>>189852 It's only essential when attempting low-time 100%.
>>189854 If judged purely on the basis of a 2D Metroid, perhaps. However, the Prime games couldn't really do speed properly because they suffer from the same problem that plagues all first-person games with platforming elements: the inability to see your feet. Some power-ups help, like Space Jump and Screw Attack, but these are only useful when you navigate the more expansive rooms (and, in game engine, everything was a room, even the large outdoor areas). Long and mostly flat corridors (for building up Speed Booster) also didn't work well the aesthetic used in Prime, and as I can't recall there being a crouch doing a "hold" on the Boost would also have been harder, not to mention the timing (again due to lack of feet.)
Instead, the Prime trilogy traded much of the speed-related element of 2D Metroid for heavier puzzle solving that made good use of the first-person HUD (the largest difference between Prime and 2D Metroid, and, IMO, the main reason putting Samus in first person didn't suck.)
The Prime games still have speed-run categories to shoot for, but I don't know how they stack against the 2D requirements.
>>189855 >>189853 Thanks for the input. I only ask this because this POTD sparked an argument on /vg/ with one guy ranting about how the Prime trilogy "ruined" Metroid with its deliberate slow pacing and that all other Metroid titles - Other M included - were better on the grounds that they were faster. Probably just a shitposter if they were willing to defend Other M, but it got me thinking.
>>189857 I wouldn't call him a shitposter, just someone with a stringent idea of what defines a Metroid game, there is a distinct spirit you are trying to translate into 3D with games like this.
Lets compare the Prime series and Castlevania lords of Shadows, because both games had similar goals in bringing a beloved 2-D exploration based game back to major console release after existing primarily on hand held systems.
With Castlevania it's obvious that third person is the logical way to go, but the actual logistics of how it would work have failed in almost every 3-D attempt at Castlevania, Lords of Shadows being just good enough to actually play creates the template for criticism because in spite of it's failures it was closest to capturing the right spirit, but it's true failure is oddly enough it's greatest strength, by basically jacking god of war's combat and slapping the light and dark system on it they had a reasonably competent game, the drawing power was the big names attached to the story which was actually pretty dumb, so you end up with a solid 6.5-7 game with no chance of being anything more.
Fishbed did a nice job of explaining much of Prime's appeal but without paying proper homage to the games morph ball sequences which became a way of replacing the games faster moments which really helped with capturing the right spirit.
In short everything about Prime was the spirit captured perfectly and translated extremely well using the limitations of the new perspective.
While Shadows couldn't work in anything that properly captured the spirit of the Castlevania games because you knew you where just playing God Of War in chapters, which made the game fit better into that "Story" frame but castrated any exploration elements which are a trademark of both series.
>>189857 Yeah, I saw that too and while him praising Other M was probably just shitposting there were other less trollish people with similar opinions. That Prime was such a fundamental departure from the 2D Metroid games that it was hard to keep the same spirit, even though they're good games on their own. I disagree with them about the other bounty hunters "ruining the setting" though. If anything that added some neat depth and worldbuilding to the series which Other M promptly shat on.
>>189866 >I disagree with them about the other bounty hunters "ruining the setting" though. Hmm. While I personally don't think their inclusion hurt anything, I can see it as a valid topic of discussion. The Metroid games have always been a very lonely affair--a single Bounty Hunter taking on an entire planet full of hostiles. Giving Samus allies who actually appear on screen in some ways does take something away from the solitude aspect of it.
Personally I don't think it hurt the game more than it helped it, so I'm okay with it, but I can definitely see it as being something worth discussing when talking about the success or failure of the Prime series.
>>189867 The problem is that since Metroid is such an old series, and there have been so many games, it's hard to feel that lonely atmosphere anymore. Eventually you're just going through the motions. This is why people complain about Nintendo needing new IPs
>>189886 It doesn't help when Nintendo does little to promote the new IPs (or even some existing ones; did Pikmin 3 have any large marketing?). Core Nintendo fans interested in the premise are likely buy, but they need larger numbers for any hope of something worthwhile. Hell, we had to beg them to bring over three RPGs (Operation Rainfall), and AFAIK the limited runs sold out.
