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Everything posted by Dcubed
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Stick that shit back in the oven Game Freak... I honestly don't understand why it has to come out so soon! Why!? It's literally only 2 months after BDSP! What? Is the Switch gonna suddenly combust in March 2022 or something!? What's the rush?
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https://www.videogameschronicle.com/news/smash-bros-masahiro-sakurai-discusses-potential-retirement-in-new-column/ Looks like Sakurai is considering going into retirement... I did say that I thought this was gonna happen after SSBU development finishes...
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Looks awesome! Great job! And yeah, the IPS screen makes a world of difference; literally generations ahead of even the backlit AGS101 screen!
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Yeah, prices have shot up across the board over the past year... You don’t even want to look at the prices of the heavy hitters on SEGA Saturn & Mega CD! (Some are actually hitting over a grand now! And those are Completed Listings!!!). Hopefully we’ll see prices come back down with COVID now starting to come under control... But I don’t foresee prices coming down in any meaningful way until we start seeing something like the Virtual Console make a proper comeback and we start seeing regular, reliable, high quality re-releases become the norm again.
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Nah. Fallen Order is definitely a Dark Souls knockoff more than anything else (though it’s also an Uncharted knockoff too). It does have backtracking, but so too do the Dark Souls games.
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E3 2021: Digital Edition, TGA's 2021 & other 2021 events
Dcubed replied to Julius's topic in General Gaming Discussion
There’s basically only three companies it could be (everyone else leaks like a sieve). It’s either Nintendo, Sony or Square-Enix. Nintendo not understanding the internet in the era of COVID Lockdown would be the most Nintendo thing imaginable, but for what it’s worth; I’ve not heard anything from my usual sources. -
Wow! Great job! How did you manage to find a compatible PSU!?
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When I think of what demarcates an Adventure game from a Visual Novel? My mind always turns to 999. Specifically comparing the original DS version to the cut-down iOS version (which removes the escape room sections entirely; leaving only the “Novel” section of the game). Quite simply, the original DS version is comfortably an Adventure game, while the iOS version? That’s a Visual Novel. I think that there’s too much of a focus on gameplay for Ace Attorney to be considered a Visual Novel though. The story is basically an elaborate puzzle for the player to solve; more so than it actually being a narrative that is meant to be told in its own right. Ace Attorney is an active experience, not a passive one; therefore it’s an Adventure game and not a Visual Novel in my mind. I’ll let you be the judge of that
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Two more to add to the list... Famicom Detective Club: The Missing Heir Click here to see my writeup Phoenix Wright Ace Attorney After playing through FDC: The Missing Heir, I was in the mood to revisit everyone's favourite detective lawyer, Pheonix! Has been ages since I last played the original Ace Attorney, so I decided to get it on Switch and try out the fancy new HD version... ... at first I found it really weird and un-natural to play this game on anything other than a DS/3DS; everything just felt kind of... off. However, I eventually adjusted and found myself able to enjoy playing it again; particularily thanks to the game thankfully supporting touch screen controls in handheld mode (which work mostly how you'd expect). That being said? I did find myself missing the microphone support... blowing away fingerprint dust just isn't the same when pressing a button instead (and yes, I miss being able to shout "OBJECTION!!" into the mic; I know it's dumb, but I loved doing it!). Anyway, control quirks aside, it's a fine enough port; far better than the crappy iOS version and much better than the 3DS version of AA Trilogy in terms of visuals (if not interface). Let's get on with the game itself. Yeah, alright Phoenix. SHEESH! I'm just getting to it! Released back in 2001 for the fledgling Gameboy Advance; the very first Ace Attorney game wasn't released outside of Japan until it got an enhanced port for the Nintendo DS in 2005. This port added touch screen controls & microphone support; but more importantly, it added an additional case (Case 5: Rise From The Ashes); making it the one and only Ace Attorney re-release to actually add additional gameplay content. The port itself was made specifically for the western market, but the additional case was added to tide Japanese fans over while they waited for the fourth entry in the series (Apollo Justice); which itself wouldn't see release until 2007 (a whole 3 years after Trials & Tribulations originally hit the GBA in Japan). This case would actually incorporate certain gameplay elements & characters that were originally intended for Apollo Justice, and the case itself was written with long-term fans in mind by Minae Matsukawa (who was also one of the main writers who worked on Apollo Justice). This has some ramifications on the overall game, which I will get into later on. Don't worry Larry, it's not that bad! Ace Attorney is a classic Japanese adventure game in the same mold as laid down by the Famicom Detective Club games. Playing the two back to back, the influence that FDC had on AA is blindingly obvious; no need for a cross-examination here... http://shmuplations.com/justiceforall/ https://www.capcom-unity.com/zeroobjections/blog/2014/09/12/the-early-days-of-ace-attorney Certainly, the investigation portions of the game are clearly inspired by the Famicom Detective Club titles. Unlike the classic adventure games seen in the west, Ace Attorney is a decidedly linear affair; where you are tasked with figuring out how to advance the rectilinear story forward by asking the right person for the right information, by presenting