Shower Thoughts About Nintendo's Paradigm Shift

Too late for Nintendo to change?


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I absolutely will not play a rerelease of Skyward Sword if there was no Wii control option.
I'm also pretty disappointed by the lack of Wii Remote support on Wii U besides party games I don't care about and Nintendo Land (IMO the best Wii U game by a mile, unfortunately I need local humans to really enjoy the good parts).
I hope Star Fox U will have an option to fit a Wii Remote into a base and use it like a flightstick. I've been saying since the original Wii came out that this would be a great use for the Wii Remote. If Nintendo made such a peripheral then they would create a good market for flight sim games.
I actually hate Miyamoto's GamePad utilization for Star Fox U and I'm glad he announced later that it will be optional/ Hopefully the stupid helicopter idea will be dropped aswell otherwise there will be broken/no multiplayer.

Also, I don't see the problem with the Game Pad. It's just a pro controller with a screen so even if devs are forced to use it they could just ignore the screen and make it play like a pro controller exclusive. Nintendo has already done that with DKCTF.

As I said before, the only real issue for is not the hardware but the lack of quality software. Shooters (N64 shooters like PD in particular) would be amazing with Wii Remotes. It's a shame all we got was a crappy CoD port or 2, a crappy James Bond branded CoD clone, some Hudson Soft shooter (forgot the name) with a crappy campaign mode but had better controls than MP3 and deserved a multiplayer mode but unfortunately HS hates competitive shooters, Metroid Prime and Metroid Blast (MP and MB were amazing though, if only Nintendo Land had online play).
Pokémon gen 6 would also' greatly benefit from a new Pokémon Stadium sequel (and I mean actual Stadium where all the attack animations, sounds and commentary were epic and had good integration with the GameBoy games. Not that PBR crap with it's goofy announcer and weirdass thunderbolt and rocks looking like brown playdough wrapped in gladwrap)

We also need a new F-Zero game. Miyamoto claims the problem is he can't think of any innovative features for it. Didn't stop him making GX though did it?
And here's an idea, why not make a GTAish game where instead of playing a scumsucking lowlife you play as a custom created good guy (with a custom vehicle aswell) and fight scumsucking lowlifes alongside Captain Falcon (who will use his gun and actually be a bounty hunter like his bio for once) with a focus on GTA sandbox gameplay around Port Town, Mute City and other locations AND F-Zero racing. And have 32 player online races (really the only thing GX and X are lacking). I've always wanted to play a game like GTA but I'm put off by the protagonists and story in GTA and it's clones, if "Grand Theft Zero" were a thing I would finally get to enjoy a GTA clone and I'm sure it would attract many other GTA clone, F-Zero and Sci Fi fans.
It could also tie the F-Zero franchise into the Metroid franchise with the Galactic Federation making an appearance and a Samus cameo. (I believe the two franchises are highly compatible and by merging them it would give an insight on the non military aspects of the Metroid universe)
 

grossaffe

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I had the old Wiimote coming with the system, purchased around 2007; I then bought the official Wii Motion Plus addon when SS came out.
I've read a number of people who say their original Wiimotes with a Motion Plus had more trouble with Skyward Sword in accuracy and had longer calibration times compared to the Wiimote+.


But this is a double-edged sword. On one hand, you make developers statistically more prone to design their games around a feature; on the other hand, you know the vast majority of third party devs won't still use them well, while the price goes up for everybody. I think the best compromise is still to have it optional, so only developers who GENUINELY had an amazing vision would implement it; perhaps make a bundle to include the accessory, like capcom did with MHtri back on the Wii.
Convincing developers to use your features is exactly the point. Then developers will have the freedom to do what they think makes for the best game and not worry about the sales they'll lose because people don't have the necessary peripheral. Also, the classic controller pro is really cheap to produce and doesn't add much cost to the game. If Monster Hunter Tri came bundled with the Wii U gamepad that people otherwise did not own and the bundle cost $230, nobody would buy it. See: Steel Battalion


You mean like the puzzle that was sometimes used in 3D Land's special rooms, where activating the 3D would "reveal" that a platform of blocks is actually blocks placed at different heights? That's everything I've experienced on 3DS that "affected" game design, and even then, that situation itself was mostly visual because you could just check yourself by moving around without penalty. It was more of a 5 seconds "woah cool" moment, it didn't really impact gameplay at all. People said ALBW used smart 3D, but I never turned it on and breezed through the game without a single issue, so I believe that one also kept it visual. Perhaps 3D allows for amazing games, but it's not games we're seeing. Which is my general complaint with the gimmicks. You need developers exploiting them to the fullest for them to be impactful.

