• Nintendo General -
    999 replies, posted
On the ship stage you don't even need to zone shot, if you bounce the ball off the mast it can hit the doubles partner if they're not moving It's complete bullshit
For the people who are still playing Hyrule Warriors, specifically on Adventure Mode, there's a map on r/HyruleWarriors that explains the difficulty levels and the requirements needed for A Rank. https://i.redd.it/oebw1mskv0611.png
Tenta missiles aren't fun? They're probably the absoutle easiest of the supers to avoid.
Not when your teammates are nearby, or the enemy team has two or more people with Missile specials. It forces you to distance yourself and move around without causing its user any risk. I've started using Bomb Defense Up as at least a main in most of my sets, so I almost always get away from them unscathed, but they're still a nuisance.
Fighting an enemy team that has 4 tenta missile users is absolutely miserable. Bonus points if they have special charge up. Gives me splatoon 1 inkstrike ptsd...
That explains why my Gyro wouldn't work at times. I thought it was lag. Camelot, the hell?!
https://www.youtube.com/watch?v=VuVUHLV1cK8
I'm entertained by the fact that a MGS-Bomberman crossover is one of the least "out there" announcements in this video. Ayako Katagiri is from a dating sim for the PC Engine Super CD called Tokimeki Memorial. Why is this relevant to Bomberman? Possibly because the game has a "bomb" system where if you don't date one of the girls, they will get upset and spread gossip, which reduces your love meters with each of the other girls.
Look at all these IPs imprisoned in Konami's clutches. Only missing Castlevania reps and the likes of other beloved series.
I think it has less to do with relevance, and more just adding characters in. Cameos and such. After all, it isn't as if they are going to put those characters to good use elsewhere.
Dracula and Simon are already added. Seriously Bomberman R is a weird Konami All-Stars game now
Mario Tennis is fun, but it's also fucking infuriating. I know tennis is all about positioning, but it feels like there are some situations where you're absolutely fucked no matter what you do. Assuming you're not playing against someone using a lag switch to throw you off your timing, you need to be able to know exactly where your opponent is going to hit the ball in order to return it. The only way you can know this is when they hit the ball, but if you wait for them to hit the ball, 9 times out of 10 it's too late to do anything. Trick Shots drain your meter if you don't time them perfectly, so they're not helpful unless you're already standing exactly the right distance away from where the ball is going to land (and even then, you run the risk of just dashing past the ball without hitting it). Sometimes there seems to be a sort of auto-aim mechanic, where your character will dive and return the ball if you're close enough. Other times, the ball can be headed right for you and they'll blindly swing away from it without moving so much as an inch. Rosalina can curve balls out of bounds on her serve (and still get the point), so that's awesome, and there isn't any sort of visual indicator to let you know a drop shot is coming your way. The ball can be hurtling towards you while on fire, only to suddenly stop without warning and give your opponent a free point. Also, you can't turn off the "Direction + Double Tap" option for doing Trick Shots, so have fun accidentally leaping all over the place, burning meter for no reason when all you want to do is hit a lob. ALSO you can't start charging a hit until your opponent has already hit it back to you, so the whole "charge until your racket shines to stumble them" mechanic hardly ever factors into a match. Like, I've done all the tutorials, I've been breezing through Adventure Mode with no problem, is there something I'm missing? Is this one of those deals where the game has a "tutorial" that doesn't even come close to teaching you the real mechanics of the game? Because I haven't found myself getting this tilted at a game in years; I could easily see this being one of those situations where I don't even bother with the online because of how janky and ill-thought-out the mechanics feel. Is this one of those things where I just need to get used to it? How do I get gud?
Charge your swing then trick shot for the homing version. It's braindead easy when you get used to it. Also just play simple. You'll see way more than Bowser Jr spam there. Kind of a shame but I can't stand the other way anymore due to Jr's ruining everything.
If a Tricky (possibly also Defensive) character goes near the side of the court before serving, position yourself on the opposite side, about mid-range. Their shot will either go way outside or slowly down the middle in a straight line. Drop shots require a fully charged shot and the ball will be glowing white. If the other player can charge a full shot, you probably made a mistake beforehand anyway, like not countering their shot type or shooting a slow ball straight at them. So if they're charged completely, stay in the center and be ready to react quickly to the color of the ball. Just don't use X at all. Use B>A for drop shot, A>B for lob, and the right joystick for Trick Shots. It's meant to be a way to punish a mistake. If you could charge as soon as you hit the ball you'd be throwing fully charged shots all the time.
I wanted to play a match against NOT Jr, and I had to wait over 10 minutes to find a match, and then my controls were reversed. I'm gonna take a break until they fix this game, it's borderline unplayable for me.
wasnt ganon in ww wasn't like his usual self?