the right items at the right time. Some people have labelled the Ace Attorney series as a Visual Novel... but that's not really right at all. Visual Novels are known for eschewing interactivity in favour of telling a narrative, but Ace Attorney is different; here, the gameplay & story are intrisictly entwined together to form a game where the story IS the gameplay. Betwixt the interactive gameplay and the linear narrative is a focus on mystery solving; the game will not advance until the player successfully proves that they have correctly solved the mystery, a trait that clearly demarcates the Ace Attorney games from the more modern & atypical Visual Novel format... Shut it you! Go back to see January and leave me alone! So then, it's an adventure game in the same mold as the Famicom Detective Club titles... https://web.archive.org/web/20141008205230/http://www.officialnintendomagazine.co.uk/55629/features/interview-shu-takumi-on-the-making-of-phoenix-wright-ghost-trick-and-more/?page=1 Err... don't you mean Herlock Shlomes there Phoenix? He's right! Of course, the big differentiator between Ace Attorney and other detective games like the Famicom Detective Club titles is of course, the focus on finding & exposing contradictions. That is the lynchpin that ties everything together within the Ace Attorney series, and this is what allows them to turn insane story contrivances, ridiculous over-the-top characters and ludicrous murder plots into a compelling narrative AND gameplay experience. Ultimately, the courtroom setting is just window dressing for a game that is all about finding & exposing contradictive evidence. It is NOT a lawyer simulator in any sense of the word. Yes, lets talk about the first entry in the series itself Edgey. Pheonix Wright Ace Attorney was the first game in the series, as such it was tasked with introducing the world to the concept of this series' strange Contradition Exposer gameplay. As such, compared to later games in the series, Pheonix Wright Ace Attorney comes across as fairly simplistic and straightforward by comparison. Case 1 is basically a glorified tutorial, and even Case 2 still feels like the training wheels are firmly stuck on. As enjoyable as they are still, it's not really until you get to Case 4 that you start to see something more akin to later games in the series... and then that's the end of the game! While there are plenty of series trademark turnabout twists, its a very approachable and easy game to figure out; an excellent way to get into the series for sure, but it can kind of feel like the game just finished as soon as it really gets started... ... of course, this is where Case 5 comes in; which is basically as long as Cases 3 & 4 put together and far more complex! It's actually pretty striking just how it stands out like a sore thumb when you stack it up against the original 4 cases from the original GBA release; as it suddenly feels like somebody turned the difficulty slider WAY, WAY up past the limit of the original game! As such, I kind of feel that if you're new to the series, you should probably skip Case 5 until you've finished both Justice For All and Trials And Tribulations; as it's really obvious that Case 5 was designed for veteran players who have already experienced the entire original GBA trilogy. While Cases 1-4 all feel fairly straightforward and managable to figure out and keep everything in your head, with logic that is pretty parsable even when the big twists are twisting all over; Case 5 felt oddly overwhelming. In comparison to Cases 1-4, Case 5 is messy, convoluted and difficult to manage in your headspace; especially when you're bombarded with masses of evidence! Almost as much as Case 3 & 4 combined! While I love all 5 cases, the difficulty curve isn't so much of a curve as it is a 90 degree wall when you hit Case 5! Naturally I can't really delve into the actual story beats without ruining the gameplay experience, but suffice to say that I love all of the series' trademark insane twists, wacky characters and ridiculous contrivances... it's that Contradiction Exposure gameplay hook that truly ties everything together. If there's any complaint to make with Phoenix Wright Ace Attorney in particular however? It's that the Investigation sections feel a bit basic here; granted, being the first game, it was always going to feel simpler. However, I feel that the Investigation gameplay portions of the Ace Attorney games didn't really truly come into their own until the introduction of the Psyche Lock mechanic in the second game... something that Shinji Mikami (Producer of Ace Attorneys 1-3) himself admitted... Best keep quiet if you know what's good for you... One thing I do like with Phoenix Wright Ace Attorney that later games don't really delve into as much however (barring a few notable exceptions that I will not name due to spoilers), is that there are more elements of legal conjecture that are used here than in later games; particularily with legal concepts like the Statute of Limitations. Even though the lawyering side of things is ultimately window dressing, I do feel that its a shame that later games don't really take as much advantage of the unique setting & potential for legislative cajoling as they could... The Ace Attorney series falls onto the murder mystery crutch too much, and I wish that we could see more unique kinds of cases & application of actual law concepts... No! I can't talk about THAT Ace Attorney game! It's a huge spoiler!! The evidence is in the game itself! The reader is just gonna have to play the series themself to find out! All three answers are correct! Bugger... But yeah, that's Ace Attorney. Every game is an insane, wild ride, filled with larger than life characters, wacky settings, wonderful Japanifornica localisations, ridiculous & convoluted plots; but its all tied together and made oddly compelling by their fantastic Contradiction Exposure gameplay, it's what allows you to suspend your disbelief and get sucked into its wonderful world. Though the Ace Attorney series is molded in the form of classic Japanese adventure games, there really isn't anything else like it. It's my favourite Adventure game series and the first game gets the series off to a fantastic start, but the best is yet to come... And with that?
