Nintendo General - Based on the SouljaGame's Biggest Third-Party Publisher
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Mom said it’s my turn to use the master sword
the lighting in the second image makes it look like he has a micro penis
I'm really bummed Master Mode was never a NG+ type mode, where you bring with you all upgraded pouches, materials and, what could be neat, two pieces of clothing to fill in the chests at the beginning.
Even have the Shrines visible on map but you have to activate them to warp.
Skyward Sword allowed you to keep all bugs and materials left from the file you used and made the base Skyward Strike charge faster (True Master Sword would end up charging instantly by the end game of Hero Mode making it an amazing projectile to spam)
Fucking SS did it better! I hope the Zelda series, if they keep Hero/Master modes, act more like NG+ then just... whatever BotW has.
That or do a Master Quest/2nd Quest remix of the game, with new dungeons (if they add any next game).
Just something that makes you play differently. Even give monsters new attacks. Something that makes the mode not an absolute slug.
I think at the very least having the non-plateau shrines be randomized would have been a good addition to master mode
Maybe even new weapons
Or, if we're considering balancing, rebalance the boss battle rematches and Trail of the Sword from the DLC to better fit the new mode, since both of them are nigh impossible without absolutely perfect playing. It feels like they didn't test either of them in Master Mode to see if they were possible or at least feasible.
BotW in general, aside from it's core gameplay which the game doesn't deviate enough from, was rushed.
I will always believe the new engine is to blame for all the short comings of what is my favorite open-world game in a long time. It's a very solid engine with some of the most interesting interactions that opens up a LOT of neat shenanigans, like flying trunks/boulders.
But just looking at the concept art, they had a lot of ideas that didn't make it in, some of which fans complained about not being in.
Like the blacksmith! They had that in mind but I'm guessing it wasn't a priority. There's a small note in the new artbook about them noting what he could offer, one of which was upgrades.
Same with enemy variety. Engine is new, new means trial and error and working with what's the easiest, safest method, as this game isn't FF15. They need to work with what's good and roll with it. Hence why we got a lot of bipedal or simple monsters. I'm surprised we never got Like-Likes! Wouldn't fitted perfectly.
I would assume their goal was not quantity but rather quality and it shows. The little of what we got is nicely polished.
Sure performance isn't the toppest of notches but they managed to make it run on a fucking Wii U and stabilize it later on. Between both version, the Wii U only lags slightly behind.
Story... eh. Needs some work but Zelda was never the strongest in story. Couple titles nailed it, others not so much. But it was still enjoyable. The snippets of personal life we got from Zelda definitely made me like her much more over the course of the game. Mostly because she's a huge fucking dork and that's adorable coming from a character that often got shafted from it's role, like SS Zelda, or had not much of an impact, like ALBW's and others.
And then we had the hidden gems throughout the game. Eventide Island, Thyphlo Ruins (shrine in the complete darkness), the Twin Peaks puzzle, the infamous constellation puzzle, the electric puzzles, etc. If they were integrated naturally within the world, how amazing would that have been!! Well, two of them were but still. BotW had neat moments like these that made me crave for more.
It isn't perfect but it's a fucking solid foundation for the next game. I wouldn't mind if they kept the same enemies and added more on top. Add more lore about the world! Forgotten Temple had a bigger role at some point that would serve as a big reference to past deeds of the Hero and Goddess. Which is why we get the Tunic of the Wilds in that location. Sadly, it didn't happen.
The world needed more mystery like those that the player can decipher. And not just references, stuff like the Gerudo language hiding was is basically a sort of code of conduct.
Sometimes, it's the tiny things. Hell, hide lore in items/location. Worked great for Dark Souls and Metroid Prime.
I miss caves and stuff that worked like dungeons but weren't exactly structured like main dungeons or shrines
The Yiga Hideout was a great step in that direction but it was pretty much the only area like it.
Master Mode seemed like a really great way to remix the game, but then they slapped in a bunch of trash difficulty changes that does nothing but make me hate it
*Continuously slaps around a golden enemy across the ground in a permanent ragdoll state while the health gauge doesn't budge*
Like i've said about BOTW before, and others. The lack of Variety, high repetition, and no new tools really hurt it. For the enxt one, keep shrines but cut down the number drastically, bring back dungeons, and add more skills and tools earned in the world and dungeons.
There also needs to be a bit more to exploring. Too often exploring was only rewarded with a simple shrine or Korok, too rarely with unique items or encounters. Like said above, more hidden encounters and items, more lore tid bits, more unique things and less disposable items.
Maybe it's just me but I love that kind of challenge in Zelda games, since it really tests your knowledge of how to exploit the game to get through these seemingly impossible challenges. The Cave of Shadows in Hero Mode in Twilight Princess HD, and the Lightning Round in Hero Mode in Skyward Sword are like that too. I was honestly disappointed that the Ancient Arrows in the Final Trials were still there in Master Mode, since I figure that by that point, in that mode, you shouldn't be allowed a get-out-of-jail-free card to skip past the Guardians and Lynels in the Final Trials. The Ganonblight memory battles in Master Mode are great for this too.
