Jump to content

Search the Community

Showing results for tags 'switch'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Important Links
    • Serenes Forest Code of Conduct
    • Mistakes or Errors on the Site
  • Important Forums
    • Announcements
    • Member Feedback
    • Site Content
  • General Forums
    • Introductions
    • General
    • Far from the Forest...
    • Creative
    • Fan Projects
    • General Gaming
  • Fire Emblem Forums
    • General Fire Emblem
    • NES and SNES Era
    • GameBoy Advance Era
    • GameCube and Wii Era
    • Nintendo DS Era
    • Nintendo 3DS Era
    • Fire Emblem: Three Houses
    • Fire Emblem Heroes
    • Fire Emblem Warriors
    • Tokyo Mirage Sessions #FE Encore
  • Miscellaneous
    • Forum Graveyard

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Interests


Location

Found 40 results

  1. A while back, I created a topic about the upcoming Skyward Sword remaster on Switch and the apparent lack of a left-handed mode for the game's motion controls. With the game releasing worldwide tomorrow with no such left-handed mode, I wanted to make a follow-up topic, less about the game itself, and more about what I feel is a wider issue with Nintendo's implementation of motion controls, particularly in the Switch era, and failure to account for left-handed players; something I had mentioned in that previous topic but didn't really explore. And, while doing that, I also want to address a surprisingly common misconception about the Switch hardware when it comes to motion controls: Standard button & stick controls aren't typically affected by handedness: the main effect of handedness is on things involving precise and/or complex motions and hand-eye coordination: writing, using scissors, etc., whereas with buttons and control sticks, the movements are tiny, imprecise, and the hardware provides immediate physical feedback. For console gaming, it wasn't until the advent of motion controls and touchscreen controls that the player's handedness needed to be accounted for. In terms of motion control hardware, the Wii Remote had an accelerometer, an IR pointer and, as an add-on through the Wii Motion Plus, a gyro, while the nunchuck just had an accelerometer. This meant that the Wii remote could be used for the full range of motion controls: pointer controls & aiming, 1:1 movement through the gyro, and shaking through the accelerometer, while the nunchuck could only be used for that last one. Nintendo's method of accounting for the left-handed was to make the shape of the Wii Remote and the nunchuck symmetric: you could hold the Wii Remote in the right hand and the nunchuck in the left hand or vice-versa and either would be just as comfortable. However, because most of the action buttons were on the Wii Remote, while the nunchuck had the only control stick, this instead created an interesting conundrum among left-handed players: do you hold the nunchuck in the left hand and the Wii Remote in the right; thus retaining a semi-familiar control layout at the cost of using most of the motion controls with your non-dominant hand, or do you hold the Wii Remote in the left hand and the nunchuck in the right; ensuring you can use the majority of motion controls with your dominant hand at the cost of potentially fighting against your own muscle memory with the buttons & stick. In my case, I opted for the latter, and one reason for that was that, because I grew up solely on Nintendo consoles and went from the 64 to the GameCube and then to the Wii, for me, there was no such thing as a familiar control layout. In this regard, the Switch's hardware is pretty much perfect, and here's where I want to address a fairly common misconception. The misconception is that the right joy-con, like the Wii Remote, has motion control hardware that the left joy-con doesn't have; this is not true. Both joy-cons have the exact same motion control hardware: each joy-con has both a gyro and an accelerometer, and since the Switch, unlike the Wii, doesn't have a sensor, there's no IR pointer. The only hardware that is unique to the right joy-con is an IR sensor that can detect different shapes that are immediately in front of it; a gimmicky feature that is both unrelated to the motion controls and only used in games like 1-2-Switch. As far as motion control hardware is concerned, there is nothing one joy-con can do that the other can't. This would, ideally, eliminate the need to put the controllers in the opposite hands just to use the majority of motion controls with the left hand, which is especially good because they joy-cons are very asymmetrical in both shape and button & stick layout, so putting them in opposite hands isn't really feasible. So, why did I say "wider problem" earlier, and not "solution"? Well, the Switch's hardware may be perfect for incorporating motion controls while accounting for the left-handed, but in terms of the software, Nintendo's track record on the Switch has been abysmal. To my knowledge, there have been at least two games that have been ported to Switch with the control scheme being essentially a remapping of the Wii Remote & Nunchuck controls (if there are more than these two, please let me know): the Mario Galaxy port in Mario 3D All-Stars, and Pikmin 3 Deluxe. Mario Galaxy was a standard Wii game, so it used the pointer and the accelerometer; you could shake either the Wii Remote or the nunchuck to make Mario spin, and pointer controls were used for navigating the menu, collecting and shooting star bits, etc. Since the Switch has no IR pointer, the pointer controls were remapped to the gyro for 3D All-Stars, but only the right gyro, with no option to instead have the pointer controls mapped to the left gyro. I don't mind the gyro being a bit slower than the IR pointer and needing to manually be re-centered, but having to use my non-dominant hand for the pointer controls was uncomfortable and infuriating. One particularly annoying thing