#i prefer the original graphics but the switch and 3ds are truly my only consoles. and a sad little laptop
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empyreasheart · 1 year ago
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i do want to watch the remake eventually (not play because unfortunately my computer couldnt handle that) but i dont wanna worry about all that until after i finish original ff7 + crisis core and the rest of ff7 content
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themattress · 3 years ago
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My Top 30 Favorite Video Games
Inspired by @ultraericthered’s Top 30 Favorite Anime post. 
Although I’m doing mine in countdown form, ‘cause it’s more fun that way!
30. Super Mario Bros. - Arguably the first “blockbuster” game to be released, not only does Super Mario Bros. still hold up over 35 years later but it’s a gift that keeps on giving with how many different incarnations, remixes, fan games using its assets, etc. that we have now.
29. Phoenix Wright: Ace Attorney - OBJECTION! While I cherish the entire original Phoenix Wright trilogy of the Ace Attorney franchise, I’ll always be the most partial to the original outing. The sheer audacity and hilarity of the concept, which is grounded by endearing characters and compelling mysteries, shines brilliantly in this little, easily accessible game. 
28. Trigger Happy Havoc: Danganronpa - While similar in many ways to Ace Attorney, Danganronpa boasts a variety of more actual gameplay than mere point-and-click text scrolling. But what really makes this stand out, beyond gameplay or even the strength of its concept, story and characters, is the atmosphere it creates. For good and for ill, traversing the pristine, neon-lit hallways of the abandoned Hopes Peak Academy looking for clues as I’m forced to play by Monokuma’s twisted rules is an experience that will stay with me forever.
27. Star Fox 64 - Beyond all the entertainment this game provides through memes, it’s really just a fun, reasonably simple but just moderately complicated enough game that’s accessible to any player even if they usually don’t go for aerial shooters. It’s also one of the earliest console games that I ever played, so of course it’s going to hold a special place in my heart.
26. Batman: Arkham City - It’s an impressive feat when an open world game can still feel so claustrophobic in all the right ways, and that’s what Arkham City accomplishes. This game is essentially The Dark Knight to Arkham Asylum’s Batman Begins, escalating the action, suspense and sheer Batman-ness, providing unlimited opportunities to enjoy yourself playing as Gotham’s defender and facing down the greatest Rogues Gallery in comic book history.
25. Red Dead Redemption - Look, I know that Red Dead Redemption 2 is technically the superior game. But its complicated story, sprawling cast of characters, and vast canvas of a world can be pretty daunting, whereas I feel like the original Red Dead Redemption struck a much better balance. Allowing open world freedom within the confines of the straight-forward story of John Marston’s redemption really makes you feel like you’re in an old Western film, and the way that choices you make as a player impact the way that film ultimately turns out is one of the strongest arguments for video games being worthy of consideration as true art.
24. The Elder Scrolls V: Skyrim - So, ten years ago an open world adventure video game series releases its fifth entry...and to this day, we’ve had no sixth, in favor of expansions and updated re-releases of said fifth entry. But that’s not a sign of laziness; it’s a sign the developers know they hit such a peak in quality that they have no need to rush anything further out the gate, as Skyrim is a gift that keeps on giving. Addictive in how unlimited in possibilities it is, with each playthrough never being the same as the one before, Skyrim is a gaming masterpiece that I don’t think I’m going to get bored with playing anytime soon.
23. Super Paper Mario - This may be an unpopular opinion, but I vastly prefer this game’s action-platform-RPG hybrid gameplay style to the prior installments’ traditional turn-based RPG style, which feels more at home in stuff like Super Mario RPG and the Mario & Luigi series. But gameplay aside, I think this has the strongest story of any Mario game, trading in the usual “save the kingdom/princess” fare for saving all of reality, with legitimate emotion and drama and even character development. It’s one of the Wii’s shining gems, to be sure.
22. Epic Mickey - This game’s graphics are by and large unremarkable, its gameplay is fraught with issues (that camera is unforgivable), and it’s nowhere close to the best on its system or genre. But Epic Mickey is a case study in where the effort put into crafting the game’s world and story, not to mention the obvious love and respect for the material being worked with, pays off. Any Disney fan will love this game for its story, which puts Mickey front and center as an actual character rather than a mascot and dives deep into his history as he meets his “half-brother” Oswald the Lucky Rabbit, and its mystical, unique atmosphere - what the graphics can’t deliver, the fucking music more than makes up for. All of the game’s flaws mean nothing compared to the sheer heart on display, and I treasure it greatly as a result.
21. Batman: Arkham Asylum - I already mentioned that Arkham City is the superior game, but as was the case with Red Dead Redemption and its sequel, personal preference strikes again. The simpler story and narrower confines of Arkham Asylum just appeal to me slightly more, and I feel like the borderline horror atmosphere this game has could never fully be replicated by all of its sequels and spin-offs. Also, you can play as the Joker in this. WIN.
20. Metal Gear Solid - And on the subject of Arkham Asylum, it owes much to this game, which created the template of a lone badass hero having to use stealth and weaponry to liberate a government-owned island from the lunatic terrorists that have taken over. Hideo Kojima famously never wanted this game to have any sequels, and I can definitely see his point, as it’s a complete and wholly satisfying experience in of itself and I don’t feel like it’s ever been topped. At the very least, it’s certainly the most enjoyable of the series to me.
19. The Legend of Zelda: Majora's Mask - Also, speaking of “borderline horror atmosphere”, we have the freakiest game that the Legend of Zelda series ever put out. What was supposed to just be a gaiden to Ocarina of Time mutated into this beautiful monstrosity that’s become just as iconic. Nobody who plays this game is ever going to forget that fucking moon and all the constant jumping back and forth in time across three days as you try to prevent the apocalypse of Termina. It’s the kind of gaming trauma that’s well worth experiencing.
18. Kingdom Hearts: Chain of Memories - Like Majora’s Mask, this game is a case study where you can take a bunch of recycled assets and gameplay, and then make something unique from it if you have a well-crafted story with a dark and disturbing atmosphere. It’s hard to experience or appreciate the transition between Kingdom Hearts and Kingdom Hearts II without playing this midquel, which takes the narrative and characters to deeper levels without being pretentious about it and sets the stage for the proper console sequel perfectly. And if you can’t get into it being on Gameboy Advance, then just play the PS2 remake (which is arguably the superior version anyway) and you’re good! Just...don’t mind the cards, OK?
17. Sonic CD - And now we have another game about jumping back and forth through time to prevent an apocalypse! See the common threads at play here by this point? Sonic the Hedgehog is at his best in 2D gameplay, and I personally enjoy this the best out of all the 2D games in the series. As obscure as the Sega CD was as a system, it was powerful enough to take the blue blur’s speed to its maximum level, set alongside beautiful graphics and a kick-ass soundtrack (well, two different kick-ass soundtracks; and I actually prefer the US one). 
