Comments 430

Re: Review: Double Cross - An Enjoyable But Sadly Unmemorable Mega Man Clone

the8thark

@Aneira
Some people like MM1 more than MM2, some like MM2 more. Personal preference I think. I think for the time MM1 was a good game. My first was actually MM3. However I do like MM2 and MM3 just as much.

I must say all of the different versions of the Yellow Devil still kick my ass in every Mega Man game. Most times I just get good and tank the hits. War of attrition and with the right special weapon I most of the time just come out on top. I think because it's so hard, actually beeating it feels so great.

The only other boss I found just a tough is the first (I think) Wiley castle boss in Mega Man and Bass. The one where you have to beat the boss while jumping from single square platform to single square platform. Easily the hardest boss in that game.

One of my favourite bosses ever is the Dragon in the castle Stage 1 of MM2. Not particularly hard. It can be easily beaten with the quick boomerrang or charged up heat man shots. I just think it's a fitting end to a very well done stage. That stage music doesn't really go with the stage though but . . . as a piece of music on it's own it's just so good that this doesn't matter. If you are not theming your music to fit with the stage, the piece has to be outright amazing. That done on a NES 3 sound/voice chipset? Nothing short of amazing musical composition there.

I do have to say MM1 is satisfying to beat. Even if it is one of the harder MM games to beat. Capcom has not worked out the 8 boss routine by then or maybe they didn't have the tech at the time to put 8 base robot stages in? I don't know.

Re: Review: Double Cross - An Enjoyable But Sadly Unmemorable Mega Man Clone

the8thark

@VHSGLITCH

Please quote @ElectricGhost exact words so we can all see what you think I stole. I wrote it all on my own, but if it just happens to be similar to his, I'll admit that. Many ideas people have are often though up prior by others and giving a shout out to the other person is the right thing to do.

However only if that did happen. So please do provide a link what @ElectricGhost said so we can see exactly what he said. Provide the evidence to back up your claim.

Re: Review: Double Cross - An Enjoyable But Sadly Unmemorable Mega Man Clone

the8thark

@__dave

"Better than Mega Man 11? Guess that boils down to opinion, rather than fact."

Not so. It's actually fact. MM11 is still an alright game but it's not as great some people claim it is. Easily 6 or 7/10 at the most for MM11. MM11 gets much of what makes a MM game so very wrong. I wrote up a decent piece about MM11 on one of the Digital Foundry videos as a comment. I think I'll copy and paste that here so you can see the facts.

I did disagree with DIgital Foundry's assessment of the game. The game from a tech standpoint is amazing, DF got that right. But as a game DF were totally wrong.

***

I've played Mega Man 11 quite a bit now - Switch port. I believe the game is NOT a masterpiece at all. Taking the graphics out of the equation as the Switch port does a few of the jaggies, as expected. I'll explain in point form why I think MM11 is not a master piece.
I am saying John has a different opinion to me on this. Differing opinions are ok though, nothing wrong with that. I just want to share where his and my opinions differ.

1. Level design.
The game is teach by showing and not telling as John correctly says. However this takes the Battletoads NES and MM1 aproach and not the later MM games approach. By this I mean sure the levels get progressively harder and slowly more and more complex, however the punishment for making a mistake is most often instant death. Apart from the end stage boss robots, I found none of the game difficulties any different. A mistake equals instant death. Taking damage doesn't matter in itself in the main parts of the stage. The huge knockback from each hit often results in instant death.
This is not a me sucking at the game problem, I've beaten it now a few times. The issue is not once ever did I even come close to dying in a stage due to lack of health. Of cause the harder difficulty boss robots kicked my ass till I got good at them, but the stages themselves yeah. This ends up with the player just zerging the levels, getting as far as they can. Dying and then using the new information to get a little farther. Games like MM2, MM3 and MMX 1-4 did this but the puhishment was often just you lost level progress by being knocked off a ledge or just accumulating too much damage in the level so you died. I feel that's a better way to do it.
The level design in MM11 is a good concept that is poorly executed.

