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Dcubed

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Everything posted by Dcubed

  1. Got it!!! In for the 256GB model
  2. It doesn’t need to sell anywhere remotely near the Switch to be a success. It’s a niche product with a killer USP for that niche.
  3. Jesus. The more I hear about this thing, the more impressed I am with it and its price! It would even make for an awesome portable desktop PC with a USB-C Dock! Shit… I want one now!
  4. Could always dual boot. Best of both worlds then!
  5. You can install Windows on it if you want to…
  6. Ahh… THERE’S the Switch Pro! Glad to know I wasn’t the only one who thought that I’ll probably get this. It’s crazy cheap! Can’t believe that it’s less than £50 more than an OLED Switch, for a handheld system that’s roughly half as powerful as an Xbox Series S!!
  7. Samus Returns was absurdly long for a 2D Metroid; the best ending requires you to beat it within a whopping 4 hours! (Most other Metroid require sub 2 or 3 hour completion for the best ending). Samus Returns is too long for a 2D Metroid, but I suspect that Dread will have a similar running time… Hopefully it’ll justify the extended length better than SR did.
  8. Heads up @darksnowman. Mushihimesama is finally back up on the EU eShop! And yes, it plays beautifully with the Flipgrip!
  9. That’s fair enough to say I reckon. It’s a fantastic game that I wouldn’t want to change a thing about, but it’s hard as balls and it can be very frustrating at times (especially during the It’s War chapter). But so too does the high difficulty not only make for a greater feeling of satisfaction when you do beat each section? It also heightens the comedy too, as the difficulty does really go off the rails at certain parts, to the point where you just have to laugh as the designers clearly throw a middle finger at the player
  10. I gotcha covered… Totes worth it to play Tetra’s Trackers though!
  11. That roster is fucking quality! Holy crapola! Ludosity (Ittle Dew, Slap Fight) is making this too!? You mean that this game… might actually be good!?
  12. Nope, that was a straight gaff on my part
  13. Funny that both @Jonnas and @Julius both made the Castlevania connection with Fillmore, because Yuzo Koshiro DID actually contribute to the soundtrack for Castlevania Portrait of Ruin in 2005! (He composed 5 music tracks; including the main castle theme “Invitation of a Crazed Moon”). All of Actraiser’s soundtrack is excellent though; one of the absolute best of the SNES era! (And it shaped the OSTs of both FF4 and FF6 to boot!)
  14. Going outside the obvious well known ones? Beach Spikers is an excellent Arcade volleyball game that’s great fun, especially in multiplayer. It’s cheap too! Crazy Taxi is a well known game of course, but what is not well known is that the GCN version is the only post DC version of the game that is every bit as good as the DC original (every other version has something significant wrong with it). THIS is the version to get. Odama is an absolutely insane mashup of Japanese military strategy and pinball that defies description, but is great fun to play! Kururin Squash (JPN only) is the 3rd game in the Kururin series of puzzle squeeze-em-in action games and it’s the best in the series for sure. Damn shame it never came out outside of Japan, but it’s perfectly playable without any Japanese knowledge. If you like Super Monkey Ball, you’ll almost certainly like this too! Four Swords Adventures Japanese Version. Why the Japanese version specifically you ask? Because it exclusively includes a 3rd game called Tetra’s Trackers that was cut out of the western release! It’s primarily a multiplayer game, but it’s one of the very best multiplayer games on the system! An absolutely manic stamp rally game with untold amounts of crazy stuff happening and it’s perfectly playable without Japanese knowledge. If you’re looking for a new fantastic party game you’ve never played before? Look no further! @Glen-i can vouch for how amazingly fun it is!
  15. It’s not the same when it’s self-imposed. You just don’t get that same level of tension that you would otherwise have when it’s part of the game itself. Like, imagine if in Metroid Zero Mission, there was no Hard Mode and you’d have to self-impose your own higher difficulty by limiting what pickups you find? It just wouldn’t be the same. And it’s the fact that the new save system is the default (with no in-game option to play it in the original way) that really bothers me (never mind the litany of other changes I really dislike about MM3D anyway).
  16. That’s an interesting case, particularly since it actively blocks off an unintentional loophole with the original game. In that case, it’s not so much that they’re changing the original intended experience, but rather they doubled down on it and blocked methods of cheating the original game’s punishment for failure. It’s not that people can cheat that bothers me, it’s that you can’t get the original gameplay experience from the N64 version without taking additional measures outside of the game itself. If MM3D had an option to play it the original way, in addition to the altered save system, I wouldn’t mind at all then.
