Well we have Wii Party U and Mario Party as separate things now, but then again Wii Party U doesn't feature many Nintendo characters.
I dunno, it seems like people are more interested than ever in previously-obscure Nintendo IPs with Smash and Amiibos and whatnot.
[QUOTE=WhichStrider;47460455]Do you guys think they will ever just transition into a Nintendo Kart, instead of just Mario Kart with these recent additions? I was dreaming last night that was Ness was a playable character, spouting out "okey" after he passed anyone, and I'd love to just see a smash bros roster themed kart game.[/QUOTE]
I think it's inevitable at this point. They're going into the distance with it as hard as they can to the point it'll be a objective downgrade if it's completely missing when 9 comes around.
I mean there's rupee's and the item box jingle in the hyrule track, the coins have the bell symbol on them in the animal crossing track, and boost strips are in the f-zero one.
I don't think we'll ever get another f-zero because the next cart racer if everything is right in the world will be captain falcon himself racing with Mario and Starfox or whoever.
I really really hope Mk8's gimmick isn't scrapped for the next game
[QUOTE=WhichStrider;47460455]Do you guys think they will ever just transition into a Nintendo Kart, instead of just Mario Kart with these recent additions? I was dreaming last night that was Ness was a playable character, spouting out "okey" after he passed anyone, and I'd love to just see a smash bros roster themed kart game.[/QUOTE]
I surely hope not. Otherwise that would truly be the death of F-Zero.
why don't they just stop having different franchises and turn every series into a nintendo-crossover themed genre filler, one for every genre nintendo needs to sell
nintendo kart, nintendo jumper, nintendo tactics, nintendo party, nintendo adventure, nintendo rpg, nintendo jumper 3d, nintendo puzzler, nintendo rhythm. are you excited for nintendo rpg 3d? i might wait for nintendo rpg new 3d, personally, but nintendo puzzler u looks pretty good too. people love nintendo, so just make everything nintendo. nintendo. nintendo.
[QUOTE=PSI Guy;47460636]why don't they just stop having different franchises and turn every series into a nintendo-crossover themed genre filler, one for every genre nintendo needs to sell
nintendo kart, nintendo jumper, nintendo tactics, nintendo party, nintendo adventure, nintendo rpg, nintendo jumper 3d, nintendo puzzler, nintendo rhythm. are you excited for nintendo rpg 3d? i might wait for nintendo rpg new 3d, personally, but nintendo puzzler u looks pretty good too. people love nintendo, so just make everything nintendo. nintendo. nintendo.[/QUOTE]
Blanket statements suck and should be avoided duder.
There's literally nothing wrong with a [i]spin-off[/i] expanding to increase fanservice. Especially if it adds to the game while taking nothing away. Nobody's saying Link should be in Mario 3D World or Mario should be in Kirby or whatever.
It'd be just fine in games like Mario Kart because the characters literally don't matter. If you took Link out of LoZ it'd be very strange, but if you took Mario out of Mario Kart it wouldn't feel much different.
Mario Kart was a fluke, originally it wasn't even a Mario Kart game. they only added the Mario asthetic during the middle of development. then the popularity made it grow as a spinoff series. i don't think Mario Kart would benefit from having a rebranded effort; having a [I]Nintendo Kart[/I] would be weird and might change the whole feeling of what Mario Kart is.
Like the idea of crossovers shouldn't be the prime focus in modern times, but it's OK for existing series. Nintendo Land has the aesthetics of a theme park, but it uses Nintendo IPs as the basis for minigames rather than the actual playable characters themselves. whilst having interesting spins on their games.
Apparently the Wii series killed itself after Wii Music. it was ok with Wii Sports and Wii Play. guess in a sense Nintendo Land could be seen as an evolution of Wii Play but much more active whilst experimenting with both wii remote and Gamepad. other than Wii Fit/Sports, calling a game Wii X probably would've had a stigma, hence Nintendo Land.
