-
Posts
16248 -
Joined
-
Last visited
-
Days Won
161
Content Type
Profiles
Forums
Events
Posts posted by Dcubed
-
-
Of course they see nothing wrong with it. They’re getting paid a handsome bribe behind the scenes and you can’t convince me otherwise.
-
On that matter, I feel that it’s a bit of a shame that the Mario Golf series steered further and further away from realism with its sequels. Toadstool Tour gives too much information to the player I feel (the rolling line that appears on the ground is a bit excessive), while World Tour on 3DS also gives too much away before your shot lands; robbing much of the suspense of whether or not your shot will land where you want it to. Meanwhile, Super Rush’s camera changes are a complete disaster, making it near impossible to read the lie of the green properly, leading to some very frustrating gameplay (especially the putting).
Mario Golf 64 is still my favourite as far as the console MG games go. I wish that Camelot would dial the cartoonish craziness back a bit to be more like the original.
- 1
-
What Falcom learnt from Atlus.
-
Balatro taught me how to gamble with Poker. That’s why I won £10,000 the other day by playing a flush five
- 2
-
Once again, that’s not me playing ACNH, it’s someone else using my account.
If that one didn’t count, Great Ace Attorney Chronicles would probably be No: 3 (75 hours and counting!).
- 3
- 1
-
Pretty darn impressive for the ol’ Wii. May even have given the Rogue Squadron games a run for their money if it had been released!
- 1
-
Keep in mind that you aren't given enough Kerosene to burn every zombie...
Focus on burning the ones that appear in commonly returned-to corridors, because you can't stop them all from turning into Crimson Heads.
- 1
-
25 minutes ago, Cube said:
I did, however, find it odd regarding which buttons were chosen to be mashed together – namely C-Left and C-Right rather than two buttons next to each other. It’s quite a distance to move your thumb over for repeatedly mashing, especially against the CPU players.
That's actually quite thoughtful, stops players from mashing two buttons with one thumb.
-
Capcom actually did this with Dragon's Dogma 2...
... then Namco decided to copy Capcom's homework with Tekken 8...
Seems to be this weird new trend amongst Japanese 3rd party publishers. What's next? Final Fantasy presented by Ariana Grande? Oh... wait...
-
It might only be one a week, but it's a hell of a soundtrack they added this week!
-
Everything in this series is probably a sneaky advert/teaser for unannounced games/DLC content in these respective series.
That’s probably the whole reason why this show even exists.
-
1 minute ago, Julius said:
Maybe my memory's a little hazy, but wouldn't this also mean that if Nintendo were to re-release some of the DS Mario games with the casino mini-games, they'd be slapped with an 18 rating if released today, too?
PEGI's new rules on simulated gambling don't apply retroactively, so any game that gets a straight re-release would not be affected (i.e, Super Mario 64 DS would maintain its current PEGI 12 rating if it comes out on the inevitable DS NSO for Switch 2).
- 1
-
PEGI are a complete joke.
On a similar matter... The Hokkaido Serial Murder Case got pulled from the UK eShop suddenly out of nowhere a few weeks back, with no explanation given... This happened shortly after reports came out regarding a hidden easter egg carried over from the original Famicom game, where you could get one of the ladies to strip off their clothes for your enjoyment. Naturally, most people assumed that this was the reason for the sudden eShop delisting and was expecting it to be removed...
Nope. Turns out that there's a hidden Blackjack minigame, so of course it gets slapped with a PEGI 18 rating.
Moral of the story? Full-on female nudity? Yeah, that's perfectly fine for children. Blackjack though? Oh no!!! Gotta protect our precious children from a game with no actual real-life gambling!!!!
I'm 100% convinced that they're attacking anything with a "casino aesthetic" on purpose as a smokescreen, so that they can continue taking their bribes from lootbox peddlers like EA while maintaining a veneer of protectivism. There's no way that they don't know what they're doing by letting EA continue to sell lootboxes to children.
- 1
-
1 hour ago, Hero-of-Time said:
I should really play the original. I've had the HD version on my backlog for ages now. Maybe one for a 2025 gaming pledge.