But they'll go on a media blitz for a main Pokemon game--which will sell millions by mere existence alone--to the point that you can probably find some promotional deal at Home Depot or some shit.
The Bayo spotlight was good but that trailer has made me worried about the story of this game.
I know I'm gonna have to sit down and pay attention to it because I'm a masochist but goddammit the plot of Bayonetta doesn't need to make LESS sense! Why can't we just get a videogame plot for a videogame type of videogame!? Is that too much to ask!?
Yes and I liked W101's story but I'm worried that won't be the case here because W101/Viewtiful Joe has always been one to take itself less seriously than other works usually by being a bit more self aware and having a bit more in the way of cartoonish slapstick going on.
Not that Bayo's plot is 100% serious but the first game did have a bad habit of trying to present its characters and their events in a confusing order and playing up its mystery elements in a way that doesn't really have much in terms of payoff outside of like one revelation It's sad that comedic relief Yuri Lowenthall is the guy with the most complete and straightforward character arc in that game.
Bayonetta gives her younger self an amulet. She sends her younger self back in time.
You then see Jeanne try to Stab Bayonetta. How this was explained to me as that initially she was stabbed and imprisoned but since she gave her younger self the amulet the stab didn't work and Bayo and Jeanne spent years fighting...
If you can't realize how this would DRASTICALLY alter the events of the game up to the point Bayonetta returns, leaving open the question of HOW DOES LUKA EVEN KNOW WHO BAYONETTA IS ANYMORE then I dunno what to tell you.
Or maybe that person was full of shit and little Cereza's really was a pointless aspect of that story I don't know.
Lets not even get into how little of Father Balders plan actually makes sense and follows little to no logic or consistency.
It's not that the plot is necessarily hard to figure out when you think about it but the more you think about it the more nonsensical and stupid the whole thing becomes. And I wouldn't mind a videogame plot being nonsensical and stupid as long as it's just being up front about it but Bayonetta structures itself in such a way that it's like a mystery that you have to piece together.
And when you make a story that's structured like that it better be a fucking worthwhile mystery to solve otherwise you're just gonna piss off people who bother to put effort into trying to put it together.
My feelings on it are mixed personally. I thought the gameplay was fine, although not 100% to my taste. I thought the environments were good. The Enemy design was great. Music was catchy and suitably dramatic but there's a lot of confounding elements that make me sort of dislike it.
I'd still recommend it but I'd probably recommend DMC3 over it TBPH.
>>189919 Never gave much of a thought to that little plothole, because we are talking about beings of immense power who canonically possess control over time. I simply handwaved that fact that Bayo accquired those memories without the rest of the world changing with them, as being part of Balder's machinations. Yes, "it's magic, we haven't to explain crap" is a cop-out, but it works.
Also, Balder's plan was pretty straightforward. He wanted to summon God to remake the universe BUT he also wanted to be in charge, so he needed the two eyes active and under his control, and thus "fixed" that Bayonetta didn't truly become one with it in the past.
Frankly, I kinda like the fact that Bayonetta in essence is a tale of a woman coming to terms with her own daddy issues.
>Never gave much of a thought to that little plothole, because we are talking about beings of immense power who canonically possess control over time. I simply handwaved that fact that Bayo accquired those memories without the rest of the world changing with them, as being part of Balder's machinations. Yes, "it's magic, we haven't to explain crap" is a cop-out, but it works.
No. No I don't think it does in this instance.
Because when you give me a plot that presents itself as something you HAVE to think about to understand and the answers to the multiple plot inconsistencies are "Don't think about it" you're giving me mixed messages there.
>Also, Balder's plan was pretty straightforward. He wanted to summon God to remake the universe BUT he also wanted to be in charge, so he needed the two eyes active and under his control, and thus "fixed" that Bayonetta didn't truly become one with it in the past.
I'd type up a response to this but I think a blog post I made a while back sums it up better... lemme just post it in spoilers cause:
"Yessss. I will lure Bayonetta to Vigrid! With her stone and her blood I will open the eyes of the world and Summon Jubileus. But to do that I’ll also need to brainwash her old friend Jeanne who survived for some reason and make them fight each other! But I’ll also make sure she doesn’t take the stone from Bayonetta because I don’t need it yet.
