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Deleted member 3017

User requested account closure
Banned
Oct 25, 2017
17,653
After the most recent patch for 'Slime-San', finally including all the DLCs and the content from the PC version, I started with a new save file.

What a weird game 'Slime-San', I still can't decide if it's a game that I love or I hate.

I love its wildness and how it seems to throw to the player every platforming mechanic used in any indie platformer in the last decade.

It's like a compilation or crazy mega-mix of the things that the indie platformer layout has achieved since 'Super Meat Boy'. Including the Pico 8 version of 'Celeste' as a major influence.

But at the same time, while I love the weird art style, the ambition, the creativity... I'm in the second world and I haven't find a single level with the same quality in its design as 'The End is Nigh', 'Celeste', 'Super Meat Boy' or some of the finest and smarter creations in 'N++'.

It's also an exhausting game.

The most fun thing is trying to achieve every trophy, by speedrunning the levels. The developer has put a lot of effort in designing smart shortcuts in every level, really testing your skills. Trying to achieve the time trophies in each level, is when in my opinion 'Slime-San' really shows the great talent, love and care put in its design.

But at the same time, because every level has 4 different screens, and some of them are relying in moving platforms in which you will need to wait, it's not an experience as frantic or satisfactory as to try to speedrun each level in 'Super Meat Boy'.

Also, coming from the diagonal dash movement in 'Celeste' this year, I'm really having a hard time getting used to the dash movement in 'Slime-San', using 4 fixed directions.

I love/hate 'Slime-San'.

And I suppose that I'm fine with this.

Maybe, thanks to all its small imperfections, it has resulted in a game with its own personality.

Yeah, it's a great game, but "exhausting" is a good word to describe it. I usually can't play more than a few levels at a time.
 

wesman

Member
Oct 30, 2017
1,203
Pittsburgh
I'll occasionally splurge on nostalgia. For example- I purchased all of Beamdog's revitalized Baldur's Gate, Icewind Dale, & Torment releases day 1.

Unlike THQ, all of Beamdog's titles had a thorough QA team.

My coworker owns Titan Quest for PS4 & apart from QOL features he can ignore, he's had his saved files corrupted (I informed him of ps+) & gear vanished... weeks later after launch (his hero is approx. level 50ish). He joked & called it the honeymoon period.

While we've primarily been critical about frame-rate issues for Switch releases, Titan Quest has an entirely set of problems- I haven't played the original on PC for decades, & I don't recall it being a buggy experience. Whatever THQ was thinking, it was a rushed launch & yes, I was one of the hardcore fools that almost purchased their $120 Collector's Edition.


There isn't an official forum yet, owners should report their bugs here.

I think my biggest issue with all of the Titan Quest "issues" is that I've heard only largely praise, amidst some universally agreed upon issues, for the port from people that have...played...it. Whereas the wariness or criticism has stemmed from people that have...not...invested in it by buying it.

My issue with that approach is that I've seen a person criticize a game one post, and the following commentor often says "thanks for the headsup, saved me some money!". I've literally seen that a few times with different games on this and other sites, and that effect is cumulative, and does affect game sales of imagine. And again, we....need.... AA and AAA support on the Switch. WWE18 was a horrible port. Payday 2 and Titan Quest are not. One didn't deserve sales, and the other two deserved sales from interested parties, not put off by people parroting gloom and doom.

Which, I do hope dearly my save doesn't have an issue, but in the same breath, sans online save support for another month or two, any Switch title has that potential issue given hardware, not software mind you, failure.

Edit: My big issue with this approach to vetting games, is I'd prefer a "I played/bought this game and it sucks/was disappointed because...." Versus, "I heard/read that this game sucks because...". My issue is that one has direct credibility, and the other offers no earnest criticism. It's a cynical approach, and yet...both...approaches can be as valid as one another to someone looking for a valuable gaming purchase.

This...is why I'm so demonstrative about this specific game. (As if it matters in any general sense. It's only my viewpoint.)

After the most recent patch for 'Slime-San', finally including all the DLCs and the content from the PC version, I started with a new save file.

What a weird game 'Slime-San', I still can't decide if it's a game that I love or I hate.

I love its wildness and how it seems to throw to the player every platforming mechanic used in any indie platformer in the last decade.

It's like a compilation or crazy mega-mix of the things that the indie platformer layout has achieved since 'Super Meat Boy'. Including the Pico 8 version of 'Celeste' as a major influence.

But at the same time, while I love the weird art style, the ambition, the creativity... I'm in the second world and I haven't find a single level with the same quality in its design as 'The End is Nigh', 'Celeste', 'Super Meat Boy' or some of the finest and smarter creations in 'N++'.

It's also an exhausting game.

The most fun thing is trying to achieve every trophy, by speedrunning the levels. The developer has put a lot of effort in designing smart shortcuts in every level, really testing your skills. Trying to achieve the time trophies in each level, is when in my opinion 'Slime-San' really shows the great talent, love and care put in its design.

But at the same time, because every level has 4 different screens, and some of them are relying in moving platforms in which you will need to wait, it's not an experience as frantic or satisfactory as to try to speedrun each level in 'Super Meat Boy'.

Also, coming from the diagonal dash movement in 'Celeste' this year, I'm really having a hard time getting used to the dash movement in 'Slime-San', using 4 fixed directions.

I love/hate 'Slime-San'.

And I suppose that I'm fine with this.

Maybe, thanks to all its small imperfections, it has resulted in a game with its own personality.

I agree with what you've said here across the board. As much as I dig Slime San it was immediate that they were trying so many things at once, and ultimately not developing a flow of gameplay or style that feels their own brand, akin to Meat Boy and Celeste.
 
