Jump to content
N-Europe

Dcubed

N-E Staff
  • Posts

    16651
  • Joined

  • Last visited

  • Days Won

    170

Posts posted by Dcubed

  1. 4 hours ago, Happenstance said:

    Went to Arcains Arcade in Liverpool today with Goafer. Really good, well worth it if you are ever in the area. Kept pasting Goafer in fighting games until he realised he could main E Honda in the SF games we tried and that was my kryptonite.

    XYEsi6B.jpgb8eGf2E.jpgr8jzdHH.jpg8tRpNp2.jpg

    That looks amazing, would love to go some day!

    I really want to go to Arcade Club in Bury, but it’s just way too far out of the way for me to go to from London…

  2. WTF!?!? You can only buy a max of two GCN NSO controllers!? WHY!?

    That’s so dumb!! You could buy 4 N64 NSO controllers at launch!! What gives!?!?

    How are you supposed to do a full 4 player GCN NSO setup!?

    Anyway.  My preorder is done… My wallet is crying :cry:

  3. 4 hours ago, Julius said:

    15% off gaming gift cards from Curry's using code "PERKS15APRIL":

    Might be a good way to stock up on some eShop funds ahead of the Switch 2 drop! 

    Cheers for that.  Just stocked up on £200 worth of eShop credit (remember, you can't store more than £225 in your eShop wallet at any one time!).

    Can't complain with getting 15% off of everything on the eShop.  Much appreciated with how expensive everything's gonna be on Switch 2!

    • Like 1
  4. Our first Switch 2 exclusive 3rd party eShop title comes from Nitrome, the developers of Shovel Knight Dig and Bomb Chicken.

    Looks fun! A 4 player party minigame collection based all around the Joycon 2's Mouse Mode! :D

    Deets below...

    Quote

    An Upcoming Party Game for 1- 4 Players Using Switch 2 Mouse Controls!

    Quit mousin' around and get yourselves down to the job centre! Team up with friends or go it alone, facing a range of mini game challenges using the Switch 2 mouse controls. Each job features a unique and inventive mechanic making full use of the Joy-Con 2’s brand new cursor functionality. In Mouse Work players take on the role of adorable mice that are just trying to earn some Cheddar. Fortunately for them, the local job centre has a wealth of offerings available, each testing our mice with new and innovative cursor-based gameplay.

    As a Climbing Instructor, you'll be dragging the hands of your incompetent students to the next safe hold, or as an Artist, you'll paint pictures correctly before the time runs out. Use the cursor to play keepy-uppy with all manner of spherical objects in 'Gym Teacher', or keep it old school in 'Spy', a retro style mouse-avoider. These are just a few of the jobs you'll be taking on in Mouse Work. As you play through the jobs available, new ones will unlock, and old jobs will resurface with surprising twists. Whilst the whole game can be played solo, all the jobs are dialled up a notch when playing in local 2-4 player couch co-op mode.

    Multiplayer brings the party with a range of new challenges added to every job. You may be getting in each other's way whilst tied together, or forced to have your climbers hold hands to bridge a large gap. Perhaps you'll be required to work together to lift and drag objects that would be too heavy for a single mouse. Asymmetric abilities take this further in some games too, with each player working with entirely different mechanics! All your hard work won't go unrewarded however. Successfully completing jobs earns you Cheddar, and you can blow it all customising your mice with cute cosmetics: hats, bow ties, trainers… the lot!

    Mouse Work will release hot on the tail of the Nintendo Switch 2. Footage shown was captured on PC and is only an approximation of what we expect on final hardware.

     

    • Like 3
  5. Further clarification @Ike...

    Gn8bDPCXgAAgvfS?format=png&name=medium

    Now the only question remaining is... will we see Switch 2 Edition games get printed on standard Switch 1 Game Cards, or will they be printed on the fancy new Switch 2 Red Game Cards with faster loading?  My bet is on the former, making these Switch 2 Editions essentially the equivalent of GB/GBC Hybrid Carts; which will work on both consoles, but won't be able to take full advantage of the Switch 2's bespoke hardware and faster loading times.