Then I’ll release Bayonetta’s younger self in the city and IMMEDIATELY send angels out to capture her thus summoning up her obviously maternal instincts and forcing her to protect her! It’s a good thing I can codify women’s personality so well.
Then as she’s busy protecting her younger self it’ll slowly awaken memories within her which will obviously help awaken the eyes for reasons. I’ll also send giant power angels out as sacrifice! And by sacrifice I mean try to kill Bayonetta. Man it’s a good thing I have such faith in my daughter’s skill as a fighter that I’ll just assume she won’t die fighting my army of all-powerful divine monsters. I mean if she did she’d get dragged to hell and then I’d just be fucked with this whole summoning the creator thing.
Then when she comes to my tower after obviously killing Jeanne (lol it’s so smart of me to make two former friends fight each other. No way that could go wrong) her younger self will sense my presence and come right to me… meaning I probably didn’t even need to try and kidnap her anyway but eh whatever.
Then I’ll fuse with little Cereza which isn’t creepy at all and use our combined power to destroy her! And I assume take the stone too. Which I can use Cereza for! Which means the whole part about me releasing her and having Jeanne give back the Stone was kinda stupid really…
But even if she does manage to best me she’ll probably be an idiot and use like, Lipstick for a bullet or something and I’ll totally survive! Then she’ll use my convenient time portal to send her younger self back to her correct period- JUST IN TIME FOR THE EYES TO AWAKEN CONVENIENTLY!
Then I’ll summon Jubileus and all will be well… well I mean unless Jeanne were to somehow survive their final encounter. Then I’d be in trouble!”
>Frankly, I kinda like the fact that Bayonetta in essence is a tale of a woman coming to terms with her own daddy issues.
Lady and Arkham from DMC3 also does that.
... I dunno if I'd call it GOOD but I'd call it better than Bayonetta.
http://www.ign.com/articles/2014/09/06/super-smash-bros-3ds-will-not-support-circle-pad-pro >Nintendo of Japan has confirmed on its 3DS support page that Super Smash Bros. for 3DS will not support the Circle Pad Pro attachment for the current 3DS and 3DS XL handhelds. >Super Smash Bros. 3DS will, however, take advantage of the C-Button on the redesigned New Nintendo 3DS and New 3DS XL What the fuck am I even buying it for at launch.
>>190017 And we'll likely have more solid details/dates by the time the N3DS hits internationally. (It still amuses me how Japan's gaming environment is mostly cell phones now, yet Japanese companies still focus on giving them all the nice stuff and giving it to them earlier.)
If you can't wait, anon, get a used 3DS for now to tide you over; at worst, you'll have some 3DS games to play on the N3DS.
>>190016 As they said, the 3DS is more geared towards a solo experience while WiiU's is for the multiplayer. Most likely custom stages will come with the WiiU, and apparently it will have a lot more music too.
>>190045 I wish they would give everyone actual costumes. Most of these are just palette swaps (lol Daisy.) Samus has a lot more variety in suit design, for example, especially with the Fusion suit, but all she gets are recolors (better recolors than in Brawl, granted.)
Does the Wii U version have actual costumes, or are they still just palette swaps for the most part?
I do like that Louie (I guess? the head seems weird) is an alt for Olimar.
>>190047 I heard that the WiiU does indeed have more costumes (for example, Little Mac and someone else have at least 16, though it's still split between the three models). No idea if it's true though, I should hope it is and that they take advantage of the model swaps.
>>190045 Wedding Marth looks a lot less ridiculous now, though his black palette is still lacking. Would've been nice if they gave him back his Melee/Brawl outfit though I guess they don't want to confuse him with Lucy.
I was hype as hype when Xenoblade Chronicles was coming to the states, and after I got it I would play it almost every evening after work for hours upon hours. In the end I had almost 150 hours in the game, almost every quest completed, two levels from cap, got to the area right before the end boss, and... stopped. I don't remember why now; it may have been moving a few months later that made me stop, and then I just never picked it back up. It's always irked me that I left it unfinished, but never enough to sit down and finish it.