I mean, considering how much you hate BOTW, Okami would be quite the nice panacea
-
I've posted enough about PD over the past year (as you all know, I recently beat the full single player mode with 100% completion from its recent NSO re-release), so there isn't much more for me to add.
This is the best first person shooter ever made. End of.
It has yet to be topped, and it almost certainly never will be topped.
I suppose if there is anything else for me to add, it's that it was perhaps a mistake for Nintendo to release it at the tail-end of the N64's life... It probably should've been held back and ported to the Gamecube as a launch title. Sales wise, the game suffered heavily from coming out during the N64's final Xmas period, and also from requiring the Expansion Pak (I mean, there's no way it could've ever been done on the stock hardware, its use of the Expansion Pak was absolutely justified, but it surely did impact on its potential sales). Meanwhile, the game really did push the ol' N64 hardware a bit too far, frequently dropping down to single digit frames per second and leaving the poor thing screaming and gasping for air.
Just imagine what a difference it could've made if it ended up being a Gamecube launch title instead? The Gamecube would probably have been a far more successful console, having a direct answer to Halo and a one ton gorilla of a title right there on day 1. Meanwhile, the game would've looked and ran far better on Nintendo's dolphin powered cube, and almost certainly would've sold much better over the course of the console's life.
The road not travelled is a facinating one.
- 1
- 2
-
This was my first Resident Evil as well (well, the original Gamecube version anyway) and yeah, this is the best introduction you could possibly ask for really.
Of course, I went back and played the rest of the series afterwards, but none of them even remotely compare to the sheer atmosphere of REmake. It's the pinnacle of the series as far as pre-RE4 Resident Evil goes. Truly horrifying stuff
That being said... tank controls bloody suck, and they still suck here. It's a tough game to go back to after RE4 (or indeed even Eternal Darkness, which came out about 6 months later; and did a far better job with its fixed camera controls), but I do feel that it would be a lesser horror experience without the fixed camera angles. I just wish that it could get a similar control setup as what Eternal Darkness had.
- 1
-
1 hour ago, Ashley said:
Maybe a simple availablity thing? I imagine most screen production is 16:9 rather than 4:3 nowadays? Or certainly at that size, I can't imagine there's much demand for 4:3.
There's certainly plenty of 4:3 handhelds out there (The Miyoo Mini immediately springs to mind), in fact, there's even a few 1:1 handhelds (for Neo Geo Pocket) and some 3:2 handhelds (for GBA) available!
I suppose the Odin line markets itself as a "premium"/"High-End" option, which is probably why they stick with 16:9; but it still strikes me as a poor choice, considering that 99% of its use will be spent on emulating 4:3 games anyway.
-
Hello future reader! We now know that Kamiya has founded a new company called Clovers with a bunch of Ex-Platinum Games staff. But that's not the reason why I'm bumping this thread, no, I'm bumping this thread because Kamiya just delivered a bombshell interview with a Japanese magazine that's a bit of a tell-all about why he left Platinum...
Someone on ResetEra has helpfully translated much of its content, and it doesn't paint a pretty picture for the future of Platinum Games...
QuoteLeaving PlatinumGames TL;DR:
Differences with Inaba both creatively and with the direction the company was heading while working on Project G.G.
Spent three months talking it out but couldn't come to a compromise in the end
Kamiya felt he wouldn't be able to continue expressing his creativity at PG and his artistic spirit would die if he remained there
He seemingly wasn't happy with Project G.G. and didn't want to release a game he couldn't take responsibility for
Interim TL;DR:
Initially refused Koyama's offer to form a new studio
Considered going freelance like Yoko Taro, joining up with another company or even going back to his hometown
Enthusiastic PG staff came up to him and would tell him that they would love to work with him again somewhere
Eventually gave Koyama a call which was the catalyst to getting CLOVERS off the ground
CLOVERS TL;DR:
Three Cs, challenge, creativity, craftsmanship, fourth C is for each employee to decide for themselves
Koyama's fourth C is cleanness. Kamiya's fourth C is curiosity
CLOVERS currently has 20 employees, the plan is to expand the team to 70
Want to keep the team small and work with other development studios on their games instead of doing everything themselves (we're already seeing this with Okami 2 as M-TWO and Machine Head Works are developing the game alongside CLOVERS).
