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Cake day: July 2nd, 2023

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  • I know lemmy is gonna downvote for this because way too many people on here think piracy is justified. But I think if you pirate a new game, you’re an asshole. It’s one thing if you are downloading an old game for a system that’s no longer supported, or maybe it’s not even sold anymore. But if you try to justify stealing a new game because you have beef with it’s publisher, you’re shitty. That’s like saying if you were a low level employee at Amazon or Wal-mart, that it would be fair game if people stole from you just because of your job. So many people work on video games, it’s important not to see them as some faceless evil company. If you want new games to be made, they need to make money. And the people who work hard every day to create amazing games deserve your purchase.





  • Guitar@lemmy.worldtoNintendo@lemmy.worldStar Fox Direct 6/5/2026
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    16 days ago

    Honestly I am so disappointed. I have wanted a new Starfox game for so long. I can’t believe they are remaking the same game again. There are only 7 Starfox titles across 30 years including this one. 4 of those are just the same damn game. Why is this the only franchise Nintendo is completely incapable of creating something new for?


  • I have wanted a new Starfox game for so long. I wanted to be excited about this, but why are they remaking it AGAIN?!? 4 of the 7 Starfox games are the same fucking game! When people said they wanted a new Starfox game they meant they wanted a NEW Starfox game. If they wanted to do just a visual upgrade they could have just tweaked Zero and released it on Switch. I mean hell at least that game had new content. The franchise has so much potential and its so frustrating to see Nintendo be completely unable to innovate on this series. Fucking Namco managed to do a decent job for fucks sake. This is the only franchise of theirs that they are just completely incapable of creating something new for and its honestly baffling.



  • Both of the other controllers you listed are already too expensive for what they are. That doesn’t really justify the price of the Steam controller imo. This isn’t a “pro” controller either. This is the only one Valve offers. Sure it has a lot of good tech and features, but its all stuff they have been putting on the deck for years. I would hardly call the price a steal. I feel like a fair price for a controller like this would have been about $70-80. Not to mention, Valve isn’t trying to only sell this to tech enthusiasts. They want this to be a widespread product. $100 for a controller is too steep for an average consumer.



  • While I’d agree with you that World 1-1 is a great tutorial, the complexity of the game pretty much boils down to “move left or right, jump over obstacles, touch powerups to get some kind of bonus” Its not hard to convey a small amount of gameplay concepts in an approachable level. But with the amount of different things you can do in a lot of games nowadays, its beneficial to have at least a little explanation on what a button or skill does. That’s not to say we need a pokemon style 15 minute cutscene explaining the basic concept. But like a one time 2 second prompt is a good spot in my opinion. Looking at something like Ocarina of Time in the late 90’s, had kind of a hybrid. They gave you a small sandbox and freedom to explore it. There are also signs around that directly tell you how to do something. But people who never read those signs can end up never learning how to do that thing.

    Yes you are right that video games existed for decades before Nintendo made them. But any complexity in those games that was more than “move and press 1 button” required reading through an instruction booklet to understand how to do anything. Playing something like Adventure on Atari without an explanation would be a painful experience.

    As far as the puzzles or cooking in Zelda goes, its as complex as you want to make it. The freedom and depth allows you to get creative with solutions that don’t necessarily have to be the intended one. And that’s a highly complex thing that weren’t really in older games unless you brute forced or exploited something. Admittedly I have only played KCD and heve not yet played KCD2, so I don’t know if its significantly different or not. But making potions in KCD, while novel and fun in it’s own game, would be a miserable experience in a Zelda game. Only the most hardcore players would ever even do it. KCD pulls it off, because everything about the game is difficult to do and that is part of the fantasy. It’s more of a realistic simulator than an adventure game.

    Nintendo games are designed to be approachable by anyone. Not designed for idiots who are too stupid to figure out a more complex game. It can be figured out by a kid, and it lets a hardcore player get more in depth with it if they want to. That’s a difficult thing to pull off and I’d say its a very complex thing to design in a game. Their games also include parts of them that are actually very challenging to a new player, regardless of your gaming experience. Fighting a Lynel for the first time in BOTW, will absolutely kill you. The last few levels of Super Mario Odyssey are excruciating in their difficulty. But you only have to engage with that kind of difficulty of you want to. And most players prefer not to rip their hair out for the entire game.


  • Please give an example of a Nintendo game that you consider to not be “smooth-brained”. Because I’d argue that at least since the 90’s their games have had the same level of simplicity and hand holding. If anything, some of that was stripped back in the switch generation. A lot of the “complexity” and “difficulty” of their older games stemmed from developers not knowing how to make a game approachable or easy to understand because the gaming industry was in it’s infancy. And realistically, if you want to talk about complexity, Breath of the Wild or Tears of the Kingdom have physics and cooking systems that are far more complex than any of their old games. So what counts as a complex and challenging game for your massive wrinkled brain?










  • The game is focused around providing the player freedom. From the moment you finish the tutorial you can go anywhere on the map, including straight to the final boss. But it’s not just about where you can go. They also spent a lot of time creating a highly robust physics system that would allow players to solve problems in creative ways. They also wanted it to feel intuitive so players would naturally experiment once they had an idea. Eg. Setting grass on fire to create an updraft and allowing a player to quickly gain height in combat or to solve a puzzle. This was incorporated into every aspect of the game and it creates a unique mix of simplicity and depth. Its tied to basically all the objects in the game, even in combat. You can actually swing a weapon to deflect a small rock thrown by a bokoblin, rather than it just being an attack that hits or misses. They also combined this with a robust cooking system that also encourages experimentation. They wanted you feel like a genius when the crazy idea you had actually worked.