about it was that you can shake the left joy-con to make Mario shake, so they evidently either were just remapping all the Wii Remote & Nunchuck controls in their entirety without thinking it through, or must've thought during the porting process, "Wait; some players may have found it more comfortable to shake the nunchuck" and still just assumed that everyone played the game with a right-handed control setup, and I honestly don't know which is worse. I didn't purchase Pikmin 3 Deluxe, as I still have my Wii U and a copy of Pikmin 3 (and I honestly wasn't a big fan; I enjoyed the game enough to finish it, but I likely won't be replaying it any time soon). However, from what footage I have seen of it and from what some people who did purchase it have told me, it has that exact same problem as Mario Galaxy: motion controls being mapped only to the right gyro with no option to have them instead be mapped to the left gyro. And now, tomorrow, Skyward Sword HD will be at least the third game on the Switch to map the motion controls with separated joy-cons in mind and without accounting for left-handed players. The hardware is all there, and it can't take too much time to implement a simple swap on the software level, yet they just refuse to do so. It makes no sense on any level; not even business sense, as business sense calls for appealing to the widest market possible within your means; why appeal to potentially only 90% of the population when you can potentially appeal to the full 100% with minimal extra time, cost, or effort? The fact that the Nintendo Switch has a button remapping system but won't let you switch what gyro the motion controls get mapped to by default, and that they went through the effort to implement optional button & stick controls in Skyward Sword HD without adding a left-handed mode for the motion controls that would take far less time and effort to implement & test, tells me that it's simply because they really just couldn't care less, and that's honestly just sad. Shigeru Miyamoto: the guy who created most of their biggest franchises, is a lefty. Link in the Zelda series, for the longest time, was a lefty, and was in fact the only left-handed hero in fiction that people actually remembered was left-handed. Nintendo used to be king of the world in accounting for left-handed players back when handedness meant nothing in terms of how well and/or comfortably you could physically play a game. Now, they've lost that throne, and there doesn't seem to be an heir apparent. What do you think?
  2. Recently, I was watching a number of videos and reading a lot about motion controls; particularly about the different hardware, common perceptions of motion controls, and about the ways in which motion controls have survived in the post-Wii era, and the main thing that came up was gyro aim. For the Wii, the one aspect of the motion controls that seemed to be the most widely-appreciated among players for more standard games was the IR pointer, as it didn't require much movement and it made aiming as fast and easy as it is with a mouse; arguably even faster and easier than on a mouse because of the lack of friction. For some examples of what I mean: to this day, the Wii port of Resident Evil 4 seems to be widely considered to be the best version of the game due to the pointer aiming, I came across a number of reviews of Twilight Princess where the reviewers greatly preferred aiming the bow and clawshots in the Wii version compared to the GameCube version, and I similarly saw a number of people saying that the Metroid Prime trilogy on the Wii was the best way to play those games because it put the IR pointer aiming in 3 into the first two games. In fact, a common trend seemed to be that games would be made with a standard controller (i.e. stick aiming) in mind, then the aiming would be remapped to the pointer, and aiming sections that were meant to be difficult were instead trivial. Perhaps the biggest case of this occurred during the development of an on-rails shooter game I previously never heard of called Sin and Punishment: Star Successor. An Iwata Asks revealed that the game was originally being made with a standard controller in mind, then it was converted into a Wii game during development. When Treasure: the company that made the game, gave it to Nintendo for playtesting, they (and Nintendo) fully expected Nintendo's playtesters to say it was too difficult. Instead, Nintendo's playtesters said it was too easy, and the game's difficulty ultimately was ramped up to account for the pointer aim before it was released. In the Iwata Asks, Iwata was very amused to learn about this; apparently saying to the person that told him about this, "Of all things, you told none other than Treasure to make [one of their games] more difficult?" Of course, the IR pointer wasn't carried over into later hardware, so instead, motion aiming on Nintendo consoles has been done through gyro aim, and it seems to be the one form of motion controls that's widely used across a lot of games on the Wii U and the Switch: the Wind Waker and Twilight Princess remakes, Breath of the Wild, Splatoon, almost every third-party shooter game that has a Switch port, and even Mario Odyssey (when controlling one of the tank enemies). And it's easy to see why it's so prevalent: it is a lot easier for many to do finer aiming with a gyro than just with a control stick, as it's functionally more intuitive to move the controller a little bit than to make small corrections with a stick, and it can be easily made an option that can be turned off if someone prefers to just use a control stick for aiming. However, all this made me wonder: is aiming really the only area in more standard gameplay where motion controls could be better than buttons & control sticks, or is there something else where motion controls would improve standard gameplay that normally would be done through button and stick controls? What do you think?