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Guy must've been a SEGA fan
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Oh, and here's a little extra for those that have finished The Missing Heir. Don't read this spoiler unless you've finished the game, but there was one very happy side effect that came from my character naming choice that made me fucking HOWL with laughter right at the very end of the game... I am very happy with my life choices Edit: Ahh crud! It’s gone to a new page!! Go back to the end of Page 1 to see my big write up on The Missing Heir; you won’t be disappointed!
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Right! I said that I was gonna do a more detailed writeup... and here it is! The Missing Heir is NOT the first Adventure game that Nintendo made. That would be 1987's Shin Onigashima (which was directed by Tatsuya Hishida and produced by Shigeru Miyamoto himself). Unlike Famicom Detective Club, Shin Onigashima was designed more in the same kind of vein as western point n' click Adventure games, like The Secret of Monkey Island; it was ostensibly a game, with win and lose states, puzzles to solve and whatnot. The Missing Heir however? This was NOT like a typical Adventure game at all, and the manner in which it was made was radically different from both Shin Onigashima, and every single other Nintendo title that had been produced before or since. Breaking away from Nintendo tradition, The Missing Heir actually had its story developed first, before any actual gameplay design would take place. This game's development started off with an edict from the late, great Gunpei Yokoi; who challenged his staff at Nintendo R&D1 to come up with a game idea, where Gunpei Yokoi would supply the title and nothing else. That title, was "Famicom Detective Club" (Ok, it was actually "Family Computer Youth Detective Agency" in Japanese, but whatevs). One staff member at Nintendo R&D1 would recklessly throw himself into the fray and nominate himself to be the main writer; and coming off of his big break, that man was Yoshio Sakamoto, the man who saved the original Metroid project and who would go on to later define the series (and its genre) as a whole. Why am I spending so much time talking about the development staff? It's because Famicom Detective Club had a really interesting development process, that would go on to send some ripples down Nintendo history. The Missing Heir was first written out in the form of a full novel, before work began on actually turning it into a game. However, before this would happen, Yoshio Sakamoto was suddenly pulled from the project and asked to work on Nakayama Miho no Tokimeki High School; the progenitor of the Dating Sim. That game was a side-project of sorts, co-developed between Nintendo and Square in the span of just 2 weeks, as a way to take advantage of the shortlived Disk Fax (basically an online network system for the Famicom Disk System). But that game would go on to be a valuable "test run" of sorts for Sakamoto's main project, showing him how his in-development murder mystery story could potentially be converted into an actual playable game. The game, in novel form... Well, actually, to tell the truth, this is the pre-development script for The Girl Who Stands Behind; but you get the idea! Joining Yoshio Sakamoto (as main writer) would also be Toru Osawa & Satoru Okada as support writers, responsible for delivering screenplay dialogue. Osawa would go on to be fairly prolific throughout Nintendo history, taking on a number of directoral & designer duties for games such as Mario Clash, For Whom The Frog Tolls and The Legend of Zelda: Ocarina of Time; before moving into more of a producer role for the rest of his career; while Okada would only have a literal couple more game specific roles (Solar Striker & Super Mario Land to be precise), before eventually moving to the hardware division of Nintendo & working to develop tools for all of Nintendo's handheld consoles up until the launch of the DS. Of further note was the support of Makoto Kanoh & Masafumi Sakashita, under the nebulous credit of "cooperation"; two men who would go on to be key design figures for Metroid 2: Return of Samus (more on this later; because there's a lot of shared DNA here that needs to be examined). What's also interesting is that the game was NOT programmed in-house at Nintendo R&D1! No! This game was actually fully developed by TOSE, and Nintendo's own staff only worked in a design & directorial capacity. Even the artwork & music was not written by Nintendo themselves, instead the music credit would go to the mysterious "Hiromi"; a pen name for a, still to this day, unknown composer! (The music was written by an external composer and then translated to the NES/FDS sound chip by Kenji Yamamoto & Hirokazu ("Hip") Tanaka); while the artwork was done by Tetsuji Tanaka (a fake name for an artist working for TOSE; the famous "Ghost Developer"). While this isn't the first game that TOSE worked on for Nintendo (Kid Icarus is believed to have been programmed by them at least; which pre-dates TMH by about one & a half years), this is certainly the first one that had this level of involvement from TOSE that is currently known to the general public. Nintendo & TOSE would go on to have a long & fruitful relationship that continues to this day, and it's clear that the success of the