Tonight I finally finished it. Had to fight with my Wii to actually get to the end (two times the game tried to load and suddenly the system acted as if I just started to play; turns out the bristles over the slot had built up quite a bit of dust and wiped it all on the disc), but it was good to finally finish it.
I wouldn't mind playing through again to finish all quests, all Affinities, etc., but I don't know that I want to devote another 150 hours despite how much I liked it. The New Game+ bonuses kind of annoy me, too; I mean, it's great that I can walk around with a near-fully-leveled character and just decimate everything all my own, with kick-ass equipment, and 7M G, but I would have preferred something like Tales of Symphonia where I could select perks like faster level up, cheaper items, etc. Takes the challenge entirely out. I suppose I could just start a fresh game and grind through it again...
>>190252 Yeah, the Newgame+ was a real bummer and felt tacked-on as fuck. I would've liked to see how much the improved equips, skills, and gems would've helped on a low-level run, even with the weird level difference -> stat boost/decrease system the game used.
http://www.ign.com/articles/2014/09/24/new-nintendo-3ds-to-launch-in-australia-and-nz-in-november >Nintendo Australia has announced today that the New Nintendo 3DS and New Nintendo 3DS XL will launch on November 21, 2014 in Australia and New Zealand. This will follow the October 11 launch of the systems in Japan. >“This will be the first launch outside of Japan, and there are no plans to release the system in America and Europe this year,” said Nintendo Australia managing director Tom Enoki during the presentation. It's cool that Australia is finally getting some love instead of always getting sloppy seconds, but wut.
>>190440 >Smash Bros 3DS comes in little over a week >is obviously incentive to buy a 3DS above anything else >Nintendo not releasing it in the biggest market for video games this year until after Christmas >implying anyone is going to buy a 3DS now instead of waiting for the new model next year
>>190448 I think naming it "New 3DS" still tops the decision, because no matter when it comes out it's going to cause a fuckload of confusion in Joe Sixpack. Doesn't help that the changes are non-obvious, so the consumer might not notice the difference on first look. This will lead to a lot of very upset gift receivers, especially if the game they get with a "new" 3DS is for the New 3DS...
At least with this weird-as-hell delay there's the slight possibility they'll go for a local name change. Even "Next 3DS" would be better in terms of clarity, though still a stupid name.
>>190460 >australia Right; I want to habeeb that the delay is for figuring out a better name and changing packaging for America/EU English countries, but that they released it in AUS without a name change puts a heavy damper on the idea.
>open 3ds to look at smash deals >sf64 for $30 >yaok.jpg >literally tear up as the opening scene plays out as waves of nostalgia for my first ever video game crash over me >it's been over 10 years since I lags played it >muscle memory takes over. I know exactly what's going to happen >memories of my father! a fighter pilot! helping me through the levels rise up I can't handle these feels
Better than the complete waste of time and effort that went into multiplayer (lol local only and we made it so you can see the faces of the people you're playing in the game despite them being 5 feet away)
>>190553 They look to be simple plastic snap-ons; I would be heavily surprised if we don't see a shit-ton of plates like we see covers for phones. I'm sure a small niche industry will pop up making plates, at least in Japan. We'll see how popular it is over here.
Rail based flight sims? A decent amount. Then again it's not too tough of a genre to build well and they've got what looks like some tight controls already from the webm, so half of the battle's already done.
>>190617 That's tough to speculate on. Some games had pretty nice waggle controls while others were nigh unplayable. The gamepad seems better suited to a Starfox game since the built-in screen seems natural as a HUD replacement or weapon management system.
>>190679 I don't get the hate for Adventures. The Star Fox brand was just a coat of paint for a pretty solid game on its own and I don't really take it any more seriously than Mario Tennis in relation to stuff like Super Mario 64 or Galaxy.
>>190681 Many people were unhappy to see a game wherein Fox spends more time smacking dinosaurs in the face with a magic staff, rather than in the cockpit of his Arwing, as the successor to Star Fox 64. It's not a bad Zelda clone, it's just too much of a departure from its predecessors.