2. Enemy design.
Many of the enemies here feel like they are ripped straight out MM1. Just given a paint job but functionally the same. The whole idea of less enemies on screen but getting hit by them or their projectiles often leads you into spikes or a pit is there. Sure this was good for the 1980's and MM1. But we're in 2018 now surely Capcom can do better. Heck, even MM2 did this better. The early MMX games did this really well also. Hits cost you level progress not death and too many hit killed you. So you did not lose a life between every attempt at a part of the stage.

3. The dual weapon system.
The whole super power or super slow mode thing. For the casual player it feels many of the segments in the stages are designed with the super slow in mind. Sub bosses that create tiny gaps to stand in, in random places that you need heaps of practice to beat or just cheese with super slow. I do feel the better solution there is to widen the gaps a little, not use the super slow so you push the player to get better and better at the sub bosses. This does mean I am saying the super slow is compensating for poor sub boss design.
For the main boss robots I think the same is true, it's better to get the player to learn the boss patterns through lower difficulties and move up when the player gets better. The only difference would be higher difficulties equals more dagame taken. Essentially giving the player less hits before they die each time.

The super power on the other hand is good in theory but a simple sharging of the special weapons accomplishes the same thing and adds in a better and easier to manage risk/reward system. Want a powered up shot? You have to charge it and thus lose the ability to shoot while it's charging. Simple and works every time. Having to remember to turn on super power for the charged up shots is just annoying. Sure it's doable, just not as elegant. It makes the boss battles flow a litttle less well as you're looking for a point where you can spam a few powered up shots or just ignore it all together and just use standard shots.

Overall the dual weapon system is not needed at all in the game and hold the game back from better enemy design choices.

4. Level Aesthetics
The whole theme of each stage is all over the shop. The enemies, stage itself and music don't match up into one choesive unit. I believe this also involves the level design to an extent. It feels Capcom here just tried to make stages that fit the set on enemies they ahd already created instead of making unitque enemies that fit the theme of the stage.
Some examples of level aesthetics done well?
Bubble Man - MM2. You have a boss all about bubbles, ie water. The stage is fulled with waterfalls and a water section. Also all the enemies are appropriately themed. Frogs, prawns, jellyfish, hermit crabs etc etc. Even the music feels slighty like something assiciated with water. It's amazing how well that was done considering the poor soundchip tech the NES had.

5. Music
The music here is average at best. It does not go well with the aesthetic each stage is trying to portray. Secondly, they are way too complicated. FInally they don't have the verse and chorus sturcture that the better older MM tracks had. The older better tracks had a main part fo the track as well as hook or chorus, a little but that gave excitment while playing and prevented the track from sounding too repetative. None of this exists in MM11.
I will say this issue is not unique to MM9. The MM music on the whole had been getting worse as the years have gone by. It seems that once the limits on sound chip technology were gone Capcom just did what they wanted. Back in the day you had to prioritise good musical composition over sound tech because better sound tech didn't exist. Now the sound tech exists to make all sorts of wacky compositions. This does not mean you chould make them for MM games. The tracks should be simple, catchy, fit the theme of the stage and just be really fun to listen too. This was achieved on the NES, SNES and PS1 (to an extent). Capcom clearly didn't use the older games for musical inspiration. I think they should have.

My Overall Conclusions
MM11 to me feels like it's MM1.5 with a paint job and HD textures/models. I am refering to the NES game here. Many of the design issues that first game had are present in MM11. What Capcom should have done was look to MM2 and MM3 and made MM11 similar to those. I don't know what the fascination with MM1 is. MM1 is a game of it's time. Ok for the 1980's but that's it. MM2 improved the whole concept in so many ways. Most of what classic MM is, is based on things that originated in MM2.
MM11 is not a bad game at all. it's good, worth getting. It's just that, good. Not in anyway a masterpiece, apart from getting every port to be a smooth 60fps. That is improessive.