16. Pokemon Black & White - While there were advancements made to story and graphics and gameplay features in the third and fourth generations of the Pokemon series, nothing felt as truly ground-breaking as the second generation games until the fifth gen with its Black & White games. This was arguably the game series’ peak in quality on all fronts, but its specifically the story that lands it on this list, as its well-written and paced, subverts many formulaic elements from the previous games, is set in one of the most unique regions in the Pokemon world, and has a timeless message that has only grown more relevant with age. 
15. Super Smash Bros. Ultimate - The whole series could really go here, but fortunately the most recent entry is the perfect embodiment of said series, with every playable character there’s ever been and then some. The sheer variety is unmatched by any other fighting game out there, and its story mode, “World of Light”, is quite possibly the greatest video game crossover in history given how many characters are featured as both fighters and spirits.
14. Super Mario 64 - I’m pretty sure this game used to be higher in my favor, but replaying it on the Nintendo Switch recently has made me aware of how, as the first game on the Nintendo 64 and the first 3D platformer, it’s poorly aged in several areas. However, I must stress that it is still a very good game. The fun of going to the various worlds within paintings in Peach’s Castle hasn’t changed, nor has how smoothly and seamlessly Mario managed to make the jump from 2D to 3D. Just like Super Mario Bros., the number of games that owe something to this one is too great to count, and that’s an achievement that remains timeless.
13. Dark Chronicle - Also known as Dark Cloud 2. I hadn’t heard a damn thing about this game before renting it on a whim many years ago, and I was caught off guard by just how good it was. It’s got a simple but effective story and likable characters, a timeless atmosphere, beautifully cel-shaded graphics, dungeon-crawling gameplay, action-RPG combat gameplay, literal world-building gameplay, and even a fishing minigame! This game can actually stand besides the Zelda series without shame; it’s truly an underrated gem.
12. The Legend of Zelda: Twilight Princess - Oh, speaking of Zelda, this game goes full Lord of the Rings-style epic fantasy with it and it is glorious. Between the near perfect gameplay, beautiful 3D graphics, and one of the best stories in the series (with one of the best characters: Midna), Twilight Princess’ most prevalent complaint from critics all the way up to its own developers is that it wasn’t even MORE expansive and awesome given how long it was hyped, and if that’s the biggest issue with the game then I’d say it’s in pretty good shape.
11. Super Mario Galaxy - Super Mario 64 may be held back a little by how its aged, but no such thing is holding back Super Mario Galaxy. Super Mario Odyssey might be as good or possibly even better, but I just don’t hold the same feelings of amazement and respect toward it that I do for this game. From the blitzkrieg-style attack on the Mushroom Kingdom by Bowser to the discovery of Rosalina’s space station, this game had me hooked from the first few minutes, especially with it blaring that awesome orchestral score the whole way through. To this day, I maintain that this is Mario’s greatest 3D adventure. It’s simply magnificent.
10. Final Fantasy X - Ha! See what I did there? This game has caught flak for some of the awkwardness that comes from being the first fully 3D entry in the series, but I think that’s tantamount to nitpicking when compared to all it does right. To me, this was the last really good installment of the main Final Fantasy series, with a story and world so brilliantly developed that the game earned the immediate breakthrough success and acclaim that it found in its native Japan. 20 years later and, as the HD remaster has shown, it still holds up as one of the most engaging JRPG experiences I’ve ever had the pleasure of having.
9. Banjo-Kazooie - At the time, this was basically Rare’s copycat version of Super Mario 64, although considered about as good. Now, however, there’s a difference: the aging issues I mentioned for Super Mario 64 don’t apply for Banjo-Kazooie. Whether replaying it on the Nintendo 64 or on whichever Xbox you’ve got, this game is still just as fun, imaginative and hilarious now as it was back then. It’s quite possibly the greatest 3D platformer ever made.
8. Pokemon Crystal - The definitive edition of the Gold & Silver games of Pokemon’s second generation, taking what was already a phenomenal advancement and improvement to the first generation and making it even better with additional features such as the ability to play as a girl for the first time and a more clearly defined storyline centered around the legendary Pokemon featured on the game’s box art. Pokemon had been written off as just a passing fad up until this point. This was when its staying power as a video game juggernaut was proven.
7. The Legend of Zelda: Breath of the Wild - Talk about a win right out of the gate for the Nintendo Switch! This game returns the Legend of Zelda series to its roots while also applying all that has been made possible in video games since the original game’s release, and the result is an enthralling, addictive, open world masterpiece that has set a new standard of quality for both the Zelda series and for many modern video games in general.
6. Kingdom Hearts II - The Final Mix edition to be precise, although in this day and age that’s basically the only edition people are playing anyway. This game is the apotheosis of Kingdom Hearts as both a video game series and as a concept; filled to the brim with Disney magic and Square Enix RPG expertise and paired with some of the most refined action-based gameplay there is. And when it comes to bringing the original Kingdom Hearts trilogy’s story to a close, does this game ever stick the landing. The series could have ended right here and I would have been completely satisfied (and its reputation would be a lot better off, too!)
5. Pokemon Yellow - While I maintain that this game, the definitive edition of the original first generation Pokemon games, still holds up as fun to play even now, I’ll admit that it’s pure bias that it ranks so high. It was the first proper video game I ever played, there was no way I was leaving it off the top 5! Its blissful nostalgic atmosphere is always such a delight to return to.
4. Banjo-Tooie - Remember when I said Banjo-Kazooie was “quite possibly the greatest 3D platformer ever made”? The “quite possibly” is because its in stiff competition with its own sequel! And personally, I’m in Banjo-Tooie’s corner; something about how inter-connected its worlds are and the addition of so many things to do all while maintaining your full moveset from the original game is just beautiful to me. Both it and its predecessor are like obstacle courses that I never tire of running through, which is the hallmark of brilliant game design.
3. Kingdom Hearts - Another case where the sequel may be the superior game, but my own personal preference leans toward the original. And in this case, it’s a highly personal preference: this game and my memories of playing it for the first time are so very dear to me. The characters and worlds of Disney put into an epic crossover RPG was like a dream come true for me and no matter how far the series it spawned has deteriorated, nothing can detract from the magic of this game. It’s got a certain, indescribable feel and atmosphere that’s never truly been replicated, and that feel and atmosphere still holds up whenever I revisit it. The gameplay may not be the best, particularly when compared to Kingdom Hearts II’s, but the charm of the story and the characters and the world and the very concept more than makes up for that. As far as I’m concerned, it’s one of Disney and Square’s greatest masterpieces.
2. Final Fantasy VII - I was aware of the hype this game got and was totally ready to call it overrated, but damn it, it got me! I don’t know what it is about this game with its blocky early 3D graphics, poor sound quality to its excellent soundtrack, and frequently mistranslated script that proved to be so gripping and enjoyable to play through, but man did it ever Limit Break its way into my heart. This is considered a JRPG classic for a damn good reason.
