Not true. Aiming in RE4 Wii edition worked fine at 30fps, and that was using simple IR pointing. Correctly implemented gyro aiming will track movements at 30/60 fps without a problem.
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.
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.
Eh, Mana series is strictly action RPGish, very Zelda like but with a 3 player co-op option. Earthbound and FFIII are turnbased, command-based input RPGs, similar to Super Mario RPG. So it depends whether ya feel like leaning toward real time action or something turn based.
Keep listening for the fans requests? Fans have been asking for a translated Seiken Densetsu 3 to be released in the West for over 20 years now. How many more requests do they need to read/hear?
A translated remake for Switch would make a killing!
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.
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.
I agree. It's nice to see that the Switch version runs at 60fps and doesn't appear to be blown out of the water by comparison. Switch's got a lotta power in a small package.
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.
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.
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.
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.
Indeed. After Mario Galaxy, all 3D Marios should be 60fps. Whatever necessary drop in resolution to achieve this is fine by me. And Odyssey's looking awesome!
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.
Still need to beat the first one on my PS4 but it's awesome. Really impressive the way Omega Force implemented the combat featured in the anime into a game. I'm grabbin' this!
Wouldja rather the Switch used discs instead? Regardless of the higher manufacturing, pricing inconveniences inherited by third party publishers, using cards is smart design. As a mostly digital game consumer, I do appreciate the small size of the cards.
'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.
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.
"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.
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.
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.
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.
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.
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.
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.
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.
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!
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.
Eh, there were just a handful of Wii U games that really utilized the Gamepad like Nintendoland and Rayman Legends, ZombiU etc so most games can just be ported without the additional touch functionality without feeling like something's missing.
But for the few essential games, maybe we'll see the Gamepad sync with the Switch down the road 🤔
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.
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.
@GravyThief I dunno 'bout that. Metroid Prime 3 was definitely my series fav and I preferred Wii motion controlled aiming for Metroid than the control scheme offered with the Gamecube controller. It wasn't even dual stick. You always want the option to manually aim in a 1st/3rd person shooter if possible. However, I'm sure the gyro will be optional.
I disagree. Re7 is a great game for sure, but the Revelations games are more than worthy of the franchise name. They feature item management, limited ammo, puzzles, and frightful environments. They are quintessential Resident Evil games.
"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.
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.
Eh, I dunno 'bout all that. Ninty's home consoles have been on a constant decline since the NES but their handheld business has done more of a small zig zag. Even when handheld successors sell less than their predecessors, they're usually still very successful and completely destroy any competition of that generation.
I own Street Fighter 2 for Switch and as a motion control advocate I must say... Way of Hado is horrible. That said, I really enjoyed Budokai Tenkaichi 3's motion controls for the Wii (really done well), and Xenoverse 2 looks like it mimics those exactly! It really shouldn't be shoehorned in the same category as Way of Hado
Nope, my mistake. I misread what you wrote. But I hear ya: It would be nice if multiple character battles supported 60 fps. Perhaps they do if more than one Switch is used? Guess we'll have to wait til the game launches to know for sure.
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.
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.
"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.
Comments 936
Re: DOOM Confirmed for Nintendo Switch Launch on 10th November
@nab1
Not true. Aiming in RE4 Wii edition worked fine at 30fps, and that was using simple IR pointing. Correctly implemented gyro aiming will track movements at 30/60 fps without a problem.
Re: Review: NBA 2K18 (Switch)
@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)
@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: Square Enix Explains Why The Secret Of Mana Remake Isn't Coming To Switch
@gblock
Eh, Mana series is strictly action RPGish, very Zelda like but with a 3 player co-op option. Earthbound and FFIII are turnbased, command-based input RPGs, similar to Super Mario RPG. So it depends whether ya feel like leaning toward real time action or something turn based.
Re: Square Enix Explains Why The Secret Of Mana Remake Isn't Coming To Switch
Keep listening for the fans requests? Fans have been asking for a translated Seiken Densetsu 3 to be released in the West for over 20 years now. How many more requests do they need to read/hear?
A translated remake for Switch would make a killing!
Re: LEGO Marvel Super Heroes 2 on Switch Will Be Exactly the Same Version as Other Platforms
@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
@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: Video: Here's How FIFA 18 On Switch Compares To The PlayStation 4 Version
@Nekoo77
I agree. It's nice to see that the Switch version runs at 60fps and doesn't appear to be blown out of the water by comparison. Switch's got a lotta power in a small package.
Re: Review: FIFA 18 (Switch)
@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: FIFA 18 (Switch)
@flameboy84
Game scores are based on the quality of the features the game has not what it's missing.
Re: Review: Star Fox 2 (SNES)
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
@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
@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: Digital Foundry Explores the Framerate and a Resolution Boost in Super Mario Odyssey
@thesilverbrick
Indeed. After Mario Galaxy, all 3D Marios should be 60fps. Whatever necessary drop in resolution to achieve this is fine by me. And Odyssey's looking awesome!
Re: DOOM Will Be 720p When Docked, And Unsurprisingly There's No 'Motion' Aiming
@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: Attack On Titan 2 Will Bring Havoc To Nintendo Switch
Still need to beat the first one on my PS4 but it's awesome. Really impressive the way Omega Force implemented the combat featured in the anime into a game. I'm grabbin' this!