***

@ExoticSquidy32

Don't discount a game just because you have read one review (here) of it. I've liked games NL have reviewed poorly and hated games NL have reviewed great. Not often but it has happened.

We need to remember that the reviews are opinions. Often their opinion of a game is vastly different from our own.

Re: Future Business Shift Could See Nintendo Move Away From Home Console Development

the8thark

What is a Switch successor down the line one day in the future was 100% portable HD console. That would satify everything this article says. That would make it a console but not a home console.

If anyone thinks Furukawa is saying Nintendo might leave the hardware business, they are wrong and didn't understand the interview. Furukawa is saying Nintendo might leave the home console market one day and go 100% portable.

It makes sense as Nintendo has been traditionally strong in the portable gaming market as well as their loot box mobile games are getting them a lot of revenue.

@WiltonRoots
You can't do that when NintendoLife don't source the article. There is quite a few NL articles out there not sourced at all.

Re: Rumour: Level-5 Game Delays Linked To Mass "Employee Exodus"

the8thark

@FuseBlues
So you are saying the same issues plaguing Bandi Namco, Telltale (before they went under) and allegedly Blizzard also.

Bandi Namco are a special kind of bad though. They treat their staff worse than federal prisoners. I'm not even joking. Bandi Namco, working there is like being in prison, apart from making sure no one wants your junie cakes and the constant violence.
Working for Bandi Namco is employment hell.

Bandi Namco and Blizzard have both had staff left because the wages are so low they can't even afford the rent even if a few of the staff share a house together.

Re: Smash Bros. Ultimate Is Now Nintendo's Fastest-Selling Home Console Game Of All Time In Europe

the8thark

@SBandy

Where's proof of this? Just a name drop is not enough. Where's the link so we can actually see the source? Anyone can clain someone from Nintendo said something. Where's the proof.

Where's the link to a source of Ryan Craddock saying this?

There should ALWAYS by a link quoted so we can look it up and verify what is in the article. This not happening here is unacceptable. Poor journalism.

Also don't try to justify poor journalism by saying "oh they wrote out exactly what they said". That's not a linking to the source material. We botk knowe this. Don't be asinine about it.

Re: Review: Super Smash Bros. Ultimate - The Absolute Pinnacle Of Nintendo's Fighting Series

the8thark

@Electricghost
I guess your right. Some people want to live surrounded by their own ignorance and not know the facts.

@Frenean
Not all of them are bad. Some of them are alright. Better than this NL review.
Also you have no worries about being spoiled by this NL review as the review is so devoid of content. The IGN review does spoil quite a bit though so best not read that if you don't want to be spoiled.

Re: Video: Digital Foundry’s Technical Analysis Of Pokémon: Let’s Go Pikachu And Eevee

the8thark

@SwitchForce

Lets Go is not the best launch of any Pokemon Game. Sun and Moon and a couple of others had a better 3 day launch cycle in terms of sales.
However in terms of Switch releases in Japan, Lets Go is the 2nd best. Only bested by Splatoon 2.

Also you just confirmed what I was saying. Fun of the game and fun using the pokeball plus is why the sales of the game in Japan are so high. Making fun games is something Nintendo and those they are close too like GameFreak, Monolithsoft etc etc are the best at. A game can be technically average but still be really fun so it sells well.

Lets Go proves you don't need 4K resolutions, great shadows, lighting and other stuff to make a grrat game that sells well.

Also Lets Go is popular because of the fun factor and the brand recognition, it's a Pokemon game. Both helped here. If this was a new IP or something not that popular, I'm not sure people would have been into it as much. But you never know. Octopath Traveler sold well and it's a new IP.