1. The Legend of Zelda: Ocarina of Time - Do I really need to explain this one? It’s famous for being frequently cited as one of the greatest video games ever made, and like Final Fantasy VII, its hype is well-deserved and totally justified. Whether you’re playing it on the Nintendo 64, the Gamecube, the Wii, the 3DS, and hopefully the Nintendo Switch in the future, there is a magic quality to this game that permeates through every step you take in its fully 3D world. It’s a triumph that has stood the test of time, cementing the Zelda series as truly legendary.
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slade-neko · 4 years ago
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My Thoughts on Super Smash Bros
Just something I wanted to write up since Smash Bros is one of my favorite game series and kinda got me into video games.  (WARNING: Its fairly long...)
Super Smash Bros. (N64 & Melee)
Super Smash Bros. was my first 3D game. Got it one year for Christmas when I was a little kid with a Nintendo 64. That game introduced me to video games. Before that I had only played Super Mario Bros. and Duck Hunt on my parents’ NES console. I wasn’t hooked on video games until I got my hands on a Nintendo 64. “Whoa! The graphics are so 3D!” It also introduced me to so many major Nintendo characters I did not know about like Link, Samus, Fox, and Kirby. It was the best gateway a kid could ask for to “get into” video games. Inevitably I ended up getting a Gamecube with Super Smash Bros. Melee as my first game on it too. Melee was great just like reliving that original feeling all over again. What made these games even more special was unlocking the characters. In a time before internet, you had no clue who was in the game and how to unlock them. The excitement of seeing that “Challenger Approaching” screen was like nothing else. A lot of your information came from questionable  sources of kids at school. Rumors with no real answers (until you get an official guide book.) No internet leaks or spoilers. Those were good times! 
One word I would use to describe the overall feel I got from Smash 64 and Melee would be Classic!
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Super Smash Bros. Brawl
Years later, Super Smash Bros. Brawl came out. I’m not sure why, but I really got into that game. It was probably due to the timing and circumstances. The longest wait between Smash games being Melee to Brawl was 7 years and that brought a lot of desire for a new Smash game for me. Also the memories of being a kid playing this with my friends after school on weekends, big sleepovers, using the game’s crappy wi-fi connection, good times! I also did not understand the game’s mechanics as a kid and why people hated them, so I couldn’t complain about that. The art style of the game wasn’t necessarily my favorite, but it worked well for that game. It went from the bright vivid colors of Melee to a more dull, colorless, gritty style. Best example is Ocarina of Time Link being swapped over to Twilight Princess. Oh, and the game really picked up as a lot of fun when I began modding it. Turns out Wii’s were very easy to Homebrew and Brawl was fairly easy to mod. That brought out a HUGE replay value of installing new mods, making my own mods, and all sorts of endless possibilities with the game. Getting Project M (a fan mod for Brawl that reworked the entire game more competitively) really opened my eyes to the competitive side of Smash and showed me why normal Brawl was so bad.
One word I would use to describe the overall feel I got from Brawl from its art style, orchestrated full choir theme, to its fantastic Subspace Emissary cutscenes would be Epic!
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Super Smash Bros. 4 
Smash eventually died down for another 6 years until Super Smash Bros. 4 came out. Man, Smash 4 was exciting because “Hey, new Smash game!”, but seeing it in full... it was honestly very weird. The 3DS version launching first felt like a big demo... at 240 pixels... wow. (I hated 3DS for taking wonderful games like Smash, Monster Hunter, the N64 Zelda remakes and dragging them into a low resolution, portable Hell!) That aside, I forcibly played the 3DS version until the Wii U one came out. Then the true game began and well it still wasn’t the Smash I was hoping for. It was fun, some cool new characters, but some more cuts too. Questionable new game mechanics among other things that made gameplay pretty un-fun. Hearing about how the 3DS version dragged down the Wii U version was quite disheartening too like Ice Climbers getting cut because they simply would not work on 3DS and the two games just HAD to be the same was stupid. The 3DS was a horrible anchor weighing down the game. Oh, and I don’t think they had a very clear direction with the art style of this game... The Zelda characters are still Twilight Princess designs, but are now bright and vivid? It just looks weird and out of place for them. Ganondorf looks exceptionally ugly because of that. 
One word I would use to describe the overall feel I got from Smash 4 from its theme music and the whole game’s aesthetic feels very Sporty. 
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Super Smash Bros. Ultimate
Not long after and Super Smash Bros. Ultimate came out of the dark to save the day. Ultimate is really amazing. They took the crappy Smash 4 and cut its chains from the 3DS so it could soar above and beyond. A lot of it is Smash 4 assets ported over from the Wii U to a better console, the Switch. They somehow got EVERY single character back with a ton of new ones, almost every stage, so much amazing music, and well it truly is deserving of the Ultimate title in terms of content! 
So the game is pretty great and has A LOT of content, but its still not without issues (at least for me.) This is me being overly critical with the game and my MELEE FANBOY BULLSH*T opinions coming through, but there are quite a few things I don’t like about this game. The theme music (albeit catchy) is super sappy anime bullcrap music. I don’t mean that in a negative way, despite how I worded it, IT is very sappy anime music about the forces of good fighting evil together. The World of Light mode isn’t a lot of fun at least for me it wasn’t. It wasn’t Subspace Emissary, which I know its wasn’t meant to replace it. I had the most fun with Adventure mode in Melee and would’ve preferred to have a little mode similar to that instead. Spirits are seriously just the stickers from Brawl. I frequently call them that unintentionally when playing the game. Doing Spirit Board battles is nowhere near as fun as doing nicely planned out battles like Melee’s Event Matches (nothing can top Event Match 51!) Spirit Battles are typically just jokes that can be beaten in less than a minute. Also no trophies... I understand why they chose not to because of how much work they require, but it still doesn’t mean I can’t miss them. The gameplay is definitely an improvement over Smash 4, but I still crave that fast paced action Melee/ Project M had. Heavier gravity, harder to recover, quicker to KO, L-Canceling, hit-stun and proper combo potential are all things that made faster, higher speed action. I’m not super big into the competitive scene, but even I think the faster pace of Melee-style gameplay is far more fun to play and watch. 
Then there’s issues created because the devs are pushing too much into the competitive side of the game such as picking stages first then characters second, not having the game remember my character when returning from a match, having to make new rulesets just to change a few options. I’m pretty sure these are all things competitive people want that help out in tourney situations and stuff, but I don’t like them for normal matches. These are small issues in the long run, but I am bothered by them every time I play and I don’t see them ever changing that. All they need is a few new options to fix this. Toggle an option for stage select or character select first, a quick customizable ruleset option and have saved rulesets separately, and the option to remember your fighter. Heck they could even go a step further have it remember your preferred color to each character saved to your name data like how Smash 4 3DS did (that was a cool feature!)