Last edited:

Zonic

Member
Oct 25, 2017
33,376
Huh, demo for Yoku's Island Express is out. Guess I'll download that, though I've got Picross S2 right now & then WarioWare Gold tomorrow, no idea when I'll play it.

Nintendo really needs to do a better job of informing people when a demo for a game is released. I would have NEVER known there was a demo for it unless it was for this thread/the PR statement.
 
Oct 25, 2017
20,209
Huh, demo for Yoku's Island Express is out. Guess I'll download that, though I've got Picross S2 right now & then WarioWare Gold tomorrow, no idea when I'll play it.

Nintendo really needs to do a better job of informing people when a demo for a game is released. I would have NEVER known there was a demo for it unless it was for this thread/the PR statement.

Yoku is well worth it. It's pretty short, but they really do a good job of working the pinball mechanic into the game
 

No Depth

Member
Oct 27, 2017
18,266
Well, first and foremost, I think the story is needlessly obtuse and indecipherable. The characters throw nouns at you left and right and somehow expect you to know what they're talking about. And, I'm all for obtuse stories, but there really is no payoff for it in Iconoclast, at least in my opinion. Also, because the story is the main focus (more so than the exploration itself), I feel the game takes the control away from the player way too much. It's pretty fun at times, but right when you get into a grove, the game stops you to shove a long, bloated cutscene down your throat. And it does this constantly.

I liked parts of Iconoclast. It looks amazing, feels tight and has probably my favorite boss fight in one of these types of games but I wish there was more gameplay and a lot less story/dialogue.

After an hour or so of play with Iconoclasts, I can agree with the bold. I am watching cutscenes and thinking "huh? What the hell are these people going on about? What exactly is illegal? Using tools? Just...what?" An editor is really needed as the script and dialogue can really feel nonsensical.

I really love the game bits I've played so far though. One sequence may have had a bit too much back and forth to solve a puzzle(Metroid would have placed clever shortcuts you unlock) but it was no big deal and I enjoyed the solving. Bosses have been great so far. The Hard mode is maybe a bit too easy so far, so I can't imagine how normal and easy must feel.
 

Vivian-Pogo

Member
Jan 9, 2018
2,033
Iconoclasts is the most GBA-feeling non GBA game I have played. The desert music even kinda reminds me of Mario & Luigi Superstar Saga. And the box elevator minigame made me feel like I'm playing a much older game. The story is pretty mehhh, I honestly could not follow what was going on at first. Now I slightly have a grasp. It's probably more enjoyable the second time through when you can just skip it all without feeling like you're missing something. It's too early for me to give a verdict, but my initial feelings after 50-ish minutes are

"Good, but not great. Probably on the better half of my e-Shop purchases though. It's a game I'll see through to 100% completion most likely."

The port feels perfect. I didn't notice any framerate dips or other problems.
 

Pirateluigi

Member
Oct 27, 2017
6,866
After the most recent patch for 'Slime-San', finally including all the DLCs and the content from the PC version, I started with a new save file.

What a weird game 'Slime-San', I still can't decide if it's a game that I love or I hate.

I love its wildness and how it seems to throw to the player every platforming mechanic used in any indie platformer in the last decade.

It's like a compilation or crazy mega-mix of the things that the indie platformer layout has achieved since 'Super Meat Boy'. Including the Pico 8 version of 'Celeste' as a major influence.

But at the same time, while I love the weird art style, the ambition, the creativity... I'm in the second world and I haven't find a single level with the same quality in its design as 'The End is Nigh', 'Celeste', 'Super Meat Boy' or some of the finest and smarter creations in 'N++'.

It's also an exhausting game.

The most fun thing is trying to achieve every trophy, by speedrunning the levels. The developer has put a lot of effort in designing smart shortcuts in every level, really testing your skills. Trying to achieve the time trophies in each level, is when in my opinion 'Slime-San' really shows the great talent, love and care put in its design.

But at the same time, because every level has 4 different screens, and some of them are relying in moving platforms in which you will need to wait, it's not an experience as frantic or satisfactory as to try to speedrun each level in 'Super Meat Boy'.

Also, coming from the diagonal dash movement in 'Celeste' this year, I'm really having a hard time getting used to the dash movement in 'Slime-San', using 4 fixed directions.

I love/hate 'Slime-San'.

And I suppose that I'm fine with this.

Maybe, thanks to all its small imperfections, it has resulted in a game with its own personality.

I can't disagree with your criticisms, but at the same time I absolutely love Slime-San. It's so darn charming and I had a blast getting all the trophies and collectibles.
 

Lee Morris

Member
Oct 28, 2017
3,724
snss9id8.jpg

The aim there was to steer it from "is it any good" to more concrete questions, addressing specifics pet peeves of whatever might be more relevant than just whether it's good (which was such an easy "yes" in that case). It wasn't an "don't ask this question!!" post, it was a "get to the follow-up" question. :) I would find those way easier to answer, too. If someone asks for impressions (on games that already came out), I keep pointing to the search function when I remember someone having posted some before.

To expand a bit, I always see the "is game x any good" question as someone having looked up nothing about the game in question aside from a trailer. That's why here I compiled the user/critics graphic to answer that basic bit in one simple image :)

I feel like you're being disingenuous there to be honest. Your first post reply to the person's question was the picture of the meta critic page. That isn't steering the conversation in any which way, it was trying the make the person look stupid for asking the question.

The thing is you don't NEED to answer the questions. You don't run the thread, if you haven't got an answer to a question someone poses you don't have to address, just leave it for someone else who might have something to say. It stifles conversation and might put people off asking questions and that in turn will spoil the conversations in this thread.
 

wesman

Member
Oct 30, 2017
1,203
Pittsburgh
So close to pulling the trigger on Salt & Sanctuary....just looks so damn cool. I think I will.

Cool , I'm real interested to hear what you think despite it's off putting style.