Re: Review: Warriors Orochi 4 - A Boisterous But Samey Sequel That Won't Win Over Naysayers

the8thark

@meppi64
Exactly. They praise the Nintendo made games for the sole reason of keeping the early review copies rolling in.
It's pretty sad when they review to what Nintendo wants to hear and not as an accurate reflection of the reviewer's opinionm of the game.

When Dynasty Warriros 8 XL is released for Nintendo Switch, I wonder if the reviewer will properly review it. That game is seriously a 9/10 at the absolute lowest. I'd even argue it's worth 10/10. But I din't believe in review scores as they are meaningless these days. All I will say is DW8XL is a must buy for all Muso fans.

Re: Review: Warriors Orochi 4 - A Boisterous But Samey Sequel That Won't Win Over Naysayers

the8thark

@Gamerhenky
I know right. Someone reviewed the game with no clue about the franchise. At least they could do a little research before writing the review. But they did not.

@Cobalt
Don't poke fun at Dynasty Warriors 8 XL. That's seriously the best Musou game out there. As good as Hyrule Warriors is, DW8XL is head and shoulders better.

Also the review says and I quote
"Why did you rate the Hyrule and Fire Emblem Warriors so highly then?"
The answer to that question is because the people at NL who reviewed those games are idiots. Fire Emblem Warriors is terrible. Not as bad as Warriors All Stars but it's still totally not worth buying at all. Garbage all round.

Hyrule Warriors on the other hand is pretty good. Sure it's story is not all that good but the adventure mode is great if you're ok with the repetativness of it. I do recommend the Switch port of that.

I really think the staff at NintendoLife need to research what is a good Musou game before they try to review them. They have shown they don't have a clue. This review proves it. There's not even any comparisons to Orochi 3 to say what is better or worse in Orochi 4.

The review does not mention quite a few things like

If there is any other game mods apart from the story mode
If there is an in game encyclopedia
How the weapon upgrading works
How the character upgrading works
How the dodging and blocking mechanics work in game
etc etc

It feels like the reviewer played a coulple of stages in the story, looked at the DLC and wrote a review based on that. There is zero depth here.
FInally the score of 6 is a joke. The joke is that someone who clearly has not played enough of the game to write a proper review can give the game a score.

NintendoLife should be holding this reviewer to account over this shoddy review. That's if NintendoLife actually care about the quality of their reviews.

******

Based on other better reviews of the game it seems this game is for the hardcore Musou fans only. I'll certainly be getting it but only when it's on a good sale.
Dynasty Warriors 8 XL on the other hand, every Musou fan should be getting that game. It's fantastic in almost every way. It is showing it's age a little and there's no proper dodge mechanic. But past that the game is amazing and it portrays the story so well. Also if you want to read up on the story of anyone or any battle you can in the extensive encyclopedia section.

Don't expect DW9 to be ported to the Switch anytime soon. That game is actually pretty bad. I won't go into the reasons here, just be happy you don't ever get to play it oin Switch.

Re: Talking Point: Do We Still Need Review Scores?

the8thark

@andywitmyer

I agree with you 100%. I think this is in part due to the rush to be the first review out. Their deadline is the second adter the review embargo ends. Then every review site is in a rush to get their reviews out.

Often this results in everything you've said. Reviews that are not up to scratch are quickly finalised and rushed out of the door.
Many games, Xenoblade Chrinicles 2 and Breath of the Wild, two examples I will use, but you could pick one of thousandfs of others to make this point. These games can not be properly reviewed after a quick 3 to 4 hour play session. Many of these games only get interesting 20 hours or more in.

In the rush to get the reviews out the door, the finer details about things liek gameplay, music, sound, visuals, aesthetics and many other things are not covered at all. You said exactly this above and I agree with you.

At times it feels the main aim of the reviews is to rush them out the door after the embargo has ended to secure future early media release copies of games from the developer. We both know that this not why you should write reviews. The reviews should come from the heart and sout and show ther eviewers true opinions about the game and impart how much fun they had with the game.