    • Like 2
  6. 3 minutes ago, Ike said:

    Unless they used TMR like 8Bitdo have been using recently. Or they've just done their own thing. ::shrug:

    They could also be using just good old fashioned high quality potentiometer tech, like what they used to use.  And like what they're currently using in their GCN replica controllers (which they will also probably be using in their upcoming GCN NSO controllers).

    Hall Effect isn't the only way to achieve good quality control sticks.  Nintendo used to be masters of it after all! The GCN controller has probably the most durable control stick ever made, and that doesn't use Hall Effect.

    We'll just have to wait and see how this turns out.  The fact that the Joycons and their respective sticks are a good bit larger than the original Joycons should go a long way towards making them more durable this time...

  7. Two new interviews!

    One with Bill Trinen...

    And one with Nate Bihldorff...

    The latter confirms no hall effect sticks on either the Joycons or Pro Controller...

    Let's hope they know what they're doing this time...

    Also, @Glen-i?

    Quote

    Even the Steam Deck with the extra buttons on the back, sometimes it's like, "What do I need to do with these?"

    For me, personally, one thing I'll automatically reassign there is clicking in sticks. I've never liked that. It's because I'm such a stressful gamer that I probably apply too much force to those things anyways. I'm the guy who is all of a sudden crouching. It's because I've jammed in the left stick. So I'll probably go into those buttons to remap.

    Looks like great minds think alike ;)

    • Like 1
  8. A few opinions of mine regarding the Project Harmony footage...

    It kind of reminds me a lot of Kameo: Elements of Power; with the animal riding/shifting mechanic.  The character designs also remind me a lot of it too.  Kind of prophetic... considering that Kameo was a long troubled project that struggled to find its identity and shifted focus multiple times throughout its protracted development cycle.

    It also looks like they may have been experimenting with a rhythm-based attacking mechanic, sort of like what HiFi Rush would end up pioneering a few years later.  We don't see any enemies throughout this prototype footage, but the debug options hint at some similar mechanics.

    Also, I just want to say, I absolutely love the fact that they use the name WindWakerHint for the mechanic that sees the main character look towards objects of interest that can help the player :laughing:

  9. Bit of detail about the Splatoon 2 prototype...

    Quote

    Can confirm at least the splatoon 2 debug leak is real. Source is @nvnprogram on twitter but looks like the posts are deleted now.

    They showed off this unreleased game mode where two teams were fighting over a rocket ship in the middle of the map. The idea was to shoot the rocket with your team’s ink to fill up its gauge. Once your team filled it all the way up, the rocket would blast off, scoring you points.

    The player who actually landed the final shot to fill the gauge got rewarded with this super fast automatic weapon. After the rocket launched, it would then reappear somewhere else on the map.

    If anyone archived these vids please let me know and post them in the replies:)

    Looks like the guy with the dev kit is struggling to get his controller working with the Project Harmony proto; might be some time before we see it in action, but hopefully video footage will come...

    Edit: HELL HATH FROZEN OVER!! WE HAVE PROJECT HARMONY FOOTAGE!!! 

    https://streamable.com/2mkoof

    And there it is! :D

  10. So it looks like someone got their hands on a Switch 1 dev kit and hit the jackpot.  From the Reddit post, found items include...

    Quote
    1. Old Splatoon 2 debug builds

    2. Rime

    3. Unreleased lego civilization game

    4. Unreleased Ridge racer prototype

    5. Unreleased retro studios game (project harmony)

    6. Arms debug build

    Project Harmony is a reletively recent rumour, but supposedly it was the big project that Retro Studios was working on inbetween Tropical Freeze and Metroid Prime Remastered.  An action RPG that was designed to be an interactive musical.

    Supposedly they spent 3 years working on this prototype, before giving up on it.  Well it looks like that rumour may well have been true! Because we now have our first screenshots of this prototype!