Skyward Sword's plot is such a lame way to railroad the rest of the series.
https://twitter.com/GulorpleGump/status/1011682408410877952 finally, it's time
I wish Mario Tennis wasn't as hardcore competitive as it is. I was hoping for a chill tennis game.
What the fuck did I just watch...
https://twitter.com/MorphiesLaw/status/1012000384250937345
You know what I'd like to see in the next Zelda game? Expanding the climbing mechanic. It'd would be neat if the grappling hook returned to swing across ledges or the hook/clawshot to pull yourself up on certain walls What I'd really like is if you could scale larger enemies ala Shadow of the Colossus. Imagine going against a Molgera type boss like this https://youtu.be/Rq1FY9_UdAU
https://twitter.com/NintendoAmerica/status/1012002908076953600 Friendly reminder. I just need to get an extra controller...
Yeah all I really want from the next Zelda is for them to refine BOTW engine/gameplay. -Classic style - themed dungeons - with hard puzzles, unique enemies and bosses -Dungeons could still be open to go whenever, but maybe have tiers of Dungeon difficulty? Or have a new harder set open up after completing the first set. -Return of items. Definitely think the hook shot would be an amazing late game item to compliment the climbing system. -If they’re gonna have Labrynths again, get rid of the ability to climb the walls. It was too easy to beat those by just climbing to the top. -Unique Mounts that you can keep would be cool. -More unique weapons. Few Legendary hard to find weapons that actually play differently, rather than just being stronger with an elemental effect. -Keep the combat simple, but maybe they could add a little more depth. -Real big enemies/boss fights. -More meaningful quests that aren’t just fetch quest that give you a couple rupees.
The enxt Zelda game just needs variety in general. BOTW was lacking in variety period. Not enought ypes of enemy, little to no difference betweenweapons. Every shrine used the same visuals. All the bosses were almost the same. The end goal of the game also needs omething more than just collecting shrine orbs and Korok seeds. That's all there was to do after defeating the divine beasts and Ganon. You just collected things for the sake of it, and thre wasn't really any end goal. Getting weapons wasn't very satisfying either. Everything broke too easily, and the legendary weapons required too much management in return for too little. Now it's a good idea to have no one weapon be the ultimate weapon, the game just got to the point where no weapon felt like it mattered. I spent more time using the master sword to chop down trees, since it just came back, but always broke too soon in combat. BOTW had a ton of good ideas and presentation, but it's ultimately very bare bones.
I have an idea for the dungeon scaling, altho might take a lot from the devs but I kinda like the concept. Basically, each dungeon, aside from the first mandatory one, would have multiple ways to solve it. But not in the way some shrines are done entirely. I replayed a lot of OoT 3D and Master Quest remixed dungeons gave me the idea that dungeon should dynamically change their layout depending on how much farther you are in the game. Kinda like how BotW enemies change as you progress. Let's take the Water Temple. MQ Water Temple has a completely different way to solve the same layout and even makes you miss an entire section of it (a huge detour filled with pools, on pretty big with rolling spikes). Let's take this concept and apply it to a dynamic scale in which the game loads a variant of the dungeon based on a determined value (boss defeated, dungeon unlocked, special item retrieved, etc), making it so that you make the player feel like he's not running on a flatline in difficulty. The changes could from length, new rooms, position of chest/items, new puzzles, etc. Kinda like MQ really. Same can apply to the world btw. For example, hearts could determine the difficulty of enemies, which are also determined by how far you are in the game. But what if you play with 3 hearts? Well, the game would compensate by mixing both really weak and really strong opponents. Someone with 20 hearts would not even see weak tier 1 opponents anymore and would see monster that 3-heart runners won't. Also something I really wish they do is a Tarrey Town style music buildup but for the Overworld. Each time you save a part of Hyrule, a new instrument based on the region is added and by the end of the game, you end up having an actual theme as well as keep the "atmospheric feel" when you start the game. So you not only have yourself getting stronger, the music ends up adding this heroic and confident feeling. Like "Yes! Look at the world that I'm saving. I'm doing a good!" Something that I could see happening.
https://youtu.be/EIKb01oHDLo crosspost for all you kirby fans (and soon to be kirby fans)
Oh Crash for Switch comes out on Friday. Huh. I wish I remembered that I shouldn't be spending $35 right now but whatever
https://twitter.com/NintendoNYC/status/1012073879945273344 There goes my scalping technique. Still, I give them props for dealing with scalpers.
It's exciting, imo. I never had the chance to play Crash as I had always stuck to the Nintendo side of things growing up. The closest thing was the Crash Bandicoot game on GBA.
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