collaboration from The Missing Heir & The Girl Who Stands Behind was the main catalyst that sparked this long-term relationship. Co-incidentally, THIS is why Nintendo proudly displays TOSE's name in the copyright credits & on the title screen of this 2021 Switch remake of both Famicom Detective Club games; something that is almost otherwise unheard of for TOSE (which famously conducts its business almost entierly in secret; as a ghost writer within the industry). Nintendo are the only company that shares its copyrights with TOSE, and its thanks to the Famicom Detective Club games that their long & fruitful relationship came about. Now there's something you definitely don't tose(e) everyday With the game's original release on the Famicom Disk System (this game never got a cartridge release... well, not unless we count its GBA Famicom Classics re-release anyway!), it was actually split across two disks; with Volume 1 released on April 27th 1988, and Volume 2 released on June 14th 1988. The game simply couldn't fit onto one FDS disk, causing no shortage of migranes for its development team, and required the scenario to be presented as in-game chapters in order to neatly split the game in half. Of course, this was even more of a problem when you consider that FDS disks are re-writable... and Volume 2 required you to use Volume 1 in conjunction! Better not overwrite that disk with any other game! The NES/Famicom era was the wild west of video game design, and Nintendo were willing to take chances on weird & experimental stuff like this; but I guess it's not surprising at all that NOA looked at it and thought... no way are we even gonna attempt to localise this! The story of The Missing Heir was largely inspired by the novels of Seishi Yokomizo; a prolific Japanese authour who penned many detective novels that would go on to become cornerstones of Japanese literature. That's this guy ... but what was an even greater influence was Yuji Hori's (yes, the Dragon Quest guy) The Portopia Serial Murder Case; first released for the NEC PC-6001 in June 1983. It was a detective game of a similar nature, but unlike the Famicom Detective Club games, this was a decidedly non-linear affair; with branching paths, multiple potential endings, and item & command puzzle gameplay a bit more akin to western point n' click adventure games. That game's influence is obvious here with The Missing Heir (co-incidentally it would also go on to be big sources of inspiration for both Eiji Aonuma & Hideo Kojima; who have both cited that game as a key reason for entering the video game industry to begin with), however, unlike with Yuji Hori's seminal work, The Missing Heir is a decidedly more linear affair that takes control away from the player and pushes the player down a much more linear narrative. If The Portopia Serial Murder Case was the birth of the Japanese adventure game? Then Famicom Detective Club was where the Japanese adventure game was pushed down the road towards becoming the Visual Novel genre that we know today. That then brings us to the game itself. While the modern Visual Novel is perhaps best known for being almost entierly devoid of interactivity, that's not the case with The Missing Heir. As the player, you're tasked with gathering information and examining environments for clues that will help you figure out whodunnit and how to advance the story forward. In terms of the gameplay experience, the best point of comparison I can think of is the investigation portions of the Ace Attorney games (a series that has taken obvious, heavy inspiration from both Famicom Detective Club titles). Quite simply, if you enjoy the Ace Attorney games; then imagine those games without the Courtroom sections and you're on the right lines here; it's remakably similar in terms of gameplay feel (I suppose I could also compare it to Time Hollow on the DS; but come on, I'm literally the only person on this forum that has played that game!). Now, you're no doubt assuming that a vintage 1988 Famicom game would be limited in its ability to weave a compelling & complex narrative... and you'd be right. The Missing Heir is far from the most complex & intricate story you'll ever read, and its characters are far removed from the larger-than-life cast of whackos you'll see in the Ace Attorney series; while its plot is a far more grounded affair than the insane sci-fi brain exploding stuff you'll see in the Zero Escape series... But you know what? I really enjoyed the simpler & more grounded affair of The Missing Heir. The cast of characters are likeable & memorable, without delving into full-on anime insanity, and the plot is surprisingly multi-layered & intricate; filled with some pretty clever & unexpected twists along the way, certainly much more than I expected. While I had already figured out who was gonna be the big bad and what the big Shamylan Twist at the end was gonna be by about the halfway mark of the story, I still found myself pleasantly surprised by the various setbacks & smaller twists thrown in throughout. One thing this game does very very well though, more than anything else, is sell an atmosphere of dread & mystery. This is where I need to talk about Metroid again, and also perhaps both Yoshio Sakamoto's best quality as a storyteller, and his biggest source of inspiration... Dario Argento (The Italian film-maker who directed Susperia & Deep Red; the latter