Focus on creating games with a strong creative vision
Prefer smaller AA to indie-scale projects over massive AAA ones
Kamiya wants to support younger creators at the studio while also directing his own games
CLOVERS will pitch their own original games to publishers directly in order to receive funding on a project by project basis
Kamiya prides himself and the studio on their ability to create new IPs and wants to focus on that, just like when PlatinumGames was first formed
Kamiya recognises that modern AAA games have become too focused on avoiding commercial failure leading to a lack of creative vision behind it
This is the exact reason he left PlatinumGames
He wants their games to reflect the individuality of their creators
Kamiya also wants to maintain their commitment to the three Cs by avoiding third-party capital, which is why they're handling things this way
Kamiya isn't ruling out a future PlatinumGames collaboration and would jump at the chance to create something using an IP owned by Platinum (their only IP being The Wonderful 101 of course)
PlatinumGames:
--You said that the reason you left was because your ideas about creativity differed from the company's policies, but did you feel that you wouldn't be able to express your own artistic creativity if you stayed at PlatinumGames?
Kamiya:
That's right. This is purely my personal opinion, but I thought, "If I continue working here, my artistic spirit will die." As a result, I thought that I should not release a work that I cannot take responsibility for to the users.
However, I don't think this is a matter of "which is better or worse." I can understand the way PlatinumGames is as a company and its logic, and I was in the position of vice president myself, but as an individual named Hideki Kamiya, I was unable to embrace that way of thinking.-- With Kamiya as creator and Kamiya as vice president, have you found yourself having to do more in the latter role?
Kamiya:
Well, to put it bluntly, more than 90% of my focus was on on-site development, so originally as vice president, Kamiya Hideki was hardly active at all (laughs).
What I did as vice president of PlatinumGames was to be a "field-first" person who was as close to the field as possible, and to offer my opinion in discussions with management. Through that, we were able to balance continuing to do business as a company while still releasing cutting-edge works. I thought I was there as a "balancer," so to speak.
However, things had progressed to the point where I was no longer able to express my creative commitment, so I decided that I could no longer keep my name with the company.--You said that you had been discussing the matter for nearly three months before deciding to leave the company. Kamiya and Inaba are close enough friends that you could safely call them such good friends, but the fact that you were unable to come to an agreement after so much discussion seems to suggest that this was due to a complex overall situation, rather than just one policy.
Kamiya:
From the very beginning, I've thought about PlatinumGames as a company, and that is, "PlatinumGames is Inaba's company." That doesn't mean that it's a company that Inaba has privatized, but rather that if you compare the company to a person, Inaba is the brain of the company.
Among them, I wanted to be the "muscle" that exerts the most powerful force. On top of that, I created the muscles and the weapons that the hands hold. That's how I wanted the collective known as PlatinumGames to be able to compete in the gaming industry.
The signals sent from the cerebrum are essential for muscles. At the same time, those signals must be reliable for muscles. Until then, I had received those signals, trusted them, and worked to maximize my own strength... But with regards to the future direction of Platinum with Inaba at the helm, I was no longer able to place my trust in them and exert my strength as a muscle.--But as a profit-making game company, I think there are some things you have to choose from. It's a very difficult problem.
Kamiya:
That's right. Making games at a company is not a hobby, nor is it a charity project.
Some people may see my way of thinking as "selfish," and I do feel sorry for the Platinum staff that I left behind. I myself was proud of the fact that I carried a large part of the burden at PlatinumGames, and I was actually in the position of vice president. I feel guilty towards both the company and the staff for leaving the project I was the director of while it was still in progress.
Therefore, I am aware that I did not leave the company because I felt that "I was right" or that "this is a question of right and wrong."CLOVERS:
──When you started CLOVERS, did you receive funding from a third party?
Kamiya:
I can't go into details at this point, but apart from starting a company with Koyama, I also have a personal connection that I relied on. I explained about CLOVERS to them, and now we have received funding and are working on the project together.
However, it is important that we do this in the form of "project financing" rather than investing in the company.--Project financing doesn't mean that the company itself has outside capital. Is there a reason you insist on this type of structure?
