Comments 800

Re: Poll: What's The Best Final Fantasy Game? Rate Your Favourite Mainline & Spin-Offs

marandahir

Please don't confuse people by calling FFIV's original release FFII (SNES) and calling FFVI's original release FFIII (SNES). I know that's what they were called in North America, but FFII and FFIII are here meaning completely different games in other releases and it's damn confusing when you change the names like that. Just use the modern corrected names for the games and maybe put SNES name in parentheses…

Re: Exclusive: Construction Simulator 4 Builds A May Release Date On Switch

marandahir

@-wc- Some Foremen have to be CPMs, but my job is actually from the client side. I work for the Greatest City in the World managing contractors and keeping them on budget, on schedule, and performing the world legally and safely and following best management practices. My work is focused on natural areas construction and restoration, rebuilding wetlands and grasslands and forests, but also on green infrastructure and street tree planting, but people in my job title often work on building construction jobs as well.

Re: Review: Golden Sun - A Radiant RPG, Once It Gets Going

marandahir

@Dark_Isatari

Just answering lingering unsolved questions. Past translation efforts identified major differences between the text of the original Japanese from the NOA official translation. GSU Wiki lacks in uniformity of translations on this front, and there are several unanswered questions.

My original reason for doing it was to understand better the real world inspirations for Golden Sun. Various characters, places, and ideas are more directly connected to real Earth history and mythology and folklore and geography than they are in the official translations.

Uncovering these secrets also helps the wiki become more precise to better serve the understanding of readers going there for information.

Re: Nintendo Expands Switch Online's GBA Library With Two RPG Classics

marandahir

One thing I hadn't expected with this new release is that it's SOOO nice to play with the original hardware filters and smaller screen - the game's colour palette, sprite work, and text boxes were designed with the GBA's screen in mind and previous emulation on Wii U and playing rom hacks on computer miss this LCD filter.

I just tried booting up Golden Sun on my old 2004 DS and the backlight colours on the top screen seem brighter than the colour palette I have on my TV with the game via NSO (using original hardware LCD-esque filter). The colours feel a bit yellowed and off from memory and from the NSO version, but at least capture the grainy LCD filter that the GBA has. I tried booting up my old GBA SP but it won't turn on even when charged — I think the on/off switch may have some issue on the inside. Will have to get it looked at. If I can find a blue or purple GBA around my house somewhere I'll test the colour of NSO against non-backlit GBAs, but I get the feeling that the darker color during the Vale Storm that I got with NSO emulation + LCD screen filter captured the colour feel of the game more than the DS backlit LCD top screen, and definitely hits the dark of the storm correctly.

Notably, turning off that feature makes all the sprites cleaner, but loses some of the contour and shading and makes the colour all feel a bit too bright.

I tried playing with small screen size vs full screen size and the game's resolution definitely feels more proper in the small screen size. I guess if you took off the LCD filter the full-screen would work, but LCD filter + full screen makes it feel like I can see way too many of the individual pixels, and everything feels a bit jerky and wrong. I think the game really relies on the smaller resolution and the LCD filter to smooth out a lot of the raw edges, and that's the most comfortable way to play it. Even on my huge TV, the smaller screen version feels small enough that the resolution doesn't feel any more "raw" than it did playing on GBA or DS.

I wish I could change the filters while in the game rather than having to exit out to GBA games menu and change the options there before loading back in to a save state.

Also, this has finally given me the impetus to download the Japanese versions of the NSO historic hardware apps. Rewind features makes it so much easier to explore the Golden Sun script and fan-translate the game for comparison against the official NOA translation (a personal project of mine, to clean up the errors on the Golden Sun Universe wiki, part of NIWA).

Re: Review: Golden Sun - A Radiant RPG, Once It Gets Going

marandahir

Also lacking in earworms?

I hum and sing the Golden Sun soundtrack ALL THE FRIKKIN TIME. Its soundtrack is LEGENDARY. I don't know what sort of reviewer doesn't latch on to Matoi Sakuraba's work, especially here, but you really missed the mark with this review when it comes to soundtrack!

Re: The First Review For Another Code: Recollection Is In

marandahir

Fantastic.

Trace Memory was such a good game; looking forward to seeing how the point-and-click Adventure game + mystery puzzles translate away from the touch screen / closing the DS to traditional controls (and maybe motion control translation for the Wii game??)