Literally just fifteen minutes in, but for all I heard about this being a fantastic game outright, and a great 2D Souls, I'm really impressed so far! Controls and UI see great! Image quality in handheld feels soft, but I'm not sure if that's a port or game issue.

Really excited to get back into it in a few! Art style is ass, but man they nailed the vibe, atmosphere, and style of Souls, in a good way, not derivative!
 

wesman

Member
Oct 30, 2017
1,203
Pittsburgh
I feel like you're being disingenuous there to be honest. Your first post reply to the person's question was the picture of the meta critic page. That isn't steering the conversation in any which way, it was trying the make the person look stupid for asking the question.

The thing is you don't NEED to answer the questions. You don't run the thread, if you haven't got an answer to a question someone poses you don't have to address, just leave it for someone else who might have something to say. It stifles conversation and might put people off asking questions and that in turn will spoil the conversations in this thread.

I've felt this way for months on the board, and I recall someone mentioning TheMoon's curtness maybe last fall. They seem pretty educated in gaming info, and have really solid viewpoints, but yeah...their tone is a bit offputting, and unnecessarily pedantic and harsh at times.

I just kinda shrug it off most says myself.

(I say this as I double post, haha!)
 

SharpX68K

Member
Nov 10, 2017
10,516
Chicagoland
I totally missed the news that Sega's Gain Ground is coming to Switch, and that it's the arcade version. Neat!

I don't think the System 24 arcade version of Gain Ground has ever been on consoles before. The Mega Drive / Genesis version has been released multiple times in
MD/Genesis collections for PS2 & PSP, Xbox 360/PS3, Wii Virtual Console, and recently on PS4/Xbox One. Plus the PS2 remake in Japan. The 1988 arcade game is extremely rare and Galloping Ghost Arcade near Chicago happens to have a cabinet.




 

Blackie

Member
Oct 25, 2017
1,643
Wherever
Literally just fifteen minutes in, but for all I heard about this being a fantastic game outright, and a great 2D Souls, I'm really impressed so far! Controls and UI see great! Image quality in handheld feels soft, but I'm not sure if that's a port or game issue.

Really excited to get back into it in a few! Art style is ass, but man they nailed the vibe, atmosphere, and style of Souls, in a good way, not derivative!

Can confirm Salt and Sanctuary is fun on Switch. I was surprised by the art style at first, explored around the world for a little while getting comfortable with gameplay, and then got addicted to rushing through enemies to keep fighting that stupid Sodden Knight until finally vanquishing it. Quite enjoyable so far :)
 
Oct 27, 2017
1,163
NYC
I think my biggest issue with all of the Titan Quest "issues" is that I've heard only largely praise, amidst some universally agreed upon issues, for the port from people that have...played...it. Whereas the wariness or criticism has stemmed from people that have...not...invested in it by buying it.

Did you make a blind purchase? There are legit problems with this release that has affected gamers that purchased it. Do you own other systems? Titan Quest has been out since March & stability + the occasional corrupt Save still lingers on the PS4 & XB1 platforms. There have been a few patches that have somewhat decreased the occurrence of these very issues. Critics I'm sure, have had a copy to review & aren't making shit up. There are overwhelmingly more negative reviews than positive impressions.

You do not have to own the product to make sense of its value. I had hoped that the Switch version would be "fixed" because of the later release from the PS4 & XB1; I thoroughly research what I buy, & nope, it's still a dice roll. Like my friend said, it played fine at first...


My issue with that approach is that I've seen a person criticize a game one post, and the following commentor often says "thanks for the headsup, saved me some money!". I've literally seen that a few times with different games on this and other sites, and that effect is cumulative, and does affect game sales of imagine. And again, we....need.... AA and AAA support on the Switch. WWE18 was a horrible port. Payday 2 and Titan Quest are not. One didn't deserve sales, and the other two deserved sales from interested parties, not put off by people parroting gloom and doom.

Ugh, we need to make informed buying decisions & not rally one another to purchase titles simply to encourage AA & AAA support on any given platform...


Which, I do hope dearly my save doesn't have an issue, but in the same breath, sans online save support for another month or two, any Switch title has that potential issue given hardware, not software mind you, failure.

Okay...

I will say that judging from the patch notes off of the PS4 & XB1 ports, the fixes do mirror the bugs that were reported by users. Yet, gamers on those platforms are saying the benefits are a coin toss. I highly doubt those affected aren't posting simply to hurt THQ. The announcement of Titan Quest was a nice surprise for me, I really hope the patches & QOL options keep coming.
 

wesman

Member
Oct 30, 2017
1,203
Pittsburgh
Did you make a blind purchase? There are legit problems with this release that has affected gamers that purchased it. Do you own other systems? Titan Quest has been out since March & stability + the occasional corrupt Save still lingers on the PS4 & XB1 platforms. There have been a few patches that have somewhat decreased the occurrence of these very issues. Critics I'm sure, have had a copy to review & aren't making shit up. There are overwhelmingly more negative reviews than positive impressions.

You do not have to own the product to make sense of its value. I had hoped that the Switch version would be "fixed" because of the later release from the PS4 & XB1; I thoroughly research what I buy, & nope, it's still a dice roll. Like my friend said, it played fine at first...




Ugh, we need to make informed buying decisions & not rally one another to purchase titles simply to encourage AA & AAA support on any given platform...




Okay...

I will say that judging from the patch notes off of the PS4 & XB1 ports, the fixes do mirror the bugs that were reported by users. Yet, gamers on those platforms are saying the benefits are a coin toss. I highly doubt those affected aren't posting simply to hurt THQ. The announcement of Titan Quest was a nice surprise for me, I really hope the patches & QOL options keep coming.