Re: DOOM Will Be 720p When Docked, And Unsurprisingly There's No 'Motion' Aiming
@Alucard83
Wouldja rather the Switch used discs instead? Regardless of the higher manufacturing, pricing inconveniences inherited by third party publishers, using cards is smart design. As a mostly digital game consumer, I do appreciate the small size of the cards.
Re: DOOM Will Be 720p When Docked, And Unsurprisingly There's No 'Motion' Aiming
@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
@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
@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
@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
@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
@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
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)
"Not sold out in the UK or USA... and not tracking all that great regardless".
It's been out less than a day dude... give it some breathing room.
Re: Review: Dragon Ball Xenoverse 2 (Switch)
@GrailUK
Agreed. I'd be all over ports of Red Dead Redemption and Resident Evil 5!
Re: Review: Dragon Ball Xenoverse 2 (Switch)
@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)
@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
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
@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: Review: Pokkén Tournament DX (Switch)
@NPC411
You could always just buy Snipperclips's DLC if ya don't wanna feel burned.
Re: Video: Digital Foundry Suggests That Rayman Legends: Definitive Edition Isn't So Definitive
@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
@JohnBlackstar
Eh, there were just a handful of Wii U games that really utilized the Gamepad like Nintendoland and Rayman Legends, ZombiU etc so most games can just be ported without the additional touch functionality without feeling like something's missing.
But for the few essential games, maybe we'll see the Gamepad sync with the Switch down the road 🤔
Re: Video: Digital Foundry Suggests That Rayman Legends: Definitive Edition Isn't So Definitive
@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: Video: Digital Foundry Suggests That Rayman Legends: Definitive Edition Isn't So Definitive
@retro_player_22
Dude, Super Mario Bros. 3 (All Stars version) was much better on the Super NES than the NES. Same with Super Mario 1 & 2.
Re: Talking Point: The Metroid Comeback is Wonderful, and Important for Nintendo's Line-Up
@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: Talking Point: The Metroid Comeback is Wonderful, and Important for Nintendo's Line-Up
@GravyThief
I dunno 'bout that. Metroid Prime 3 was definitely my series fav and I preferred Wii motion controlled aiming for Metroid than the control scheme offered with the Gamecube controller. It wasn't even dual stick. You always want the option to manually aim in a 1st/3rd person shooter if possible. However, I'm sure the gyro will be optional.
Re: Resident Evil Revelations 1 & 2 Are Bringing the Horror to Switch on 28th November
@JaxonH
They both include motion? Where did you see that?
Re: Resident Evil Revelations 1 & 2 Are Bringing the Horror to Switch on 28th November
@gatorboi352
I disagree. Re7 is a great game for sure, but the Revelations games are more than worthy of the franchise name. They feature item management, limited ammo, puzzles, and frightful environments. They are quintessential Resident Evil games.
Re: Splatoon 2 Designer Explains Why The Maps Rotate And Salmon Run Is Time-Limited
@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
@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: Splatoon 2 Designer Explains Why The Maps Rotate And Salmon Run Is Time-Limited
@Yorumi
Eh, I dunno 'bout all that. Ninty's home consoles have been on a constant decline since the NES but their handheld business has done more of a small zig zag. Even when handheld successors sell less than their predecessors, they're usually still very successful and completely destroy any competition of that generation.
Re: Video: Dragon Ball Xenoverse 2's Live Action Trailer Features Fireballs, Enthusiastic Actors
@Haywired
I own Street Fighter 2 for Switch and as a motion control advocate I must say... Way of Hado is horrible. That said, I really enjoyed Budokai Tenkaichi 3's motion controls for the Wii (really done well), and Xenoverse 2 looks like it mimics those exactly! It really shouldn't be shoehorned in the same category as Way of Hado
Re: Video: Dragon Ball Xenoverse 2's Live Action Trailer Features Fireballs, Enthusiastic Actors
@DarkScythe13
Nope, my mistake. I misread what you wrote. But I hear ya: It would be nice if multiple character battles supported 60 fps. Perhaps they do if more than one Switch is used? Guess we'll have to wait til the game launches to know for sure.
Re: Video: Dragon Ball Xenoverse 2's Live Action Trailer Features Fireballs, Enthusiastic Actors
@DarkScythe13
Where'd you hear the game isn't 60fps for 1 on 1 matches? My research has revealed the contrary: http://www.christianpost.com/news/dragon-ball-xenoverse-2-nintendo-switch-characters-resolution-and-frame-rates-detailed-189568/
Re: Video: Dragon Ball Xenoverse 2's Live Action Trailer Features Fireballs, Enthusiastic Actors
Considering the way gyro has modernized and streamlined standard aiming controls, I'd say motion controls are here to stay.
Dragonball BudakaiTenkaichi 3 for Wii was awesome so I'm all over this on day 1!
Re: EA Talks Up the Positives of FIFA 18 on Switch Not Using the Frostbite Engine
@Flammy
Agree completely. It's a flawed system for developers for sure.
Re: EA Talks Up the Positives of FIFA 18 on Switch Not Using the Frostbite Engine
@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
@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
@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.