Re: Review: Golden Sun: The Lost Age - More Of The Same, Which Is No Bad Thing

marandahir

One thing I hadn't expected with this new release is that it's SOOO nice to play with the original hardware filters and smaller screen - the game's colour palette, sprite work, and text boxes were designed with the GBA's screen in mind and previous emulation on Wii U and playing rom hacks on computer miss this LCD filter.

I just tried booting up Golden Sun on my old 2004 DS and the backlight colours on the top screen seem brighter than the colour palette I have on my TV with the game via NSO (using original hardware LCD-esque filter). The colours feel a bit yellowed and off from memory and from the NSO version, but at least capture the grainy LCD filter that the GBA has. I tried booting up my old GBA SP but it won't turn on even when charged — I think the on/off switch may have some issue on the inside. Will have to get it looked at. If I can find a blue or purple GBA around my house somewhere I'll test the colour of NSO against non-backlit GBAs, but I get the feeling that the darker color during the Vale Storm that I got with NSO emulation + LCD screen filter captured the colour feel of the game more than the DS backlit LCD top screen, and definitely hits the dark of the storm correctly.

Notably, turning off that feature makes all the sprites cleaner, but loses some of the contour and shading and makes the colour all feel a bit too bright.

I tried playing with small screen size vs full screen size and the game's resolution definitely feels more proper in the small screen size. I guess if you took off the LCD filter the full-screen would work, but LCD filter + full screen makes it feel like I can see way too many of the individual pixels, and everything feels a bit jerky and wrong. I think the game really relies on the smaller resolution and the LCD filter to smooth out a lot of the raw edges, and that's the most comfortable way to play it. Even on my huge TV, the smaller screen version feels small enough that the resolution doesn't feel any more "raw" than it did playing on GBA or DS.

I wish I could change the filters while in the game rather than having to exit out to GBA games menu and change the options there before loading back in to a save state.

Also, this has finally given me the impetus to download the Japanese versions of the NSO historic hardware apps. Rewind features makes it so much easier to explore the Golden Sun script and fan-translate the game for comparison against the official NOA translation (a personal project of mine, to clean up the errors on the Golden Sun Universe wiki, part of NIWA).

Re: Review: Golden Sun - A Radiant RPG, Once It Gets Going

marandahir

One thing I hadn't expected with this new release is that it's SOOO nice to play with the original hardware filters and smaller screen - the game's colour palette, sprite work, and text boxes were designed with the GBA's screen in mind and previous emulation on Wii U and playing rom hacks on computer miss this LCD filter.

I just tried booting up Golden Sun on my old 2004 DS and the backlight colours on the top screen seem brighter than the colour palette I have on my TV with the game via NSO (using original hardware LCD-esque filter). The colours feel a bit yellowed and off from memory and from the NSO version, but at least capture the grainy LCD filter that the GBA has. I tried booting up my old GBA SP but it won't turn on even when charged — I think the on/off switch may have some issue on the inside. Will have to get it looked at. If I can find a blue or purple GBA around my house somewhere I'll test the colour of NSO against non-backlit GBAs, but I get the feeling that the darker color during the Vale Storm that I got with NSO emulation + LCD screen filter captured the colour feel of the game more than the DS backlit LCD top screen, and definitely hits the dark of the storm correctly.

Notably, turning off that feature makes all the sprites cleaner, but loses some of the contour and shading and makes the colour all feel a bit too bright.

I tried playing with small screen size vs full screen size and the game's resolution definitely feels more proper in the small screen size. I guess if you took off the LCD filter the full-screen would work, but LCD filter + full screen makes it feel like I can see way too many of the individual pixels, and everything feels a bit jerky and wrong. I think the game really relies on the smaller resolution and the LCD filter to smooth out a lot of the raw edges, and that's the most comfortable way to play it. Even on my huge TV, the smaller screen version feels small enough that the resolution doesn't feel any more "raw" than it did playing on GBA or DS.

I wish I could change the filters while in the game rather than having to exit out to GBA games menu and change the options there before loading back in to a save state.

Also, this has finally given me the impetus to download the Japanese versions of the NSO historic hardware apps. Rewind features makes it so much easier to explore the Golden Sun script and fan-translate the game for comparison against the official NOA translation (a personal project of mine, to clean up the errors on the Golden Sun Universe wiki, part of NIWA).

Re: Gallery: Here's Another Look At Golden Sun For The Switch Online Expansion Pack

marandahir

Having save states and rewind features and easy access to the Japanese versions are going to make script re-translations so much easier!

Don't get me started on how many hours I've spent on translation work for Goldensunwiki.net (Golden Sun Universe). I'm glad I own the JP version carts of all three games as well, but it'll be REALLY nice to have the rewind feature to jump back to before a Yes-No dialogue tree split for script analysis!

