've impacted game design to include more button input in more games.

With the Switch, it's obvious Nintendo clearly learned their lesson with catering to all kinds of gamers tastes right out of the box.

Re: DOOM Will Be 720p When Docked, And Unsurprisingly There's No 'Motion' Aiming

Turbo857

@Gridatttack

"Aside from that, I think there is a larger group of gamers who want to play a game without motion or gyro controls."

Perhaps, but let's say hypothetically we're both PC gamers. And I like using a traditional controller and you like keyboard and mouse. Should I condemn the usage of keyboard and mouse players simply because I can't compete on the same footing? I have the option to either learn how to use keyboard and mouse or I can just skip online multiplayer entirely when someone uses a keyboard and mouse.

But taking your example, speaking of the Switch: If there are indeed more people who prefer analog controls, analog players shouldn't have a problem finding analog players online. Makes the argument for prohibiting motion/gyro using players less necessary.

@Saego

Why is it gimmicky or even casual in this regard? No game "needs" motion/gyro" controls to play it but I don't understand the gimmicky/casual tag?

@Meaty-cheeky

Fyi, I think the fact we're getting Doom on Switch is awesome in any way, shape, or form. And granted, I still may pick it up personally since I am a glass is half full kinda guy afterall.

However, gamers disappointment with not receiving a gyro aiming option, for any 1st/3rd person shooter, on a system that makes these features accessible out the box, is entirely valid imo. It's an unfortunate, missed opportunity, despite the fact that'll it'll most probably prove to be an excellent version of the game.

Re: DOOM Will Be 720p When Docked, And Unsurprisingly There's No 'Motion' Aiming

Turbo857

@Saego

Anger (or frustration) witnessed during the Wii era wasn't necessary aimed at the inclusion of motion/gyro controls per se, but at their exclusivity as the only control option available for several games. Granted, I'm sure some of these people during the Wii era who wanted an analog option, probably (albeit, reluctantly) tried gyro and saw the benefits.

Now, in 2017, given the nature of the Switch's hybrid design proving to be serviceable to anyone who likes motion controls or analog controls (directly out the box) = it makes even more sense for developers/publishers to cater to these different tastes when they bring games to the console.

Re: DOOM Will Be 720p When Docked, And Unsurprisingly There's No 'Motion' Aiming

Turbo857

@Meaty-cheeky

Slow? You must be trolling. If motion controls are ever slow it's entirely due to the fault of the developer for not fully optimizing them. Optimized Gyro sensing capabilities will move the camera as fast as you can tilt your wrist or move your arm to do so. Analog aiming can sometimes match gyro speed depending on the sensitivity options available (game by game basis) but never the accuracy simultaneously.... like gyro.

Re: DOOM Will Be 720p When Docked, And Unsurprisingly There's No 'Motion' Aiming

Turbo857

@gatorboi352

Options, basically. The more the merrier imo. Being able to play any home console game on the go = awesome but yes Switch portable mode somewhat limits gyro/motion functionality.

But for people like me who's gaming experiences have been enhanced by smart, motion/gyro implementation, we'd still be a bit bummed to find out the omission of this feature in a game/genre where we're certain it'd benefit from having it.

It would give us #1. portability and then #2. further enhance our home console gaming experience with the same game. And let's not forget motion controls are still accessible in the Switch Tabletop mode. So, there's that.

Re: DOOM Will Be 720p When Docked, And Unsurprisingly There's No 'Motion' Aiming

Turbo857

Yeah why is there no motion aiming and why is that unsurprisingly? I'm quite surprised at that omission considering this publisher went all in with motion for its upcoming Skyrim port.

I'm assuming that's a typo and Bethesda will indeed add motion aiming to the Switch port for Doom. Even Resident Evil Revelations pack is getting motion/gyro aiming and to be honest, Nintendo should make it a mandatory option for 1st/3rd person shooters that come to the system.