Not blind at all. I hoped this game might come to the Switch when I heard rumors last fall. Then it was misspriced on Amazon and I snatched it up in December. I waited for release parity, and it sucked to see it pushed back. But then I saw all of the issues people talked about, and was pretty offput, and hoped they'd be worked out.

Flash forward to a week before release, and I was pleasantly surprised that impressions and videos for the Switch version were looking positive! (I'd considered buying the Xbox helmet included Collectors edition as well, but held off due to hearing those issues on those formats.)

You're asking for people to rally behind informed purchases, and...that...is exactly what I'm doing. I've seen multiple negative comments from people that have read things, and not bought the Switch version. People that have bought it, have spoken entirely to the contrary.

Have you bought it? What other critics here that have been outspoken have also not purchased it?

If I went to a movie forum, and told people what I felt about Avengers 3 without seeing it, that opinion should and would be less well regarded/valid than people that saw it and had positive and or negative impressions. This Switch port is exactly the same situation. We are in a Switch thread, discussing the release status of the Switch game, and so far it's all been largely positive. So firsthand impressions on here aren't valid, then why even come on here and read about them?

I bought Wolfenstein 2, again on the Switch in June, after buying the PC Collector's edition last fall. I bought Crash, even though I disdain the series. But what other current gen, current third part releases have come out lately or will come out? I'll rebuy DragonBall FighterZ.. again but damn it, I'd prefer to buy most games on Switch, and day and date. If people thrash third party support...unjustly....we all suffer.

Do me a favor, buy the game, and..then...post if you feel it's a turd of a port. Otherwise, did you even go to the theater...? (I didn't like the last Avengers, and saw it twice at the drive in, haha!)
 

DaveLong

Member
Nov 2, 2017
1,199
I totally missed the news that Sega's Gain Ground is coming to Switch, and that it's the arcade version. Neat!

I don't think the System 24 arcade version of Gain Ground has ever been on consoles before. The Mega Drive / Genesis version has been released multiple times in
MD/Genesis collections for PS2 & PSP, Xbox 360/PS3, Wii Virtual Console, and recently on PS4/Xbox One. Plus the PS2 remake in Japan. The 1988 arcade game is extremely rare and Galloping Ghost Arcade near Chicago happens to have a cabinet.






Battle of the Ports is always awesome. Yakumo does a superb job with that series. All his videos are great.
 

jariw

Member
Oct 27, 2017
4,283
How good is Worms WMD in handheld mode? The sale is tempting.

Does it have good solo? Is the online multiplayer still crowded?

The handheld mode is on the same level as the docked mode IMO, since you can zoom in/out with the shoulder buttons. No touch screen support.

You should get the for the single player and local multiplayer modes, not for the online. I have only been able to find occasional ranked online matches, not unranked online matches.

The single player content in the game is split up into 5 subsections: Training (20 levels), Campaign (31), Challenge (10), Extra (5), Bonus (7).
 

Epilexia

Member
Jan 27, 2018
2,675
Played a bit of 'Cycle 28'.

The game is in a middle point between 'Luftrausers' and its momentum based controls, with the openness and more slow pace of 'Rogue Aces', making you feel as a part of a full fledged war but without the mission structure.

For those who have never played 'Luftrausers', the game does a poor job explaining some of the basic concepts of the formula.

Basically, you can regenerate your health if you stop pushing the fire button some seconds.

But once you stop firing to regenerate your health, the combo chain will be broken.

I love the controls. Like all the games with a control scheme based in the momentum, the more that you play and learn to dominate the acceleration, the more satisfactory is. Feeling like a small ballet but with bullets. Truly satisfactory. And fortunately, with only two buttons, once for shooting and the other one for accelerating. Plus left and right to turn your ship with the stick. Contrary to 'Luftrausers', in which you will have an extra button to decrease the speed.

And regarding the arcade structure, contrary to 'Luftrausers' in which you will only survive something like 30 seconds in your first playthroughs, here the things start at a quieter pace.

You will last much more time in your first runs. Enemies are not as condensed in the initial moments, giving you a lot of space to regenerate your health.

But like in 'Luftrausers', you will reach a point in which the shit is real, with tens of battlecruisers in the screen.

So take this like a good or bad thing depending on your personal tastes: the game is a much more chilly and relaxed version of 'Luftrausers'. With a focus in making feel like you are exploring in the solitude of space, in a delicate ballet through bullets by controlling the speed and inertia of your ship. And with some empty areas without enemies, to create a sense of grand scale.

'Luftrausers' is one of my all-time favorite arcades. So I really appreciate to have a game with a completely different flavor. But at the same time, I really miss something with the same arcadey feel and intensity of 'Luftrausers' in Switch.
 

Deleted member 9971

User requested account closure
Banned
Oct 27, 2017
9,743
Anyone tried out GREEN? it's only 3 bucks and got like 50 levels if it's decent for that price ill get it.
 
Oct 27, 2017
1,163
NYC
You're asking for people to rally behind informed purchases, and...that...is exactly what I'm doing. I've seen multiple negative comments from people that have read things, and not bought the Switch version. People that have bought it, have spoken entirely to the contrary.

No, I'm asking users to make informed buying decisions through research. I don't want people caught up in an unknown & make regrettable choices- they could have bought something else.

You really enjoy the genre, & so do I. However, these Save corruptions, item disappearances, & various stability confirmations (like stage crashes) have occurred across all 3x console platforms. Can anyone that owns Titan Quest assure me that my level xx hero will exist throughout my Legendary run? I won't be happy waiting until Switch Online launches just to hope I can salvage my character.

As I mentioned earlier, this is a different scenario than Switch titles launching with frame-rate problems that depending on the user- may not affect them too much. But we're talking about Saves, crashes, & stability here... for an action RPG.


