Yeah... Thoughts on this seemed to be mixed. I'm sure everyone here who cares about the Nintendo Switch has already seen it, but I want to know what you thought. To be honest, I thought it was a major letdown. For every good moment, there were ten bad in between, and even the good moments were disappointing (Splatoon 2 summer release? Super Mario Odyssey winter release? What the fuck, are there only two games coming out for this thing at launch?). It started out with disappointment after disappointment, then picked up with Splatoon 2 and Super Mario Odyssey, and then fell of a cliff with a piss poor production value Xenoblade 2 trailer and never recovered, arguably getting even worse, listing a bunch of games from has-been Japanese developers and a port of a 5+ year old game that anyone who has already wanted to play has, and EA, which speaks for itself. Probably the best I felt post Super Mario Odyssey was the human translator malfunction; that was hilarious.
By the time they talked about The Legend of Zelda Breath of the Wild, I just wanted to go to sleep, and I was even fairly excited for it.
$300 is bullshit for what this is, and paid online is even worse (especially considering the main game I'm getting this for is 90% online... Remember the good old days when people would make fun of Microsoft for being the only ones too make you pay for online? Yeah...
). HD Rumble is 3D Touch (well, Nintendo and Apple are "buddies" now...), the motion sensor thing is next to useless (and is only on one remote. Great thinking, considering the main point of having them detatch is to use them as two controlers) and you might as well huddle in a cardboard box and try to pretend you're having fun if you're thinking about playing 1, 2, Switch. And ARMS... What a piece of shit; I might not hate it as much as I did if they didn't give it as much attention as they did. I love how they even needed to do a gameplay demonstration video (that they didn't do for any other game) and the announcer's half hearted attempt to sound interested. It's like if you threw Monkey Fight (taking out the dumb fun) and an Arena Shooter in a blender, (gimping it in every way possible, making it much slower, less projectiles, basically removing the arena part, and everything else), then took a shit on it with ugly character design and lame premise that even a six year old would be ashamed of.
Oh, and one last fuck you to Nintendo for no F-Zero. There was one part of the stream (I think the part with "ARMS") where the comments were mainly people asking about F-Zero. Instead of reviving a beloved franchise, they create a new shitty one.
...I just realized I was a lot more angry than I thought...
This was almost my exact reaction:
https://www.youtube.com/watch?v=H-jDQhOtTpQ (Rich is a bit of an asshole, but I like him. I think he's very honest even if he doesn't know what he's talking about half of the time.
) I'm really excited for Splatoon 2 though, although he realizes that this is definitely one of the best games announced. I hope those are all the specials, as I don't want any of the BS invincibility ones the first game being carried over. These all look a lot more balanced. The roll dodge is awesome, (only for the pistols, but I'm not surprised) although I heard the fact you roll by jumping while shooting in another video is not good... There are several unused but easily accessible buttons left available, so really, what the heck.
Espozo wrote:
Oh, and one last fuck you to Nintendo for no F-Zero. There was one part of the stream (I think the part with "ARMS") where the comments were mainly people asking about F-Zero. Instead of reviving a beloved franchise, they create a new shitty one.
Be careful what you wish for.
This is not a SNES dev forum ?
I say this because I come here, only to read / reply to the SNES dev and not to anything else.
Yeah this should be in General Stuff.
Espozo wrote:
the motion sensor thing is next to useless (and is only on one remote. Great thinking, considering the main point of having them detatch is to use them as two controlers)
I thought both Joy-Cons had the accelerator sensor and gyro sensor. Otherwise games like ARMS wouldn't work. Only Joy-Con R has the Motion IR Camera and the Amiibo Reader/Writer though, judging by the livestream conference.
Big let-down for payed online service, I don't use it nearly enough for it to be worth paying for.
Big thumbs up for region freedom!
I'm looking forward to it, mainly for Zelda and Mario though. A new Fire Emblem is always exciting but it seems to be more of a Fire Emblem-themed Musou game. But I agree with Espozo that it's time for another F-Zero that can compete with F-Zero X.
I think fans built up this presentation into something it was never supposed to be. I think it was mostly supposed to be a fairly detailed explanation of the product we saw that one ad for last fall, with a sampling of pending software to illustrate the point, ending on the crowd-pleasing announcement that Zelda (contrary to previous rumours) is going to make launch. We already know there are games coming that weren't announced. They could be holding stuff back for E3, or even standalone announcements; they never promised to show everything at this one event.
Even if there were an F-Zero game well along in development, showing it now would cannibalize Fast RMX, which is no way to treat Shin'en.
$300 is IMO not terrible considering the tech involved. It's not just the custom SoC (which AFAIK we still don't have official details on), or the screen (and apparently the screens on the demo units at least are quite nice) or the battery and the rest of that stuff; those Joy-Cons are pretty packed. I hear the gyro/accel is very accurate, and apparently the "HD Rumble" is super impressive... Also, for some reason they're charging an arm and a leg for the dock by itself, which implies that the dock hardware isn't trivial either (there's precedent - laptop docks can cost as much as the whole Switch).
Skyrim was just rereleased for PS4 and XBOne, neither of which is portable. I don't think it's clear that there's no market for this game (or that it's the original rather than the remaster or a custom Switch version. I am aware that people express strong opinions on message boards, but it doesn't mean much, especially several months away from release). It is uncomfortably reminiscent of Mass Effect 3 on Wii U, but I don't see that it's quite the same situation.
EA will be EA, I guess. If this thing catches on and FIFA sells well, maybe they'll step up.
The bit where they had a couple of developers come out and say they were working on stuff, and then not show anything, did fall kinda flat IMO...
As for 1-2-Switch and Arms, perhaps they just aren't aimed at you. (They aren't aimed at me either.) I think they're reasonably impressive in their originality - the contortions you had to engage in to come up with an analogy to describe Arms speaks volumes, and 1-2-Switch is (incredibly enough) a video game you play without looking at the screen. EDIT: I decline to give any further opinion of either game at this point. Insufficient data.
...
I guess what I'm saying is "don't jump to conclusions".
...
I'm with you on paid online. In fact, they can take that phone integration and shove it. I don't have or want a smartphone. I realize I'm in the minority here... (Then again, I don't play games online either...) Hopefully they address people's concerns and provide a service customers are comfortable paying for...
1. Excess of "new experience". Even with the Pro Controller (much like the XBOX ONE design), they were appealing to a multi-independent units, together with a mobile connectivity - notice the bluetooth' tech for the controllers, plus sticking them to the tablet. Plus, the mobile experience again - a tablet instead of a console table, but a dock. Hardcore gamers (or even casual gamers) will NOT replace a traditional gaming experience fully by a mobile experience! NAH!
2. The mobile is "the right way". Probably NOT focused on portability as you might think. Now you'll charge 3 batteries, now you'll play in a tablet with bluetooth controls. Now you'll get less power if compared with the table consoles like PS4 or XONE.
3. No retrocompatibility. Keep your WiiU to play the games... or re-buy them later in the Nintendo (App) Store. Signs showed me a stupid external WiiU disc reader accessory... but perhaps I'm wrong on my guess. ^_^;;
4. ?Hardware? What's the hardware specs? What are you buying!?
5. ?Games? Let me skip it... and...
6. Super Mario universe... in a CITY!? No fantasy-style like in Super Mario Sunshine, at least!? No. A coincidence with that Mario demos using the Unreal engine?
Perhaps they'll finally do a Pokemon MMO.
93143 wrote:
I think fans built up this presentation into something it was never supposed to be. I think it was mostly supposed to be a fairly detailed explanation of the product we saw that one ad for last fall, with a sampling of pending software to illustrate the point, ending on the crowd-pleasing announcement that Zelda (contrary to previous rumours) is going to make launch. We already know there are games coming that weren't announced. They could be holding stuff back for E3, or even standalone announcements; they never promised to show everything at this one event.
This surprises me. I haven't looked much at message boards, but what else do people think this is supposed to be but a conference that reveals more details about Switch? I didn't think it would have that much of a bad reception. Maybe I'm too much of a Nintendo fanboy to see the bad. We haven't even got the technical specifications for it yet.
Quote:
Even if there were an F-Zero game well along in development, showing it now would cannibalize Fast RMX, which is no way to treat Shin'en.
Yeah let's hope that Nintendo have plans. I'm all for new franchises but I'd like to see old established franchises that I grew up with continue to thrive as well.
Zepper wrote:
1. Excess of "new experience". Even with the Pro Controller (much like the XBOX ONE design), they were appealing to a multi-independent units, together with a mobile connectivity - notice the bluetooth' tech for the controllers, plus sticking them to the tablet. Plus, the mobile experience again - a tablet instead of a console table, but a dock. Hardcore gamers (or even casual gamers) will NOT replace a traditional gaming experience fully by a mobile experience! NAH!