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The one word I would use to describe Smash Ultimate is HYPE! Nothing builds hype like a Smash Ultimate trailer. Every single trailer builds more hype for this game. From the original reveal trailer with the Inklings, Ridley, King K. Rool, and now Sephiroth?! Seeing those trailers, I can’t help, but smile and get hyped up and excited! Despite my nitpicky issues I have with the game, I can still say its a pretty darn good Smash game! I applaud Sakurai, the dev team, and Nintendo for going big with this game and putting so much effort into it and I can still enjoy it even if its not quite at the exact level I want.
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operationrainfall · 5 years ago
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Title Woven Developer Alterego Games Publisher Alterego Games Release Date November 15th, 2019 Genre Adventure, Puzzle Platform PC, Nintendo Switch, PS4, Xbox One Age Rating E for Everyone 10+ – Fantasy Violence Official Website
I really wanted to love Woven. After all, I was one of the original backers of the unsuccessful Kickstarter project, and was duly impressed by Alterego Games’ decision to self publish the project afterwards. The premise of Woven was really compelling and different, taking place in a soft world of woolen yarn and fabric that is being invaded by strange mechanical insects. Our hero is a goofy elephant named Stuffy, and he quickly comes across a new friend, a firefly-shaped robot named Glitch. Together, they set out to discover the truth and explore this world, transforming and reweaving Stuffy to scale various obstacles along the way. If only the adventure had lived up to that fantastic premise.
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Woven is the sort of game that would have made my childhood self smile. It plays out like a live action Winnie the Pooh, in a calm and mellow land where all that matters is relaxation and finding flowers. At least at first. Stuffy is a very amicable protagonist, but not the brightest bulb. A fact that is repeatedly referenced by the game’s narrator. The narrator’s tenor sounds very British, and at first I enjoyed how his paired sentences usually rhymed. It does grow old rather quickly though, especially when you realize that the narrator is not gonna help you much with direction. If you get lost at all, he’ll start reminiscing like a grandfather with dementia, talking about the birds in the sky and the fish in the sea. None of which is helpful. Which wouldn’t be a problem, except for the fact that getting lost is a regular occurrence in Woven. Or at least it was for me. I managed to get stuck about 5 minutes into the game, in what would be considered the tutorial area. That’s because the game doesn’t hold your hand much, and trusts you’re clever enough to pick up on the clues in your environment. Sadly, what Woven thinks is plainly evident very rarely is. Case in point, the very first blueprint machine I came across gave no guidance how to operate it. I eventually figured it out, but it was a sign of things to come.
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There’s dozens of blueprint machines spread across Woven’s 5 regions, including meadows, deserts and jungles, and each blueprint gives Stuffy new transformation options. To unlock the blueprint, you play a little musical mini-game by operating mechanical levers to select notes. Though this was confusing initially, I grew to enjoy the mini-game. At first I assumed that each animal form would have set limbs, but you can mix and match after you acquire several, creating bizarre chimeras. Case in point, you can pair Pig legs with Lion arms and a Rhino head. You can even have two different arms or legs simultaneously. Each body part has different capabilities that allow various actions. You’ll need these to solve puzzles and make your way through the game. Though Woven is nominally a linear experience, the world is so wide open it’s easy to not immediately know where to head next. A good example was when I came across a short hilltop ringed with mountains, with a circular passage full of cranky yak creatures. I could stomp my foot to force the Yaks to move, but after moving in a complete circle, I wasn’t sure what to do. I eventually found the solution online in a very helpful playthrough, but it was frustrating being on the cusp of a solution and having no idea where to go next. This was due to the fact many of the puzzles in Woven are time based, but they don’t tell you they are. If a clock had showed up indicating I had a certain amount of time, I would have known to hurry up. And the farther I got in the game, the more complex and active the puzzles got. I much preferred the puzzles that required thinking but not fast reflexes.
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While it’s clearer why you would want to transform Stuffy to progress, it’s less clear how to use color palettes called patterns. You’ll find tons of flowers as you wander about, and by stomping your foot, they’ll open up and allow Glitch to scan them. You can also scan some animals for these, but they rarely sit still, so you’ll either need to be quick or find a way to distract or incapacitate them. Lastly, there’s patches you’ll randomly find on the map to unlock patterns. Patterns do a couple of things. On the one hand, they let you decorate Stuffy at the knitting machines, making him look as fancy or hideous as you please. You might be more surprised to realize you need some for puzzles. An example are giant snakes that block your progress unless you match their pattern. There’s another cool segment where a mechanical spider will pounce on you unless you blend in with the background. I don’t mind using patterns strategically, but it’s very easy to not scan the right one, and then be forced to backtrack until you find it. Some sort or an indicator of where key items resided would have helped, but there’s no such thing. And given the wide open format of Woven, it’s rather easy to get lost and miss the proper patterns. Oh and did I mention there’s more than 100 of them spread across the entire game? Which makes it even more daunting when you manage to pass one without realizing it.
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You may be wondering what Glitch does, and the simple answer is he operates every mechanical device you interact with. He turns on the blueprint machines and knitters, scans items and can also use his light to illuminate dark caves. The little firefly is pretty helpful, and his backstory ties directly into the plot of Woven. You’ll find lots of nodes that reveal bits and pieces of his lost memory as you go. I won’t spoil it, but suffice to say there’s a reason Glitch feels so strongly pulled by the planet’s moon. I wish I could say Stuffy’s backstory was as interesting, but he’s almost an incidental character. He could literally be anything or anybody else, and it wouldn’t change the course of the game. I never knew much about the elephant, other than he was apparently simple, cowardly and loved flowers. It’s not clear how long he’s been around, what he did before Glitch or anything really. He’s just there to progress the story, and that’s a shame, especially since he’s nominally the main character.
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Not everything in the game works poorly. I did find it handy how the different Joy-Con controlled Stuffy and Glitch, respectively. And I appreciated visual prompts indicating what abilities I needed to get past obstacles, and found the camera easy to operate. The problem was primarily with the game’s physics. Woven is a wide open 3D world, but often what seems a clear path forward ends up tripping you up with invisible stage geometry. Bushes often kept me from moving forward, which was awkward. As a fan of platformers, I found this made Woven a lot harder to enjoy, since I was never clear if I could progress or not. Sometimes you do actually need different abilities tied to animal parts, such as jumping or pushing, but you never know in advance. So if I came to an area with a puzzle and had the wrong parts, I would have to backtrack all the way to the nearest knitting machine and reweave my elephant friend. I really think it would have been much easier if Stuffy could fast travel to these, since they’re spaced rather far apart and it’s not very fun walking about. Failing that, I would have loved a mini-map, since that would have cut down how often I got lost in Woven dramatically.