If Nintendo is really looking for crossovers. i wouldn't mind a Starfy/Kirby crossover. Donkey Kong started off as his own game and was forgotten when Super Mario Bros came about, but he eventually evolved his own universe once Rareware made the DKC games, he just pops around for Mario vs DK series as reference to [I]Donkey Kong[/I] and for the spinoffs. Kirby's probably gotten slightly edgier over the years, but his games are starting to shape up close to Crystal Shards/Super Star/Amazing Mirror tier.
If there's more Mario Kart DLC, Kirby should be next. everyone was thinking Rosalina's intro for Smash was a promo for MK, besides the only tip-offs being DK's hyper-realistically rendered fur and the Smash logo.
[QUOTE=Sift;47460082]Just for the sake of giving a fair argument to why DK64 is bad and not just 'guys who made it said it's bad so it has to be' is the fact the game is a buggy poorly programmed bloated mess.
Collectathon games were already under fire at the time (yes it was a thing) and people, for the most part, were getting tired of big levels with little to do other then gather x amount of things for no real reason. DK64 was made and you can tell it starts with good intentions because the first level- arguably the second level too has a descent layout level wise. Things were clear on where to go to gain things and even after the aformentioned 500 banana's thing came into play it was all mostly one or two centralized zones and it was left at that.
Later levels however became winding confusing messes, lined with far, far too many pickups for it's own good. Every five steps there was a collectable it seemed and a very good portion of them were useless or not needed or could of been trimmed down. This wouldn't be so bad if every kong could pick up every banana or if there was a universal banana color instead of 100 per kong but... that's not the case. If you want 100% (don't get 100%) you have to explore every nook and cranny as every kong 5 times. Just for a single pickup. The amount of backtracking this caused is insane and just existed solely to pad out the game.
It isn't just that either. Every Kong has a handful of moves/weapons/pads that did either pointless things just for the sake of giving the kong another ability (Turning invisible as a example) and if you reached a place that needed a certain kong you'd have to backtrack through the entire level to locate a character swap barrel then trek back to where you were at... which would have the first kongs banana's behind it that you'd need to come get anyway so that's a 3rd trip to the same spot where nothing has changed in the inbetween.
There's also a handful of minigames per stage- these in concept are good but most of them are buggy messes (beaver bother springs to mind).
Like I can keep going on, but it's credited for killing the collectathon genre for a reason. The only good thing out of it was OOOH BANANA and if you're a memelord the DK Rap is amusing.[/QUOTE]
no your butthurt opinions are bad i'm so sick of you pissing them around like its the god given truth waaaaa this game is bad you're wrong for liking it seriously this is like the 3rd fucking time this week I've heard similar shit like this from you. maybe gaming is just not for you. i don't care what you have to say to pick this argument apart because if someone dares argue with you all you do is give smartarse responses. me and many people love this game so don't you dare even act like its an accepted fact of it being shit i would easy put it in my top 10 N64 games
[highlight](User was banned for this post ("shitposting" - Orkel))[/highlight]
[QUOTE=murple;47460818]no your butthurt opinions are bad i'm so sick of you pissing them around like its the god given truth waaaaa this game is bad you're wrong for liking it seriously this is like the 3rd fucking time this week I've heard similar shit like this from you. maybe gaming is just not for you. i don't care what you have to say to pick this argument apart because if someone dares argue with you all you do is give smartarse responses. me and many people love this game so don't you dare even act like its an accepted fact of it being shit i would easy put it in my top 10 N64 games[/QUOTE]
This is a good counter argument and not the insane ramblings of a manchild.
[QUOTE=Sift;47460838]This is a good counter argument and not the insane ramblings of a manchild.[/QUOTE]
better then yours at least
[QUOTE=murple;47460840]better then yours[/QUOTE]
lol
[highlight](User was banned for this post ("this isn't a chatroom" - Orkel))[/highlight]
DK64 got that rap though.
[QUOTE=ClauAmericano;47460849]DK64 got that rap though.[/QUOTE]
I still flipflop between hating the melee version and loving it just for Diddy's section being some kind of ear erupting screech.