  3. I purchased a hard copy of this game along with a Nintendo Switch a few weeks ago. I spent over $500 so I could play the latest installment of the Fire Emblem franchise and I am rather unimpressed. I have been a fan of Fire Emblem for nearly 20 years now and I hate to see the series lose its identity. Design: The maps were generic, bland, too similar and repetitive. Graphics: The overall game environment is of good quality, including the objects, the backdrop and the textures. However, the character models and special effects leave much to be desired. Animations: The hair physics and facial animations during cut-scenes are impressive at first, but they still could have done much better for combat. (Ex: Miasma is just a purple fire spell.) Characters: Each character is too distinct and tries too hard to stand out. Also, their personalities are very '1-dimensional' and have barely any development. They are tired tropes and awkward. Story: The story was poorly written. The plot was weak and all-too-frankly cliché. Soundtrack: The looping music became tiring, especially during exploration. Overall: The game went in too many directions, certain parts felt rushed or unfinished. The quests, resource management, character recruiting and weapon maintenance all felt like chores rather than enjoyable game-play. The story had me cringing far too much (especially the voice acting), because the personalities were out-of-place within the setting. The mixing of university 'students' and church 'staff' was a bad marriage to say the least. Fire Emblem is a strategy (tactical) role-playing game of the fantasy genre. The most important aspect of Fire Emblem should be good map (level) design. The satisfaction should come from the success of executing a logical strategy after surveying the map (not grinding levels and constantly exhausting the RNG feature.). The second most important aspect of Fire Emblem should the class-tree system. Each class has a role and purpose, this should compliment the use of strategic thinking. The third and final most important aspect of Fire Emblem should be the main character(s) and story. If the protagonist is silent, then it should be the tactician. If the protagonist is tied to the events of the story, then it should not be silent and play a clear role with a distinct motive. There are other things worth mentioning, but I'll leave it at this. Also the dancer animation arm roll is objectively lame. 5/10
  4. So, an HD re-release of Skyward Sword got announced for the Switch at the most recent direct, and they announced that the game would include optional button/stick controls to use in place of the motion controls. That's certainly a good addition, and there's been plenty of discussion about it. However, neither it nor anything else in the announcement addressed what, for me at least, was the biggest issue with the motion controls in Skyward Sword; the issue that kept me from playing Skyward Sword the first time around and raises a larger issue about gaming: (From the announcement): "The joy-con controller in your right hand is the sword", "The joy-con controller in your left hand is your shield" So... what if you're left-handed? For context: as a left-handed person in a world where 90% of the population is right-handed, I have had to grow used to using right-handed objects in everyday life: for just one example, I found a way to use right-handed scissors (or as a right-handed person would call them, scissors) with my left hand without it being awkward just so I wouldn't have to pay absurd amounts for "scissors designed for both hands" that look no different from normal scissors. However, when it comes to playing video games on consoles, handedness is usually not an issue: the main effect of handedness is on things involving precise motion and hand-eye coordination: writing, sports, using a pair of scissors, etc., and a standard controller has none of that: it's pressing buttons and tilting a control stick while relying more on the physical feedback of the buttons and the stick than on the visual feedback of the game, so me being left-handed has virtually no effect when playing most consoles. Console gaming was generally the one area where my handedness didn't matter at all. With the Wii and the DS, however, it was a different story. The DS Zelda games: Phantom Hourglass and Spirit Tracks, accommodated being left-handed: the game right away asked if you were left-handed or right-handed, and it adjusted the UI on the touch screen accordingly. More than that, almost every aspect of the gameplay utilized the DS pen, so there was never a situation involving having to use the control stick and the DS pen at the same time; something I heard was a major issue with Kid Icarus: Uprising to the point where Nintendo released a right control stick attachment (and of course, that attachment costed money rather than coming with