>>190681 I was pretty enthusiastic about the change in setting and style of Starfox... But the game really had a pretty big set of flaws. New gameplay elements are always an exciting way of exploring an old genre. ie, yes, Mario 64/Sunshine to Mario Galaxy.
That's stuff's new ways to look at the same formula and remix it to keep it fresh and exciting.
But that was achieved much more by Assault than Adventures. And even then it was kind of a swing-and-a-miss because of how badly the on-foot missions control.
I don't really remember how many or accessible 3rd person shooters were in 2005, but I hope if the Wii U one builds on what we have today if they go down that road. Either way the Arwing sequences were pretty much the best part of Assault. Great visuals with some pretty fun gameplay and level design. Hell, the story wasn't that bad either! Sure wasn't Command at least!
... boy that took me back to my Arwing Landing forums days.
>As a result, for the six months ended September 30, Nintendo reported revenues of 171.4 billion yen ($1.6 billion), down 12.8 percent year-over-year, and profits of 14.3 billion yen ($132.3 million), up 23.4 percent year-over-year.
>Analysts described the results as "a much need boost during a very difficult period for Nintendo," although Jon Copestake at The Economist Intelligence Unit noted that Nintendo's current strategy "reflects a degree of reliance on flagship games to support console shipments, which may be difficult to sustain in the longer term."
>>191049 I'm not sure they ever will. Nintendo does poorly with the N64: no one wants to make games for a system with a small market. Nintendo does well with the Wii: no one wants to compete with Nintendo's games on their won system. Release later with the more powerful GameCube: everyone's already on the PS2. Release earlier with a weaker WiiU: everyone's waiting for the more powerful Xbone and PS4.
They always seem to be too late or too early on the 3rd party mark.
>>191053 With all the crossover titles Nintendo is getting other companies to make (Pokken, Hyrule Warriors, SMT x Fire Emblem) I think they've learned to go to the third-parties rather than wait for the third-parties to come to them.
I don't think we'll get many third-party IPs on the system, at least not without mixing in a first-party franchise. But outsourcing is still going to get more games out for the system. It may not draw in people who don't already have a Wii U, but with most current Wii U owners being big Nintendo fans the games will likely do pretty well.
>>191095 >social links or whatever they're called in Awakening. Ah, that would be the Support conversations that have existed in Fire Emblem since the beginning and were not significantly from Awakening than in any other game in the series? Oh my, how egregious.
Didn't you say earlier in the thread that it was "Awakening's foray into Persona-ness"? But the support conversations have been an element that's been apart of other Fire Emblem games. So the point would be, it isn't a new element to the fire emblem series, so it can't be "a foray into Persona-ness." And I guess they'd like you to admit you were wrong/misspoke/were attempting to poorly troll people by making it seem like Fire Emblem was stealing things from Persona.
Personally, I just discounted your opinion as shit and moved on because who the fuck doesn't like Persona, I mean come on.
>Q4: At present, your company's hardware and games make use of region-locking, by which games purchased in one region cannot be played in another region. Are there any plans to unlock this restriction?
>A4: Iwata: The game business has a history of taking a very long time with localization among other things, such as having to deal with various issues of marketing in each particular country, or games that have made use of licensed content that did not apply globally, and had all kinds of circumstances, so to say, that region-locking has existed due to circumstances on the sellers' side rather than for the sake of the customers. In the history of game consoles, that is the current situation. As for what should be done going forward, if unlocked for the benefit of the customers, there may also be a benefit for us. Conversely, unlocking would require various problems to be solved, so while I can't say today whether or not we intend to unlock, we realize that it is one thing that we must consider looking to the future.
>>191117 >unlocking would require various problems to be solved I'm assuming he's talking about the loss in profit by allowing people in some countries where they might jack up the price (Australia) get the game for a reasonable price from another area that speaks the same language (America).
Well, boo-hoo, perhaps you shouldn't price gouge. Or, if it's about not being able to make a return producing the game for the specified region, wouldn't a non-region-locked game just mean you can offer direct sales of a version made for a different country with the same language? This might be problematic for text-heavy games like RPGs where language nuances are more prominent, but platformers and FPSs would be fine.