DK64 definitely has it's highlights (Giant Chunky vs a toy golem, some of the non-barrel minigames like DK boatracing some seals or the minecart rides, a few of the boss fights) but it for the most part it is "purple bananas that you can't collect as this character so you better change, oh there's a bunch off the beaten path that I should collect, gotta get to this area as one kong to change to a different one". It'd be better if you could get any of the 500 bananas, 25 golden bananas etc as any Kong as long as you can reach them, and placing them around that concept. So put DK's in a bunch of sky barrel levels, or Diddy's on one of his pad-hop segments, or Lanky's on slopes you need his handstand to climb on etc.
Sometimes I feel like I'm the only person who looks back at DK64 and thinks about the actual gameplay and not the collectables. Collectables are a means to an end, even if there's too many of them in DK64. And even then it's not much of an issue unless you're an obsessive completionist who HAS to 100% everything in order to feel satisfaction in life. If you're bitching that something is padding and that you shouldn't have to do it, unless it blocks progression then just don't do it.
Ok, let's look at the collectables.
The Golden Bananas: bulk of the gameplay. Do a thing, get a banana, do enough things and you progress. I wouldn't really count it as a collectable in the same sense as many of the others. Basically just Stars/Shines in greater volume and less valuable per unit.
Banana coins: barely an issue, 90% of the time you got showered with enough to pay for new abilities and the like without much scrounging. At worst you have to go back after changing Kongs.
Banana Fairies: mostly optional. Just another thing to do. I'd say unintrusive, seemed to be there mostly because somebody wanted to integrate a camera.
Blueprints: "hey go look for this specific enemy and fight him as this guy and get a banana and a fun animation". Slightly tedious if you don't like heading back to change Kongs. Mostly optional.
Banana medals for getting all of the bananas and that sort of thing: literally just a medal to say that you got the thing. Other than some bonus content like Jetpac, it doesn't yield much of a reward.
Then there's the big one: regular bananas. In theory, they're supposed to promote you going through the level with each Kong, using them as a "hey go over here", and could have been best used to point you in the direction of a Kong-specific objective, and the banana-based boss gate is also supposed to promote searching the whole level. In practice they showered the place with too many and you have to scrounge through corners because the damn gate needs thirty more bananas and god damn it you went over this level like twenty times and you could only find twenty-five
The bulk of the problem comes from the coloured bananas. If you had one universal banana it'd be far less of an issue. Honestly I don't find it as bad as Banjo Kazooie's note collecting, and they did fix that issue in Banjo Tooie. They unfixed the issue with the aforementioned attempting to promote variety in Kongs, at least I assume that was the point besides padding. Which I didn't find much of a problem, Kong-switching barrels were pretty plentiful.
But here's the thing: the bananas are at worst a progression blocker. Unless you're a completionist it really shouldn't be that much of a problem. I thought the level design was fine so I can't really critique it in that area because I'm biased.
So here's two things that would solve people's biggest problem with the game: first, universal bananas and make the banana goal more lenient. You get all of the bananas on the first sweep and you don't need to scrounge.
Second: stop being completionists. Get as much as you need to to progress and then don't worry about the rest. Focus on enjoying the game. Journey not the destination and all that. The padding isn't that bad and the important collectables are the ones awarded through doing stuff. Okay, so you left some bananas in the nooks and crannies of the level. So what? You already got the amount you needed, move on.
I just don't really feel like the volume of collectables was any kind of dealbreaker for me.
I guess people didn't like the minigame roulette. Those were really hit and miss.
[editline]5th April 2015[/editline]
long rambling post over long story short i like big open n64 platformers with loads to do can you tell
[QUOTE=Reds;47460985]Sometimes I feel like I'm the only person who looks back at DK64 and thinks about the actual gameplay and not the collectables. Collectables are a means to an end, even if there's too many of them in DK64. And even then it's not much of an issue unless you're an obsessive completionist who HAS to 100% everything in order to feel satisfaction in life. If you're bitching that something is padding and that you shouldn't have to do it, unless it blocks progression then just don't do it.
Ok, let's look at the collectables.