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Visually, Woven has a cute storybook aesthetic. There’s lots of bright colors and soft details. While I have no problem with that, I do have a problem with the graphical fidelity. I will mention I played the Switch version of the game, and from what little research I’ve done, it runs far better on other consoles. I normally don’t complain about things like framerate or the like, and usually find most games I play on Switch run great, but oftentimes the graphics here were muddy and fuzzy. Simply put, this game suffers from Bloodstained syndrome, meaning every other iteration of the game plays better than the one on Nintendo consoles. Which is truly a shame, since this is the perfect sort of all ages game that would otherwise appeal to a lot of Nintendo gamers. Musically the game is frankly dull, and quite muted musically. Sound effects lack punch, and actions often don’t have the proper impact as a result. When Stuffy punches a box out of his way, it just slides quietly out of place. Much like the rest of the game, aesthetically Woven is a very mixed bag.
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While I hate to add onto my other complaints, I have a few more. For one thing, I find it completely awkward how Stuffy always looks at Glitch as he runs forward, contorting his head to follow the firefly everywhere. That’s minor, but a more significant issue relates to the linearity of the game. If you miss any collectibles or achievements, you can’t get them until the next time you play through the game from the beginning. Once you reach a new area, there’s no backtracking, and the game auto saves. So if you’re one of those people that loves to platinum games, best of luck. And finally, while I don’t mind the general lack of combat in the game, it makes it that much more challenging when you have to contend with the final boss.
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Much as I wanted to love Woven, I left the experience quite disappointed. There was promise here, but for whatever reason it wasn’t met. If you don’t mind clumsy physics and very complex and vague puzzles, you might enjoy what’s here. Even then, it’s a hard pill to swallow at $19.99. Though you can beat the game in less than 5 hours, it took me around 9 due to getting lost repeatedly. So at least you’ll get some bang for your buck. This is one of those games I recommend you pick up on a sale. Hopefully Alterego Games has more ideas they can breathe life into in the future, cause I’d honestly like to see them succeed. In the meantime, I’ll lament this tale of an elephant and his firefly buddy.
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[easyreview cat1title=”Overall” cat1detail=”” cat1rating=”1.5″]
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REVIEW: Woven Title Woven
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entergamingxp · 5 years ago
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King of Cards Review — Long Live the King!
December 17, 2019 2:30 PM EST
Yacht Club Games proves that their final Shovel Knight expansion, King of Cards, is no fool’s gold by making their best game to date.
It is no real secret that I love Shovel Knight. I’ve bought five copies just for myself and three more as gifts. I’ve got each soundtrack on vinyl, I’ve bought magazines with special interviews with studio, Yacht Club Games. Heck, I even did my own interview with some of the developers back in 2017 and covered the game for DualShockers at PAX East 2019.
Something that has been a secret was how I was not too hot on King Knight winning one of the Kickstarter backer polls to become one of the playable campaigns. Frankly, he seemed like the most boring choice when compared to the other knights in the Order of No Quarter. I have always had a hesitation to the decadent dandy having his own campaign, despite having the utmost faith in the overachievers that make up Yacht Club Games.
That hesitation has been replaced with enthusiasm. Shovel Knight: King of Cards is the best game in Shovel Knight: Treasure Trove. The character of King Knight soars in his jaunty tale alongside my favorite 8-bit knight gameplay to date. King of Cards is more of a sequel to the 2014 indie delight than some simple stretch goal checkbox. Yacht Club Games has outdone themselves in every single way for the grand finale.
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“King of Cards is the best game in Shovel Knight: Treasure Trove.”
Set as another prequel in the Shovel Knight video game universe, King Knight is on a quest to defeat the Joustus Judges, three regal representatives of an increasingly popular card game that is sweeping all the lands. The winner will be showered in riches and could even become a king of their own. It is a simple and silly premise that aptly fits the persona of King Knight. Yacht Club Games’ pun-packed writing shines as you explore three worlds in search of treasure and glory.
The meat of the story comes from its colorful cast of characters. Traveling across the world maps lands King Knight on board of an airship that steadily fills up with tons of characters; both old and new. King Knight’s interactions with the cast, especially those with his mother, are a comedic delight. The plot is a foil to 2017’s Shovel Knight: Specter of Torment and its dark, tragic backstory. I frequently chuckled throughout the King of Cards plot as King Knight did a quest all his own way. There are plenty of delightful references throughout the game for fans that made me smile, too.
Unlike Specter of Torment, King of Cards brings back an overworld map. This is not some cut and paste with a map like that in Shovel Knight: Shovel of Hope or Shovel Knight: Plague of Shadows. This time around, Yacht Club Games took inspiration from Super Mario World. Instead of one map that reveals more of itself the more you play, there are three entire maps: Two of which are brand new two the series. Each world map is slammed with alternate paths that can only be unlocked by finding hidden alternate routes within the levels themselves. Red paths indicate that an alternate route can be found within the level. Never mandatory to advance, these hidden paths encourage you to replay levels and fully explore each dense world map. Replaying a level is equally enticing due to them being so much shorter than the previous games’ levels.
Almost every level in King of Cards contains only one checkpoint. These levels are snappy with a tight focus. Death never feels like a major setback, even if you shatter the checkpoint for the loot inside. While not as quick as respawning in platformers like Celeste or Super Meat Boy, King of Cards benefits from having the entire level be shorter. I found myself far more willing to stick with a tough challenge or to hop right back in a level to find all three Merit Medals or to hunt down a secret red path.
This short design also is far more adaptable to the numerous platforms that the game is available on. Out of the nine platforms King of Cards is available on, three of them can be played portably (3DS, Vita, and Switch). It is far more convenient to pop in and play one level or two than it has ever been for Shovel Knight. It also does not hamper the home console and PC platforms, giving players a sense of great accomplishment to complete and explore a bunch of levels in a single sitting.
“I truly love playing Joustus.”
The traditional start-to-finish levels are not the only level types packed into King of Cards. Items (dubbed heirlooms in the Shovel Knight universe) get their own short levels. They force you to use the item to complete them with an endless supply of vigor, the game’s version of mana or magic. I prefer this design rather than buying items from chests or at the hub world. It taught me practical use cases for each item I picked up. Each of these item levels also ends with a character joining your motley crew aboard the airship. I love meeting the wider cast this way. I learn about each character while accomplishing something I was setting out to do.
These heirloom levels alongside the traditional levels give players an active choice in how they want to spend their time. It keeps the game fresh over long periods of play, while giving the portable crowd a quick hit of gameplay before they have to put their console down. There is one more level type that gives folks a choice in how they want to spend their time. Actually, it’s quite more than a level type. It’s a whole other game, entirely optional, but a surprising delight worth every player’s time: Joustus.
Joustus is a grid-based, board possession focused card game. The cards have arrows that indicate which way they push other cards. Your goal is to have your card placed on the most green gem tiles by the time all the main squares have been occupied. The closest game I could relate it to is those sliding block puzzles that when arranged correctly make a picture. Joustus is more a positional puzzle than an attack/defense card game.