>>191122 >Well, boo-hoo, perhaps you shouldn't price gouge. I think that's mainly the taxation laws for entertainment and hardware combined in each particular country. Like take Brazil for instance. There really wasn't any way for the Playstation hardware to penetrate the market in any significant way. Especially for the economy's state. The reason? Brazilian law "punishes" hardware imports - so Sony had to put assemblies in the country to reduce the prices almost three times their import price.
>This might be problematic for text-heavy games like RPGs where language nuances are more prominent In my experience, they don't really ever change the language stylings by region. They go with a localization and stick it to every country with the same language.
>>191122 >I'm assuming he's talking about the loss in profit by allowing people in some countries where they might jack up the price (Australia) get the game for a reasonable price from another area that speaks the same language (America).
Not necessarily the loss in profit for *him* as for the local distributors who would then find it less worth their time to make deals with Nintendo regarding distribution. It's the same reason streaming sites don't allow streaming in foreign regions a lot of the time--doing so makes it much more difficult to make the deals which will allow domestic copies of the product to be sold. Not because CONSUMERS wouldn't buy it, but because the local organizations will consider themselves to be in competition with the home company.
I am not arguing in favor of region-locking. But I am saying that you are attempting to oversimplify an issue that genuinely does have nuances.
>>191125 Xenoblade was an oddity in that regard. I think companies normally make the English version with American/Canadian actors, then ship that off to Australia/UK.
However, for whatever reason Nintendo didn't initially care to release it in America but did in Europe and Australia. So, for the English version, they used British folks. After Operation Rainfall they finally brought it to the states, but in the simplest way possible: European English voices (and offered only through Gamestop.)
>>191126 >doing so makes it much more difficult to make the deals which will allow domestic copies of the product to be sold. Makes sense. I thought it was because of licensing agreements already in place, plus the small variations in how copyright works across countries.
I was hoping they'd release a Smash Bros WiiU system bundle, but I'm pretty sure they would have announced one some time ago if they were going to. Should I just purchase a WiiU now rather than waiting? Are there any good bundles out at the moment?
>>191318 It was okay. Better in some aspects than others. Camera sucked, but for better and worse it had all the makings of a 90s platformer with less emphasis on collecting and more on fetch quests. Really, the best part of the whole thing was the concept art. You can really tell they where trying to push for a much more intense experience, but had to dial it back.
>>191319 >You can really tell they where trying to push for a much more intense experience, but had to dial it back. Yeah, a lot of the grimdark images first released made people go "oh, wtf, this will be awesome" but Disney made them dial it back hard...
>>191345 The jumping reminded me of the original Link's Awakening, where you would move to the edge of a screen to go to another, hit Select just before the screen changed and, when you went back, would be on the same side of the screen as the screen you had just left. Led to a lot of sequence breaking (and glitches, glitches everywhere.)
But why the fuck are there default models for the characters? My only guess is that there's a cutscene when the door opens, and you take control of those characters after the cutscene... but why do that? What point is there in leaving behind the models currently being used and using this new set?
>>191372 I remember someone posted a link to a thread several months ago where a guy in QA spilled the beans on how terrible the game was. Were they legit or just making up stuff that sounds equally as bad as it turned out to be?
Sonic Retro has done some detective work. Apparently this game got Colonel Marine'd. There's a lot of content shown off in early trailers and screenshots that is apparently gone. What's more, they looked WAY better than what we got here.
Pic related. This is literally nowhere in the game. Instead, we got this.
>>191402 The game apparently was in worse shape at E3, so perhaps the downgrade is the result of trying to get the game to run on Wii U. BRB even had to modify the CryEngine 3, in order to get it to run split screen images on the Wii U.
This game is going to end up killing BRB. There's no doubt. When that happens, I hope someone from the team spill his guts. Like Sonic 06, I'm curious about what went wrong. Also hoping for some insight on how Sega handles game development for Sonic.
>>191403 Oh no oh no oh no I hope it doesn't cost anyone their job. This was clearly not ready to be published - it wasn't because of any laziness, it's because this was very obviously rushed to get in before black Friday. Sure, the writing might have been crap no matter what, but it still would've been above most other sonic games....