    JzZaDQ0.jpeg

    7yDFiU8.jpeg

     

    Not to be outdone, that old rumour about Bandai Namco Singapore working on Ridge Racer 8? Completely true! And we have video footage to prove it!

    https://streamable.com/grt0hz (An alternative upload for those of you who don't want to use Twitter).

    This also soft confirms the rumours about BN Singapore also working on the original version of Prime 4 before they got publically thrown under the bus in favour of Retro.

    News is still breaking, so hopefully we'll see some video footage of Project Harmony soon.

    • Like 4
  11. 2 hours ago, Julius said:

    Yeah, this was the big takeaway for me I think. It's one of those where I'm happy to buy in on launch day with the promise of what's to come (feel like they could've shown more with this in mind, honestly, but I'm sure future Directs will fill out the next 6-12 months more), but at launch, I feel like I'm going to enjoy the Welcome Tour for an hour max, maybe toy around with Mario Kart World for a bit, and the bulk of my time will probably be spent with some of the GameCube NSO games.

    Not that I'm complaining about that - it sounds like a fun weekend! - but it is absolutely missing a killer exclusive single-player app for launch. And I think you're right – if it wasn't going to be anything else, it really should've been Prime 4. 

    Let's not forget that there are around 150 million OG Switch consoles out there though, because it's still going to shift a lot of units on that thing too :p

    And honestly, seeing the performance options on Switch 2 they've cooked up, I'm even more impressed with what they've managed with Prime 4 on the OG Switch. In side-by-sides the bump in fidelity is obvious on Switch 2, but I feel like the real wizardry is that the game has still looked excellent on OG Switch in the footage we've seen so far! 

    Unless you're a Mario Kart World junkie or dying for GameCube NSO, I don't think anyone's missing out by missing launch with the Switch 2. And both of those at launch feel like they're targeting very different parts of the Nintendo audience. Mario Kart World is going to be massive in that everyone buys it and it'll probably break some sales records in the long run, but I'd be lying if I said I thought Mario Kart World at launch was the right one to push as the Day 1 game. 

    Honestly speaking? The launch title I'm looking forward to the most is Echoes of Wisdom.  Very happy that this game is in the first batch of Switch 1 performance updates, because it really needs it; and I've been hungry to play it ever since it came out!

    I'm very glad that I held off on those later Switch titles, and I'm gonna definitely take advantage of my backlog in that first year; because Switch 2 exclusives are gonna be very thin on the ground.  Hopefully we don't have to wait too long to see the likes of Bayonetta 3 get the performance update they desperately need; because I'm dying to finally play that game!

  12. One of the best games SEGA ever made.  Phenomenal game, absolutely top shelf from top to bottom.  Pure arcade fun at its finest.

    The remake is a travesty.  A joke compared to the flawless original, that spits in the face of SEGA's arcade legacy.

    I desperately hope we get the original SMB 1 & 2 on GCN NSO... It deserves to be preserved in its original form.

    BTW, small aside, but I really like how you include the little GCN Menu blurb for each of these games @Cube.  Nice touch!

    • Like 1
  13. It also makes it even more obvious that these Switch 2 Editions are only being put out at retail to make the anemic Switch 2 launch lineup look less awful than it actually is.

    If you strip away these upgraded Switch 1 games, there are only two first party Switch 2 games announced with release dates (MK World and DK Bananza) and only 5 first party games in totality.  That's shockingly poor, like, even the ruddy N64 had more exclusive 1st party games announced pre-launch than this!

    Only serves to highlight even more how much of a tremendous mistake it was to not just cancel the Switch 1 version of Metroid Prime 4... It should always have just been a Switch 2 exclusive, nobody is going to buy it for Switch 1 at this point anyway.

    • Like 1
  14. 7 hours ago, Cube said:

    I think the NSO version restored the original adverts. The Virtual Console had Wii and DS logos everywhere.