2. The mobile is "the right way". Probably NOT focused on portability as you might think. Now you'll charge 3 batteries, now you'll play in a tablet with bluetooth controls. Now you'll get less power if compared with the table consoles like PS4 or XONE.
Well Nintendo has always been number one in the portable console market since the days of Game & Watch (save for the launch of the 3DS), so a portable system is a logical step now when their home console won't sell. Bluetooth technology has been used since the Wii, tablets since the Wii U.
Quote:
3. No retrocompatibility. Keep your WiiU to play the games... or re-buy them later in the Nintendo (App) Store. Signs showed me a stupid external WiiU disc reader accessory... but perhaps I'm wrong on my guess. ^_^;;
Yeah I actually initially thought the docking station was gonna have an optical drive, so you can play disc games at home and cartridges on the go. The optical drive would also make it possible to play Wii and Wii U games I thought. Guess they scrapped backwards compatibility though.
Quote:
4. ?Hardware? What's the hardware specs? What are you buying!?
Yeah this! I wanna know too! Guess it can't be too powerfull since it's portable and the price isn't PS3-/PS4-expensive. Well all it really needs is good games from third-party developers.
Quote:
6. Super Mario universe... in a CITY!? No fantasy-style like in Super Mario Sunshine, at least!? No. A coincidence with that Mario demos using the Unreal engine?
I think it looks like fun. The Mario series has never been about logical realism.
Kinda-sorta realistic cities are part of the universe. I seem to remember the Super Mario Bros. 3 cartoons making trips to the "real world" in numerous episodes. Mario Is Missing, Luigi's solo debut years before Luigi's Mansion, took place in Earth cities. Both were third party but approved by Nintendo.
Yeah but I doubt they count as cannon. There are Japanese cartoons too and there Mario is also in a more real world and travels to the more fantasy Mushroom Kingdom world (allthough those cartoons are probably not cannon either). NOA even sugested Mario was from Brooklyn and American cartoons, movies and comics built uppon that (including Mario is Missing). AFAIK none of the cannon games ever makes any references to Brooklyn (the English SimCity manual does but not the Japanese one as far as I can tell so it's probably something made up by NOA).
But what about Donkey Kong and Mario Bros? Mario was a carpenter, and later plumber (and also had other jobs in Game & Watch games) in urban environments before he went to the Mushroom Kingdom when Princess Peach was kidnapped in SMB. But on the other hand Yoshi Island suggests he was born in a place similar to Mushroom Kingdom (it has mushroom-shaped houses), so it's best not to think too much about all that.
Interesting enough there's a sign in the Mario Odyssey trailer that says "New Donk City" and a street sign saying "Dixie ST", so that's Donkey Kong references allright.
koitsu wrote:
Be careful what you wish for.
You're saying they can't match F-Zero GX?
Kannagi wrote:
This is not a SNES dev forum ?
Oh, I'm an idiot... Because this is the forum I comment on the most, I often just type "SNESDEV" into Google and follow the link. I wasn't thinking.
Pokun wrote:
Only Joy-Con R has the Motion IR Camera
Yeah, that's what I meant. I don't think the lack of Amiibo sensor on the other controller is any big deal though. You normally use those in a non gameplay setting where you can wait to take turns with the sensor. I doubt the Motion IR Camera will be used much if at all, so it doesn't really matter, but if you're going to do it at all, you might as well go all the way. I just realized that I don't think this thing will have a camera, but the cameras that Nintendo puts in their devices have always been or really bad quality anyway.
Pokun wrote:
I agree with Espozo that it's time for another F-Zero that can compete with F-Zero X
You mean F-Zero GX? There were the two Gameboy Advance games after F-Zero GX, but I don't count those for a couple reasons. (Whoever though turning a game into a TV show and back into a game is an idiot, not that this type of thing hasn't been done before though.)
93143 wrote:
Even if there were an F-Zero game well along in development, showing it now would cannibalize Fast RMX, which is no way to treat Shin'en.
Survival of the fittest! The main reaction to Fast Racing Neo seemed to be "It's not F-Zero, but it will do for now."
93143 wrote:
the contortions you had to engage in to come up with an analogy to describe Arms speaks volumes
I wouldn't have an anti-ARMS bias if they didn't drag out the presentation of the game for 5 minutes. They totally overestimated how much people would care about that game, and I don't think the people who care about 1 2 Switch or ARMS would wait to watch a one hour livestream.
93143 wrote:
EDIT: I decline to give any further opinion of either game at this point. Insufficient data.
I think Nintendo took care of that with ARMS...
93143 wrote:
The bit where they had a couple of developers come out and say they were working on stuff, and then not show anything, did fall kinda flat IMO...
The translator made it worth it.
93143 wrote:
they can take that phone integration and shove it.
If it truly was like a phone (play over LTE) that would be badass.
Zepper wrote:
?Hardware? What's the hardware specs? What are you buying!?
I don't think they want you to know. (You can figure that out...
)
Zepper wrote:
Super Mario universe... in a CITY!? No fantasy-style like in Super Mario Sunshine, at least!? No. A coincidence with that Mario demos using the Unreal engine?
I immediately thought of Sonic Adventure. It's not
quite as ridiculous as that...
Pokun wrote:
Yeah let's hope that Nintendo have plans. I'm all for new franchises but I'd like to see old established franchises that I grew up with continue to thrive as well.
They have so many they left for the dump. Too bad they botched Star Fox.
Pokun wrote:
Interesting enough there's a sign in the Mario Odyssey trailer that says "New Donk City" and a street sign saying "Dixie ST", so that's Donkey Kong references allright.
That was awesome. I think I heard there was an Expresso and Winky street too (unless people are pulling my leg.)
Pokun wrote:
But what about Donkey Kong and Mario Bros? Mario was a carpenter, and later plumber
Mario Mario Sr., sometimes known by his rap name "Jumpman", was a carpenter. His sons Mario Mario Jr. and Luigi Mario are plumbers, and he's got a granddaughter named Rosalina.
It's just a theory.
I feel 1 2 Switch is a game that is mostly there to demonstrate what the joycon and the portability brings to the table, and as such, i think it should be a pack-in.
80 3rd party developers is a bunch. I wonder how many will have something presentable within the first month from release.
WheelInventor wrote:
and as such, i think it should be a pack-in.
It will be BS if that game is $60. Although my birthday is March 1st, I think I'm going to hold off buying one until the summer. By that point, there might be a Legend of Zelda or Splatoon Pack in (The two games I will get that will have been out.) Hell, even if there's a 1 2 Switch pack in, it's better than nothing.
Espozo wrote:
You're saying they can't match F-Zero GX? :lol:
No. Think about what you're asking, re: "reviving a beloved franchise". There is no way to "revive" such a thing and have it take on the exact same feeling as the original. Do you really want me to start listing off horribly failed "reboots" of classic games, as well as films? (They both suffer from the same driving force, and the same failure)
Again: be careful what you wish for.
@Koitsu I figure worse comes to worst, you can just ignore it. I'll still play F-Zero GX when I want to have my racing game fix, but I can think of a couple areas where they can improve/add things. A track editor would be awesome, and 30 player online would be insane. They can keep the gameplay exactly the same and just add new features.
I wish they did this with Super Smash Bros Melee...
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Espozo wrote:
@Koitsu I figure worse comes to worst, you can just ignore it.
That's true. I never understood those "you ruined my childhood" or similar comments that show up when bad sequels/remakes/reboots are made... the originals will remain untouched, nobody can rewrite the past and screw those up. Just ignore the new stuff and you'll be fine. After lots of disappointments, I haven't played a 3D Sonic game in years, and the classic series is still my absolute favorite game series of all time.
@Tokumaru I completely agree. Also, often times a series gets revived and ends up worse, it's not even by the same people which makes it that much easier to ignore. To me, a Super Monkey Ball game isn't a Super Monkey Ball game unless it's made by the people who made up AV (Which is in my opinion SEGA's best team they've ever had along with the original Sonic Team). I'm not even upset at the other ones, I just don't care. What does drive me crazy is when people linger on something like that to criticize it; it ends up having the opposite of the desired affect, kind of giving it more credibility than it deserves. You don't have to deny something's existence (which is just as dumb) if it never naturally enters the conversation. The day people finally get tired of dissecting the Star Wars prequels will be a good day, although I don't completely mind them and actually like the third one more than VII and Rogue One (fight me
).