The Golden Bananas: bulk of the gameplay. Do a thing, get a banana, do enough things and you progress. I wouldn't really count it as a collectable in the same sense as many of the others. Basically just Stars/Shines in greater volume and less valuable per unit.
Banana coins: barely an issue, 90% of the time you got showered with enough to pay for new abilities and the like without much scrounging. At worst you have to go back after changing Kongs.
Banana Fairies: mostly optional. Just another thing to do. I'd say unintrusive, seemed to be there mostly because somebody wanted to integrate a camera.
Blueprints: "hey go look for this specific enemy and fight him as this guy and get a banana and a fun animation". Slightly tedious if you don't like heading back to change Kongs. Mostly optional.
Banana medals for getting all of the bananas and that sort of thing: literally just a medal to say that you got the thing. Other than some bonus content like Jetpac, it doesn't yield much of a reward.
Then there's the big one: regular bananas. In theory, they're supposed to promote you going through the level with each Kong, using them as a "hey go over here", and could have been best used to point you in the direction of a Kong-specific objective, and the banana-based boss gate is also supposed to promote searching the whole level. In practice they showered the place with too many and you have to scrounge through corners because the damn gate needs thirty more bananas and god damn it you went over this level like twenty times and you could only find twenty-five
The bulk of the problem comes from the coloured bananas. If you had one universal banana it'd be far less of an issue. Honestly I don't find it as bad as Banjo Kazooie's note collecting, and they did fix that issue in Banjo Tooie. They unfixed the issue with the aforementioned attempting to promote variety in Kongs, at least I assume that was the point besides padding. Which I didn't find much of a problem, Kong-switching barrels were pretty plentiful.
But here's the thing: the bananas are at worst a progression blocker. Unless you're a completionist it really shouldn't be that much of a problem. I thought the level design was fine so I can't really critique it in that area because I'm biased.
So here's two things that would solve people's biggest problem with the game: first, universal bananas and make the banana goal more lenient. You get all of the bananas on the first sweep and you don't need to scrounge.
Second: stop being completionists. Get as much as you need to to progress and then don't worry about the rest. Focus on enjoying the game. Journey not the destination and all that. The padding isn't that bad and the important collectables are the ones awarded through doing stuff. Okay, so you left some bananas in the nooks and crannies of the level. So what? You already got the amount you needed, move on.
I just don't really feel like the volume of collectables was any kind of dealbreaker for me.
I guess people didn't like the minigame roulette. Those were really hit and miss.
[editline]5th April 2015[/editline]
long rambling post over long story short i like big open n64 platformers with loads to do can you tell[/QUOTE]
hey man same here you basically nailed it pretty spot on i actually never had a problem with banjo kazooie's note collecting i like having a big platformer that has alot to explore but then again i guess I just love long involved games
[QUOTE=murple;47460997]hey man same here you basically nailed it pretty spot on i actually never had a problem with banjo kazooie's note collecting i like having a big platformer that has alot to explore but then again i guess I just love long involved games[/QUOTE]
Banjo Kazooie's note collecting only became a problem because it was often the epitome of scrounging. Much of the problem came from the fact that the notes reset when you left the level/died so you had to start all over again constantly, particularly if you had to scrounge in a dangerous area.
[editline]5th April 2015[/editline]
oh i'm sorry did you get 97% of the notes then die time to collect them all over again
[QUOTE=Reds;47461008]Banjo Kazooie's note collecting only became a problem because it was often the epitome of scrounging. Much of the problem came from the fact that the notes reset when you left the level/died so you had to start all over again constantly, particularly if you had to scrounge in a dangerous area.[/QUOTE]
fair enough and as you stated tooie basically fixed that and if you are equating bananas to notes on DK64 it kinda fixes it and if it did your universal banana idea it would be basically be perfect it but then again i don't really find collecting things on a collectathon a problem
i replayed DK64 like a year and a bit ago and i remember getting the necessary coloured banana's to progress being such a chore. i also remember a lot of stuff that was arbitrarily restricted to specific characters, like the switches that you have to shoot with a gun that belongs to a certain character that isn't actually functionally different to any of the other guns, or just a button with one of the character's faces on it that you have to press. didn't really feel like the characters were that different from each other compared to something like banjo-tooie's split-up pad system/transformation system. i guess DK64 is OK but i don't think it's anywhere near as good as banjo-kazooie/banjo-tooie.