Have you bought it? What other critics here that have been outspoken have also not purchased it?

I have not, not until it's running stable. So far, 5x users have said it runs well- as in loading. Though if THQ cannot solve the critical uncertainties I've stated... I won't bet on luck. Unless some of us here have played & completed Titan Quest, I don't know how it could be recommended as a bug can appear at various stages of the game.


If I went to a movie forum, and told people what I felt about Avengers 3 without seeing it, that opinion should and would be less well regarded/valid than people that saw it and had positive and or negative impressions. This Switch port is exactly the same situation. We are in a Switch thread, discussing the release status of the Switch game, and so far it's all been largely positive. So firsthand impressions on here aren't valid, then why even come on here and read about them?

No, there's a decade+ lineage to the Marvel films. Fans are invested & are cultural aware from Marvel's different mediums & products.


Do me a favor, buy the game, and..then...post if you feel it's a turd of a port. Otherwise, did you even go to the theater...? (I didn't like the last Avengers, and saw it twice at the drive in, haha!)

I can't, I don't like the possibility of losing progress & other odd glitches. I hope everyone's playthrough is seamless, & that THQ keeps listening to customer feedback.
 

Lelouch0612

Member
Oct 25, 2017
21,200
I bought Wolfenstein 2, again on the Switch in June, after buying the PC Collector's edition last fall. I bought Crash, even though I disdain the series. But what other current gen, current third part releases have come out lately or will come out? I'll rebuy DragonBall FighterZ.. again but damn it, I'd prefer to buy most games on Switch, and day and date. If people thrash third party support...unjustly....we all suffer.

If we are talking about games for the big publishers, Octopath is a must, Monster Hunter is this month with Okami. August should have its faire share of demo/beta if you are undecided too.
 

unfashionable

Member
Oct 29, 2017
2,072
Played a bit of 'Cycle 28'.

The game is in a middle point between 'Luftrausers' and its momentum based controls, with the openness and more slow pace of 'Rogue Aces', making you feel as a part of a full fledged war but without the mission structure.

For those who have never played 'Luftrausers', the game does a poor job explaining some of the basic concepts of the formula.

Basically, you can regenerate your health if you stop pushing the fire button some seconds.

But once you stop firing to regenerate your health, the combo chain will be broken.

I love the controls. Like all the games with a control scheme based in the momentum, the more that you play and learn to dominate the acceleration, the more satisfactory is. Feeling like a small ballet but with bullets. Truly satisfactory. And fortunately, with only two buttons, once for shooting and the other one for accelerating. Plus left and right to turn your ship with the stick. Contrary to 'Luftrausers', in which you will have an extra button to decrease the speed.

And regarding the arcade structure, contrary to 'Luftrausers' in which you will only survive something like 30 seconds in your first playthroughs, here the things start at a quieter pace.

You will last much more time in your first runs. Enemies are not as condensed in the initial moments, giving you a lot of space to regenerate your health.

But like in 'Luftrausers', you will reach a point in which the shit is real, with tens of battlecruisers in the screen.

So take this like a good or bad thing depending on your personal tastes: the game is a much more chilly and relaxed version of 'Luftrausers'. With a focus in making feel like you are exploring in the solitude of space, in a delicate ballet through bullets by controlling the speed and inertia of your ship. And with some empty areas without enemies, to create a sense of grand scale.

'Luftrausers' is one of my all-time favorite arcades. So I really appreciate to have a game with a completely different flavor. But at the same time, I really miss something with the same arcadey feel and intensity of 'Luftrausers' in Switch.

Hate this game. Controls are terrible IMO, I dont understand why they dont have an option for vostok style movement which became natural in like 10 seconds.
 

Mbolibombo

Member
Oct 29, 2017
7,043
I bought Wolfenstein 2, again on the Switch in June, after buying the PC Collector's edition last fall. I bought Crash, even though I disdain the series. But what other current gen, current third part releases have come out lately or will come out? I'll rebuy DragonBall FighterZ.. again but damn it, I'd prefer to buy most games on Switch, and day and date. If people thrash third party support...unjustly....we all suffer.

YS VIII is great as well and it came about a month ago! I'd say it's not as good as the PS4 version but still good enough to justify a purchase. Especially if you use the Switch as a hybrid console and not just as a docked machine.
 

HotHamBoy

Banned
Oct 27, 2017
16,423
Wow. So I just got Celeste last night and was playing today when I heard music that sounded maddeningly familiar.

I figured it out.

Celeste - Awake (go to 1:08)


28 Days Later - In The House - In A Heartbeat


Awake sounds like a gentle piano arrangement of the most memorable piece of music in 28 Days Later. It's almost the same song.
 

Epilexia

Member
Jan 27, 2018
2,675
Hate this game. Controls are terrible IMO, I dont understand why they dont have an option for vostok style movement which became natural in like 10 seconds.

In the same way as a game like 'Snake Pass' can exist, why don't create instead something whose controls are similar to 'Super Mario Galaxy' that you can dominate in 10 seconds?

There is a big tradition of games based in the satisfaction of mastering the controls, by learning the physics involved in the movement.

'Super Monkey Ball', 'Crazy Climber', 'Snake Pass', 'Tumbleseed', 'Luftrausers' are clear examples of games based in mastering the controls and the momentum of the movement.

Even the first 'Super Mario Bros' was doing this back in the day. Contrary to a fixed movement that you can learn and dominate in 10 seconds, Miyamoto opted for a game with complex physics requiring hours to master the jump.

Indeed, all the people back in the day, when playing the first 'Super Mario Bros', they were dying in the most simple jumps, because the game required an accurate control of the acceleration by pushing the run button.

With your philosophy of let's do the same explored concepts in video games, games like 'Super Mario Bros' would not exist.
 