  17. That’s because save scumming becomes the default; you have to self-impose the challenge of the original game in MM3D, since permanant saves are now the default. They’ve changed the whole dynamic of the Anju Kafei quest with the changes made to the save system; now, if you want to experience the same tension of the original, you have to purposely self-impose the challenge to do everything perfectly within the one cycle. There is no option within the game itself to experience the original gameplay; you have to self-impose that yourself now. As a result, the game is now significantly easier than the original version unless you self-impose the challenge.
  18. They’re awesome! Was pissed off when they blocked them in the XBLA version of BK & BT. This isn’t the same thing though. Changing the save system fundamentally changes how the original game works; and in the case of Majora’s Mask? It breaks it completely (unless you purposely do a self limiting challenge; which isn’t an appropriate substitute for the original game design).
  19. Because that was a temporary save; it didn’t enable or encourage save scumming.
  20. Lol! Link just blanks him and nopes out of the door
  21. That’s not a flaw. Consequence for failure is what gives a game tension; if there is no risk? There is no reward. You’re right about Skyward Sword, the original version was already pretty forgiving with its save points. I don’t think that this will be a massive change in this case TBH, but it will certainly have some ramifications for certain dungeons that are longer (at the very least, it’ll have huge ramifications on speed runs for this game; as they abuse death warps like crazy!). I really doubt that’s the case (it would be a totally pointless addition in that case). It probably just saves every so often at set intervals (like every 10 mins or so) and reloading an autosave will most likely plonk you back into the last “room” that you entered when the game was autosaved.
  22. Ok, I don’t use cloud saves on PS4 so I didn’t know that’s how Sony do it; but they are the exception in that regard. Everyone else has instant uploading of cloud saves (including Nintendo on Switch), so it’s Sony’s fault for designing a system so easily abused & manipulated Song of Time in MM3D doesn’t save your game at all anymore. It JUST resets the 3-day cycle now; and has nothing to do with saving. The owl statue saves are the only way to make a permanant save in the 3DS version; and there is no suspend save feature anymore. Autosaves in that game would fundamentally change the way the game is designed; that’s the point. You can’t just throw autosaves onto a game and not expect it to fundamentally break a lot of the intended design. Sakon’s Hideout, for instance, would lose all of its tension if there was no consequence for failure (in the original N64 version, you have to complete the whole 3-day cycle Anju & Kafei quest from scratch if you choke it at the last moment!).
  23. You’re not really helping your argument when you’re talking about how games can be redesigned around autosaves… the whole point of my argument is that autosaves force developers to have to redesign their games to accommodate them! Going back to a classic game and chucking autosaves onto it breaks their original intended design; that’s my point. If you added autosaves into DKC, lives would be completely pointless from a game design standpoint for instance. Autosaves are not a one-size-fits-all solution. It’s not difficult, but it does require some knowhow and active circumvention. If you wanted to cheat, you would have to turn off the cloud saves in order for your failed save file to not overwrite the previous one; then download the previous save file and try again. That’s all outside of the game itself. The entire game is designed around getting as much done during a 3 day cycle as possible. Having permanant saves and decoupling them from The Song of Time completely ruins that, as you can just do things at your own pace now; like every other Zelda game. You can just reload your save and try again as many times as you want; rendering things like Sakon’s Hideout completely pointless now.
  24. Generally they don't unless there's a trading element (e.g. Pokémon) because that defeats the purpose of cloud saves. I've played loads of games that let you upload your suspend save. And so long as you can, autosave is the more convenient option and just as open to abuse as suspend saves. Even in those cases though, the player has to actively go out of their way to cheat the system by abusing the cloud save system by selectively turning it off and on; which most players would not do, or even know how to do. 3DS had a similar OS level save copying feature, but you would have to actively go out of your way to use it to cheat the game you’re playing to abuse it. Autosaves actively force the player to cheat as part of the game itself; that’s the difference in this case.
  25. Cloud saves now render suspended save options easily abusable so that's not even true. Only if the Cloud Save system allows for Suspend Saves to be copied; which can be blocked by said Cloud Save system if need be. Xbox’s Cloud Saves don’t copy Quick Resume save data, and NSO Cloud Saves block specific games. So it can be done.
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