We can't only blame the reviewers here. I do think the whole industry is to blame for this. Every player plays their part to lead to the situation we have now, as I said in my previous post here.

Another point I just thought of. I think many developers will be against the removal of review scores. Why? The developers like to brag about how many 9/10's and 10/10's their game has gotten. Many developers do it. I know Nintendo also did it with Breath of the Wild.

There is a culture here between the whole game journalist and developer that needs to be broken. We don't need to reinvent the wheel here though. All we need to so is find a way for the journalists to give "word bites" that the developers can use. The developers cherry pick out phrases from favourable reviews that they can advertise. The developers do this now and I have no issue with it.

Something like ""absolute masterpiece" is much better to advertise than 9/10. I believe this because qualitative descriptors are always better than quantitative ones. Game reviewing is not a science. There is no fact here, no right or wrong. it's all the reviewer's opinion. So lets heaqr exactly how they felt about the game in their own words, not some arbitary and meaningless numbers.

Digital Foundry are an exception as they only deal in the numbers. However they do not review games, they only share the technical specs of the games. Very nice information to know, I really enjoy listennig to it, but it no way says how fun the game will be. That's not Digital Foundry's aim though. So that's all ok.

Re: Talking Point: Do We Still Need Review Scores?

the8thark

A summary of my opinions on the subject.

My answer to this is NO. I will explain why I think this and give my opinions.

1. A number is very subjective and often has no correlation to the article it is attached too. Something like a summary of the pros and cons would work so much better for those who have little time to read full reviews.

2. Review scores often are affected by conflicts of interest. Would a game review site review games from certain developers higher if these developers paid your site a lot of advertising revenue?
Some sites do not but many do.

3. Corrupt conduct.
Game developers give early media releases of games to game sites in the hope of favourable review scores. The journalists respond by providing these favourable scores even when the games do not deserve them to keep the early nexus release copies of games coming in.
Basically scratching each other back.
If governments did similar it would be called corrupt conduct. That’s why I am calling this practice corrupt.

4. Metacritic
Do some journalists post up review scores only to affect the metacritic average? Some people think this is happening.
The average user score on the other hand is hugely affected by this. Many great games get a large number of zero scores just to bring down the average. 10’s are also often used to raise a game’s average used score. There is little to no commentary in these user reviews.

5. The removal of scores would actually force the game journalists to up the quality of their reviews.
It would also stop journalists scoring games based on other games scores.
Each review should be based on that reviewer’s time with the game and nothing else.
A good review shows this. A number at the end does not.

Re: Talking Point: Do We Still Need Review Scores?

the8thark

@andywitmyer well said. Corruption and conflicts of interest are rife throughout game review websites.

How does someone know if a score is paid or honest? It’s not hard to work out but most people who only read a review for 2 seconds to get the score will never take the time to work that out.

Also another conflict of interest is media release copies of games. Usually developers only give early copies of games to journalists who will positively review their games. To keep the early release games rolling in, the reviews have to stay positive regardless of actual game quality.

This is how the journalists and the developers work together to ensure artificially higher game review scores. Totally corrupt conduct from both sides.

Re: Talking Point: Do We Still Need Review Scores?

the8thark

@ErraticGamer the sad part about the Hamilton play was the play was all about equality and fighting racism, however off the stage, many of the cast members did publicly act in a racist manner. Quite hypocritical you think?

The New York Times is mainstream media trash. However they were not wrong about the play being good.

Re: Talking Point: Do We Still Need Review Scores?

the8thark

@andywitmyer I agree 100%. A short list of pros and cons for the game as a summary is so very useful. Even the lazy tldr people read that.

As you correctly pointed out NintendoLife does bias Nintendo made games with higher scores. A pros and cons summary would remove some of this bias and would really help those short on time to still get a good summary of the review.