Watershed

Member
Oct 26, 2017
7,811
Update: I've kind of figured out the key to Kingdom New Lands. Early on I was treating it like a relaxed 2d farming sim/rts. But in order to succeed you have to not only be efficient, but super aggressive. I am now on the final island. It is a lot of fun.
 

unfashionable

Member
Oct 29, 2017
2,072
In the same way as a game like 'Snake Pass' can exist, why don't create instead something whose controls are similar to 'Super Mario Galaxy' that you can dominate in 10 seconds?

There is a big tradition of games based in the satisfaction of mastering the controls, by learning the physics involved in the movement.

'Super Monkey Ball', 'Crazy Climber', 'Snake Pass', 'Tumbleseed', 'Luftrausers' are clear examples of games based in mastering the controls and the momentum of the movement.

Even the first 'Super Mario Bros' was doing this back in the day. Contrary to a fixed movement that you can learn and dominate in 10 seconds, Miyamoto opted for a game with complex physics requiring hours to master the jump.

Indeed, all the people back in the day, when playing the first 'Super Mario Bros', they were dying in the most simple jumps, because the game required an accurate control of the acceleration by pushing the run button.

With your philosophy of let's do the same explored concepts in video games, games like 'Super Mario Bros' would not exist.

I dont have any issues with deep mechanics like inertia, I think inertia with vostok controls would work great - the problem with the rotate and thrust is that its not directly mapped intuitively to the movement of the analog stick. for example super mario controls are instantly understandable and intuitive, its a matter of adjusting to the physics of the game (ie you arent fighting the controls themselves). this game, in handheld mode, is just frustrating because its hard to see the current direction of the ship and there isnt a direct mapping of movement of analog stick to movement of ship (ie a direct 1 to 1 mapping, so like mario or vostok or all kinds of games with good control schemes its instantly intuitive just hard to master). rotate and thrust to me is basically the equivalent of tank controls like in the early Resident Evil games where you rotate character instead of just moving stick in direction of movement. Its an archaic and a poor design choice IMO, and it is just my opinion its totally fine to like it yourself.

Why not add an option though? Options are good.

Its frustrating, with an option for intuitive controls I'd love the game I think - stunning music, smooth framerate (60 fps I think), cool concept and visualization of ships/fighters etc.
 
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Tendo

Member
Oct 26, 2017
10,387
Update: I've kind of figured out the key to Kingdom New Lands. Early on I was treating it like a relaxed 2d farming sim/rts. But in order to succeed you have to not only be efficient, but super aggressive. I am now on the final island. It is a lot of fun.


Any other tips? Got to island three but barely. Still struggling.
 

Watershed

Member
Oct 26, 2017
7,811
Any other tips? Got to island three but barely. Still struggling.
4 tips that I found made a big difference, like literally the wrong decision on any of these 4 would ruin a run on any island.

1) Survey the land to the left and right of your settlement early to decide if you are going to rely on farmers or archers for coins. Farmers are more of an investment but the land might be suitable for going that route. If you choose archers, set the conditions for tall grass.

2) Decide which side (left or right) you will attack based on how many portals, distance between your settlement and camps for the soulless, and where the wrecked boat is.

3) If you decide to train knights to attack portals, be careful in your timing and either reinforce them with coins or send 2 waves at the same time. What I mean with be careful with your timing is, make sure training knights doesn't ruin your coin revenue as archer knights won't hunt as much as normal archers.

4) Make all your big moves before winter.

I hope that helps.
 

Epilexia

Member
Jan 27, 2018
2,675
I dont have any issues with deep mechanics like inertia, I think inertia with vostok controls would work great - the problem with the rotate and thrust is that its not directly mapped intuitively to the movement of the analog stick. for example super mario controls are instantly understandable and intuitive, its a matter of adjusting to the physics of the game (ie you arent fighting the controls themselves). this game, in handheld mode, is just frustrating because its hard to see the current direction of the ship and there isnt a direct mapping of movement of analog to movement of ship (ie a direct 1 to 1 mapping, so like mario or vostok or all kinds of games with good control schemes its instantly intuitive just hard to master)

Why not add an option though? Options are good.

In 2018, you see the inertia in 'Super Mario Bros' like something normal. Because after hundreds of titles following its legacy, we have assumed complex physics as something normal.

Indeed, with the Iwata Ask series created for the anniversary of 'Super Mario Bros', by reading the testimonies of the people who played the game back in its day, when none in the industry used this same concept before, people found the game extremely hard.

And even today, there are people finding the first 'Super Mario Bros' as hard to dominate.

You can like or dislike the controls in 'Luftrausers', a game can fit your personal tastes or not.

This will not change that is regarded in the industry as a contemporary classic, by one of the most influential teams in the resurgence of modern arcade games, Vlambeer. There is enough literature about the game or about the company, by some of the most important voices in video game critic.

This is not a problem, like or dislike things, or expressing a personal opinion in a video game forum, it doesn't matter if it's against a general consensus in the industry. Because Art History should be revised every day.

The problem is when we use an hyperbolic negative language in video game forums: "terrible", "awful", "crappy" as the holy trinity.

And even more, when we use this hyperbolic negative language to describe things that while we can dislike, they are conscious design decisions by the developers, after hundreds of hours of studying and balancing a game, working to develop a concrete idea.

So you can like or dislike the idea or the concept behind 'Luftraursers'. But using hyperbolic adjetives like terrible to describe a well developed design idea that is not of your personal taste, it's part of the problem of why the video game communities are perceived as toxic environments.

I can't see differences between this, and the lazy developer rhetoric.
 

unfashionable

Member
Oct 29, 2017
2,072
1) Survey the land to the left and right of your settlement early to decide if you are going to rely on farmers or archers for coins. Farmers are more of an investment but the land might be suitable for going that route. If you choose archers, set the conditions for tall grass.