Ugh, I just hate it. Less industry jobs for artists and programmers.
We all know Sonic Chronicles is a shitty, shitty RPG, but SEGA outsourced it to Bioware. Up to this point we all assumed it was Bioware's fault as they're not as good as they used to be. But now I'm wondering if SEGA isn't to blame, because this is like they truly don't give a shit whatsoever.
If Sonic Team doesn't bounce back with a truly great Sonic game like Generations, only better, I think Sonic is done. Truly done. I mean he was already dead, but I'm thinking the series might actually go on hiatus, or that SEGA will go bankrupt yet again.
>>191408 Generations was far better than Colors, and Lost World was honestly the same level. Colors was somewhat disappointing after everybody hyped it up so much, it's really slow (and by that I don't mean the last of boost, but the stop-and-stop level design) and clunky.
>>191410 Very true. Remember Bioshock Infinite. Ended up little like its final E3 preview...and most every preview and trailer before it in all but setting. Hell, even that was initially changed after who knows how much development.
Whatever, I shouldn't rant about that. This is about Red Button and their problems. Though honestly, I think Sega itself might have something big to do with it at this point. After 3 major fowl ups with 3 individual western companies, the lowest common denominator seems to rest on them.
For one thing, if I squint my eyes, when playing Sonic's campaign, I feel like I'm playing Sonic Adventure 3. The level design has branching paths, and some of the levels are honestly...enjoyable. I know, weird, but Sonic's levels can be genuinely fun to play. Although there are definitely moments that are NOT fun, and some of the level design is broken as fuck (Radical Train and Flame Core) I legitimately enjoyed playing Wave Ocean, Crisis City, Kingdom Valley, and Tropical Jungle. Another thing: the music kicks ass. Is it me? Do I have incredibly low standards? Am I not allowed to give credit where credit's due? I don't know, but other famous Sonic fans, notably Somecallmejohnny, seem to side with me here.
But this, THIS is just TRASH. No redeeming value. The gameplay is boring, the music is stock, it is glitchy to the point of legitimately being unplayable, it lags to hell and removes shadows when you enter co-op mode (Which is the SELLING POINT and what the game is built around btw) and at least Sonic 06 has an excuse for why it sucks so hard. This game has none whatsoever.
>>191426 >>191424 06 and Boom are different kinds of bad. Sonic 06's is literally so terrible that it becomes hilarious, whereas Boom isn't quite as bad in certain respects, but at the same time they make it too good/competent to be funny anymore because the badness was exactly what made 06 entertaining.
I know they didn't bother to send out review copies (one of the many red flags), but I would have expected sites to be all over this shit by now. A bomb like this is just begging for "justification" clicks.
>"I can confirm that as of June this year, I no longer worked for BRB, but I did not willfully choose to leave. I did all that I could, crunching the moment I joined the company, averaging 5am to 7pm daily and was dedicated to the end. I cannot comment more at this time."
>>191573 That seems less of them desperate for money and more of them trying to restructure for the modern market. They probably do this so they can remain relevant in the future and not find themselves in a position like with the Wii U, where the new fanbase was a flash in the pan and the old one feels alienated. They do have a massive rainy day fund after all. Just buckling down and keeping themselves from getting lazy with the market again.
>>191573 Are you kidding me? Nintendo's warchest is pretty deep and can probably last them a year or two, plus I'm pretty sure they've already managed to reverse a lot of their initial financial losses with the WiiU recently. I think it's just a matter of them learning from their mistakes and trying to retreat from some poorly thought out positions to avoid future backlash.
>>191579 >can probably last them a year or two The estimates I've seen of Nintendo's war chest are between $5BN and $10BN, but that was in 2010 or so. Their first unprofitable year in forever was 2011, and 2012 was also unprofitable (http://www.theverge.com/2013/4/24/4260062/nintendo-2012-earnings), though 2013 was barely profitable (http://www.ign.com/articles/2013/04/24/nintendo-financials-show-a-tough-year). The losses for both years are about $300-400M.
Assuming they can keep losses from falling further, they would need about 8-10 more years of that to burn through their war chest (worst case; 20-22y best case).