being Sakamoto's favourite film). In a 2010 GDC presentation, Sakamoto outlined his game creation process and how he specifically draws upon 4 elements with every game he makes; directly inspired by the works of Dario Argento... Mood, Timing, Foreshadowing and Contrast. It's also during this GDC presentation, that Sakamoto outright stated that Famicom Detective Club was where he solidified this approach to game development. These four elements are absolutely what Sakamoto does best; much moreso than a complex plot or dialogue writing, what Sakamoto really excels at is creating atmosphere with his storytelling, writing & directing. He is really great at creating a convincing mood and is fantastic at foreshadowing & contrasting events (for all that can be said about how much of a trainwreck the writing is in Metroid Other M; he does a superb job of foreshadowing future events to come in Metroid Fusion (like with how the frozen Ridley ends up disappearing in Other M if you decide to go back and try to visit him post-game!). The plot & writing in The Missing Heir isn't especially complex, but it does a fantastic job of selling a compelling narrative through establishing appropriate mood, timing, foreshadowing & contrast. THIS is where this game really shines with its storytelling; and its easy to see how this game would go on to influence not only his future works, but also those of his contemporaries... ... let's go back to Metroid 2. Now, remember that I just so happened to make a post about this in the Your Gaming Diary 2021 thread? Well that was convinient that I just so happened to have played that recently... because I was really surprised at how many elements it shares in common with the Famicom Detective Club games! Metroid 2 was Nintendo R&D1's next major work after Super Mario Land, and both Makoto Kanoh & Masafumi Sakashita came fresh off of the Famicom Detective Club titles. Mood? Check. Timing? Check (hard not to have the crap scared out of you when you suddenly encounter a Metroid!). Contrast? Oh defo; the Metroid Hive alone is one of the most dread-inducing moments in gaming history! And Foreshadowing? Hell Yes Without Famicom Detective Club, there would've been no Metroid 2 or Super Metroid. We may not have even seen the likes of Ace Attorney, or the rise of the Visual Novel genre. Gaming history owes a LOT to this little niche title, much more than most people realise. ... So how does The Missing Heir hold up today in its shiny new Nintendo Switch remake form? Honestly? I think it holds up very well! It feels surprisingly contemporary, despite its fairly simple plot. And that really comes down to those four elements, which absolutely sell the game's atmosphere. The Missing Heir certainly wears the hallmarks of 80s Adventure games. The way in which you have to often have to choose the same dialogue options multiple times in order to get people to spill the beans & advance the story is clunky, frustrating & unintuitive. Sometimes the solution to a given roadblock can feel a bit nonsensical... You definitely need patience, and some persistance, to get through The Missing Heir; and a fair bit of tolerance for unintuitive dialogue choices... though that being said, there was ONE unintuitive dialogue choice that I thought was very very clever... The remake's presentation is also absolutely top-notch, it does look & feel like you're playing an anime! Really excellent stuff. What also surprised me is how faithful it is to the original game in terms of look & feel, and the music & visual update is done in a very tasteful manner that respects the original vision very well. Oh? Did I mention that this game is surprisingly graphic & gory? Well it is! I was pretty surprised to see a first party, internally designed Nintendo game feature so much graphic violence! After finishing the game, I went to look at the original FDS version to see how faithful some of those death scenes were, and... Also... random aside... The way in which the game sells the atmosphere in these scenes is really well done though; even little things like changing the colour of the text boxes is surprisingly effective at selling that unsettling & dread feeling that these scenes are going for. Much moreso than the actual story itself, the mood setting is the most effective part of the game's overall storytelling. Overall, I think The Missing Heir is an excellent little detective murder mystery game; even in 2021. While its plot isn't particulary complex, and its characters not necessarily the most fleshed out, it does a brilliant job with its actual storytelling; with an air of mystery, suspense, contrasted expertly with levity. This game really shows that it's not about what story you're telling, but HOW you tell it that really matters. It's a fascinating piece of Nintendo history that I feel blessed to have finally been able to experience; one that you can see the ripples of in MANY of Nintendo's later works, and in the works of many a Japanese visual novel/adventure game since. Go in understanding that there is some annoying clunkiness to its dialogue choices that feel often restrictive & unintuitive, but that it's well worth the trouble of powering through this. It's a Nintendo classic that absolutely deserves the reverence it has in the land of the rising sun; and playing it will no doubt give you a newfound appreciation for Nintendo's later works.
