Comments 116

Re: Random: Internet Goes Wild Over One Incredibly Small Detail In Metroid Dread

r0mer0

I love this. Characters interacting with the scene make an artificial world believable. This should not be news but common practice. I would love this kind of programming in every game, or at least decent collision detection! How can developers still get away with having objects clipping like a failed Star Trek transport? This has to become a topic for review critics.

Re: Soapbox: Game Genres Are Broken

r0mer0

The movie genre comparison is hinting at a dangerous development games should not copy: making content to fit a mold. If one looks past US studio releases, movies don't fit into boxes anymore, they have coined the terms foreign for those, wich obviously makes no sense at all for non Americans. There are treasures to discover if one is willing to deal with subtitles.

Game genres named after landmark games are a two edged sword. If wielded by a respectable journalist, they can be descriptive and informative, if one understands the connotation. Publishers use such terms to piggy back on another games success, if they live up to it, good for them, if not, they might make a player not pick up the namesake. Have I disliked souls games I might never touch Dark Souls. The same is probably true for brand name games, had Breath of the Wild been my first Zelda, I might never have played all the others, especially not the original, since they are so often compared.

Re: How Do You Feel About Mario After His 35th Anniversary? Nintendo Apparently Wants To Know

r0mer0

Funny how I never even thought about it that way. I don't care for Mario at all, never have. Much like Mickey Mouse he is just a mascot I have to put up with. Link, on the other hand, is the term for my alter ego, who was always named after me. It was I who had to save the world, I who had to fight, it was on my conscious to slay enemies or sneak around them. If Mario didn't get the princess, that was on him, not me.

Re: Talking Point: Wii Features We'd Love To See On Nintendo Switch

r0mer0

The Wii system had many tiny quirky features that made it lovable. Like the cats!! They where just there, running across the screen for no reason. And creating Miis and interacting with them was so much more fun on the Wii. I ended up making all my family and friends. Everybody played as themselves in the games supporting that, and in some games, like Wii Sports, Mario Kart etc. family Mii and friend Mii where the spectators. On the switch, the Mii is nothing but a profile picture, not worth the time. The game thumbs have no animation, no sound. Starting a game on Wii was an event in itself. On Switch the games might as well be listed as text only, the tiny icons are not worth the huge amount of screen space they need, in my opinion.

Re: Talking Point: Wii Features We'd Love To See On Nintendo Switch

r0mer0

The Switch is a dead object. The Wii was a fun friend from first time it was turned on, same for the DSi. The News Channel on Wii and Flipnote Hatena on DSi where my favorite online services. I'm still mad at Nintendo for killing them. I guess in the long run it is better Nintendo doesn't offer anything besides the bare minimum on Switch, since they clearly neither intent to keep services alive, nor make them open source.

Re: Soapbox: After 17 Years, Monster Hunter Rise Finally Made Me Kind Of Competent

r0mer0

Monster Hunter Rise is Monster Hunter Light. No need to hunt the monster, no need to study it, no need to level up and craft equipment to tackle it. I'm generally okay with that, I played on-rails shooters, quick time event games, auto runners, and had loads of fun, so why not enjoy a more casual Monster Hunter! I just feel like they could have been a bit more open about how casual this game is going to be, considering how expensive it is. I have been burned enough by all kinds of Nintendo online services to not fall for wishful "great things coming in the future" again.

Re: Soapbox: Monster Hunter Rise Is The Perfect Hybrid Game

r0mer0

Loved Tri on the Wii, dislike Rise a lot so far. Voice acting is tacky, "quality of life" changes take away to much. This game still has horrible clipping issues, they seem even worse now than in Tri. It's been a decade! I wish they would set up servers for Tri, and re-release it exactly as it was, same textures and all, with 1980p in 60fps.

Re: Review: Rytmik (DSiWare)

r0mer0

Thank you Martin Linda!

In my opinion, there are only very few things that could have been better in this application: Clip editing during Song playback, note-length in the step sequencer, sustained instruments and portamento.

During the 1990s, when I was making Tracker music on the Amiga, I used to dream of something like this!
(Even got a Yamaha QY10 to make music on the go — and I hated the sounds!)

A well deserved 9/10!

Re: Unleash Your Inner DJ With Rytmik

r0mer0

@ metalslugger:
The R button is not important, you can use the on-screen "Clip Edit" and "Song Edit" buttons to toggle modes.

All controls are accessible with the stylus, and it is highly intuitive to work with (to me … ). For example, over each active step of the pattern sequencer appears a striped bar indicating the samples volume, under the step is a red bar indicating its pitch — drag to change.
Drag a similar striped bar next to the label "Volume" to change the main volume of this sample, and its root-key with the red on orange/yellow slider right below.

Above the pattern sequencer sliders are mute and solo buttons for the 4 samples of a clip (or a keyboard if needed), and below is an orange and black striped portion where you can alter the step length of the pattern sequencer.

There is even a delay effect build in, with controls for delay time in steps (up to 8), repeat amount (1-4) and volume mix (no panning). Delayed notes are only played if there are still voices free. I expected to make such delay effects by hand, finding this build in was a very welcome addition!

The sequencer and arrange tools are among the best I ever used, the only downside seems to be that there are no controls for note length (all samples are one-shot but will overlap in poly mode as long as there are voices free or mute themselves in mono mode), and no advanced performance tools available like pitch bend, portamento, vibrato, tremolo.

The samples sound great with headphones,haven't tried speakers yet. Luckily they are not optimized for playback on the DSi speakers! The library is quite good, but has few natural sounds, it consists mostly of synth sounds with just enough lag of character to be usable in the mix.

Sadly, it is not possible to edit a clip while the song is playing back: click on Clip Edit during playback and the clip starts immediately with all other clips muted, click Song Edit, and the song continuous where you left it. So, Rytmik might not be a performance tool, but it is easy to use, sounds good and is just plain fun!