I really do want to like it. The general direction is good, i think. But let's see. I have a wii u, with mario kart 8. So i wouldn't get a switch for that. Breath of the wild? I have time for about one major game, but it will release on wii u too, and i only have 720p screen anyway. Splatoon 2? It looks polished. But i feel satisfied with #1. The remaining attraction is that i could maybe use it when traveling or commuting. That doesn't work well with motion control games. Maybe it's not for me.
tokumaru wrote:
I never understood those "you ruined my childhood" or similar comments that show up when bad sequels/remakes/reboots are made... the originals will remain untouched
Except for original controllers, optical discs, lithium ion batteries, and (more rarely) cartridge contacts wearing out, and new TV-sized monitors becoming
incompatible with the original's video output.
WheelInventor wrote:
Splatoon 2? It looks polished. But i feel satisfied with #1
Until Nintendo pulls the plug on Wii U online play, just as Microsoft ended Xbox Live for the original Xbox and GameSpy ended Nintendo Wi-Fi Connection for Nintendo DS and the original Wii.
WheelInventor wrote:
The general direction is good, i think. But let's see
...how Nintendo can figure out how to make a mistake when all the cards are in their favor.
WheelInventor wrote:
I have a wii u, with mario kart 8.
I probably won't either. I can't even play Mario Kart 8 after playing F-Zero GX (which I got afterword at a local game store.) It feels like a downgrade from a game made in 2003. (It's a different audience, but it's not my audience.)
WheelInventor wrote:
Breath of the wild? I have time for about one major game
I actually figured that I'd have more chance to play it if it's portable. I have about 30 minutes or so between college classes I can play it.
WheelInventor wrote:
Splatoon 2? It looks polished. But i feel satisfied with #1.
I've played Splatoon 1 for over 500 hours, (back when I didn't also have college classes...) so any difference to the gameplay is greatly appreciated. Although not much different, (although compared to other shooter sequels, maybe not) what I saw different in the presentation and in the gameplay video was enough to sell me on it. I hope they ditch most of the older specials; they sucked and were imbalanced for any mode that wasn't Turf War (What are you supposed to do when the opposing team has a bubbler in Splat Zones? Give up?). Through a couple of modifications, this game seems more rigged to be competitive. As much as I liked the first, the Ranked Battle seemed like an afterthought despite being by far my favorite part of the game. There are a couple of "mistakes" I saw with the newest one though: the alternate firing modes for the two pistols and the roller use the jump button (I don't know why; there are plenty of buttons on the remote not being used) which is kind of a setback (You can still do everything you want to with the duel wielded pistols if you make sure you don't press the jump and shoot button at the same time, but why should you have to worry?) Also, the sub weapons and specials are still tied to the weapons, which feels like an arbitrary restriction. (Here's to hoping they ditch the stupid map rotation thing...) I'm still so happy for the roll dodge though even if it's only available to the pistols, as my biggest problem with the first game is how slow you moved (I had three speed ups to try and compensate, and even then it was just barely Halo speed).
WheelInventor wrote:
The remaining attraction is that i could maybe use it when traveling or commuting. That doesn't work well with motion control games.
It's fine for if you move the whole tablet like if you're aiming in Splatoon.
Okay, yeah, I'm excited Splatoon 2 in case you didn't notice...
tepples wrote:
Except for original controllers, optical discs, lithium ion batteries, and (more rarely) cartridge contacts wearing out, and new TV-sized monitors becoming
incompatible with the original's video output.
What I said holds up better for movies, since the gaming industry is more and more interested in renting stuff than actually selling anything durable. Fortunately, I abandoned video game consoles long enough ago that everything I care about can be emulated and doesn't require online services run by the game companies, so I'll probably be fine for the foreseeable future.
Espozo wrote:
There were the two Gameboy Advance games after F-Zero GX, but I don't count those for a couple reasons.
I haven't played Climax, but it is reportedly much better than GP Legend.
Espozo wrote:
30 player online would be insane
Maybe they're waiting on the technology/infrastructure for that. The last thing we need is for F-Zero to become a teleport-fest...
Then again, it's been a while since I paid much attention to the capabilities of online infrastructure. Anyone have any idea whether it's good enough for a 30-man F-Zero GX Grand Prix?
Quote:
They can keep the gameplay exactly the same
I mean, sure, the gameplay for GX was good. A bit too exploitable for my taste...
I like the idea of a game grounded solidly in Newtonian physics. Thrust, drag, lift, gravity. Moment vs. moment of inertia, centre of mass vs. centre of pressure. Kinetic energy accounting, feeding into stuff like collisions. A simple airbreathing engine model for calculating thrust given machine state, with the resulting jet blast effects complicating the machine's wake and any attempt to draft in it. Conservative/non-energy-adding track interaction -> no snaking. With the performance of these vehicles, a real-physics-based approach in normal gravity basically means flight would be easy to sustain once you got off the track, but it also means that driving along the track would be faster than flying due to the better angle of attack (apparently shock reflection doesn't radically alter the drag on a bullet in ground effect) and result in much tighter turns due to the magnetic grip. A reasonably intelligent rule system for preventing giant shortcuts might be all that's necessary to balance this.
Oh, and it needs a decent approximation of compressible aerodynamics. Use empirical functions or lookup tables for lift and drag and such if you have to, but if the Red Gazelle blows past you at 1800 km/h, you should hear a sonic boom. This should be properly harmonized with the Doppler effect and acoustic propagation delays, which implies an integrated semi-physical model.
I did the math, and with the right kind of high-efficiency airbreathing engine model and maybe a touch of aerodynamic handwaving (perhaps with deflector shields as an excuse), you could take off at 10-20 gees or more and still be unable to pass Mach 1 without boosting; F-Zero machines are pretty stubby as supersonic bodies go. Perhaps the shapes could be given implicit justification in that skinny machines with better supersonic performance have trouble with grip/steering and maybe shields/structural integrity, such that even machines with reasonable stats in those areas have to make disproportionate sacrifices in other areas (which is why you don't see many high aspect ratio AEA designs)...?
New feature: regenerative braking. Take some (not all) of the kinetic energy you shed by braking into a hairpin (which you would have to do in this game, because I feel like the brake button in F-Zero needs more love) and add it to the shield meter. Combine with arbitrary-length boosts, where holding the button down drains your shields into your engines at a given constant rate. This way, you can boost out of the turn and end up losing less speed without having to actually sacrifice any of the shield energy you had before slowing down. Unless it's the first lap, of course... This also means you can regain a bit of shield energy by braking if you need to - of course, the imperfect efficiency combined with the explicitly conservative physics means you can't exploit this by alternating or combining brake and boost; it will always be faster to just drive.
Remove the spin attack and nerf or remove the side attack. Slamming into an opponent, taking a bit of mutual damage in order to break his grip and hopefully send him into a wall or something, is fine, but the ability to insta-kill opponents without taking damage oneself is a tad broken...
That reminds me - once your shields are gone (or is it some kind of structural integrity field?), you should still be able to take some structural damage - the equivalent of power-down in the original, where your systems start not working properly as they get increasingly banged up. Perhaps this sort of damage could be slower to recover in a pit strip? In this situation you can of course still die instantly by running over a mine or slamming headlong into a wall at full speed - impact damage is related to impact energy, and kinetic energy is quadratic with velocity...
Change up or remove vehicle tuning. Trading off speed vs. acceleration on an already-built machine before every race doesn't make a lot of sense to me, but perhaps there's something else a tad more plausible that can be thought of. Maybe something subtle like trading grip for energy retention when using the shoulder buttons? Of course if a solid excuse for the speed vs. acceleration adjustment can be formulated, it can stay, but I'd like the whole range to see more use - in X there were almost no courses where tuning for acceleration was useful (or am I playing it wrong?), and in GX there were two settings: snaking and not snaking...
It would take a lot of work to balance all this, but I think it could be a very good technical racer with no ridiculous physics exploits while still being blindingly fast and requiring quick reflexes, and retaining a healthy admixture of vehicular combat. Rather than trying to directly compete with the over-the-top cheese-fest that was GX, it could be sold as more of a sequel to the original....
The above may or may not be evidence that aerospace engineers shouldn't be allowed to design video games. Regardless, if I ever actually end up making that SA-1 F-Zero, it will probably be something along those lines.
93143 wrote:
Maybe they're waiting on the technology/infrastructure for that. The last thing we need is for F-Zero to become a teleport-fest...
Thinking of Splatoon, you're probably right...
93143 wrote:
New feature: regenerative braking.
Uh, I guess? The thing that makes F-Zero GX so great is the fact you don't need to break, like ever. So many of these "fast" racing games are "fast" because you can't turn worth a damn and need to slow down or you'll crash, not like F-Zero GX where a turn is coming up on you so fast that you don't have time to think to react and crash.