More likely their announcement is not an attempt to get money but an attempt to lose less money. By allowing this they don't have to pay as many lawyers and can build up fan goodwill. Plus, if someone makes a popular items they could contact the creator to buy/license and then produce it themselves for an easy source of merchandising profit.
>>191584 I phrased my sentence poorly. By "they", I meant Nintendo. The idea is that Nintendo lets fans create stuff using Nintendo properties. Nintendo then monitors twitter/Facebook/whatever and see what things are popular and might be commercially viable. Then Nintendo contacts the person who made the thing and either buys the thing from the creator wholesale or "licenses" the thing and pays the creator a commission.
Essentially, they would outsource low-key R&D/product development to the public, things like witty T-shirts or posters. They then pick up only the winners and have no lost time or effort for failed ventures. This would mostly likely be for merchandising, but could come about for comics/animation. But you wouldn't be able to call Nintendo up, you'd have to wait for them to call you.
>>191665 I find myself more interested in the remake stuff than the "Newer" games. I thought HGSS was great (the gameplay and menus were SO streamlined! They went two steps back RIGHT after with BW) and ORAS seems interesting! Mainly since RS were still in the 'sweet spot' of nostalgia to me. I'd be lying if I said it was anything else.
I think the only exception for the new stuff was that one Fire Emblem Pokemon game. Conquest. I should check it out, seems like pretty much what I'd love to see out of the franchise!
>>191692 I didn't think it was so bad. Very sleek and cutting edge. I got Link to get the Spinner in Hyrule Warriors. The sword looks so fragile, it makes me nervous. If I were to get another Amiibo, it would have to be a sturdier built character, like Kirby.
>Remember how at the start of this I said “I’m shocked at how we found out about one particular aspect of Boom’s cut content.” This is that particular bit. Perci wasn’t just an NPC who you talk to, at one point she was playable, or if not playable she at least joined you on a mission. How do we know this?
>Because Amy tells you so in a stage in the final retail release of the game!
>I was shocked at this, there’s a mission where if you play as Amy she will actually say “Good job Perci!” Yet the only other character in the stage is Knuckles! Perci isn’t even in the area, she’s back in the Hub town, so how is Amy saying this? Unless it’s left over dialogue from when Perci was in this stage?
Interesting to hear Perci may have been a playable character in the game. Considering how little Sticks--the new addition to the Sonic cast that was promoted out the wazoo--is featured very little in her debut game, I'm wondering if BRB actually wanted Perci, but Sega changed its mind last minute.
>>191762 SEGA probably didn't want another potential hedgehog love interest for Sonic. "We already have Amy and Shadow, that should be good enough for anyone!" was what they told RBR. SEGA then went back to sampling Jello pudding, as is their daily work.
>but Sega changed its mind last minute. I doubt SEGA looked at the project much until the very end. They barely seemed aware that they had signed a license agreement with Archie until Penderok (or The Pendering, if you prefer), then suddenly SEGA was putting their fingers and penises in all the pies.
Are there any good RPGs for the WiiU yet? Or is the "must have" catalog still just: Bayonetta, Tropical Freeze, Smash Bros, Hyrule Warriors, Mario Kart, and Mario?
Debating on maybe picking one up this month. I ask for good single player games because I live in the middle of nowhere and don't have many frieds that can stop by. I also know Nintendo still has yet to figure out proper online.
>After the November 21 launch of Amiibo, Nintendo’s line of Skylanders-style interactive figurines that connect to Wii U games including Super Smash Bros. and Mario Kart 8, would-be buyers started to notice that supply of some of the figurines dried up fast at retail outlets and online, and didn’t seem to reappear.
>Today, Nintendo confirmed to WIRED that this was deliberate, and the company does not plan to ship any more of several of the Amiibo figurines after the “initial shipment.”
>“We will aim for certain amiibo to always be available. These will be for our most popular characters like Mario and Link. Due to shelf space constraints, other figures likely will not return to the market once they have sold through their initial shipment,” read the full statement.
>A Nintendo representative told WIRED that the company was not adding any further details about which Amiibo figures would be always available, and which would be phased out.