Hoopa : “Just gonna drop a bunch of those legendary idiots for shits and giggles. Catch, trainer!”
Hoopa : “Just gonna drop a bunch of those legendary idiots for shits and giggles. Catch, trainer!”
I’m more intrigued by the terrible music and abandoned plot points and glitches and whatever.
Good games are obviously great, but sometimes, you experience something so utterly broken it becomes entertaining, almost endearing. In a “congratulations for going all the way to release that, but what the hell happened” kind of way.
Looks like something like that is happening here, according to the translator.
I… kinda want to play this now to be honest.
Apparently it has procedural levels and you’re supposed to “plan your build”, so more on the roguelite-ish side probably.
Seems to have good reviews on steam.
Single joycon is barely usable, but the Wiimote was terrible for sideways holding.
Its shape was clearly never intended for it, and the d-pad was absolutely awful, one of the worst I’ve used.
The d-pad worked as buttons (which was how most games used it, in vertical mode), but for movement it was very stiff and almost impossible to get diagonals. For a console that featured virtual console heavily and needed a lot of classic controls, that was very bad design.
Both screens were also just awful about blurring during fast movement. Nintendo wisely avoided it altogether,
While mostly true, they should have told Rare too. Between blurring and bad contrast, Donkey Kong Land was almost unplayable.
(By the way, screens with bad blurring from fast moving stuff were still a thing for a long time after that. Dracula X Chronicles for PSP had the original PC-Engine Rondo of Blood in it. Small, fast black bats on a bright background were almost perfectly invisible)
I’m pretty sure the gamegear lost that war because it couldn’t really be used as a handheld. Not with that battery life.
The game boy may have been a very limited system, but you could bring it with you and play Tetris for hours and hours… or for its second wind, show your pokémon to everyone at school.
I like Minish Cap but my one problem with it is WHY THE FUCK CAN’T I MAKE A HOUSE FOR THE THIRD ORACLE???
I mean, there are clearly a building site for it and dialogue hints for a third house. They obviously shipped the game with an unfinished side quest, I spent hours trying to get it.
A good score can definitely change a game to me, but yeah if you’re going to claim “staff” from legendary games I’d assume more than one guy, and people who had a hand in design.
I know and like lots of games scored by Sakuraba, and not that I don’t like his music but… I don’t know, it tends to sound very same-y and almost random at times. Especially in that 00’s era. There was a corny melody pattern he put in all of his big themes at the time, Tales of Symphonia, Baten Kaitos, Golden Sun all had it somewhere, and I couldn’t hear anything else when it happened.
That said, when it works, it works and it’s pretty unique. True Mirror and Valedictory Elegy from Baten Kaitos are very good, and a perfect fit for their games.
Yeah, if they’re the only people from these games involved, that’s more than a bit ridiculous.
This game involves staff from Super Smash Bros. Brawl, Namco’s Tales, Shining Force, Mario Golf and Star Ocean!
Also, that’s just one person and he makes music.
Take the newer ones with hall effect sticks though, it’ll last longer.
Too bad they don’t make it in EU SNES / Super Famicom colour schemes anymore though. I’m sure they do this to avoid problems with Nintendo, but I am not a fan of the new dark gray shell.
My 80’s computer was a big bulky keyboard with a big monitor, lacking the big separate box (not an Amiga though). Is that what you meant with this?
Until they give a “better” reason, I am going to assume the one they hinted at is true, and Microsoft just decided that it was worthless because it wasn’t “Mikami’s studio” anymore. Honestly, I already suspected it.
In which case, fuck them. These games were not made by one person, a studio is bigger than its director. And the rest of them didn’t get even one chance to prove themselves.
Truly shows how little they value the people who make their games.
To be fair, Nintendo 3DS shells aren’t exactly very high quality either.
I have an original Majora n3DS XL. After a few months, the golden paint started disappearing around the borders, where my palm/fingers would rest.
To their credit, I could get a free replacement shell (with the right colour and pattern) from customer service when I asked about it. But after this I just resorted to using a clear rubber outer case to keep the paint from rubbing off again.
Well, I don’t think they’re putting up a very good show right now.
Can’t watch right now, but I know Metroid’s music sounds a lot better on the Famicom Disk System version.
The famous item fanfare used in all the series is barely recognizable on a NES because it’s lacking a key sound channel.
Terrible article, shit site. Reeks of AI rewriting (tenses are all over the place and extra useless sentences everywhere), no source link (instead clicking on “NASA” leads to more stuff they scraped).
For the first time in 80 years, the phenomenon of the sky will adorn our night sky.
Seriously, no human has ever read this sentence before publishing it. Don’t give these your clicks.
Here is the NASA article :
Don’t care about emulation performance, it’s apple and oranges. Lots of games more impressive than Bloodstained have been adapted successfully to the Switch. Compromises exist but they don’t include making them almost unplayable.
Anyway, regarding why Bloodstained specifically should have been easier on Switch than Wii U, it’s not only about the Switch being more powerful or a more modern architecture than a Wii U or a Vita (though it is).
It’s also that the version of unreal engine (4) they were developing the game on wasn’t even officially supported on the Wii U. They made a point in their crowdfunding campaign that they were enlisting the help of Armature, former Retro Studios Devs with experience in porting. They needed them to do the necessary development to adapt a UE4 game to Wii U. Back then Armature were even proposing to release their work once done for other studios wanting to do the same.
Development went longer than expected, Wii U was a big commercial failure and its life was cut short, so I can see why they cancelled that and went to Switch instead. But UE4 is officially and fully supported on Switch, so that barrier didn’t exist anymore.
I played both versions and I really don’t know how you got that impression. Both were rough at times (Korok forest being the worst of the worst) but Switch was always a bit smoother and loaded a lot faster.
See also MK8 Vs MK8D or any of the Wii U to Switch ports. I know first-hand, I had those.
Oh, yeah, like there isn’t a truckload of perfect ports of games 1 or 2 gens past the PS2 on regular switch.