93143 wrote:
Remove the spin attack and nerf or remove the side attack. Slamming into an opponent, taking a bit of mutual damage in order to break his grip and hopefully send him into a wall or something, is fine, but the ability to insta-kill opponents without taking damage oneself is a tad broken...
I actually agree. However, I never thought the spin attack was that good because it slows you down a little and makes it harder to control the vehicle.
93143 wrote:
That reminds me - once your shields are gone (or is it some kind of structural integrity field?), you should still be able to take some structural damage - the equivalent of power-down in the original, where your systems start not working properly as they get increasingly banged up. Perhaps this sort of damage could be slower to recover in a pit strip? You can of course still die instantly by slamming headlong into a wall at full speed - impact damage is related to impact energy, and kinetic energy is quadratic with velocity...
With how fast you're going in F-Zero X or GX (at least reportedly) just so much as brushing against the wall should tear the thing to shreds.
93143 wrote:
Change up or remove vehicle tuning. Trading off speed vs. acceleration on an already-built machine before every race doesn't make a lot of sense to me, but perhaps there's something else a tad more plausible that can be thought of. Maybe something subtle like trading grip for energy retention when using the shoulder buttons? Of course if a solid excuse for the speed vs. acceleration adjustment can be formulated, it can stay, but I'd like the whole range to see more use - in X there were almost no courses where tuning for acceleration was useful (or am I playing it wrong?), and in GX there were two settings: snaking and not snaking...
Agreed again.
93143 wrote:
It would take a lot of work to balance all this, but I think it could be a very good technical racer with no ridiculous physics exploits while still being blindingly fast and requiring quick reflexes, and retaining a healthy admixture of vehicular combat. Rather than trying to directly compete with the over-the-top cheese-fest that was GX, it could be sold as more of a sequel to the original.
I think a lot of what makes F-Zero GX so great though is all the BS maneuvers to get going as fast as you can while still racing, obviously. It's what makes the skill (or at least the practice for three months on a course) ceiling on that game higher than any other I can think of. I like the atmosphere of X more, but you got to love those cutscenes.
Yeah though, 93143, nobody plays F-Zero for realism, although I appreciate your commitment.
Oh, lastly, one thing that gives F-Zero GX to me major points over the others is that it was made by the people who made Super Monkey Ball. It blew my mind when I saw "AV" on the opening sequence. I'd love to see someone try to put the monkey race courses into F-Zero GX, considering the game engine is (somehow) just an updated Super Monkey Ball game engine. This is really obvious once you look at the debug menu.
93143 wrote:
Espozo wrote:
30 player online would be insane
Maybe they're waiting on the technology/infrastructure for that. The last thing we need is for F-Zero to become a teleport-fest...
Then again, it's been a while since I paid much attention to the capabilities of online infrastructure. Anyone have any idea whether it's good enough for a 30-man F-Zero GX Grand Prix?
At best I would expected it to probably do as well as the netcode for
http://www.armagetronad.org/ but long global distances will forever be a obstacle, and bufferbloat issues being triggered by massive hidden updates is not helping matters much.
Espozo wrote:
I'd love to see someone try to put the monkey race courses into F-Zero GX, considering the game engine is (somehow) just an updated Super Monkey Ball game engine. This is really obvious once you look at the debug menu.
I would argue that the physics and collision (while on the track) descended from the same code base as F-Zero X after watching videos like
https://www.youtube.com/watch?v=Q9CgmFMICpI, and
https://www.youtube.com/watch?v=USM2m0lNUL8, and comparing them to videos of the F-Zero X Disk Drive custom track maker.
JRoatch wrote:
I would argue that the physics and collision (while on the track) descended from the same code base as F-Zero X after watching videos like
https://www.youtube.com/watch?v=Q9CgmFMICpI, and
https://www.youtube.com/watch?v=USM2m0lNUL8, and comparing them to videos of the F-Zero X Disk Drive custom track maker.
It seems the game is a lot more hardcoded than I though. Yeah, Super Monkey Ball couldn't get away with that; The rendering engine being the same for both games still makes sense though, more than it being the same as F-Zero X anyway. (The track itself never degrades in quality like how the course doesn't in Super Monkey Ball, there's random floating stuff around the course that can though, like in Super Monkey Ball, but the far background doesn't, again like in Super Monkey Ball.)
Espozo wrote:
The thing that makes F-Zero GX so great is the fact you don't need to break, like ever. So many of these "fast" racing games are "fast" because you can't turn worth a damn and need to slow down or you'll crash, not like F-Zero GX where a turn is coming up on you so fast that you don't have time to think to react and crash.
I've never actually played F-Zero, so I'm curious: how does it compare to Mario Kart? I've played the SNES, GC, Wii and Wii U games to death, and I don't even remember which button the brake is on.
200cc is the first time I've ever had to slow down, and it's not because of turn rate - there's only two or three corners in the game I can't round at top speed, assuming I can react fast enough.
Just to clarify: I'm not trying to insult GX by calling it an over-the-top cheese fest. I'm just suggesting that it was such a triumphant over-the-top cheese fest that I'm not sure it's possible to top it, and a different approach may be warranted.
Then again, I may just be uncreative...
It's been suggested that Story Mode could expand beyond racing into a kind of bounty hunter action game embedded in the main game. I wonder if that would dilute the brand too much, or if it's a logical development. It would have to be really really good...
Regarding braking while turning, I'm not suggesting the sort of floaty, drifty physics you see in Wipeout or Redout or Fast Racing, or modern Mario Kart for that matter.
(Oh hey - Redout is also coming to Switch...) I just think some of the techniques you can use to get around tight turns are a bit cheap, and encouraging a little braking now and then by making it fill the boost meter might be preferable to using fake physics or repurposed attacks to avoid the necessity of ever touching that poor button. Even in the original, the way speed works usually means it's better to smash head-on into the wall than to deliberately slow down...
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There is certainly something to be said for the exhilaration of being able to just blast through a course without braking at all. But I don't see that F-Zero needs to remain exclusively that. Not counting X Cup, I can remember needing to brake exactly once in all of the F-Zero games I've played, and it was in X - if you don't slow down somehow before cresting that hill in Sector β, you will come off the track, and rescuing yourself is possible but difficult. I don't think the game suffers from including this one instance of necessary caution. (Both X and GX have similar spots where boosting will kill you, but I don't recall any others where normal speed can be too high.)
You'd still have speed demon courses, as well as more complicated ones that a skilled player could learn to navigate at full throttle. But in addition to that, you could have courses that
nobody could navigate at full throttle, justifying not only braking but the heretofore-unpopular prioritization of acceleration over top speed (the main reason anyone does it, as far as I can tell, is to exploit the physics engines in X and GX). The point of my regenerative braking idea was to prevent this sort of course design from slowing down the gameplay too much.
...
I may be entirely wrong about what kind of game I'd enjoy, never mind what others would enjoy. Just venting a bit of hot air, is all...
By braking fills the boost meter, did you mean "Kirby Air Ride"?
Reading your idea, when you say "that
nobody could navigate at full throttle", are you talking about the turns come up on you as fast as an F-Zero GX TAS and you can't react, or the car just can't handle quite fast enough? (which is almost never a problem of GX, as you can either quick turn or MTS out of basically any turn.) Your idea seems better to me now, like you make it to where you can go even faster than even tricks allow without doing any if you could somehow handle it, being able to focus only on making turns. What you could then do to add to the idea, is completely remove any sort of top speed or have the player able to gimp it for the sake of being able to control the vehicle. Thus, you'd actually make the acceleration vs top speed useless again. What I would instead do, is have the vehicles balance between acceleration (like I said, no top speed unless you want to set one) and handling (
not maneuverability; you should be able to run through the course without ever letting off the break if it's a TAS), but have it to where these attributes are locked to the vehicle. I'd make it to where you can set top speed every race though.
I'd really like to see this idea in an actual demo or something; it could be either extremely good, or extremely bad.
93143 wrote:
It's been suggested that Story Mode could expand beyond racing into a kind of bounty hunter action game. I wonder if that would dilute the brand too much, or if it's a logical development. It would have to be really really good...
I'd like to see Grand Theft Zero, or something, where you can go around as Captain Falcon in Mute City and beat the shit out of people.
It would be like if you could play the cutscenes in F-Zero GX, driving around to the places listed to start the racing part of the game but are able to do sidequest type stuff that maybe doesn't involve racing, or at least just doesn't advance the story. I think this might work for an F-Zero game; you would just leave everything other than Story Mode intact. (only F-Zero GX even has story mode, so a sort of alternate game mode like this wouldn't be too intrusive I don't think.)