the game, so there was a whiff of that "double-priced scissors that both hands can supposedly use equally"). Nintendo remembered to be inclusive towards the left-handed. Plenty of Wii games, such as Wii Sports, also took left-handed players into consideration. The design of the Wii remote also took it into account: the Wii remote and nunchuck were symmetrical and could be held easily in either hand. And yet, for Skyward Sword, left-handed players got nothing. The game was designed around motion controls that favored being right-handed, and there were no options to alter the controls. Every time I went to the store and came across Skyward Sword on the Wii, this is the thing that ultimately kept me from purchasing it. Now, with this HD re-release, I was really hoping that would finally be addressed, but, while it's certainly possible that the game may have a "left-handed mode" that simply wasn't announced, the trailer could not have leaned more towards being right-handed if it tried: not only those descriptions of the combat above, but also the special themed joy-cons they announced with the right joy-con being the sword and the left joy-con being the shield. The worst part is that the Switch re-release could actually end up being less inclusive than the Wii version if this is ignored: I know of a number of left-handed players who simply played Skyward Sword with the Wii remote in their left hand and the nunchuck in their right; it was awkward for them because motion controls rely entirely on visual feedback and Link's using the sword and shield in the opposite hands, but it was something. The equivalent for the Switch version would be swapping the very asymmetrical joy-cons and awkwardly holding them in the opposite hands. This is a problem that even occurred with Super Mario 3D All-Stars: in the Wii version of Mario Galaxy, handedness didn't matter one bit. However, for the 3D All-Stars version, all the motion controls were mapped to the right joy-con. A Wii game where handedness didn't matter became a game that disadvantaged the left-handed when ported to the Switch, and unlike the problem with the camera controls in the 3D All-Stars version of Mario Sunshine, Nintendo has yet to fix this. You would think that Nintendo would want to be as inclusive as possible for its audience even from a simple business standpoint; that was certainly the reasoning behind all the handholding in late Wii-era games such as this one. Adding to this, when it comes to Skyward Sword and handedness, it isn't just the controls that bother me: the left-handed like myself have hardly any representation in gaming. For the longest time, Link was the only left-handed hero of any noteworthiness, and he had been left-handed since the very first Zelda game (though for that game you'd have to look at the artwork to confirm it due to sprite-mirroring in 8-bit games). Then Skyward Sword changed that; he was made right-handed to mirror the motion-controls and cater to a right-handed audience, and though the 2D Zelda games that have come after have kept Link as left-handed, Breath of the Wild: a game with zero motion controls and with no animations or programming ported over from Skyward Sword, had a right-handed Link. At E3 2016, in response to questions about this, Eiji Aonuma had this response: "In terms of right-handedness of things, when we think about which hand Link is going to use, we think about the control scheme. With the gamepad, the buttons you'll be using to swing the sword are on the right side, and thus he's right-handed." There's no way to describe this statement except as complete bogus; the attack button's been on the right side of the controller since the NES, yet Link has always been left-handed. Adding to this, in another interview in 2017, Eiji said this: "It is a matter of chance that Link is left-handed in the first episodes, for a reason that we could not really explain today" It was most certainly not chance; the reason is that the series creator, Shigeru Miyamoto, favours his left hand and enjoys adding left-handed characters in games. He made Bowser Jr. left-handed, he made Rosalina left-handed, etc. So, one thing we aren't getting from Nintendo about the reason for why is the truth, and I think the reason for that is simply that there was no reason they made Link right-handed in Breath of the Wild, and now after being asked, they're just trying to make it sound like there was a good reason. They've even gone so far as to say that Link is "ambidextrous" and I honestly think they don't realize what they're doing: they're reducing the number of noteworthy left-handed heroes, not just in gaming but in pretty much all of fiction, from one to zero, and that's a real shame. Anyway, these are my thoughts. Sorry this is a bit long, but I wanted to mention everything I could about this and cover all my thoughts on this. What are your thoughts on this?