Each players’ deck can only have 16 cards and three are revealed to both you and the CPU at all times. This limited deck keeps Joustus from feeling overwhelming like Gwent or Pokémon TCG. The board can have a center of 2×2, 3×3, and plenty of other combinations. There is a border of “graveyard” squares where cards get pushed out to and can no longer be manipulated by players, unless a card with a special perk is used. The loser has to forfeit a card of the winner’s choosing from any card out on the board. If you happen to lose a card you wish you hadn’t, the salesman, Chester, can sell you back any card you lost, which is a nice option for completionists. Chester will also sell you cheat cards that can make the games easier, something that seems perfectly in character with King Knight. I did not use a cheat card, in part because I wanted to challenge myself, but also because there is an achievement for not using them.
I truly love playing Joustus. It triggers that puzzle solving part of my brain without having to memorize too many rules and abilities for cards with attacks and whatnot. It is simple in just the right ways, while allowing for mentally engaging rounds against the CPU. I wish there was some way to play Joustus against another person, but the Joustus houses and numerous characters on the airship offer plenty of opportunities to deck it out against foes.
“King Knight’s moves feel like an evolution of Shovel Knight’s slash and down thrust.”
As for the knight in shining armor himself, King Knight’s move set is platforming design gold. He has two main abilities that are intricately intertwined. Pressing attack will trigger a shoulder bash that dashes King Knight a set distance to either the left or the right. When King Knight makes contact with an enemy or a wall, he triggers his second move; bouncing into the air like a spinning top. This spin has the same bouncy properties of Shovel Knight’s down thrust letting players hop all around the screen. If you manage to spin off the top of an enemy or object, the shoulder bash recharges allowing you to keep the chain going.
What I love about this move pairing is the versatility of it. They work wonderfully against baddies while providing both horizontal and vertical platforming movement. If you fall into a pit and should bash into the wall, you can pop back up with the spin. Bouncing around feels incredibly precise, especially on the 8Bitdo SNES-inspired controller I was playing with. King Knight’s moves feel like an evolution of Shovel Knight’s slash and down thrust. This evolution has turned the gilded goof into my favorite knight to use.
Back with the original release of Shovel Knight back in 2014, Yacht Club Games established themselves as pixel wizards with their 8-bit vistas and iconic characters. Shovel Knight has always been a looker. King of Cards is pixelated eye candy, no matter what type of screen you are playing on. The visual design of each level is engaging. They are all connected, too. You can see a clear geographical story that is told through the visual design. You can clearly tell where one level leads into the next and where on the overworld map the level is located. It is a subtle touch that ties each level and the world-at-large together.
Yacht Club Games also got to stretch their art team to new lengths. With the inclusion of two brand new worlds, we get to see places never-before-seen in the Shovel Knight kingdom. It’s refreshing and exciting to experience, especially as a long time fan of the series.
The graphical achievement rings even louder when considering all the types of screens that King of Cards can be played on. Nine different platforms had to have become a daunting visual task. Consider the franchise’s origins on the Wii U and 3DS. The stereoscopic 3D is killer for King of Cards! It is a shame to think fewer people will get to see this effect in action the further away from the 3DS the market gets, but the 3D shines. The multiple planes bring new life to the NES aesthetic. On my New 3DS XL’s larger screen, I got a diorama feel from the 3D on full blast. It also helps separate the action by literally placing it front and center, which is a nice perk.
What about the Wii U? I mention the Wii U selfishly, because of one particular picture setting the system has—component video. You know, those green, blue, and red video cables? Because I am a mad man and my wife lets me keep a 24-inch CRT in the living room of our apartment, I decided to try playing Shovel Knight on a screen from the era that inspired it. The results filled me with a warm, fuzzy feeling of imagining a world where Shovel Knight did launch on the NES. King of Cards simply looks fantastic; no matter what screen you play it on.
“King of Cards is the crowning achievement in the long and rich history of Shovel Knight.”
Perfectly paired with the 8-bit art is composer Jake Kaufman’s chiptune soundtrack. Three expansions in, I was excited to see just how Jake would mix up his iconic Shovel Knight themes once again. Previous games expanded and built upon the themes, giving them a new edge to strike out with against your ears. For King of Cards, the themes you know and love are almost all the same. For the grand Shovel Knight finale, Jake opted to make brand new music for all the new content in King of Cards.
There are tons of new songs just for Joustus. They perfectly blend into the scene of the card game and may cause you to bob your head along while dealing out the cards. All-new themes were also made for new level themes like Troupple Pond. One classic that received a new spin was Pridemoor Keep, King Knight’s stage in the previous games. It has inspired the world map theme for the whole land of Pridemoor. Jake’s soundtrack is an exuberant delight that is a wonderful finale for Treasure Trove as a whole.
King of Cards has reinforced that age-old saying of not judging a shiny knight by his armor, even a Joustus Judge. Years of development, five total games, and countless hours of work shine through every pixel. Yacht Club Games has taken what could have been a palette swap far beyond what anyone imagined. King of Cards may be a narrative prequel to Shovel Knight, but it is truly a sequel in every way. Yacht Club Games has raised the bar for what Kickstarter stretch goals mean to their communities and the video game industry at large. King of Cards is the crowning achievement in the long and rich history of Shovel Knight. The decadent dandy proves to have more beneath that gold exterior than I ever thought could be possible. I haven’t been this happy to be proven wrong in a long time.
December 17, 2019 2:30 PM EST
from EnterGamingXP https://entergamingxp.com/2019/12/king-of-cards-review-long-live-the-king/?utm_source=rss&utm_medium=rss&utm_campaign=king-of-cards-review-long-live-the-king
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mariosgames436-blog · 6 years ago
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All 17 Super Mario Bros. Games, Ranked
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It is also the debut of Yoshi, the lovable dinosaur who has turn out to be a staple in the Mario franchise and a star of his own series.
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Microsoft planned and reached out to Nintendo because they wanted to bring Super Mario to their very own Xbox 1. Keep in mind in Pac-Man how you can go off 1 side of the screen and "wrap" to the other?
For Mario to succeed, gamers will press buttons, swing the Wii Remote and Nunchuk controllers and even use the Wii Remote to point at and drag things on-screen.
Nevertheless, the 25th anniversary release for Wii received much more critics than good feedback and was regarded as a straight port from the original SNES, without any improvements.
And lastly, the transformation I’m most looking for is the 1 that the trailer started with. Mario can capture a Tyrannosaurus Rex of all things!
This offers a new type of challenge as you need to carefully manage the box creating the physique and torque fascinating components of the game.
Super Mario Bros. 3 is also available for 3DS, with a download play multiplayer feature. You can check out the trailer beneath for all the information.
Climb the vine and make your way to the end of the level above to reach the red flag secret exit. Reach the end of the level, and a mushroom home will appear. Successfully complete the game to have all Mushroom Homes in Worlds 1 via 8 reappear.