Rahsennor wrote:
200cc is the first time I've ever had to slow down, and it's not because of turn rate
Have fun breaking in F-Zero GX. A lot. In the case of tricks,
A LOT.
This is how it goes, roughly (from fastest to slowest categories):
Legendary Speed: F-Zero GX TAS.
Ridiculous Speed: F-Zero X TAS, F-Zero GX tricks
Very Fast Speed: F-Zero X tricks, F-Zero GX
Fast Speed: 200cc, F-Zero X
tepples wrote:
By braking fills the boost meter, did you mean "Kirby Air Ride"?
No (I've never played it), but looking on YouTube there does seem to be something similar happening.
Espozo wrote:
Reading your idea, when you say "that nobody could navigate at full throttle", are you talking about the turns come up on you as fast as an F-Zero GX TAS and you can't react, or the car just can't handle quite fast enough?
The latter.
The scenario I'm looking at is roughly as follows:
1) head into a tight hairpin turn at high speed
2) brake to a significantly lower speed, causing your boost/shield meter to increase somewhat (as long as it isn't already full), while simultaneously hauling your machine around the corner with the main stick augmented by skillful use of both shoulder buttons (ie: best technique is barely adequate at this reduced speed)
3) after making the turn, hit the boost button long enough to expend the shield energy you gained by braking, which is less than the kinetic energy you bled off by braking (ie: the regenerator is not 100% efficient) and results in even less kinetic energy being added back to the machine (ie: the booster is not 100% efficient either)
One might expect the energy gained from braking to run out before you manage to return to the speed you were at before braking, but this isn't an absolute physical requirement, because as you come out of the turn the baseline engine output is already accelerating you, so the booster energy doesn't have to make up 100% of the braking energy in the time it takes to push it back out through the engines. On the other hand, aerodynamic drag does a fair bit of braking and you can't recover that, so it's a matter of what the ratios are like...
Either way, the upshot is that it makes slowing down for the turns less painful because you can speed back up more quickly afterwards without a net loss to your shield gauge (and it helps you feel cool for pulling off the maneuver, hopefully). It's not about exploiting turns to go faster than you could drive in a straight line.
This idea seems like it could take a fair bit of tweaking and still remain a workable gameplay mechanic. As long as it isn't exploitable and doesn't result in players cheesing straightaways by alternately boosting and braking or some nonsense, it should be fine... and the best way I know of to prevent that is to observe the Law of Conservation of Energy.
...
I'm not sure I like this talk of removing the top speed. Unless you're driving in space, which makes the obvious air inlets on F-Zero machines kinda mysterious, simple aerodynamic drag
will impose a top speed regardless of how the engines work - it's like terminal velocity when falling. I know F-Zero isn't a physics sim (yet - heh heh heh), but an in-atmosphere vehicle with no top speed is a bit too much for my suspension of disbelief...
...
...say. Could that right stick possibly serve as a throttle? Pushing it forward would accelerate your machine, pulling it back would brake. Moving it to one side would, uh... thrust vectoring? This could get complicated, and I'm not sure it doesn't step on the toes of the left stick and triggers...
No, there'd still be a top speed; it's 18,446,744,073,709,551,615 km/h
Aww, I was hoping you'd just expressed c in km/hr instead. (Which is roughly 1.08e9 kph)
Nah, you can already go 2,147,483,647 km/h in F-Zero GX, about twice as fast as that.
https://www.youtube.com/watch?v=McjdJjCYaXg
I kind of wish Mario Kart and F-Zero didn't focus so much on these cheesy speed boosts. But on the other hand you can still beat them without ever learning "Snaking" or "Momentum Throttle" and just stick to "real driving techniques". But it breaks online playing.
Espozo wrote:
Pokun wrote:
I agree with Espozo that it's time for another F-Zero that can compete with F-Zero X
You mean F-Zero GX? There were the two Gameboy Advance games after F-Zero GX, but I don't count those for a couple reasons. (Whoever though turning a game into a TV show and back into a game is an idiot, not that this type of thing hasn't been done before though.)
No I meant X. It's the game in the series I played and enjoyed the most. I liked F-Zero GX too though, especially story mode.
tepples wrote:
Pokun wrote:
But what about Donkey Kong and Mario Bros? Mario was a carpenter, and later plumber
Mario Mario Sr., sometimes known by his rap name "Jumpman", was a carpenter. His sons Mario Mario Jr. and Luigi Mario are plumbers, and he's got a granddaughter named Rosalina.
It's just a theory.
Ugh this is why one shouldn't try to make the Mario series too logical.
But modern Donkey Kong in DKC was supposed to be an adult Donkey Kong Jr rather than his son according to Rare.
WheelInventor wrote:
I feel 1 2 Switch is a game that is mostly there to demonstrate what the joycon and the portability brings to the table, and as such, i think it should be a pack-in.
Yeah this is basically Wii Play/Sports/Party for Switch. ARMS seems to be a little more than a new Wii Boxing.
I don't care for the looks of 1 2 Switch though. Couldn't they just use Mii characters as always? Come to think of it, Nintendo showed nothing Mii-related at all. Maybe they are aiming for a different market.
koitsu wrote:
Espozo wrote:
You're saying they can't match F-Zero GX?
No. Think about what you're asking, re: "reviving a beloved franchise". There is no way to "revive" such a thing and have it take on the exact same feeling as the original. Do you really want me to start listing off horribly failed "reboots" of classic games, as well as films? (They both suffer from the same driving force, and the same failure)
Well it's not like F-Zero GX is very old so it's not so much about reviving the series as just making another sequel. No need to reboot anything.
Star Fox and Pikmin recently got a sequel already so it's getting F-Zero's turn.
Espozo wrote:
93143 wrote:
It's been suggested that Story Mode could expand beyond racing into a kind of bounty hunter action game. I wonder if that would dilute the brand too much, or if it's a logical development. It would have to be really really good...
I'd like to see Grand Theft Zero, or something, where you can go around as Captain Falcon in Mute City and beat the shit out of people.
It would be like if you could play the cutscenes in F-Zero GX, driving around to the places listed to start the racing part of the game but are able to do sidequest type stuff that maybe doesn't involve racing, or at least just doesn't advance the story. I think this might work for an F-Zero game; you would just leave everything other than Story Mode intact. (only F-Zero GX even has story mode, so a sort of alternate game mode like this wouldn't be too intrusive I don't think.)
You are crazy!
Captain Falcon is supposed to be a hero! But yeah I really think they should expand on the Story Mode. Ever since reading the little introductory comic in the first F-Zero, I'd wanted to know more about the space opera world it takes place in. That's why Story Mode in GX (and Falcon Densetsu, although the anime timeline is slightly different) was so great.
I just found something important about the Nintendo Switch. For a minute, I forgot that's what this thread was about.
https://www.engadget.com/2017/01/14/nin ... -miiverse/ (basically, no more miiverse)
Damn it, Nintendo!
I guess they got tired of this
:
Aww, Miiverse was honestly one of the best parts of Splatoon.
I also liked it for Wind Waker HD selfies, and I had fun just leaving random sketches as comments in Mario Maker.
Agreed. Miiverse was great everywhere, (I loved the Super Smash Bros stage) but Splatoon especially so.
The only reason I can think of that they're getting rid of it for is that they wanted it to be for sharing "hints" and "strategies" or whatever (or they just don't want kids seeing a close up of an Inkling's ass covered in ink). They should have known better. Then again, this is the same company that expects you to pay them for uploading gameplay footage to YouTube.
Nintendo has officially fallen to Apple-level greed:
http://www.forbes.com/sites/insertcoin/ ... 73ef83559aI'll just list the prices here:
Joy Con Grip (The one with the system is only a plastic shell and can't charge, go figure.) - $30
Pro Controller - $70
Joy Con (individual) - $50
Joy Cons - $80
Switch Dock - $90
Snipperclips (whatever game this is, I'll just post it because it was in the article) - $20
1 2 Switch - $50
ARMS - $60
Holy shit, Nintendo! You're telling me, that if I want another set of Joy Cons with a grip, it's going to cost me over 1/3 the price of the whole system? Why even bother at that point? You might as well already overpriced Pro Controller, unless you
really want to play ARMS (Edit: Screw that, you don't even have to:
http://www.ign.com/articles/2017/01/16/ ... n-controls). The switch dock is also really overpriced (it's a plastic box with fans in it, give me a break) but I don't care because it's not like it's difficult to move the whole thing. This is the one I think they truly messed up on. Had they charged $40, (the thing can't cost more than that to manufacture) I think people might actually buy one or two of them. At $90? No; they'll just do what I'm going to if they want to play on another TV. $50 for what should have been a pack-in title is ridiculous, and although I'm not surprised in the slightest, ARMS which wouldn't be out of place in a minigame collection for $60 is just as bad (to me. If you can't already tell, I'm not a fan of this game.)
