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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)BR
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2 yr. ago

  • Who wants a virtual card of the Splatoon 2 World Premiere Splatfest? Or the Arms Global Testpunch? I can do that apparently.

    What I can't do specifically is a virtual card of Super Mario Bros 35. Of course it wouldn't work either, but that tells me they specifically removed that possibility.

    They're ashamed of what they took from us for absolutely no reason. SMB35 was the shit.

  • I think it's a funny way to point out how absurd that monetisation is.

    Made me think of an old James Stephanie Sterling review of Dungeon Keeper (not the real one, the shitty mobile game made 20 years later by EA). It made you wait forever for the basic action of digging rooms to add to your dungeon, in order to sell you speed boosts of course.

    The comparison Sterling made was something like, for the same price right now, you could dig up 20 squares in this pseudo-game, or buy several copies of the actual Dungeon Keeper .

  • It's a bit awkward, because I liked HZD, I completed it, DLC and all, but I don't consider it a good open world. I learned after a few hours that exploring is almost never rewarded, and you'd way better follow the few very obvious threads the game is setting up for you.

    Going into a hidden path before you're sent there by a quest is just wasting time, you're going to struggle a lot, you'll get nothing at the end and you'll often even have to go back the way you came. Going outright off-road, even a little, spams you with "turn back now or I reload your save" messages. Which is baffling, I've never seen a game trying such a bad way to keep you inside the playing area. And I don't think I've ever seen a game border that's such a mess to begin with.

    Great story, great characters, fun battle mechanics. But as an open-world game, I don't think it works.

  • A map made of blue rectangles with white outlines joking, saw quite enough of those already.

    A pet peeve of mine : a new ability should not be used to just go through one or two obstacles and never again. Best case is it has potential uses outside the ability gates, for example it gives you new moves or options you can exploit in combat and such. Because if not it may as well be just an ordinary key, and though it's okay to have a couple locks and keys in your game, your new "power" being reduced to that is frustrating.

    As an example of what not to do IMO, there's an item called the Spinner, a cogwheel machine you can ride in The Legend of Zelda : Twilight Princess. It looks crazy and cool as fuck... And you use it 3 times in the whole game, because it works on rails, there are very few rails and it's completely useless everywhere else. Boo.

  • Back then on my GBA I got stuck in a Zelda Oracles dungeon for quite some time until I looked up what I was supposed to do. Turns out there was a hint, I had read it, but it was mistranslated and was garbled in my language.

    It's supposed to tell you running makes you jump farther. Translated text doesn't mention jumping and instead sounds like a weird nonsensical idiom about "travelling far". Specifically travelling in the sense going on a trip, not just going from place A to place B.

  • I had tried a few times before, but the first time I actually completed Metroid 1 was just after its remake, Zero Mission. The original game was included (also as a bonus in one of the Metroid Prime).

    The thing is, the map structure is the same (just with extra levels, more puzzles and ability gating). Power-ups and bosses that already existed in 1 are at the exact same spots. Helps a lot if you can just remember where important stuff is supposed to be.

  • Yeah, the maze with button platforms is catacombs, that was definitely the one that had me stuck the longest time. Partly because of the maze-like structure and partly because it relies on a few climbable walls that are a lot less obvious than the usual and a very missable teleport tile.

    There's also plenty of places especially in treetop village where I was like "how the fuck am I supposed to go there?". Turns out none of them is really necessary (and some might just not be normally accessible, even though they have items?) but that's still confusing.

    And even though I didn't get lost too bad in it, Final confrontation surprised me. From the name I went into it expecting maybe a short level and the boss fight. That thing took forever to go through. I even had multiple moments where I was like, "lots of ammo, music is becoming ominous, here we are, boss fight"... And... No. Just another room full of enemies.

  • I am not really seeing it. I did finish it without a guide back then. It was the Windows 9x port, but I don't think it changes much.

    Really in my case a guide would not help for the hardest parts, which were mostly the crazy moves needed to push those floating things to break rocks and to swim against currents with boulders.

  • In any case, Mario doesn’t exactly need picture perfect ray traced lit graphics where you can see every fiber of his mustache or how his overalls reflect light just right so you can see the denim texture.

    Nah, the only thing he needed was nose jiggle physics actually.

    I still can't understand how that even crossed someone's mind. It's funny though.

  • On a still picture taken in the right place, maybe. Bright, cartoony graphics also help. The Mario style is probably not the kind that's best to showcase graphic power.

    Anyway, animation, lighting and physics is where you can see the gap between Odyssey and Sunshine. Also richer, bigger environments, even though Sunshine used a lot of tricks and already looked rather impressive for the time on that front. Well, until framerate dropped into single-digit halfway through Noki Bay.

  • Mario games have done that for a few episodes after this too. And also for 2D games that baffling thing where you can only save after finishing a castle or fortress.

    Then Super Mario Odyssey just gets rid of lives completely, and nothing of value was lost.

  • Except the thing XBox tried to do required a permanent online connection to play your own games, which was what caused the most backlash.

    I certainly hope it's not the case for Switch (2) and you can still start your games offline, since, you know, it's supposed to be a handheld too.

    Also XBox tried to apply their DRM to physical media too, whereas this only changes how downloaded content works.