Shigesato Itoi said this recently on Twitter. I found it while browsing the Earthbound sub-reddit.
https://mobile.twitter.com/itoi_shigesato/status/1092103475444371456
Which translates to:
"I want to try "MOTHER 3" as a player. I have never done it through, but to be honest."
It's surprising to see that he hasn't played his own game before.
Keyword is as a player, likely because of working on it, he knew the whole story and how it all works, possibly played segments or parts of it plenty as part of playtesting, and kinda never really had a chance to sit down and take it in, especially hard with RPGs.
I take it as like, considering it's been 15 something years since Mother 3, it's finally fizzled a bit in his memory and he can just sit down and enjoy it for what it is.
Yeah as much as I love BOTW, the lack of enemy variety is fucking baffling, considering not only does it have very few enemy types, like nearly every staple enemy type is missing.
The worst thing is, I can't even fathom why it's like that. The game was delayed significantly, so there's no way they didn't have time to.. you know... add in literally anything other than the 13 enemy types. Sure, you made variations, but when most games at minimum have at least double that in unique enemy types, without even going into variants, you notice.
That, and every other Zelda game has like, five times the amount of bosses
This has been said before, but now that they have the engine and design experience I'm really excited to see what they could do if they took a Majora's Mask approach to the next Zelda game. Reuse the engine but make the game more dense, eliminate some of the kinks, and add a ton of new stuff to play with.
He likely played it plenty back when it was in development, but if there was something he wanted to change back then, he just changed it.
A player recognizes that the game is what it is, and can't change it without being able to still call it the same game.
Developers play their games constantly while it's being developed, but never from a fresh perspective. Only really from a perspective of how they should tweak this part, and then tweak it again to find a nice compromise between their own vision and player feedback. And obviously, the know the ins and outs of their games, so they can't help but not see what the game is as a whole, but what they could've done. What they shouldn't have done.
It's a fairly common sentiment for a developer to just be completely done with a game they made, never wanting to touch it or think about it again after they're done. After all, it's all they've known for years. It gets fatiguing and frustrating to work on at some point.
To truly be a game developer is not just to have an idea, passion, and skills, because those will only get you so far before you start feeling burned out. Really, to be a game dev is to have the discipline and strength to keep working on something despite you feeling burnt out on it, because you're determined to show your piece of art to the world and thus leave some sort of mark on it.
I have a friend who works at Cloud Imperium Games' Austin studio, working on Star Citizen. He's been employed with the company for five years, was hired within the first 50 employees, and he only actually played the game for the first time a few months ago in a large-scale internal playtest. And when he gets home from work the last thing he wants to do is look at the game, because work-life separation is important, so yeah. Making something ruins your ability to get enjoyment from it, at least until you have put considerable mental distance between yourself and the creation.
Especially when you consider that Mother 3 took a total of twelve years to make, going through aborted development on the SNES, N64, and N64 DD before finally being finished all the way for the GBA, it's no surprise that he's never sat down and played the game on his off-time. He's already given so much of his life to it and he's "spoiled" himself on everything because he's the architect that watched it come together.
Over the last week I spent like 16 hours editing an Arma 3 mission recording (while also learning to use the program) to cut it down from 2 hours 40 to a 14-minute highlight reel, and when it was finished I had to convince myself it was still worth uploading because after spending so much time watching segments of the video over and over again none of it is funny to me anymore. I had to remind myself that people watching it with fresh eyes are (probably) going to find it funny if I thought it was funny enough to originally include. And that's just one video in one week, which is nothing compared to wrangling a video game project from start to finish.
Reminds me of something I heard in a Pixar director's commentary once. They keep working on a scene they found funny to the point it's just not funny anymore, and they had to keep being told "it was initially funny so keep working on it".
I'm betting that in any major production it's super important to have someone say "no, remember that you thought this was funny, it still is" when people have worn the joke out while producing the specific part containing it.
https://www.reddit.com/r/NintendoSwitch/comments/ao2sfr/kingdom_hearts_3_possible_to_release_for_nintendo/
(In an interview with Famitsu, Nomura said that it is “possible to release” the game on the Nintendo Switch.
“Other hardware is not limited to the Nintendo switch, and we will consider all of them after the release of the PS4 and Xbox one versions,” he said.)
omfg pls yes
I wouldn't be interested unless they ported the other 500 games first so I actually had a lick of an idea of what was going on.
lol i've played every kingdom hearts game and every remake and final mix and what not and I still have no clue what's going on
I watched a couple of summery videos and I feel like I know less then before.
https://www.youtube.com/watch?v=VmDviKJK3i4
Fallout meets nintendo
suda51 begs for Travis to be in smash for the nth time, Sakurai says no
Definitely not off the plate though. Game is made in UE4, so I'm sure dialing back some of the effects and lowering the resolution could at least land it at 720p 30 FPS docked. Probably not a locked 30 FPS though, given KH3's serious performance issues on console right now.
I'd say it at least has more of a chance to get a Switch port than a PC port.
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