    It did.  Though the Wii U VC restored the original Kawasaki banners first.  The Wii VC version is the only one that does not include the original Kawasaki endorsement.

    Blue Storm has a lot more product placement/endorsement than the original game though; and also uses higher profile licenses too that would presumably come with a higher pricetag to re-license.  I think it's fairly likely that @Glen-i is right and that they will scrub the licenses when they do release it on NSO, because the costs of relicensing will be fairly high.  Luckily it's just a matter of doing some texture swaps, not too difficult to accomplish...

    On that matter.  1080 Avalanche will be a problem, since that goes so far as to include licensed music; and quite a lot of it!  That won't be so easy to solve, since they can't just do a cheap texture swap in that case...

    Actually, come to think of it, I think 1080 Avalanche is the one and only internally developed Nintendo first party title to ever feature a licensed soundtrack!

    As an aside, Pikmin 2 is now in the clear since the Switch port of the game has already scrubbed all of the licensed content; so they can just reuse the edits made in that version.

    • Thanks 1
  15. 52 minutes ago, Ike said:

    ::shrug:
     

    I think @Dcubed’s attempt to get only complete physical versions is a bit of a losing battle at this rate.

    Well at least it’ll be a guaranteed way to get the latest update on physical media!

    Yeah, that’s a real shame.  Means that none of these Switch 2 patches will be getting preserved physically.

    It also means that they won’t be able to take full advantage of the improved loading times either, since they won’t be getting printed on the new & fancy red cards… (I guess that also means that digital versions will have their load times throttled to match the physical Switch 1 card as well).

    Hopefully they change their mind and some of these games end up getting proper native Switch 2 versions.

  16. 50 minutes ago, Glen-i said:

    I was more shocked that Konami themselves developed this collection, instead of outsourcing it like they usually do.
    They did hire another team to handle the art side of it, mind.
    I might be wrong, but i think the last time Konami themselves did a game was Super Bomberman R?

    You are wrong.  Hexadrive developed Super Bomberman R.

    The last game that Konami developed internally before Suikoden 1&2 HD was Metal Gear Survive.

    • Thanks 1
  17. Wave Race Blue Storm is a good sequel to the N64 game, but it is wildly different from a tonal perspective.  Unlike the N64 game (which was made by EAD), Blue Storm was made by the American 1st party studio Nintendo Software Technology; a newly minted studio founded in 1998 and housed inside NOA's offices.  Comprised primarily of graduates from the Digipen School of Technology, it saw production oversight from a number of former EAD/R&D1 staff members, notably including Shigeki Yamashiro; who served as director on Wave Race Blue Storm and previously worked as a programmer and producer within EAD.

    This team really hit the ground running, releasing no less than four games in their first year (2000); including Bionic Commando: Elite Forces, Crystalis GBC, Ridge Racer 64 and Pokemon Puzzle League (licensed from Intelligent Systems, as a reskin of the cancelled Panel De Pon 64).  What's notable about all of these four games? They're all licensed titles.  NST worked very differently from Nintendo's Japanese-led studios, operating more like a traditional western game developer; and this philosophy bled into their games as well, both for better and for worse.

    Wave Race Blue Storm was their true big break though, and a huge step up in terms of developmental priority.  This wasn't some small licensed title for their fresh graduates to cut their teeth on, this was a launch title for Nintendo's next gen cubic console and a direct sequel to a fairly popular and beloved EAD-made title.  It was so important that EAD had even lent them the original source code for Wave Race 64 and instructed them to straight up reuse the physics engine from that title.  This proved to be an excellent decision, as WR64's water physics were (and still are!) a triumph of engineering and remain, even 25 years on, the best simulation of watercraft physics that the industry has ever seen.