Re: Review: Dragon Ball Xenoverse 2 (Switch)

Turbo857

@Neferupitou

Switch will always receive "slight" visual downgrades for current gen ports. This is the price we pay for portable complete home console experiences from third parties. We should be thankful that the Switch provides some parity with the current generation consoles and third parties are actually excited to work on a Nintendo console again. Like, we got Square Enix publicly interested in getting a FFXV port on the Switch! This is a complete 180 from the Wii U situation and I think Nintendo fans should be more optimistic.

Re: Review: Dragon Ball Xenoverse 2 (Switch)

Turbo857

@SLIGEACH_EIRE

Well, in the states it's $49.99 = port that includes story campaign from the first game + portability + plus local ad hoc co-op + optional motion controls for special moves. I think those that choose to make the purchase will get their money's worth.

Re: SEGA Knows Fans Want Sonic Adventure 3

Turbo857

I'd have to agree with Iizuka. Despite being quality games, the main hook of the Sonic Adventure games was the combination of multiple varying play styles while giving multiple characters the spotlight.

And that's where things started to fall apart for 3D Sonic. The best stages were always blistering fast Sonic stages. Knuckles stages were fetch quests and Tails was either racing Sonic or shooting missiles in a mech. I like Sonic universe characters but players play Sonic to run and jump.

In Mario games you sometimes have multiple playable characters but they may offer unique abilities without requiring players to adapt to entirely different playstyles. Their abilities just enhance or expand the existing core gameplay, as they should. Sega should take notes.

Re: Nintendo Takes Down Super Mario 64 Online Videos And Creator's Patreon

Turbo857

@jsty3105

Even still: Any idea that someone comes up with to improve gameplay for an existing IP can legally (and should) become the property of IP's owner. Personally, that's not something I have a problem with.

Especially since it happened to me. After Dynasty Warriors Gundam 3 was released, I posted a whole list of gameplay improvements for a sequel on a popular Koei Tecmo fansite forum. Low and behold, MANY of those suggestions wound up in its sequel, Dynasty Warriors Gundam Reborn. Since the game played so well and I don't own Dynasty Warriors nor Gundam IP, I couldn't care less about not getting credit. My reward is being able to play one of my favorite series with improved gameplay!

Re: Video: Digital Foundry Suggests That Rayman Legends: Definitive Edition Isn't So Definitive

Turbo857

@Gridatttack

8-1 and 8-2? We're talking about an all black background here, right?. Of course they look better in SMB3 All Stars! You still have the night sky in those levels, they just added a bit more color and an actual background. You can only display 25 colors at once on the NES and you believe stages in the originals have more variety then the SNES versions? You should check out YouTube sometime to get a refresher.

I've never heard anyone call the All Star games "cheap remakes". That's quite a bold statement. Broken physics in All-Stars? I distinctly remember 1-UP exploits in the original games. You make it sound like the game's unplayable.

Re: Video: Digital Foundry Suggests That Rayman Legends: Definitive Edition Isn't So Definitive

Turbo857

@amyr0se

I disagree. Mario and Luigi's by themselves displayed more color (and were actually different sprites rather than palette swaps) and the backgrounds were more colorful and featured parallax scrolling. Without wearing 8-bit nostalgia googles, I can't see the original look as more charming.

@retro_player_22

To each their own. Luigi was very slippery in All Stars's Lost Levels (but I hear he was the same in the Japanese SMB2) . I didn't find the All Stars versions of the games to feature less tighter controls compared to their originals. Older games were more challenging because of lack of saves/checkpoints but I consider that "modernizing". Nobody has the patience to restart a game from the very beginning after losing all their lives, there are too many games to play.

As far as music, the original 8-bit SMB theme is king, but music from stage 1-2, and just about every other track sounds better in All Stars imo.

Re: Talking Point: The Metroid Comeback is Wonderful, and Important for Nintendo's Line-Up

Turbo857

@GravyThief

Heh-heh, I hear ya. Prime 1 was an awesome game (especially considering I'm not a huge fan of first person perspectives). I didn't like how Samus's beams were separate. I prefer them to be combined.