’s character via the dream world Subcon and get rid of the antagonist Wart. Because of the short duration of the Starman power up, when you get it a fantastic tactic is to run as quick as feasible so that you can advance in the level whilst you are invincible.
This is precisely why I haven’t been in a position to get the slightest bit of enjoyment out of current Mario Party titles.
Promoting my Black and Blue Nintendo 2DS. Utilized but in very great condition. £70 What is integrated? Nintendo 3DS Mario and Luigi Dream Group bros. Superb condition, hardly utilized.
It was distributed by Fox Digital Entertainment, published by Activision and created by Behaviour Interactive. 6 Games Like Super Mario Bros. Honeysanime.comWe naturally couldn’t have a list about games comparable to Mario Bros.
It requires the concept of numerous stage exits from its 2D predecessors and presents us with ideal little playgrounds filled with tasks and scavenger hunts of carefully escalating difficulty levels.
Mario GhostHouse 2 Uh-oh, Princess Peach is in difficulty once more! Help Mario in saving his valuable princess from Bowser, but be careful it is a harmful and scary road ahead..
It was in this light that the game was first recast, as a two-player challenge contained within the later generation NES masterpiece, Super Mario Bros.
They can rapidly do this with the help of the numerous tools supplied to them. But you have also most likely played them all numerous times. Enter the World 5 Ghost Home and get a Mushroom from the blocks.
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Super Mario All-Stars features 4 enhanced remakes of the prior titles, namely: Super Mario Bros., Super Mario Bros. 2, Super Mario Bros. 3, and Super Mario Bros.
Mario to defeat the evil forces of Bowser and rescue the Princess. In two player mode the second player is in a position to play as Luigi, the younger brother of Mario.
The last 2D Mario game prior to the New Super Mario Bros. It perfects the formula that Super Mario Bros. But, in the grand scheme of things, does it truly matter? It is nonetheless a supremely polished and distinctive platformer that just so happens to star your preferred Nintendo characters.
Go to World 7-4 as Mini Mario. Go via the stage whilst staying on the left side. You will ultimately see a "?" box and a ledge.
Use your Switch in new and inventive methods to play to complete the mini-games. Use your Joy-Con controllers in distinctive play designs!
News of this is completely confirmed and the probabilities of this not happening are slim to none. Consequently, 1 can anticipate a Super Mario integration on the Xbox 1. It will definitely be a sight to keep in mind.
There had been some rent problems with the owner segale and he brought it up to Minoru Arakawa. New Super Mario Bros. 50 credit with the buy of choose Xbox 360 consoles.
Mario is international icon that has appeared on everything from shampoo bottles to his own (awful) film. Comes with carry case and charger. Super Mario Bros. 2 Unique Edition Nintendo 2DS. It comes complete with box and charger and 3 additional games.
It is also the debut of Wario, a Mario rival that quickly starred in his own series of games. Above: Run, Mario, Run! The Nintendo Wii U is the newest video game console to be released by the Nintendo Business.
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There is, nevertheless, an improved 16-bit graphic system and sound, but the gameplay is practically identical with the other games only some glitches have been removed.
If you have not already, be certain to check it out beneath. You need uTorrent for downloading .torrent files. Functions ideal, my life is complete ! Thank you for sharing !
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Will Nintendo Switch Be A Struck?
Will Nintendo Switch Be A Struck?
Fish models look excellent as well as the animated environments are discreetly multilayered as well as beautiful, and also while the underwater areas contain similar-looking rocks and repetitive textures and plants, it's never ever adequate to be jarring. Because that's where the rails are that the controllers connect to, the sides look a bit raw. You could additionally take a look at every little thing that comes in package, as well as our comprehensive attribute of the console's menus and UI (individual interface). Before you start playing a video game, you're asked which individual you wish to play the game with. Reddit customer/ u/AbsoluteMagnitude has been continually upgrading the original schedule image with every game statement. Numerous hardcore Dragon Sphere followers have most likely already played it on one more console or PC, and also could not wish to purchase the game a second time simply to persuade Bandai Namco to bring a totally different experience to the Switch over.
The guidelines are primarily the like survival, though there are no opponents in the environment as well as you can fly at whenever by holding the dive button. They additionally sport Nintendo-themed packaging and also the Switch over logo on the card itself, yet apart from that, there truly shouldn't be differences between these and also the other cards SanDisk makes. Ok so I took the card back to the store (unscratched). This is the back of the Nintendo Switch dock. Nintendo has announced a bustling slate of download games as a result of release on the 3DS and also Wii U eShop. The very first console is the Wii with Wii Sports. The usual things we do not know concerning a brand-new console. It's simple to consider it as an average console as well as an excellent handheld without taking the system overall right into account. Adversary Health and wellness and leaving your statistics essentials, It's tough for me to obtain behind something so artificial like that.
Do the verification examination as well as obtain your code. Donkey Kong Tipping Stars will certainly get a complimentary download code for the Nintendo 3DS. eShop Cost Decrease. UPDATE: We have actually included support for Eshop Registration codes, that means that our eshop code generator is currently able to produce cost-free eshop Codes. Returning players have options to speed through in-game discussion. Gamers involve enemies via a series of areas as well as assault in RPG turn-based sword or magic strikes. Not only is it among their best, however it likewise has a special co-op mode that enables two players to interact via the campaign to redeem celebrities swiped from King Koopa. The video game sustains split-screen and also local play, yet also as much as 8 players online. The video game was the very successful video game in Japan during the week of its release, offering about 404,858 systems. But the problem has actually come up for both me and also my associate Jason throughout regular play, and also I have actually seen it reported by a number of other customers over the last week. Play it while backflipping off the head of a Goomba to slide elegantly down the full length of a flag post!
More players are changing toward downloading and install complete games directly to their gaming consoles, as well as with just a very small 32GB of hard-drive space, the Switch does not show up to use these gamers enough storage capability. For multiplayer games that divided the Joy-Cons apart, I think most gamers would certainly prefer to select the left Joy-Con, as the right Joy-Con places its joystick rather awkwardly in the center of its framework. When playing video games and also interacting socially on the Switch, Nintendo has actually made it extremely easy for parents to maintain an eye on just what their little ones are up to. As literally exhausting as check my source are for Aban, the real attack is psychological. The gameplay is relatively uncomplicated, you could utilize a capacity on each turn, in addition to firing and removaling, or dashing a much further range however finishing your turn instantly doing so. A solitary Parker chip is a rather powerful device, capable of doing 4K video clip and high-end graphics.
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viralhottopics · 8 years ago
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The core ideas behind Nintendo’s Switch, according to Reggie Fils-Aime
The Switch, out of its dock, propped up by its kickstand, with two Joy-Con controllers
Image: mashable
How do you know if one piece of technology is “better” than its competitors? For the well-read consumer, it usually comes down to sheer power numbers.