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We're already getting that...
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TBH, what annoys me far more than any Amiibo shenanigans is the fact that Nintendo basically don’t make games like Skyward Sword at all anymore. Skyward Sword is the last traditional 3D Zelda to be made for a home console (technically the last traditional Zelda was ALBW in 2013; so doing this makes it fit my narrative better ); and it was the second last handcrafted action-adventure game that Nintendo made internally for a home console (the very last one being Pikmin 3). Ever since Switch launched, Nintendo basically stopped making handcrafted action-adventure games altogether (Luigi’s Mansion 3 is the only one; so I guess that is now technically a fully internally developed game, since NLG were bought out!). Skyward Sword is one of my favourite games and it’s exactly the kind of game I miss so very badly from Nintendo (and the industry all together). So no, no silly Amiibo extras are going to influence my buying decision here. I want Nintendo to go back to making handcrafted games like Skyward Sword again!
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On top of that, this remaster is actually MORE expensive than the original release on Wii (AND the first shipments of the Wii game came with a 25th anniversary concert CD to boot!).
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Yeah, it's more expensive in every region (presumably because it's effectively two Amiibo figures in one). It's the second most expensive Amiibo at RRP (The most expensive being Mega Yarn Yoshi; which was £30).
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Dude WHAT!?!? That’s nuts!! The original movie was a big money loser! I can’t believe they’re actually going ahead with a sequel!! This is awesome!! The Black Cauldron 2 when Disney?
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COVID-19 (The artist formally known as Coronavirus)
Dcubed replied to bob's topic in General Chit Chat
Damn... really sorry to hear that... If it’s any comfort though? It’s almost certainly not related to the vaccine (any blood clot risk is microscopically small; literally 4 in 1 million, which is around the same as the general population risk anyway IIRC). So if it was gonna happen? He didn’t do anything wrong by getting the vaccine. -
COVID-19 (The artist formally known as Coronavirus)
Dcubed replied to bob's topic in General Chit Chat
Glad to see you guys are finally getting your jabs. Great to see it being rolled out to more of the general public at last -
Joe & Mac is a nice get. Good game that never got released on the VC. Personally? I just want Virtual Console back. Sod this subscription nonsense; gimme a proper centralised VC service again!
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Nice feature, makes getting Goddess Cubes a lot quicker. Man though, that is one VERY beautiful Amiibo! Nice boon to speed runners as well... though that being said? I really doubt that they’re gonna be switching to SSHD, since there’s a 99.9% chance that the Back-In-Time glitch won’t work here, Master.
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So... we have a partial judgement... a result for one of the counts (Count 2) of this case... https://storage.courtlistener.com/recap/gov.uscourts.cand.364265/gov.uscourts.cand.364265.708.0.pdf Apple Wins So, Epic have lost Count 2 of their claim. The trial as a whole isn't over yet, but it's not looking great for Tim (the losing Tim, not the winning Tim).
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Oh? Nintendo are up to their redacting shenanegans again... but this still gives us a hint that Nintendo & Microsoft are in negotiations regarding Game Pass on Switch!
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General Gaming Sales/Charts Discussion
Dcubed replied to Hero-of-Time's topic in General Gaming Discussion
As long as new kids are born every year, there will always be new 10 year olds that’ll beg for GTA 5 along with their new consoles. -
We almost got a Boo game from Retro Studios... so we were a lot closer to that than you think!