In addition to the controls, I guess I liked 3's additions to the Prime formula. The Hyper Mode abilities, using Samus's spaceship for puzzles and to transport to different areas, some background lore of Mother Brain (or rather her "species"), and the inclusion of meaningful NPCs besides Dark Samus.

I don't think Prime 4 will go co-op (maybe online multiplayer for an optional mode). I'm just at least hoping they include a 3rd person viewpoint and get Samus somersaulting in 3D again.

Re: Splatoon 2 Designer Explains Why The Maps Rotate And Salmon Run Is Time-Limited

Turbo857

@Yorumi

"I don't know how many times I have to say this cause you're all making this binary fallacy assuming the only other option from total dev control over the design of the game is no control at all. There's a huge range in the middle. Of course there are times a dev needs to have confidence and do things that they believe will work out well and trust in the product."

True, and I'm advocating for the middle ground which stems from my personal interpretation of Jordan Amaro's statement. I don't have a problem with rotating maps. Limited online Salmon run is a bit of a bummer but Salmon Run can be played locally at anytime with other players who own Splatoon 2. I do believe that sometimes ya gotta play ball with the developer. Otherwise you may never expand your taste. But yes, historically some of Nintendo's decisions have been self inflicting. Regardless, they're still here making excellent games and hardware.

Re: Splatoon 2 Designer Explains Why The Maps Rotate And Salmon Run Is Time-Limited

Turbo857

@Yorumi

But they're not outright saying they know what's best. They're saying they know what you didn't know you wanted, which frankly is a good attitude for a creator to have imo. Yeah, you want to know what your base wants, but if you solely cater to players wants, you're going to sacrifice quality for quantity. You're going to end up serving fast food instead of three course meals.

You want to give people what they want sometimes but you have to keep challenging yourself and your base to try new things. Personally, I would've never been a fan of strategy RPGs if publishers kept making turn based or action RPGs. It takes a bold publishers to make an SRPG. It's not a genre anyone ever asked for, but it's something I never knew I wanted.

Re: EA Talks Up the Positives of FIFA 18 on Switch Not Using the Frostbite Engine

Turbo857

@gatorboi352

I dunno, man. I think this model for Switch will go 4 years at least. Nintendo doesn't do console cycles shorter than that. Even with the New 3DS, there aren't that many exclusives.

I think that Pro/X represent a more modern approach to "current" gen simply because the sales just ain't there. It's a more plausible way to have 10 year console cycles imo. But they'd require a serious price cut before third parties would bank on producing exclusive content for the premium versions. Xbox One X will debut at $499 and the base model's selling less than half of PS4s. I don't know what they're thinking.

Re: EA Talks Up the Positives of FIFA 18 on Switch Not Using the Frostbite Engine

Turbo857

@JJ286

Eh, regardless we've yet to see a game exclusively available for the premium console models that won't be playable on their base models.

Pro/X are considerably more powerful than the Switch but they don't (and won't) sell as well as their base models. So with the Switch selling as well as it is now, I think they're quite a few years away from having to release a more powerful upgrade.

Re: EA Talks Up the Positives of FIFA 18 on Switch Not Using the Frostbite Engine

Turbo857

@gatorboi352

"I really feel like it wouldn't have been too big an undertaking to get the Switch up to the levels of the original XB1. I feel like Sony or MS, in the same position, would have splurged the bank just a wee bit more to ensure console parity with 3rd parties."

I dunno. The Switch is reasonably close to the base Xbox One in terms of power. If Nintendo had to beef the Switch even more, it'd probably need a bigger battery, wouldn't be as portable and would definitely cost more than $300.

Total parity is nice and all but Switch is already getting games made for the competition that weren't available for the previous generation (Disgaea 5/DB Xenoverse 2/Guardians of the Galaxy: Telltale/WWE 2K18). "Some" is better than "none".

Now if you look closely, I'd say the glass looks half full.