Also, 3D effectively doubles the amount of rendering. That is A HUGE tradeoff for just stereoscopic depth, no matter what system it's on. So unless you have a multitude of games revolving around it, I'll take rendering double the amount over it.
No, I mean in that we see in stereoscopic 3D in the real world, and being able to look at a game world with your eyes and focus on true 3D objects adds to the immersion of the world you do not otherwise get. Yes, stereoscopy has tradeoff, but that does not mean it brings nothing to the table. Would you sacrifice one of your eyes if it meant that your remaining eye was sharper?

MH on 3DS looks considerably worse than, say, fantasy life, despite the latter being dramatically less demanding on the graphical side of things. Chibi is an aesthetic that is more efficient when you have tiny space to work with, the same way giant-headed cartoonish characters was the preferred way to stylize things in the NES/SNES era. It worked better at delivering a stylized concept because there was no room for actual details. Visuals, too, are generally always influenced by hardware. People don't give hardware specs the credit they deserve - they actively determine many elements besides pure graphical prowess.
The trade-off between realism and stylistic beauty has always existed. Yes, stylistic things can look better than realistic things on the same hardware, which is always true regardless of the hardware, and Monster Hunter shows that the more realistic approach can still be done if the developers wish it. Besides, its a handheld! Handhelds have never been about power. Game and watch were as simple as they come. Gameboy was far less powerful than the gamegear, but which one swept the market? Sony tried to beat them out last generation by introducing the PSP, but again, the less powerful DS was the victor. This generation you have the more powerful Vita versus the 3DS, but which one has the market? It's been shown time and time again that power does not dominate the handheld market.


As for SS, I don't agree at all. There are games with directional swings and hitboxes (severance, rune, dark messiah), in those you can even freely move while swinging, controlling both your positioning and your aim. You can easily dedicate 3-4 swing buttons for all the required "puzzle-like" enemies, and controlling every other pointing item with the standard analog. I don't think the core experience of SS is motion controlled swordfighting, because as I mentioned it was heavily approximated in the first place. Sure, it was cool being given the illusion to control your swings manually, up until you realized the game dilutes them into 4(times two, for the directions) valid swings total
I think that, for what SS tried to deliver, you really need first-person view if you want to make a precise motion-controlled swordsman game. And then you also need to not approximate the swings at all. If you miss by one degree, you should miss by one degree (or have a different result than what you would have had otherwise). Otherwise what's the point.
Well this is all completely up to personal taste. All I can say is that I vehemently disagree with you on this. The immersion of the swordplay and archery was integral to the experience for me.
 

Blueie

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I'm not so sure you could say Iwata is blameless. He was the one who made the infamous "Our users don't want online" (or something like that) claim.
 

Sakitoshi

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I'm not so sure you could say Iwata is blameless. He was the one who made the infamous "Our users don't want online" (or something like that) claim.

Of course Iwata has some blame, but isn't the Hitler of Nintendo as everyone sees him. I think the people of the directory and investors of the company are the ones who say no to every idea of innovation, and Iwata can't do anything else he will have no investors to fund the projects.
Now, is the job of the mediator(Iwata in this case) to convince the directory and investors to throw money at the projects no matter what, and he is failing at that.
 

alphaomegacode

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As for the handhelds, I think Nintendo just knows how to make fun games. Period. I love my PSP and my Vita, but the games are just not as memorable as my Nintendo products. Not a fanboy, just more nostalgia.
 
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