Archers make money in this game? As in hunting animals and selling skins?

Intrigued by the artstyle of this game and the 50% sale
 

unfashionable

Member
Oct 29, 2017
2,072
In 2018, you see the inertia in 'Super Mario Bros' like something normal. Because after hundreds of titles following its legacy, we have assumed complex physics as something normal.

Indeed, with the Iwata Ask series created for the anniversary of 'Super Mario Bros', by reading the testimonies of the people who played the game back in its day, when none in the industry used this same concept before, people found the game extremely hard.

And even today, there are people finding the first 'Super Mario Bros' as hard to dominate.

You can like or dislike the controls in 'Luftrausers', a game can fit your personal tastes or not.

This will not change that is regarded in the industry as a contemporary classic, by one of the most influential teams in the resurgence of modern arcade games, Vlambeer. There is enough literature about the game or about the company, by some of the most important voices in video game critic.

This is not a problem, like or dislike things, or expressing a personal opinion in a video game forum, it doesn't matter if it's against a general consensus in the industry. Because Art History should be revised every day.

The problem is when we use an hyperbolic negative language in video game forums: "terrible", "awful", "crappy" as the holy trinity.

And even more, when we use this hyperbolic negative language to describe things that while we can dislike, they are conscious design decisions by the developers, after hundreds of hours of studying and balancing a game, working to develop a concrete idea.

So you can like or dislike the idea or the concept behind 'Luftraursers'. But using hyperbolic adjetives like terrible to describe a well developed design idea that is not of your personal taste, it's part of the problem of why the video game communities are perceived as toxic environments.

I can't see differences between this, and the lazy developer rhetoric.

Fair point, I guess I was emotional because I was actually really looking forward to this game. I did not criticize the developer though - I said I hate this game (which is opinion) and that I consider the controls to be terrible (also opinion and the reason why I explicitly added "IMO") but I didn't say the GAME was terrible. I also made a follow up post clarifying the issues I had with the controls, and praising the many good points of the game.
 
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wesman

Member
Oct 30, 2017
1,203
Pittsburgh
No, I'm asking users to make informed buying decisions through research. I don't want people caught up in an unknown & make regrettable choices- they could have bought something else.

You really enjoy the genre, & so do I. However, these Save corruptions, item disappearances, & various stability confirmations (like stage crashes) have occurred across all 3x console platforms. Can anyone that owns Titan Quest assure me that my level xx hero will exist throughout my Legendary run? I won't be happy waiting until Switch Online launches just to hope I can salvage my character.

As I mentioned earlier, this is a different scenario than Switch titles launching with frame-rate problems that depending on the user- may not affect them too much. But we're talking about Saves, crashes, & stability here... for an action RPG.




I have not, not until it's running stable. So far, 5x users have said it runs well- as in loading. Though if THQ cannot solve the critical uncertainties I've stated... I won't bet on luck. Unless some of us here have played & completed Titan Quest, I don't know how it could be recommended as a bug can appear at various stages of the game.




No, there's a decade+ lineage to the Marvel films. Fans are invested & are cultural aware from Marvel's different mediums & products.




I can't, I don't like the possibility of losing progress & other odd glitches. I hope everyone's playthrough is seamless, & that THQ keeps listening to customer feedback.

I found this post regarding possible very recent fixes. Hopefully some of these issues have been addressed. On THQ's Twitter feed, they don't really seem to reply to people's ire.

https://thqnordic.com/node/265

I'm at level 7 for my character, and so far, no issues. I'd read about some chapter four hijinks, and I'm still in chapter 1.

The movie analogy was regarding the discussion of any piece of media.


If we are talking about games for the big publishers, Octopath is a must, Monster Hunter is this month with Okami. August should have its faire share of demo/beta if you are undecided too.

I picked up the Collector's Edition for Octopath, and I got a friend to also. We might both grab Monster er Hunter too, and I already have Okami preorded from Japan for the physical edition.

I think just in comparison, the Switch is, a year in, getting small pickings, and I'd hoped that would shift this past e3. Hell, I delusionally hoped it would the year prior, much too soon I know....

YS VIII is great as well and it came about a month ago! I'd say it's not as good as the PS4 version but still good enough to justify a purchase. Especially if you use the Switch as a hybrid console and not just as a docked machine.

I bought them both, and held off of the Switch version to dig in! It definitely holds its own to the PC/PS4 release, woohoo!

In the same way as a game like 'Snake Pass' can exist, why don't create instead something whose controls are similar to 'Super Mario Galaxy' that you can dominate in 10 seconds?

There is a big tradition of games based in the satisfaction of mastering the controls, by learning the physics involved in the movement.

'Super Monkey Ball', 'Crazy Climber', 'Snake Pass', 'Tumbleseed', 'Luftrausers' are clear examples of games based in mastering the controls and the momentum of the movement.

Even the first 'Super Mario Bros' was doing this back in the day. Contrary to a fixed movement that you can learn and dominate in 10 seconds, Miyamoto opted for a game with complex physics requiring hours to master the jump.

Indeed, all the people back in the day, when playing the first 'Super Mario Bros', they were dying in the most simple jumps, because the game required an accurate control of the acceleration by pushing the run button.

With your philosophy of let's do the same explored concepts in video games, games like 'Super Mario Bros' would not exist.

I played this for a few minutes earlier today, and I can say the concept and controls didn't click immediately for me. Conversely, Salt and Sanctuary did. That felt intuitive, and functional. A complete difference in titles and design, but an initial feeling of game design and control goes a long way. Rogue Aces and Don't Die Mr. Robot click instantly too. For this game, I'd prefer some reverse thrusters, and also some audio feedback when they're fired.
 