Is it bad that I'm actually hoping this thing has a 3DS-level launch?
For $300, you should be getting the charging grip and 1 2 Switch. I just pray that by "summer", they have some sort of pack in.
I agree that this is probably a soft launch. It could be to fill the retail channel so that the shortages seen in the the N64, Wii, and NES Classic Edition launches don't happen again, with a full-on marketing blitz in November.
I agree; the Wii U is as dead as a door nail. I did find it interesting that they shipped less units than they did with the Wii U, like they know the launch is going to be bad.
...And Gamestop is already sold out from pre orders...
http://www.polygon.com/nintendo-switch/ ... ray-market
Yeah well I think 1 2 Switch and ARMS are are made basically to demonstrate the new hardware just like Wii Play and Wii Sports or Pilotwings for Snes. Doesn't mean they will be bad though, Wii Sports and Pilotwings were great games.
I'm moderately interested in ARMS (on the other hand I don't see what's so fun about multiplayer only ink shooting). I'm worried how well my karate techniques will translate into the game though. In my style of karate we twist our arm during a standard punch in order to increase force, but in ARMS twisting seems to mean that you will throw a curve punch. So my habit of twisting might not work out as I want.
As for the prices, yeah this is the same situation as for the Wii. The Wii was a cheap console due to it being not as powerful as Sony's and Microsoft's. But the money is in the peripherals. If you wanted to buy all the necessary perihperals (extra remocons, nunchaku, classic controller, Wii motion plus, extra Gamecube controllers etc) it would cost almost like a PS3 anyway.
Espozo wrote:
Joy Con Grip (The one with the system is only a plastic shell and can't charge, go figure.) - $30
I thought I read somewhere that the original Grip can only charge while plugged in, while the Charge Grip has batteries and can charge them even when not plugged in. But now I read that's not the case. Hmm...
It didn't take long for third-party controllers to appear, though. I guess I paid around 15 per chinese Wii controller including motion plus and nunchuk, and third-party GC accessories were naturally already there.
In other news, I finally got an used WiiU, but damn are they still going for a lot. I paid 150 for mine, when my target was 100.
The price in Japan is even worse, they go for around $500 new. I thought I would save money by importing one as I did by buying a Japanese 3DS, and because I don't want to miss out on Japanese exclusives due to the region locking, but the Wii U is actually more expensive in Japan than in Europe. I guess they don't sell it bellow manufacturing price over there. Hopefully they will go down now when the Switch is coming.
calima wrote:
It didn't take long for third-party controllers to appear, though. I guess I paid around 15 per chinese Wii controller including motion plus and nunchuk, and third-party GC accessories were naturally already there.
Except that third-party controllers more often than not are of very bad quality compared to Nintendo's. My brother bought Chinese Wiimote remocon knock-offs of surprisingly good quality, but the speakers inside them where horribly bad so he had to dissconnect them. Useless crap.
Pokun wrote:
on the other hand I don't see what's so fun about multiplayer only ink shooting
The fun isn't the ink shooting, it's the part where you
kill "splat" the other players. I rarely ever play Turf War. Instead, I usually play whatever Ranked Battle mode there is. Even in Turf War, you don't have to focus on painting; if you run ahead and take everyone out, backing them all the way up to their base, you won, because even if other people aren't behind you painting, you still painted a trail to get where you are. There's not much more satisfying than taking out all four players of the other team back to back.
Pokun wrote:
Except that third-party controllers more often than not are of very bad quality compared to Nintendo's.
Yup... I had two Mad-Catz GameCube controllers where the control stick was all plastic except for a little rubber grip on top. They fell of ages ago, so all the was left was flat rounded plastic, and you couldn't grip it at all. Whenever I'd play Super Monkey Ball with friends, I'd make sure not to get those controllers. (Definitely not the game where you want a bad control stick.
) An even worse one I can think of, is a YOBO GameCube controller where the dead zone of the control stick was about the entire width (you couldn't walk in Super Smash Bros) and you needed to ram your thumb against the buttons in to get them to work.
Control sticks are not third party controllers' strong suit... My friend would always give me this crappy GameStop branded PS2 controller where you couldn't press the sticks in unless they were perfectly upright, because of how high they put the plastic surrounding it. I really want to know if the manufacturers of these even tried played a game with them...
@Pokun
Well, the WiiU pirate scene is already region free, so you could've gotten a local WiiU and some region-free hack. A similar thing exists for the 3DS.
Hacking my 3DS would mean I'd have to sacrifice any online services, including the 3DS Shop program, and when I bought it, hacking hadn't come very far either. I assume the goes for Wii U.
Besides with Swedish tax, importing a 3DS or a game from Japan, including the shipping fees, was still much cheaper then getting them locally (I had to get the AC Adapter locally though).
Getting a Japanese system guarantees I can play any Japanese game I want.
But with the Japanese prices of Wii U, it would be cheaper to get one locally.
@Espozo
I have to try this ink shooting sometime to see what all the fuzz is about.
I also have mostly bad experience with third-party accessories, and avoid them like the plague. I don't mind paying a little more as long as they are of excellent quality. There are exceptions among third-party though, Hori controllers are generally great. They are so good that they are sometimes licensed by first-party (like the Hori Mini Pad for Nintendo 64). The Hori Fighting Commander PC is probably the single best controller for PC Engine.
Apparently, DFC intelligence (apparently some company that guesses how much video games will sell, or something) is predicting the Switch is going to sell 40 million units by 2020 based "market research and statistics", whatever that means, which I find interesting, but unlikely. If you want to know more about how they found this number (I certainly do) they're selling a book called "Market Brief: Nintendo Switch Overview & Forecasts" for the reasonable price of $999.95.
http://www.dfcint.com/wp/
It would be nice if it did. I'm tired at seeing people playing crappy smart phone games on the train.
Looks like Zelda will be dubbed and there'll be no dual audio options. You can change the system language, but that means text will also be in Japanese.
F**k those stupid localizers, I'm getting a Japanese Switch and Japanese Zelda just in case!
You know it's supposed to be region free...
Yeah that's nice and all, that means I'll not be locked to only Japanese games like I am on 3DS. But getting the Japanese version of the game guarantees that it wasn't censored or otherwise localized, so I have nothing to loose. It might turn out that all versions are identical and have all languages selectable, but I don't want to take any chances on that.
Besides they just introduced another tax that basically makes electronics much more expensive when bought in Sweden. But not when buying from internet shops outside of Sweden, so it punishes local stores for no reason and encourages importing.
I don't think this tax is in effect yet, but the price of the Switch is basically already anounced, and it was much more expensive than in Japan. It will be much cheaper to import it myself, even if I have to pay consumption tax and shipping for it.
Quote:
I don't think this tax is in effect yet
I remember reading it's in effect from April and onwards. I wasn't aware until relatively recently, probably because i either buy electronics second hand, build them (if they're simple, like discrete synth/audio circuits) or import them from Germany.
I'll just note that from what I'm hearing, Arms is supposedly really good and deep, far more so than the trailer suggested. Coming on the heels of 1-2-Switch as it did (though note that we haven't seen the entirety of that game either), I think people just ignored what Nintendo said about Arms and assumed it was a cheap, gimmicky waggle-fest. (It should be noted that the gyro/accel in the Switch controllers is apparently far more precise than what Wii Boxing was developed for.)
If Arms is as good as the early reports suggest and does well as a result, I'm hoping they can make this into a pattern - Nintendo seems to be viewed by many as merely curating the relics of its long-vanished creative era, and however grossly unfair that is, there's a grain of truth in it.
(On the other hand, I do hope they haven't given up on stuff like Metroid and F-Zero. There are hopeful signs, at least around Metroid - but people are reporting that the Switch doesn't seem to have analog triggers, so regarding F-Zero I'm basically stuck hoping they're wrong... or that Nintendo has a better idea...)
I hope you heard those rumors from unbiased people that tested the game.
Wii Boxing was made long before the Motion Plus so there was no gyro sensor in the controller. Only the acceleration sensor.
Anyway I just hope these games will surprise us positivley like the early Wii games did.
Pokun wrote:
I hope you heard those rumors from unbiased people that tested the game.
I hope so too.
Really it's just what people have been saying on the Internet since seeing more of the game and playing it at the public events. I have no inside track. I realize my comment stands out more than it should since the thread had died down, but I'm not sure what I can do about that...
The thread will continue to revive anytime when news about the Switch comes up until the release of it.
Apparently the online feature will cost about 2000 or 3000 yen per year. That wasn't so bad.