Run down the list and it’s all about resolution, frame rate, battery life, storage, pricing, etc. For gamers, it’s also about what and how many titles you’re getting. That’s not to discount all the other factors that determine whether a home console is worth a purchase like online features, how they function, what they cost.
But there’s been a very specific graphical prowess war that has invaded all other purchasing thought processes. It’s why there are dozens of game comparison videos on YouTube showing off what games look like on an Xbox One versus Playstation 4.
“Simply going down a path and increasing efficacy down a linear path typically does not lead to world-changing [technology].”
It’s easy to get lost in the buzzwords and bullet points. Most product pages are emblazoned with mentions to let you know that their tech is bigger in all the ways it needs to be resolution, game libraries, media streaming applications and smaller in all the ways it needs to be, namely, the block of metal and plastic itself.
Nintendo’s product page for Switch focuses on all the ways you can play
Image: Nintendo
Nintendo frequently chooses not to lead with power numbers. Some say that’s because they’ve not had the goods to compete in the digital race in the first place. Reggie Fils-Aime, COO of Nintendo, feels differently.
Mashable spoke to Fils-Aime last Friday, following a hands-on Switch event in New York. I wondered why Nintendo didn’t seem as interested in competing against Sony and Microsoft with sheer technological numbers.
“Foundationally, we believe in differentiation and we always have,” he said. “We believe in running toward risk versus running away from it.”
Nintendo’s upcoming console, Switch, set to release on March 3, surely is a risk, banking on the idea that gamers will want a device that prioritizes playing on the go. Nintendo has had, after all, a successful history in the portable gaming industry.
“We design our systems to sell tens of millions of units. Thats our philosophy. That creates a situation where when we create products that win in the marketplace, we win big.”
A recent GDC study revealed that developers were mostly unsure of how the Switch’s core idea as a hybrid console would go over. Fils-Aime was unfazed when I asked him how he felt about those results.
“When world-changing products are launched, oftentimes theyre not recognized as world-changing at that moment,” he said.
He cited three examples: “When we launched the Nintendo DS, two screens, touch screen, people said, Oh, thats kind of interesting. We went on to sell over 150 million units. And, really, we were doing touch-screen before Apple. Second from our own legacy is obviously the Wii. And I can tell you having lived through it that as we talked about the Wii and people were incredulous that it wasnt an HD device. … The third, I would use as an example, was the original Apple iPod. People forget that when it first came out and they were competing against other mp3 [players] folks were like, Boy, this is expensive. What is this? But the combination of that product plus the iTunes capabilities was truly world-changing.”
And his opinion on the prestige of a numbers-based competitive field?
“Simply going down a path and increasing efficacy down a linear path typically does not lead to world-changing,” he said. “That concept is not unique to Nintendo, or Reggie that is the innovators dilemma. Thats the theory. And its true. Not only in video games, its true in steel manufacturing and everything else.”
Playing socially on Nintendo’s Switch
Image: nintendo
For Nintendo, it’s less about the numbers and more about originality, and building on their previous experiences. You can see the inspiration in the Switch’s Joy-Con controllers, seemingly adapted from the Wii remotes Nintendo unveiled in 2006. Or the Switch device itself, reminiscent of the Wii U’s portable Gamepad.
Making the Switch
The focus for Switch, instead, is of course on the portable features, but specifically as a social experience. Allowing for portability, multiple multiplayer controller configurations and up to eight connected consoles all lend to a similar idea of socializing within gaming.
But what are the social repercussions of promoting this idea of always being connected, and always having access to games that normally occupy your attention on the couch? There’s a clip in the reveal for Switch where a girl undocks her Switch to bring to a rooftop party.
Girl gets invited to party, brings her Switch
Image: Nintendo
We’re all already so distracted by our screens tweeting, playing five-second rounds of mobile games, texting our friends who aren’t in the room (or, worse, are in the room). And don’t get me wrong, I’m more than excited to best all my friends at Mario Kart over rooftop red cup parties, but it is becoming increasingly difficult to identify where those lines should be drawn.
To Fils-Aime, fulfilling that desire for all-encompassing entertainment is how Nintendo will win over gamers:
“What I see is, fundamentally, as a consumer, we eat, we sleep, we either go to work or go to school. Everything else is entertainment time. … From a Nintendo perspective, what we try to do is build experiences that can compete for your entertainment time literally minute-by-minute. And to the extent we do that, with devices like Nintendo Switch, with games like Splatoon 2 and Xenoblade Chronicles 2 or 1-2 Switch, then we win in the marketplace.”
Of course, not all of Nintendo’s creative risks have worked out well enough to stick around. The Wii U’s inventive use of two-screen gaming best showcased by gameplay or inventory features in games like Luigi’s Mansion or ZombiU won’t be making a return in Switch.
“Wii U had processing technology in the console and it also had processing technology in the Gamepad itself. That creates an expensive proposition,” Fils-Aime said. “As a business person and thinking about, Wheres my long-term cost path, how do I cost down the system it becomes very difficult to do that. That was a learning once we were in the middle of that lifespan, which made it difficult for us to proceed forward.”
Ready to rumble
And then of course there are the creative applications of the Switch that we have yet to see, and likely won’t fully understand until the March release. For Fils-Aime, one of the unsung heroes of the Switch’s recent reveals is the rumble feature.
“We didnt have an experience here that fully leveraged the rumble, but the rumble really is a fantastic experience that adds to the immersion, it adds to the differentiated gameplay. Certainly when you look at the tech that is in Switch, it really has been informed by the history of our various devices,” he said.
I got to play a marble-detection game in 1-2 Switch Nintendo’s package of mini-games that seem mostly aimed at taking advantage of the various ways you can play with the Joy-Con controllers and their motion control features and felt the Joy-Cons, flat in my palms, buzz to indicate the clink of marbles rolling side to side. I couldn’t really distinguish one buzz from another (it was a guessing game), but Fils-Aime said there’s a safe-cracking game that really makes the rumble feature shine.
“Weve got some experiences that really get at this concept of precision with rumble, which create fun, social situations,” he said.
After 30 minutes of chatting I asked him about the philosophy of the industry one of boasting and weight-throwing versus what its creatives believe on an individual basis. Fils-Aime instead left me with these thoughts, preferring to focus attention internally:
“Im blessed to work for a company that constantly is asking itself, What can we do better, whats next, where do we go from here. We dont stagnate, we dont talk disparagingly about our competition. We are focused on what it is that we can do better to drive our growth into the future. From that standpoint were not concerned with all of the talk that, XYZ isnt good enough, or, Boy, can you believe they did … whatever. If we listened to that, we never would have done the DS. We never would have done the Wii. We never would have done the 3DS. For us, it really is, How do we continue driving innovation, how do we offer differentiated experiences to the consumer, and we believe if we do that, well win.”
BONUS: This gaming display is literally lit
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