TYRANITARR

Member
Oct 28, 2017
3,963
Man, I love this thread. Ive enjoyed reading people's detailed discussions and criticism all day about each weekly release.

Keep it up guys!
 

ryushe

Member
Oct 27, 2017
4,813
Man, I love this thread. Ive enjoyed reading people's detailed discussions and criticism all day about each weekly release.

Keep it up guys!
Which is why post like posting images from Metacritic when someone asked how the Switch version of a game is stifles what is honestly amazing about this thread.
 

Deleted member 33571

User requested account closure
Banned
Nov 17, 2017
907
I'm an hour and a half or so into Iconoclasts, and I think it's really great so far. The music and visuals are wonderful. It really looks and feels like a GBA game, but a lot brighter and more fluid than a lot of games were back then.

The setting is pretty fascinating, but like others have said, it is kind of unclear exactly how this world is set up. I'd be fine with a completely unexplained premise, with hints as to how the world works spread over the course of the game, but based on the way characters are constantly dropping Colored-text Nouns, it feels like it's trying to explain all its different concepts and just not being very successful. I'm still pretty unsure what the protagonist has done wrong except for maybe have a non-government-mandated job? And, again, I'd be fine with that uncertainty if characters weren't constantly trying to explain it, in ways that are just a bit too vague. Also, the quality of the writing is pretty inconsistent; I appreciate that the entire game came from one person, but some stuff definitely could've used some editing.

Last thing I'll mention for now is that I'm not sure (again, I'm very early on) how much the game benefits from the metroidvania structure. Some of the backtracking through completely linear corridors seems sort of pointless, and the game seems to want to try a lot of big set-piece moments, so I can't help but wonder if it would've been better off with a more traditional level structure. The core gameplay is really fun though, and I'm sure it'll branch out more as I get further.
 

alundra311

Member
Oct 25, 2017
2,231
Pre-loading doesn't really make much sense to me for these little indies. I get it for big games with huge downloads. The discount or some other bonus is the only reason I can see why you'd want to, but lots of people preload games without that incentive. Like they just can't wait to be relieved of the burden of their money and want to be locked into a non-refundable purchase without ever seeing reviews for the port.

Good points. The only other people I can think of doing pre-orders are those that will get the game regardless of reviews as they don't have any other means of playing said game.

I gotta tell you, looking at that Monster Hunter Generations Ultimate icon on my home screen for the last month has been torture. I want to play it so badly.

LOL. I know I'm getting Monster Hunter down the line but I'm not purchasing it right now as there's really not much incentive for me aside from the early download. Also, depending on my mood, I may decide to get other games like Okami HD or Unexplored instead.
 

OrakioRob

Member
Oct 25, 2017
3,491
Rio de Janeiro, Brazil
Played a bit of 'Cycle 28'.
(...)
I love the controls. Like all the games with a control scheme based in the momentum, the more that you play and learn to dominate the acceleration, the more satisfactory is. Feeling like a small ballet but with bullets. Truly satisfactory. And fortunately, with only two buttons, once for shooting and the other one for accelerating. Plus left and right to turn your ship with the stick. Contrary to 'Luftrausers', in which you will have an extra button to decrease the speed.

Played it for a bit and loved it too!

I've never played Luftrausers, but as a kid I played lots of "Asteroids" on my Atari 2600. I remember the trick to survival in Asteroids was to move as little as possible, but movement was momentum based and I just loved the feeling of moving my ship around while shooting things.

It turns out Cycle 28 feels like "Asteroids on Steroids". It plays the way I always wanted Asteroids to play. Really nice game.
 

hibikase

User requested ban
Banned
Oct 26, 2017
6,820
I don't understand Mexican eShop pricing.

Why does every game have some weird specific price? They don't have standard prices like $9.99, 14.99, 19.99.

For example, in the US Salt & Sanctuary and Iconoclasts are both $19.99, but in Mexico they're 339.99 and 379.99 respectively. Other games have prices all over the place, like 174.41, 155.20, 193.81, 232.61, 250.00 etc.

Why are some game so much cheaper and others so much more expensive? Street Fighter 30th Anniversary is normally 999.99, which is $54 USD!

Would a Mexican citizen be judged by Era for buying SFA30th from the US eShop the way US citizens are judged for buying from the Mexico eShop?

Pricing is completely arbitrary on the Canadian eShop too. Some games are 1.5x the US amount, some 1.8x, some 1.25x, some are even priced the same (hi there Sine Mora).

They just leave it to the publisher to fill out the pricing individually for each region, so there is no discernable pattern.
 

unfashionable

Member
Oct 29, 2017
2,072
Played it for a bit and loved it too!

I've never played Luftrausers, but as a kid I played lots of "Asteroids" on my Atari 2600. I remember the trick to survival in Asteroids was to move as little as possible, but movement was momentum based and I just loved the feeling of moving my ship around while shooting things.

It turns out Cycle 28 feels like "Asteroids on Steroids". It plays the way I always wanted Asteroids to play. Really nice game.

Music's incredible too
 

HotHamBoy

Banned
Oct 27, 2017
16,423
Pricing is completely arbitrary on the Canadian eShop too. Some games are 1.5x the US amount, some 1.8x, some 1.25x, some are even priced the same (hi there Sine Mora).

They just leave it to the publisher to fill out the pricing individually for each region, so there is no discernable pattern.
It's not even consistent with the same publisher

Capcom

Street Fighter 30th Anniversary US: $40 MXN: $54
Ultra Street Fighter II Turbo US: $40 MSN: $64
Mega Man Legacy 1 US: $15 MXN: $21
Mega Man Legacy 2 US: $20 MXN: $27
RE Rev 1 US: $20 MXN: $21
RE Rev 2 US: $20 MXN: $21
Okami HD US: $20 MXN: $27