I never even played DK 64.
As a huge fan of DKC 1, 2, and 3 though I kinda feel like I missed out.
[QUOTE=Linkuya;47461411]I never even played DK 64.
As a huge fan of DKC 1, 2, and 3 though I kinda feel like I missed out.[/QUOTE]
well if you liked the Banjo Kazooie games you will be right at home
[QUOTE=Everything;47459611][I]" Maybe I shouted enough swear words [URL="https://www.youtube.com/watch?v=koX-Ny6zHdM"]last time[/URL] for them to reconsider! "
[editline]t[/editline][/I]
I was almost willing to give him the benefit of the doubt here, but the fact he apparently intentionally fished for a second incident - entirely expecting the consequences - just to be able to make another rant video and another 250k views, that's pretty low, even as far as his persona's archetype goes.[/QUOTE]
He's completely right about everything though, here you are defending those shitty business practices because you love the content Nintendo produces. We're all blind to how bullshit this is and how out of touch Nintendo is with the marketing landscape. Personally, I don't think Nintendo does this out of a place of greed or anything like that, they just don't know what the fuck they're doing with regards to marketing, and that seriously needs to change or they're going to keep fucking up like they have been.
[editline]5th April 2015[/editline]
[QUOTE=Everything;47459814]The video is only pulled if the creator chooses not to put Nintendo ads in the ad rotation (giving Nintendo a cut)
If you aren't already monetizing your videos this does not objectively affect you in any way, other than said video having Nintendo ads on it now. What this guy's upset about is he's losing a small portion of his Youtube-partner-powered ad earnings to Nintendo. He's not mad about the policy at any sort of moral level, he's mad about losing money (or at least, not making as much as he usually does)
[editline]4th April 2015[/editline]
It's not a good way to go about things, not by a long shot, but there's a reason why the only people you've seen complain are partnered or have their content monetized; that's the part they actually care about.
Vinesauce, a channel MOSTLY made of Nintendo content, has a lot of it marked from this, but the owner(s) don't give a shit because it does absolutely nothing to them, since they don't put their own ads on it and don't use the channel as a source of revenue. They have the sense to not rely on an unstable medium for their livelihood, and work actual jobs instead.[/QUOTE]
Who are you to say what's an "actual" job? Because it's new and unfamiliar it's not an "actual job?" A lot of work goes into those videos. Editing footage together, frequently recording and uploading videos, especially formulating opinions if you're writing a review, not easy things to do, and they don't get paid much at all for it unless they have a huge audience. For Nintendo to come along and say "you need to give us half of that money or you can't post these videos" when those content producers do already have to pay for the game and probably [I]increase[/I] Nintendo's revenue through greater awareness (free advertising) is just so ridiculous and unfair on those content producers. It'll hurt Nintendo in the long term, people will just play something else and record that and the kids who watch those youtubers won't know anything about Nintendo.
[QUOTE=Y'all.;47461175]i replayed DK64 like a year and a bit ago and i remember getting the necessary coloured banana's to progress being such a chore. i also remember a lot of stuff that was arbitrarily restricted to specific characters, like the switches that you have to shoot with a gun that belongs to a certain character that isn't actually functionally different to any of the other guns, or just a button with one of the character's faces on it that you have to press. didn't really feel like the characters were that different from each other compared to something like banjo-tooie's split-up pad system/transformation system. i guess DK64 is OK but i don't think it's any where near as good as banjo-kazooie/banjo-tooie.[/QUOTE]
Yeah this was another problem and kind of explained what I meant by kongs having arbitrary powers better then I did. It tosses a bunch of powerups to each kong yet somehow they still all feel the exact same most of the time and half the power-ups I don't recall ever having much of a reason to be there. I don't remember a single time that Chunky's invisibility made any sense or why Diddy's charge attack needed to be in the game other then to say "hey go collect more x for this power."