It's pretty bad when you're so out of stock, that Gamestop has to randomly select 1,000 people who can get a pre order:
http://www.gamespot.com/articles/gamest ... 0-6447768/...And then there's this...
https://www.wired.com/2017/01/reggie-fi ... interview/In Nintendo's defense though, I don't know why anyone wanted to buy this at launch.
A random tidbit, but it seems Nintendo has been showing off the blue and red Switch more and more. I thought it looked pretty slick with the gray (much less like a child's toy than the Wii U controller, although it also looks less comfortable to hold...) but the mismatched sides are tacky as hell and really don't look good in the grip. If there were a way to get a fully red or blue one, I'd take it though. I suppose I could buy another one, but I'm not going to pay $50 more dollars on something stupid like that, considering I know I'll be buying a pro controller.
I guess Nintendo don't want to take too big risks after the failure of Wii U.
I really like the red, blue and black color theme, looks better than the standard grey/black one. I wish there was a variant with green though.
Yeah I'm also getting a Pro Controller so I probably won't need more than one Joy-Con set for a while. I'll guess I'll just take the blue/red one to start with.
Pokun wrote:
I guess Nintendo don't want to take too big risks after the failure of Wii U.
That makes some sense, but they can't possibly expect it to do as bad considering they made a Super Bowl ad (many people didn't even know what the Wii U was) and even if it did sell as bad, it's at least being sold at a profit. Nintendo has recently become a scalper's best friend.
Not very related, but I see Nintendo finally put the old Wario World development website out of commission and have replaced it with a non archaic one:
https://developer.nintendo.com/ (although I actually like the older website more. The fact it looked as old as it did but was still being maintained gave it charm.
) I swear, you'd think Breath of the Wild is the only game coming for the switch for how much Nintendo is advertising it. It's also kind of a mute point to sell the Switch for a game that you can get 90% intact on the Wii U, although I know they're hoping to draw in people who don't have a Wii U. You can't do that with Splatoon 2 (well, there's the first game, as Splatoon 2 doesn't look like it's going to be that much different, but still) and this appears to be even less the case for Super Mario Odyssey. If it weren't for the aforementioned games, I probably wouldn't get the Switch and would instead get Breath of the Wild for Wii U. It looks like a game you'd want to sit on the couch and play for a long time anyway.
Keep in mind that March isn't normally a massive shopping season. (In fact the system is launching on the first Friday of Lent...)
Also,
there's no such thing as a "mute point"...
93143 wrote:
Keep in mind that March isn't normally a massive shopping season.
I guess I'm forgetting not everyone has a March birthday...
93143 wrote:
there's no such thing as a "mute point"...
Yeah, I don't know what I did there...
Let me guess why it's not a fourth quarter release: Nintendo wants to give the early adopter demographic a chance to get the product before the holiday demographic. This way the firmware can have its bugs shaken out, and there's less chance of a prolonged shortage like that which plagued the first five quarters of Wii availability (or lack thereof).
A piece of shit with Splatoon 2 though...
I have to say, I'm incredibly disappointed by the dock. No padding? Are you for real? There's really nothing else to it either. (Just a plastic shell, that Nintendo is charging $90 for?...) Where did all this improved airflow nonsense come from? Why doesn't the Switch run at the improved clock speed at all times, seeing that the dock does virtually nothing? (Please tell me it's not just battery life...) I'd have assumed there'd be an extra fan to suck the air out, but nope. Nintendo's stance on their screens having dead pixels is a little less than, uh, good too. People's screens shouldn't be shitting out already after less than a week. Because of all this (I haven't even talked about the JoyCon wrist straps either) I'm actually surprised how much praise it's getting. It's like it wasn't even play tested, like the issue with the controllers, although fixed, and again the screen rubbing against the dock. I thought Samsung was bad with the Note 7 in this regard, but at least its problems don't appear day 1.
Who here has the Switch anyway? I went to Walmart for something unrelated the day it came out and decided to take a look, and they were all sold out. I ran into someone who was looking for a Switch and he said that every other store in town was too.
I just saw that this is supposedly Nintendo's fastest-selling console ever (including the Wii):
http://www.businessinsider.com/nintendo ... les-2017-3
Yeah it's to early for any numbers but I heard it's selling like hotcakes. Gamestop also said it was the best launch day in years. Considering March is no shopping season it is impressive, I still think the Switch will be a big success and that 40 million goal shouldn't be too hard to reach.
I don't have a Switch yet and I was gonna wait a bit after launch for any child diseases to be fixed first (such as those mentioned design problems) and maybe a price drop, but I changed my mind. I'm going to get one as soon as I can find it for a price close enough to the MSRP of 29980 yen. Right now scalpers are everywhere so I have no choice but to wait a bit.
I haven't heard anything about an improved airflow while docked. There is a fan inside the main unit and that's it I think.
Regarding the clock speed, it seems the Switch allows at least two different GPU clock speeds and this is switchable by the software. 768 MHz is only allowed when docked, but the programmer can choose to use the slower speed even when docked. The dock doesn't contain a clock though, it's just the Switch that senses that it is docked, and then it allows the 768 MHz mode to be used. The memory controller also has a switchable speed of 1331.2 or 1600 MHz with the higher speed only allowed in TV Mode, but the CPU always runs at 1020 MHz in all Play Modes.
And yes the reason the higher speeds aren't allowed in Portable/Table Mode is mainly because of battery life, but also because of the lower resolution screen. At 720p there's no need for the GPU to go at full speed if I understands it correctly. The battery life is already quite short as it is so I'm glad it's good at saving energy.
I don't really trust anything in that video that Zepper posted since it's obviously angled (looks to me like some doofus tried to force the strap on in the wrong direction), but I've read several reports of one of the Joy-Con's bluetooth communication sometimes not working correctly.
Problems I've heard about:
* Joy-Con bluetooth communication problems.
* The USB Type-C port's placement makes it normally impossible to charge the main unit in Table Mode. A stand will be released to take care of this problem, but that's one more purchase and it reduces its portability.
* Save files can only be stored within the internal 32 GB flash memory. All other things like screenshots, downloaded games and DLC can be stored on the SD card. So there is a hard upper limit for save files. I guess this is to prevent save file exploits, but I hope Nintendo will fix this somehow.
* Pro Controller is priced steeply! And it's a must get for me, I need that cross d-pad. The reason it's expensive might be because it seems to have almost all of the technology that are in the Joy-Cons.
* The Grip can't charge the Joy-Cons which means there's no way to charge them while using them in TV Mode without buying the Charge Grip. Really the Charge Grip should have been the standard Grip IMO. Of course any game, like 1,2 Switch, that requires the Joy-Cons to be loose (TV Mode or Table Mode) can't be played while charging no matter what.
* The dock scratches the screen. A screen protector is basically a must. Someone said that the ones Hori make comes off, but I can' find any evidence of that.
Maybe not hw-related, but the new Zelda is reported as having FPS drops on both WiiU and Switch (both modes). For a game years in dev that's kinda bad.
Pokun wrote:
Gamestop also said it was the best launch day in years.
"In years"? Like since holiday 2013?
Pokun wrote:
I haven't heard anything about an improved airflow while docked.
I hadn't heard anything official about it, but many people figured that all the space inside the dock was for something. Apparently, it's just a plastic box...
Pokun wrote:
At 720p there's no need for the GPU to go at full speed if I understands it correctly.
If you're shooting for 1080p when docked, then I guess? What if you want to keep the resolution consistent though and would rather opt for 60fps, 720p (assuming you can't have both 1080p and 60fps)? I think anything less than 3 hours battery life is absurd though; could they not have made the system thicker and stacked the battery behind the system board (rather than having it beside)?
Pokun wrote:
I don't really trust anything in that video that Zepper posted since it's obviously angled
Well, I don't see how the obviously broken screen and speakers could be operator error or anything like that (in that I think people are being honest). It's inevitable there will be systems sent out with problems though, and I don't think it's at the point of being an epidemic.
About the JoyCon grip, that's definitely a problem though. Nintendo figured they needed to lace the games in bitter apple (or something like that) to prevent kids from swallowing them, but they didn't figure that the same kids might put an accessory that looks nearly identical on both sides on the wrong way?
Pokun wrote:
* The USB Type-C port's placement makes it normally impossible to charge the main unit in Table Mode. A stand will be released to take care of this problem, but that's one more purchase and it reduces its portability.
I've also heard the kickstand in the back is really flimsy. I'm surprised the system doesn't fall over given how far off to the side the stand is.
Pokun wrote:
Save files can only be stored within the internal 32 GB flash memory.
Would you really have 32GB of save data though? That seems really excessive, but I haven't looked at how big save data is now a days. Even with increased textures and more voice samples and whatever, modern game sizes still baffle me.
