Comments 264

Re: Katana Zero Refused Classification In Australia And New Zealand

stipey

The really crappy thing is that ratings are actually separate in NZ and Aus, but if something fails classification in Aus, developers wont bother with NZ because the market is too small. New Zealand has missed out on a lot of games because Australia kind of manages our video games market.

Re: Devolver Digital Won't Release Mother Russia Bleeds On Switch In Australia, Due To "Government Folk" Who Do Not Approve

stipey

Yeah, it has nothing to do with the New Zealand Censorship board, which is happy to stick an R18 label on most things that need it. Unfortunately, New Zealand is such a small market that Australian branches of Nintendo, Sony, and the like usually oversee publishing in New Zealand as well. It really sucks to miss out on stuff here because Australia says no.

Re: Random: Katamari Director Wasn't Impressed With Mario Or Zelda On Switch

stipey

He’s totally right about the gap between the system and story in Zelda. The game gives you a massive playground to explore every nook and cranny at your leisure. Meanwhile, the story insists that you need to hurry and do the thing because Ganon’s power is growing and will consume everything imminently.

Still good though.

Re: The Creator Of Smartphone Hit Downwell Has Joined Nintendo

stipey

This is great news for Nintendo. Downwell was an excellent platformer on PS4 and Vita as well. It just felt great, in the same way Spelunky HD just nailed the feel.

But I wonder what happens now to his contribution to UFO 50–the collection of 50 mini NES-type games by 5 different indies, including Mr Fumuto.

Re: Review: Super Meat Boy (Switch eShop)

stipey

@Daymonkey I'm playing The End is Nigh at the moment and enjoying it, but I don't like it as much as Super Meat Boy. It's a bit more focused on exploration and puzzles than SMB, and I really like the pure platforming focus of Meat Boy.

There's also a lot of backtracking in The End is Nigh if you want to finish it all--you can only start at the beginning of a world and move forward, or at the end and move backwards; you can't just choose to do a level where you're missing a collectable or a secret room.

There are more moving parts in The End is Nigh--things like collapsing structures--and the repeated sound of the environmental destruction really annoys me when I have to keep retrying it. Having said that, it's really fun to sprint across a collapsing set of buildings, or narrowly escape as a ceiling falls down around you.

Overall, I like them both, but Meat Boy is legendary for a reason, and I think The End is Nigh has failed to make as much of an impact because of small design choices, which are integral to the game but wind up leaving me enjoying it slightly less.

Re: Review: Super Meat Boy (Switch eShop)

stipey

I guess I'm one of the only ones who feels this way, but I really like the new soundtrack. I went back and listened to the old one, and it's catchier for sure, but the new one is more atmospheric. I don't want to pick one over the other, but I feel like those who complain about the old one being missing are still disappointed about the change, rather than taking the new soundtrack on its own merits.

Re: Review: NBA Playgrounds (Switch eShop)

stipey

It seems weird to have come back and updated the review after online was added but not to mention that some of the original biggest gripes have been fixed, like the fact that the shot timing has been given a meter.

Re: Japan Weekly: Shovel Knight Impresses Famitsu as Puzzle & Dragons X Follows in Pokemon's Footsteps

stipey

It just reminded me of a story told on (I think) an episode of the Idle Thumbs podcast (though it could have been Insert Credit). The narrator was attending a worldwide preview event for a certain team-based multiplayer game, and unfortunately got stuck with a bunch of awful players who consistently let the team down, and couldn't get to grips with the game in the slightest. When the person telling the story finally figured out who the people who'd let the side down were, he realised it was three Famitsu reviewers. It's kind of a known thing that many reviewers are bad at games, but this person was surprised that it still held true for writers from the Japanese magazine that's so well regarded in the West.

Re: Video: Nintendo Aims to Get Down With the Kids in Tokyo Mirage Sessions #FE Series

stipey

This video has almost the exact same tone as the recaps at the beginning of the first couple of seasons of Digimon - a.k.a, targeting the teenagers watching the show using an ad-man's approximation of their vernacular. If they're anything like I was though, they'll see through the pandering, but also stick around because they recognise it's cool, and the only reason it's pandering to them is because it's made for them.

Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development

stipey

@Vandy I really don't have as much patience for Jim as I used to. I think as he's become more popular, there's been a sense of complacency creeping more and more into everything he does. Probably years of speaking your opinion into a microphone without considering too much has that effect, but I would be surprised if he challenges his own opinions after he's stated them very often.

Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development

stipey

There's this thing with almost all of the games made by Platinum where a control scheme is strange, or the timing is foreign when you first pick it up. Then as you progress through the game, the controls become second nature, and the strange controls end up making the game feel completely unique. Most of their games fall under the "beat 'em up" or "shoot 'em up" arcade genres, which you'd expect to be totally mindless and easy to pick up, but these control schemes make learning the game as much a mission as playing it. I guess whether you like that or not is up to you (I hope I'm allowed to mention that Tim Rogers dismissed Metal Gear Rising for the fact that the swordfighting felt like "a slinging scrotum"), but when I think of an individual Platinum title, I think of how it felt to play on a very physical level. That's why they're pretty much my favourite dev. To me, Star Fox Zero fits in perfectly with that philosophy of theirs.

I've heard so many people repeating lines from Jim Sterling's Jimquisition on the Star Fox controls. He kept saying things like "if pressing a button is the easiest way to do an action, than just let me press a button", as if everything about controlling a game should be easy. That's one way to look at things, and if you pick up a shooter these days you can generally play it straight away, but there's also something to be said for the pleasure of learning a control scheme that becomes second nature, where your skills develop, rather than exist from the beginning. It really annoyed me when Jim insisted that controls must be as simple as possible, because man, that is just not the reason I love games. <3

Re: Nintendo Download: 5th May (Europe)

stipey

Urgh, the proliferation of crappy RCMADIAX and EnjoyUp games all the time makes me scroll through these weekly articles, barely paying attention to any of the rest of them. I wish there was a way to minimise the blatant turds.

Re: Review: Advance Wars: Dual Strike (Wii U eShop / DS)

stipey

As much as I adore the core gameplay of Advance Wars (just gorgeous mechanics, perfect level of strategy), I actually kind of hate any level that has factories. They make the thing drag on for so much longer than it needs to, with this constant back-and-forth between sides even when the match is heavily stacked in one team's favour.

Give me an intricate map with fog of war, but no factories, and I'm in heaven.

Re: Review: Space Hulk (Wii U eShop)

stipey

@Captain_Gonru It's both, actually. One player plays as the space marines trying to survive through the ship, and the other player is the creatures, trying to get the drop on them and jumping out from behind corners.

Re: Jools Watsham Explains Why his Latest Game Didn't Release on Nintendo Platforms

stipey

The new game is really dull as well. It's not a fit for 3DS.
To be honest, I feel as thought Renegade Kid is a little overambitious as to what they can achieve at this stage. They do 2D well, but there's a certain blandness to their 3D releases that's hard to escape with such a small studio. Very corridor-y levels and unimpressive art. This is despite their excellent technical skills at getting the things running in the first place.

Is Moon Chronicles even fully released yet? I only saw anything about the first episode. Is it in the UK yet? I haven't seen its release anywhere other than the US. That's a big problem in itself - I'm a pretty dedicated Nintendo consumer and I don't feel they've communicated themselves well to me; following Jools on Twitter shouldn't be the best way to keep up with their games. With the internet, you're also marketing towards the whole world at once, not just the US. If you can't release simultaneously, of course you're going to lose a lot of momentum when it gets released elsewhere.

As for Xeodrifter, that hasn't been communicated super-well either. I got a copy for free on PS Plus, knowing it's been well-received by enthusiasts, and it didn't even register that this was the game that Renegade Kid had been working on. It's a boring "X" name without much to sell it in its logo or screenshots.

I hate saying all this because I love Renegade Kid, and Jools genuinely seems like a lovely guy trying to do his best in a tough market. I hope the best for them, I really do.