Re: Review: Harvest Moon 64 - Rose-Tinted Specs Recommended For This Beloved Farm Sim

marandahir

To be fair to Natsume, Natume is a perfectly reasonable translation of their name.

Tu and Tsu are written with the same kana, and it's a Japanese world.

I say this even as I remind folks that these games were made by Marvelous and Natsume are the bungling translation team that distributed this series out of Japan until the fork when Marvelous started selling them on their own under a more direct translation of the Japanese title – "Story of Seasons" – while Natsume continues to try to cash in on nostalgia by releasing janky knock-off farming sim games under the "Harvest Moon" title.

Re: Random: Hyrule's Shrines Serve A Secret Peace-Keeping Purpose, Says TOTK Director

marandahir

Fujibayashi seems interested in continuity; Aonuma seems to be more along the lines of Miyamoto in preferring to keep continuity at a minimum and always subject to tossing out the window in service of matching a new game's gameplay concepts.

In any case, the continuity is really not that big of an issue with the Zelda timeline. Rauru the Zonai established the Kingdom of Hyrule sometime after the the fall of the original Hyrule Kingdom (and in my opinion, after a re-merging of the 3 timelines). Rauru's Sages are spiritual revisits of Ocarina of Time's Sages, because history repeats itself and characters with the same name show up throughout the Zelda timeline, often serving the same or very similar roles.

Of course, one could also choose to ignore everything but Skyward Sword - Breath of the Wild - Tears of the Kingdom, and it would work just as well!

Re: Bandai Namco Announces New Dev Studio For Commissioned Projects

marandahir

Not the action game, but I wouldn't be surprised if this studio also launched in part to do remakes/enhanced ports of the Xenosaga trilogy given how suggestive Future Redeemed was towards Xenosaga being canon to the Xenoblade trilogy. Bamco re-registered Xenosaga and KOS-MOS trademarks recently, but have given special leave for elements from them to show up in the Monolith Soft games for Nintendo.

Nintendo and Bamco may not be merging or anything, but they have a great working relationship, a lot better than Nintendo has with any of the other major Japanese video game studios (Squenix, Capcom, Konami, etc).

Re: Fan-Made 'Link's Awakening DX HD' Port Taken Down By Nintendo

marandahir

I wouldn't have known about it if not for John Cartwright at GVG (formerly of this website). While I share his love of Link's Awakening (it's my favourite in the series), the fact that the game is readily available on Switch in both HD and DX versions, as well as on Game & Watch in its original Game Boy version, means this is the sort of project no one should be touching, let alone advertising to the world. AM2R at least lived as long as it did because no one thought Metroid 2 was getting a real remake.

And calling it a PC Port? This was inevitable, and blatantly illegal, even if they completely rebuilt it from the ground up from scratch. They infringed on the IP, the scenario, the gameplay, the basic controls, the music, the sprites used, etc.

In contrast, Panic's Playdate has a game called "Resonant Tale" which is a very direct homage to Link's Awakening, in digital fonts, in sprite work, in world design, in genre, but it's 1-bit black and white graphics, and controls entirely differently and has its own map and puzzles that are entirely different. That's how you do a tribute to your favourite game; making something inspired by it, not making an illegal port of it that "improves" on it with lighting and shaders and item slots but also prevents you from locking the viewshed to the original gameboy screen transitions.

Finally, one more comment on building up the architecture from the ground up, because sometimes I see this thrown around as a way to get around the claims of piracy: OpenMW had to navigate a very delicate legal tightrope on this front when it recreated the engine of Morrowind to break the 2002 coding rules and open up the floodgates for game mods. But they had a few legal tools in their utility belt: (1) to play Morrowind in OpenMW, you need a copy of Morrowind. You could code your own game with the OpenMW using Morrowind as a guidepost but without many of its limitations, but to legally play a game with Morrowind's assets and scenario you need to actually own a copy of the game and install it. (2) Morrowind came with the Construction Set and Bethesda actively encouraged modding as long as you stayed within the licensing agreement – you're not distributing the game to others illegally, for example, or trying to sell your own game using their assets. (3) OpenMW completely rewrote the code, and I understand this game used some of the original code of Zelda GB.

Even STILL, Bethesda issued OpenMW a cease and desist at the time, only to retract it after the lawyers spoke with each other about it and clarified what OpenMW is and isn't.

This game breaks all of those guiding frameworks. The only thing really going for it is that it's an old game, but an old game easily available means it felt dirty even to see GVG making a video about it.