[editline]5th April 2015[/editline]
[QUOTE=Reds;47461008]Banjo Kazooie's note collecting only became a problem because it was often the epitome of scrounging. Much of the problem came from the fact that the notes reset when you left the level/died so you had to start all over again constantly, particularly if you had to scrounge in a dangerous area.
[editline]5th April 2015[/editline]
oh i'm sorry did you get 97% of the notes then die time to collect them all over again[/QUOTE]
I don't think I ever got all the notes in the original Banjo Kazooie because of this. That and there was that bug where if Banjo collected the notes in the jigsaw puzzle cutscene you couldn't get them in the actual level for some reason.
That being said I'm not sure if Tooie really benefited from the notes anyway due to how fuckhuge the levels were. If you were missing a couple notes RIP in piss finding them.
I never did play DK64 myself, but years of experience with DKC 1 through 3 embittered me to bonus barrels hidden in walls and just off-camera, among other shit I have to find and go out of my way for full completion so I can actually finish the game for real. The reason people are such completionists is because we're pretty much conditioned by most of Rare's other games into collecting [i]everything[/i] so that the game doesn't kick us in the shin with a stone wall and sometimes even a final boss that isn't actually the final boss.
Having to collect stuff in DKC 2 when I played it in the last couple of years felt like bullshit and I've sort of avoided DKC 3 because it blocks progression unless you pick up the collectables. DKC2 is hard enough without jumping through extra hoops.
DKC 2 and 3 are kind of a logical paradox for me. They're applauded for every level having a new idea or mechanic, but I just want to run and jump and find the gimmicks tiring.
[QUOTE=Reds;47462685]Having to collect stuff in DKC 2 when I played it in the last couple of years felt like bullshit and I've sort of avoided DKC 3 because it blocks progression unless you pick up the collectables. DKC2 is hard enough without jumping through extra hoops.
DKC 2 and 3 are kind of a logical paradox for me. They're applauded for every level having a new idea or mechanic, but I just want to run and jump and find the gimmicks tiring.[/QUOTE]
DKC 2 didn't really have too many gimmicks that I can recall. There was like... a racing level and that's about it iirc, the collectable DK coins just unlocked a couple stages and a rematch with K.Rool where he dies in one hit, you don't really lose anything by not doing it.
DKC 3 though wasn't good though and I rarely see people praise it. Kiddy Kong is the worst thing ever, David Wise left and the music took a severe nosedive and all of it's bosses were pretty much terrible. (I don't think 1 or 2 had bosses to write home about mind, but 3's were just awful- especially the final boss fight which consisted of K. Rool slowly hovering back and forth not doing really doing anything.
[QUOTE=Fangz;47460141]Maybe it is just my nostalgia, but I really loved the bosses in the game. Also the part where they undead ghost thing tries to attack you while you are riding a mine cart was epic.[/QUOTE]
The 2nd boss in DK64 is still my favourite boss of all time. I don't even care if it's just nostalgia because I can still play that boss fight and have a blast.
[editline]5th April 2015[/editline]
[QUOTE=Dr. Evilcop;47460486]Well we have Wii Party U and Mario Party as separate things now, but then again Wii Party U doesn't feature many Nintendo characters.
I dunno, it seems like people are more interested than ever in previously-obscure Nintendo IPs with Smash and Amiibos and whatnot.[/QUOTE]
It's just moreso than the wii because nintendo didn't do too great with those games.
[QUOTE=Reds;47462685]Having to collect stuff in DKC 2 when I played it in the last couple of years felt like bullshit and I've sort of avoided DKC 3 because it blocks progression unless you pick up the collectables. DKC2 is hard enough without jumping through extra hoops.
DKC 2 and 3 are kind of a logical paradox for me. They're applauded for every level having a new idea or mechanic, but I just want to run and jump and find the gimmicks tiring.[/QUOTE]
DKC games are generally applauded for being a pretty decent platformer with amazing music and atmosphere.
I never got into DKC because I never liked DK much as a character.
DKCR is fun though, I'm thinking my initial judgment was a mistake.
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