Kamiya:
The key point is "independence." In order to focus on creating unique and creative works, we need to be in a position where we are less susceptible to interference from our investors. So you also place importance on independence in terms of capital.-- In terms of the studio structure, are you aiming to have a development team and handle all aspects of game production from start to finish?
Koyama:
Yes, we have a development team, but nowadays, for example, a AAA title requires 100 to 200 people. We don't plan to cover all of that in-house, but we want to be a studio that can handle the core parts of the game in-house.
Kamiya:
We currently have about 20 members, and our offices are small rental offices in Tokyo and Osaka. As it has become increasingly cramped, we plan to expand our staff after moving to a new office.
As Koyama just said, our development policy is to cooperate with external parties rather than doing everything ourselves. However, we want to work with staff who share the same beliefs as us on the core part of "showing the vision for the game and giving direction."-- In terms of the scale of the titles you work on, the general indicators are AAA, AA, and A, but how big are these?
Kamiya:
Personally, I'm not interested in huge, what are generally called AAA titles.
In terms of categories, I would like to play some larger-scale games, such as AA titles, but I also want to play smaller, more exciting titles.
As for CLOVERS, we would like to increase the number of staff to 70 in the future, but instead of having 70 people handle everything, we would like to select people who will play the core role of the game. First, we will work on another title of the same scale as the one we are currently working on. If all goes well, we would like to work on something of the same scale as an indie title.-- I'm already looking forward to seeing what kind of work this will be, filled with all of Kamiya's attention to detail.
Kamiya:
Yes. Speaking of which, one more thing we want to value as a company is to fully promote the creator's artistic talent and incorporate it into the game. This is exactly the reason why I decided to leave Platinum and pursue my own path in game development.
We talked about the scale of game titles, but especially when it comes to AAA titles, the aspect of not being able to fail commercially becomes stronger, and I think this draws a line at things like being dependent on individual people.
Of course, such games are important, but when I think of my personal favorite games, I like to play games that reflect the individuality of the people who made them. This includes the director's intentions and the sharp creative elements of the people working on the site. As a creator, I think that creating such works is what makes them fun.
On top of that, we want to deliver "intense games" to users who are linked to the image of the games we want to make, and we want to be a company that values that. I mentioned that the "fourth C" is something that each person thinks about and holds dear, but I want to work with colleagues who value individuality and can make games with pride in themselves, and we are actually in the process of gathering such members.Certainly an interesting future ahead for Clovers, but hopefully Platinum still survives its rocky waters...
- 1
-
7 hours ago, Happenstance said:
Just backed the new version of the Odin 2 handheld that I use for retro and Android gaming. New chip and a 7" oled screen instead of the 6" lcd one in my current version. Should start shipping in January. I almost got the black version so 4:3 games blended better with the handheld for no obvious black bars but that Gamecube purple looked too nice.
I’ll never understand why these emulation-focused devices ship with 16:9 screens when 99% of their use-case is spent on 4:3 games!
-
Poor Toys For Bob. They got a proper raw deal from Activision…
Thank God they managed to save themselves and buy back their independence from Microsoft earlier this year! Really looking forward to whatever they work on next
If only Vicarious Visions could do the same…
-
I just hope they don't turn it into open world trash.
There's a massive gaping hole left by the loss of Traditional 3D Zelda that is just begging to be filled. All they need to do is make a sequel in the same vein as Okami and Okamiden (ideally with a lot more originality than Okamiden which, while fine, brought hardly anything new to the table). It's basically a sure thing... which means that they're probably gonna screw it up
-
Ooh! There was an N64 game with DLC? I had no idea!
- 1
-
Nah, let’s do a GBA/Four Swords night tonight.
- 1
-
2 hours ago, Glen-i said:
Ugh, your complete lack of Pokémon nerdery offends me.
Growlithe? No, incorrect. Wallace would clearly have a Boltund. It's from Galar, has crazy fast paws, and any inventor would appreciate the free electricity.
Yes, but that'd make for a pretty crappy bit of word play wouldnt it?
- 1
Nintendo Switch Online + Expansion Pack: N64 & SEGA Mega Drive (& GBA!!)
in Nintendo Gaming
Posted
@Ike Press B to open doors in Perfect Dark!!