Re: Reminder: Star Wars Heritage Pack Physical Edition Now Available (North America)

marandahir

Ugh, I already own KOTOR I/II and Republic Commando as downloads.

Do I want all of these in physical or just to support the devs or send a signal of why good SW games are important? What to do…

Usually I only double up on digital and physical if I really want to play the game earlier and then later want to support an indy dev or something – say with Cadence of Hyrule. I'm still debating whether I download Sea of Stars now or just wait for the physical; I've got so much else in my stack that I can afford to wait, but Sea of Stars is the sort of game I'd double up like this on. Not sure if a physical pack of games that are all available digital and all from yesteryear is the sort of thing I'd want on cart, but hmmmm....

Re: Random: Sakurai Wanted The GameCube Controller To Include A Scroll Wheel

marandahir

@Mgalens

PlayDate showed me that alternate control schemes like cranks and scrollers are a great innovation.

I'd love "Switch 2" to play up "play your way" – it's very Nintendo and what makes them different from the other companies.

And if they can provide a variant optional controller with a second screen a-la the Wii U gamepad, then that opens up the back-catalog of DS, 3DS, and Wii U titles as well for NSO in the future.

I think it's okay to require specialty controllers for certain game styles, and you could always allow the game to be controlled with alternate functions and show both screens on the TV if necessary.

Re: Review: Bayonetta 3 - A Stunning Return For An Icon, And The Best Game In The Series

marandahir

Best in the series… maybe from a gameplay point of view.

The story is the weakest of the three, and artistically, it's just not nearly as fun beating up teal putty ninjas as it is torturing angels or giving demons a taste of their own medicine. Finally, there's something missing from Bayonetta's portrayal in this one — in the previous entries, she was sexual in defiance of the male gaze, turning it around and controlling the scene as if she, as an AI, was taking ownership of her own sexuality. In this one, they play it safe, almost to the point that they want to pretend Bayonetta isn't inherently sexualized. It seems in line with the latter development of the lovely storybook-esque prequel, which is a hard-right turn for the series. And maybe that's fine for where Bayonetta's grown as a character — the games don't "NEED" to feel the same in that way. But it feels like the weakest of the three entries from storytelling and artwork and artistry, while being the strongest from pure mechanical gameplay design.

Don't get me wrong — I really enjoyed the game. But it's not a 10/10 for me, by a long shot.

Re: Switch Online's N64 Update Is Live (Version 2.11.0), Here's What's Included

marandahir

Then there's the benefit that Nintendo can easily port NSO over to the Switch 2, while they had to re-sell you a newly emulated version of each VC game you bought last generation every time their churned out a new console.

Xbox can let you restore your purchases based on your account precisely because it's a computer in a box. Nintendo's console… aren't that. They're also their own different animal with their own coding. Switch is relatively easy to code for compared to past generations because it's based on the Nvidia Shield tablets, but it still has the eccentricities of Nintendo's built-in systems.

Xbox can be so effectively backwards compatible with purchases because its newer releases are iterative, and Microsoft always builds its code on-top of the previous versions for compatibility. Nintendo goes in wildly different and interesting directions that are very difficult to plan for when they're trying to put out one-time purchases. But a streaming -> download service means they can future-proof NSO games for generations to come.

It's the same reason why we have Pokémon HOME now instead of Bank. Bank wasn't designed for compatibility with smart phones or with anything other than 3DS and DS carts, as it's a very 3DS-specific software. HOME is built for long-term compatibility.

Re: Switch Online's N64 Update Is Live (Version 2.11.0), Here's What's Included

marandahir

If you buy a game and it's bugged, well, Nintendo already sold you the game. They may have an incentive to avoid bad reviews, as you said — if you shout loudly enough or enough people vote with their wallets and don't buy it — well then they do have an incentive to fix it. But for the most part, there's very little incentive on the part of the seller to provide free update services to consumers who have already bought their products.

But subscription models are an entanglement of consumer and producer. The subscriber can't have the game if they don't keep paying the recurring fee, but the creator also can't ignore problems lest people cancel their subs. There's mutual incentives for betterment of gaming as a whole.

Re: Switch Online's N64 Update Is Live (Version 2.11.0), Here's What's Included

marandahir

@Lebon14 See, the problem is, you've bought the game already. Nintendo has no incentive to spend money fixing it for you, you've already paid all the money you're going to pay for it.

If, instead, you are paying a subscription fee, they have EVERY incentive to keep up the servers and patch issues with the game after the fact. That's the benefit of the subscription model.