Comments 3,790

Re: Best Of 2020: Perfect Dark Turns 20 - The Definitive Story Behind The N64 Hit That Outclassed James Bond

impurekind

@damien33ad Don't get me wrong, Perfect Dark is still a great fps game imo, but I just think GoldenEye 64 is a more all round balanced game and is more satisfying and fun as a result. Perfect Dark does this typical thing of adding mooore and thinking that automatically equals better, but that's not always the case for me. And note, it's the single player games where I'm really focusing my judgement here because I think GoldenEye 64's single player campaign is the absolute best on N64, bar none. The multiplayer is great too, but I think there's an argument that Perfect Dark could be better there, although I never played enough of Perfect Dark's multiplayer to really say either way. But it's even stuff like the menu designs for example: I found GoldenEye 64's to be really intuitive and charming, whereas I always found Perfect Dark's menu to be rather convoluted and confusing to be honest. So yeah, I think Perfect Dark is very good, but I just think GoldenEye 64 is better.

Re: Capcom Shows Off More Footage Of Ghosts 'N Goblins Resurrection

impurekind

Not a fan of the art here. It isn't as good as the original imo. And I say this not because I automatically think pixel art looks better by default but because I don't think they've nailed how this game should look when done in HD as far as I'm concerned. This looks more like it was done by some fans than what the hugely talented Capcom artists are [or at least once were] capable of.

Re: Just When You Thought 2020 Couldn't Get Any Weirder, WaterMelon's Paprium Is Finally Finished

impurekind

@ROBLOGNICK If you've seen what the final version of Paprium ended up like, from the packaging/box to the game and even the themed arcade stick, then you'd know it's not likely to be a scam. Whatever anyone thinks of all the issues and rumours surrounding Paprium's development, WaterMelon games absolutely delivered on the promise of its Kickstarter from so long ago:

Everyone was calling Paprium "vapourware"--and they couldn't have been more wrong.

Re: Just When You Thought 2020 Couldn't Get Any Weirder, WaterMelon's Paprium Is Finally Finished

impurekind

OK, now that I've actually seen the real thing...

Given the utter quality of the game, from the packaging to the game itself and even the arcade stick, I now wouldn't negatively judge anyone who decides to give them money upfront for their next game. Anyone who thinks otherwise is clearly holding a grudge imo, and not judging fairly what's actually in front of them:

WaterMelon games has absolutely delivered with Paprium, and it's earned my respect big time with what it's achieved. I can't think of another indie creating modern games for retro consoles that's even comes close to achieving what WaterMelon games has done here. Credit and Kudos where it is due.

Re: Random: Watch Out Next-Gen, Real-Time Ray Tracing Is Now On The SNES

impurekind

@NGNYS Yeah, a game like Star Fox on SNES shows the way to go about doing both at the same time imo, where it had absolutely mind-boggling cutting-edge graphics but also a genuinely brilliant game to show that tech off in. Without the game part the other stuff means very little to me, but when there's a brilliant game backing it up, then I'm interested. The tech demo above is very cool, but boy would I love to see someone make a SNES Star Fox game or something like that with this tech applied, and have it running on an actual SNES and released as a proper physical cartridge, boxed with instruction manual and all. As an actual physical release it would count as an official SNES game, which would really fuel the console wars and give SNES fans a massive bullet in their gun to fire at Genesis/Mega Drive owners--which would be real fun to watch. Hehe! It would be like the crown jewel in the SNES' library.

Re: Upcoming Documentary Seeks To Explore The Incredible Legacy Of Street Fighter II

impurekind

@KingMike I'm pretty sure some arcade cabinets actually had the specials detailed on them, and the gaming instruction manuals that came with the console versions did similarly, as I recall.

But, regardless, this discovering the specials through actually playing the game and trying new stuff was an intentional part of the design, actually creating a playground discussion culture around said game, and as such it was actually a positive feature of the game and not a negative as it seems to me you are trying to paint it.

Smash Bros. may not have stuff you have to discover so much, but I would pick Street Fighter II's far, far more intuitive and logical controls every single day of the week, 100%. Smash often has moves that really don't have much correlation to the button/stick press you are doing, whereas Street Fighter II does almost every single time. In Street Fighter II pressing down and punch will do a low punch--totally makes logical sense--in Smash that probably does some totally weird special move unique to each character that often has literally nothing to do with punching or even a downward action (not that Smash really has a dedicated "punch" button anyway).

Basically, if you're trying to bring Smash into this and set it up as the super fighting game, you will never, ever, be able to provide any argument whatsoever to convince me of that. But, hey, a whole lot of people in here are probably already on your side--so there's that.

Take out the fact it's got a crap load of iconic Nintendo characters in there (and all the collectibles and mini games and all that other crap that really has zero to do with the core fighting game, and that could be in any other random Nintendo Icons collection, in the form of a racing game, Mario Kart, or platform game or whatever), which is where 99% of its appeal actually comes from imo, and Smash really isn't a particularly brilliant fighting game as far as I'm concerned. Decent but not amazing. If it had a bunch of completely unknown characters in place of Nintendo icons, I think that would be far easier for more people to see the point I'm making here (much like ARMS, for example, which is decent but not amazing, yet would seem much better if every character was one of Nintendo's iconic characters instead). But Street Fighter II did more with a handful of characters that were basically completely and utterly unknown at launch, almost instantly becoming the most groundbreaking and influential fighting game ever created--precisely because it was an utterly astounding and nigh-on perfect execution of a fighting game at its core first and foremost. There's a reason nearly every fighting game since followed very closely in it's footsteps, and certainly far, far more than have ever copied the Smash formula (because most companies don't have all those iconic characters, and they knew the underlying game isn't quite as strong and appealing without that element).

Smash is great and all for those people that are into it. Street Fighter II was defining, paradigm-shifting, icon creating, and brilliant, and still is.

Re: Upcoming Documentary Seeks To Explore The Incredible Legacy Of Street Fighter II

impurekind

I will sooo be watching this.

Street Fighter II is one of the true gaming icons and legends, a game that's still amazing to play even today (and imo still the pinnacle of the fighting game genre), and one of those few games that really has earned the accolade and right to the claim of giving proper rise to an entire genre (yeah, a few fighting games came before it, including the original Street Fighter, but no one really gives a proper crap about any of the fighting games that came before Street Fighter II). Street Fighter II is to fighting games what Super Mario Bros. is to platformers and Doom to fps games.

Best wishes.

Re: Random: The NSO Icon On The Switch Home Menu Is Driving Some Users Crazy

impurekind

@UmbreonsPapa I've not seem many examples of people saying anything other than they think it's crap and would like it changed.

And I personally like to point out that I think Nintendo was very deliberate in what it did, and therefore the complaints and frustration, and maybe even a little bit of anger at being even remotely manipulated--let's not say anything to pretend it's not entirely possible to manipulate people through specific design, or that this is not what is going on here in any way, shape or form--is perfectly reasonable.

I don't think there's much more going on here than that.

Well, there's a bunch of ignoramuses with #FirstWorldProblems complaining that the people who are making the complaints about the change in the design of the product [after the fact] that they paid their hard-earned money for are just suffering from #FirstWorldProblems. See the sheer irony there....

Re: Random: The NSO Icon On The Switch Home Menu Is Driving Some Users Crazy

impurekind

Then you have nothing worthwhile to say here.

People paid hundreds of dollars/pounds for their Switch systems, which the menu and interface is part of, and they have every legally/contractually-created right to point it out, and indeed request it be changed, if they feel Nintendo has altered part of the UI design [after the fact] to the detriment of their end-user experience.

But is seems to me that simple concept is beyond you or something.