Re: Talking Point: Do We Still Need Review Scores?

the8thark

Will I find a game fun to play?

This is all most people care about in a review. A subjective number will not tell you that. However an opinion piece (all reviews are opinions) will help you see how fun a game can be.

If the reviewer can impart how fun they found the game well, that sells the game better than any number.

To anyone who reads the reviews that is.

Re: Talking Point: Do We Still Need Review Scores?

the8thark

NintendoLife’s own reviews prove that the answer to this poll is NO.

Often I see NintendoLife reviews that are highly critical of a game, well written too but the review score totally contradicts this.

Also I have seen different games with very similar but fair reviews here get very different scores.

The facts are review scores do not match up with the review content anymore. Add in the fact that a review score is highly subjective. The objective details about a game can not be told in a review score.

NintendoLife, if they had any QA at all surrounding their reviews would have realised this, thus making the poll not needed.

I am not saying the NintendoLife reviews are bad. On the whole they are good. I am saying the NintendoLife review scores are terrible, inconsistent, subjective and not at all reflective of the review they are attached to.

Re: Support Your Favourite Octopath Traveler Character With These Printable Switch Covers

the8thark

Many times in the past Nintendo of Europe and Nintendo Australia/NZ have given shout outs to each other. Also the European Directs often have info relevant for both regions.

Nintendo of Europe and/or UK has zero obligation to do this as they do not serve Australia/NZ. The reverse is also true. Still they all do it. Because they understand that Nintendo doing great in all regions is better for Nintendo as a whole and for their own region too.

Re: Support Your Favourite Octopath Traveler Character With These Printable Switch Covers

the8thark

This is for US accounts MyNintendo accounts only. So that's why I want to help out the non US people here.
Here's a link to getting them all (150MB download).
https://drive.google.com/open?id=1OznVer7rlC7UWNtw4iJQylUU5lEg17gQ

We would pay the platinum coins for them but can't as they are not on other region MyNintendo accounts.

@Bunkerneath
It's not just Nintendo UK. Nintendo Australian and NZ as well as Nintendo Europe is also forgotten about here. This is 100% Nintendo of America being elitest a**holes here. Reggie and his US crew don't care if every other region crashes and burns, as long as his precious Nintendo of America thrives.

Even the folks in Japan care about every region of Nintendo. They often send out messages out to the fans in different regions. That's the difference, they care about all regions while specifically only working for the Japanese region only, as well as general hardware and game creation.

Re: My Nintendo Rewards Is Offering A Printable Splatoon 2 Octo Expansion Box Art Cover

the8thark

@twztid13
Thank you very much. I found this literally about 30 minutes before you shared it here. Still thank you very much for sharing it.
Most of us have way more platinum coins than we know to do with. If we could buy it we would. But when it's not on our local MyNintendo there's not much we can do.

Also the link does work. The image does sem pretty low resolution though. But when I go to my local printer next week I'll see if I can make it work

Thanks for sharing it.

For those who want blank cases to go with it you can buy them on the Nintendo Japan and Nintendo US websites.

http://onlineshop.nintendo.co.jp/shop/item_detail?category_id=537842&item_id=2262509

https://store.nintendo.com/ng3/us/po/browse/productDetailColorSizePicker.jsp?categoryNav=true&navAction=jump&navCount=0&atg.multisite.remap=false&productId=prod870012&categoryId=cat831379

I bought mine from the japanese store but both should work.

Re: Nintendo's Share Price Plummets In Response To E3 Direct

the8thark

Nintendo Life just showing their ignorance at how share prices fluxuate after major events from large corporations.

For those who don't know - they almost always drop. It's not a bad thing. There's a sell off because people think the company had a good showing and it's a good time to cash in and sell their shares.
Long term though the share price almost always bounces back to an even higher price.

Only day traders are worried about daily share price fluxuations. The rest of us care about trends over months and years in the share price. Also the shareholders care more about the quarterly conference call than E3.