    Given that context, we start to see why Blue Storm was designed the way it was.  On one hand, this was an American-made game, done in the "American Way".  This meant that EA was their competition, and the happy-go-lucky easy going vibes of the original Wave Race simply wouldn't fly; instead, they focused on trying to make the game "cool".  This meant techno & R&B music, and a much edgier vibe were in.  On the other hand, this was the sequel to a beloved EAD Japanese-made title, and so they were never going to stray too far away from what made the original game so great.  The big new gameplay twist (the Turbo mechanic) was actually a mandate from EAD, and a direct suggestion from Miyamoto himself; and these fresh-faced graduates were never going to say no to their boss.  Luckily for them, their boss was Nintendo and Miyamoto, which meant that this new mechanic was going to be fucking fantastic; and the absolute right decision to make.  This was no time for NST to start developing an ego, that would come later on.

    Likewise, a team of fresh-faced graduates were never going to steer too far away in terms of course design either; going so far as to include a direct remake of one of WR64's most iconic courses (Southern Island).  As such, it's no wonder that the course archetypes veer very closely to their N64 counterparts.

    You know what though? NST did a bang-up job here! While many people bemoan the tonal shift and how this game can err dangerously close to becoming a remake of the N64 game, Blue Storm plays like a dream and has excellent level design.  It makes excellent use of the Gamecube's greater processing power to make the courses more dynamic than could ever be done with WR64; with crates falling from ships and causing waves, to wildly varying weather conditions, to killer whales jumping out of the sea and causing tsunamis that you have to race through.  All of these real-time physics greatly alter the way you have to tackle each course and all of the new mechanics work perfectly within the context of the game; and while most of those new mechanics were mandates from down on high? It doesn't take away the incredibly accomplishment that they pulled off with this game.  It's hard to believe that a sophomore effort from a group of new university graduates could turn out a game this good, but that's exactly what they pulled off.

    They say that Nintendo has the midas touch when it comes to working with outside developers? Turns out that Nintendo had already proven their golden hands with NST well before they started working with other western developers.

    While it's tragic what later happened to NST over Project HAMMER, it's at least comforting that NST have recently just started to find their footing once more within the last 5 years or so on Switch.  It took a long time, but perhaps they do still have a bright future ahead of them after all.

    Wave Race Blue Storm is not a perfect sequel, but it's a sequel with a distinct personality of its own.  And that is perhaps exemplified most perfectly by the hidden Sarcastic Announcer cheat that was hidden for more than 10 years before it was finally found!

    • Like 3
    • Thanks 2
  18. 4 minutes ago, EEVILMURRAY said:

    jiggly-puff.jpg

     

    Ohh... it's a 3rd party controller?

    Yeah, that'll work just fine when plugged into the dock.  It'll just be recognised as a Switch 1 Pro Controller.

    If you really want to use it in handheld/tabletop mode, it would work if you got a USB A to USB C adapter (Have used one before on Switch 1 and can confirm that it works).

  19. Australian preorders have started and we have an Aussie price!

    https://www.jbhifi.com.au/products/nintendo-switch-2-console

    https://www.jbhifi.com.au/collections/games-consoles/nintendo-switch?Primary Format - Games=Nintendo Switch 2

    $699.99 Aus for the console and $114/104 Aus for the games.

    Honestly? That's much better than I expected! The equivilent of €389.12 and €63.46/€57.90 is very reasonable! In fact, it's amongst the cheapest prices for Switch 2 and its games worldwide!

    A welcome relief, considering that our Aussie friends typically get reamed on pricing! :)

  20. 25 minutes ago, EEVILMURRAY said:

    But this isn't a NSO GameCube controller, it's something they did for the Smash fans in the house

    I take it that this is a modded GCN controller then?

    If it's a Wired USB mod, I believe that they only work on PC; as a Direct Input controller.  In which case, no it won't work on Switch 1 or 2.

    As an aside, the dock includes 2x USB A 2.0 ports on the side, which makes it the same as a Switch 1 OLED dock in that regard...

    ... that actually might be an issue for me, since there's no USB port on the back side this time around; meaning that I can't neatly hide the GCN controller adapter wires away using the same trick as last time...

×
×
  • Create New...