Pokun wrote:
The reason it's expensive might be because it seems to have almost all of the technology that are in the Joy-Cons.
I think the reason is more along the lines of...
Pokun wrote:
it's a must get for me, I need that cross d-pad.
Pokun wrote:
Really the Charge Grip should have been the standard Grip IMO.
Again, it's Nintendo trying to wring every dollar out of you. It's kind of crazy that the two accessories that come with the Nintendo Switch outside of the JoyCons and any cables are 90% plastic and 100% plastic.
Pokun wrote:
* The dock scratches the screen.
I'm still shocked it's not padded in any way. When I first saw how easily it went in and out, I assumed that there were rubber wheels on the sides of the dock, but it's just plastic...
Pokun wrote:
Someone said that the ones Hori make comes off, but I can' find any evidence of that.
http://www.frys.com/product/9084417?sou ... wAodD5sFiw calima wrote:
Maybe not hw-related, but the new Zelda is reported as having FPS drops on both WiiU and Switch (both modes). For a game years in dev that's kinda bad.
I was amazed when I first saw that. having framerate problems at 900p,
30fps is absurd. I might be the only one who feels this way, but I really don't think the graphics in the game are very good at all. Once any landmass is 10 yards away from you, it turns into Play-Doh. Everything also looks really de-saturated, except for the weird neon grass. For the longest time, I thought the game ran at 1080p, 60fps; I wouldn't be complaining there.
Quote:
I don't really trust anything in that video that Zepper posted since it's obviously angled (looks to me like some doofus tried to force the strap on in the wrong direction), but I've read several reports of one of the Joy-Con's bluetooth communication sometimes not working correctly.
That's
bad.
More videos are coming out on YouTube. Dozens of them, and get ready for thousands.
Your comment about the video means nothing, but yeah... you must be ignored for good.
Could you just tell us that you're linking to a Wikipedia page on "denialism"?
Espozo wrote:
Could you just tell us that you're linking to a Wikipedia page on "denialism"?
Any problem? Let's remove it.
Well, I watched a YouTube video of Velberan's channel, and he explained a few things about the recent bugs and problems. The Joycon connection seems to fail due to the position of your hands... covering most of the Joycon, so you would need to be nearby the Switch. The strap is being connected in reverse! That's not printed anywhere. About the screen (game) problems, well... it may be overheat (battery related, since it's big) affecting the inner components.
Zepper wrote:
The strap is being connected in reverse! That's not printed anywhere.
There's a plus and a minus sign engraved on either side, but it's easy to miss. It's definitely a problem.
Yeah well I personally think it seems a little stupid (although I haven't tried it myself yet), I mean even as a kid I could figure out to insert things like batteries the correct way by looking at how they are marked and so on. But you are right, monster parents with stupid kids are going to complain to Nintendo why they didn't make it fool-proof to prevent the kids to break their toy the very first day. And yeah things like this should generally really only be able to be inserted one way for many reasons.
Espozo wrote:
Pokun wrote:
I haven't heard anything about an improved airflow while docked.
I hadn't heard anything official about it, but many people figured that all the space inside the dock was for something. Apparently, it's just a plastic box...
Well that makes sense to assume since it may run at higher speed when docked. But the only thing inside the dock is curcuitry for the HDMI and USB ports, and it takes up only a small fraction of the dock.
Espozo wrote:
Pokun wrote:
At 720p there's no need for the GPU to go at full speed if I understands it correctly.
If you're shooting for 1080p when docked, then I guess? What if you want to keep the resolution consistent though and would rather opt for 60fps, 720p (assuming you can't have both 1080p and 60fps)? I think anything less than 3 hours battery life is absurd though; could they not have made the system thicker and stacked the battery behind the system board (rather than having it beside)?
I have no idea if this part could have been done much better. But yeah I think I'd also prefer more battery life even if it made it a little thicker. I mean it's not like you can put it in your pocket anyway so why bother make it so thin. It just seems more uncomfortable to hold.
Quote:
Would you really have 32GB of save data though? That seems really excessive, but I haven't looked at how big save data is now a days. Even with increased textures and more voice samples and whatever, modern game sizes still baffle me.
It's a principal thing. I just don't like potential limits like this. And yeah I have no idea either how big save files are nowdays, but I think some games takes up a lot of space, and then there are system updates that may increase the total size of the system on the same memory. The 3DS could at least have save data on cartridges but the Switch seems to have all saves in the internal storage memory.
You are not alone in being baffled about the size of modern games. I tried to install a game on my laptop some year ago and was surprised that it took 20 GB of space! There's no way I would have that much space left on a puny laptop harddrive! I don't think I made a Famicom game bigger than 16 kB!
Quote:
Again, it's Nintendo trying to wring every dollar out of you. It's kind of crazy that the two accessories that come with the Nintendo Switch outside of the JoyCons and any cables are 90% plastic and 100% plastic.
Yes you said it. Everyone knows it, and I'm stuck in that trap since long ago...
Zepper wrote:
Quote:
I don't really trust anything in that video that Zepper posted since it's obviously angled (looks to me like some doofus tried to force the strap on in the wrong direction), but I've read several reports of one of the Joy-Con's bluetooth communication sometimes not working correctly.
That's
bad.
More videos are coming out on YouTube. Dozens of them, and get ready for thousands.
Well how am I supposed to take something like that seriously? You made an obviously biased post that seems to be aimed to unfairly hurt the Switch's reputation, and posted a video that was obviously biased the same way taking a bunch of videos out of context to highlight all the bad and the defective units from the Switch launch day. I never said the owners are lying or that the units in the videos aren't really defective. If you posted a little more serious article that were actually trying to map out the potential problems with the Switch it would be worth arguing. But it wasn't that, so I'm not going to.
Oh about Hori's screen protectors:
https://www.amazon.com/dp/B01NCX8UUG/re ... merReviewsLook at the reviews, I wonder if it's a coincedence that they all says it comes off.
It's surprising though, Hori normally makes great accessories.
Pokun wrote:
Well how am I supposed to take something like that seriously?
It's easy. Just take 2 years before buying a Switch - otherwise, you're a beta tester of the initial units.
The next batch might bring some kind of fix, but I dunno. Perhaps changes in new models of 64, 128, 256GB... who knows?
If that video (and many others!) is meaningless to you, well... go ahead, buy one and be happy. Just as side note, I own every Nintendo console, and the big surprise to me was NES->Super NES, then N64->GameCube. The rest are nothing more than "more from the same".
I see what you mean. I was initially going to wait, maybe not 2 years, but at least wait to see if it turned out to have lots of problems, which all modern consoles seems to have nowdays at launch. And there may also be a new model with improvements or fixes of old problems, but early adopting has its benefits too.
I seldom buy consoles at launch nowdays but this time I'm considering being an early adopter because I'm pumped up for it now.
Also Nintendo consoles usually doesn't have as many problems as say Microsoft's do, and Gamecube and earlier consoles almost never had problems at all (save for the early Famicom which apparently had serious glitches), although the Wii had that heating problem in some units, which broke the GPU when using WiiConnect24.
But I can't find it for a normal price at the moment so I have no choice but to wait a bit longer.
93143 wrote:
New feature: regenerative braking. Take some (not all) of the kinetic energy you shed by braking into a hairpin (which you would have to do in this game, because I feel like the brake button in F-Zero needs more love) and add it to the shield meter. Combine with arbitrary-length boosts, where holding the button down drains your shields into your engines at a given constant rate. This way, you can boost out of the turn and end up losing less speed without having to actually sacrifice any of the shield energy you had before slowing down.
tepples wrote:
By braking fills the boost meter, did you mean "Kirby Air Ride"?
So, uh... Turns out you can actually do this in modern-day LMP1, and somewhat in F1 too. The Audi R18, for example, normally gets about 500-550 hp to the rear wheels from its diesel engine, but when the driver pushes the boost button it gets another ~450 hp or so to the front wheels from the electric drive system. Obviously the battery's state of charge doesn't affect the car's durability, but if iRacing videos on YouTube are any guide, the feeling of charging up while braking into a corner and then blasting back out with the energy you gained certainly seems to be there.
I swear I did not know about this when I came up with the idea. I knew what regenerative braking was, but I thought it was just a thing Priuses did to save fuel...
Also, funny story: the modern Audi R18's internal combustion engine (which ultimately supplies all the energy for the race) has a rated power output no higher, and maybe a bit lower, than that of a car the same company built in 1936 - the Auto Union Type C. The kicker is that the Auto Union was lighter. Obviously everything else about the R18 is far superior, but weirdly enough the two most basic stats aren't.