  5. So there’s like a Japanese poll about Persona maybe coming to the switch. Not only that but apparently Persona 5 Royal underperformed on PS4, so SEGA and Atlus both might take Persona to the switch My questions are 1: Do you all take stock in this idea that Persona of any kind will get a port? 2: Do you think Persona should come to switch since it’s the spin off series of Shin Megami Tensei and SMT is a mostly Nintendo Series? 3: What other ports for the switch would you love to see? (Personally a Rhythm Thief port would be perfect)
  6. So I came across this while trying to keep up with videogame-related news- Brigandine: Legend of Runeseria. Since I haven't seen a post about this yet (I apologize if there was- I've seen a lot of mention of it though!). Brigandine is another old SRPG like FE and Langrisser, but seems to have been almost forgotten. A sequel, Legend of Runeseria has been announced since September (why am I hearing about this now?). So let's get to the game. There's strife in the continent of Runeseria, and you will help guide it to unification. There's 6 factions to choose from, each with their own leader, set of characters, ideals, and histories. Each force seems to have around 14 unique characters you can choose from? Think that's a low number? Well this is where it differentiates itself from other SRPGs- you can create and control monsters to aid you in battle. Monsters can do a variety of things as well, such as fly and swim. The only SRPG that I've seen that in is Disgaea, but "monster" units in that game functioned very similarly to normal "demon" units. (there's one big difference in what they can do, but that's for a Disgaea thread. Disgaea 6 when?) This game is also fought on a hexagonal grid, like Berwick Saga. What really caught my eye was the art style. It reminds me of the Baten Kaitos games, a series I grew up with. It seems like they're trying to evoke a more high fantasy feel with the design of their characters and world building. I also like how the graphics also go with the art style. I'm not sure if I would say I'm hyped just yet, but I am very interested. If you're a fan of this series, please feel free to DM more info. I'm not the most knowledgeable about this series, so I can't do the explanation justice. Check out the website here or watch the trailer below
  7. Now this is interesting. Imran Khan, a member of Kinda Funny Games and a former senior editor of Game Informer, revealed in a recent Kinda Funny podcast that several 3DS games in the works, one of which is another remake of a Fire Emblem game, was cancelled by Nintendo due to middling sales of the 3DS Bowser's Inside Story re-release (that sold only 11,000 copies in the first month. YIKES!). However Imran feels that the remake (as well as the other cancelled 3DS projects) could possibly come to Switch. The statement in question: Given that Koei Tecmo did most of the work on Fire Emblem: Three Houses, one has to wonder if the rest of the staff at IntSys was working on this cancelled remake. In addition, the fact that Nintendo cancelled several 3DS projects lines up with what Nintendo president Shuntaro Furukawa recently stated about "bringing 3DS games to the Switch courtesy of the Lite." Video (time-skipped to the appropriate section) Article: https://www.spieltimes.com/news/rumour-canceled-fire-emblem-remake-and-other-games-could-eventually-come-to-switch/
  8. I've been wondering for a while what's next for FE and also what the fanbase is hoping for. We've got 3H DLC coming for a while still, but I have to imagine IS are already working on plans for the next entry. And with FE growing bigger than ever with each new entry since Awakening, there's quite a lot of possibilities imo. I think it's generally assumed they're working on an FE4 remake, but the director of SoV did state he wanted to do FE6 next, so it isn't a sure thing. There's also the possibility of a new Warriors game or another spinoff, remasters, and classic games being added to the Japanese Nintendo Switch Online app. That's without even considering a new game or follow up to 3H. So what would everyone prefer to see next? For the first question, try limiting yourself to your top 3 most wanted choices. Also, if discussing possible follow ups to Three Houses, please spoiler tag anything that reveals details about the story. I personally do want to see an FE4 remake next, as I feel it could build on the engine they've got for 3H and as it was sort of an inspiration for the story this time, it makes sense to remake it now. I'd also love a Tellius remaster double pack, as it's my favourite FE world. And finally, I'd love some sort of follow up to Three Houses, as I think Fódlan has a lot of potential still and we haven't really had a direct sequel/prequel in a while. Thoughts?
  9. Guest

    Pokemon region in europe

    The new Pokemon Sword &Shild games ar coming out around a half year later. My question is: How would you imagine a pokemon region based on middle europe? For exemple hungary?
  10. So I did this with Oni-con last year but now it's time for Matsuri. We are about 7 weeks out and it's here in Houston. Is anybody interested in discussing it and/or maybe wanting to hang out to make new friends and pass teams for FE? I was contemplating bringing my switch to see if anyone wants to play Fire Emblem Warriors. I know on the 2nd or 3rd floor of the George R. Brown Convention center they have a game room and usually have one TV free for set up. I wouldn't even mind bringing my own if I can get permission from staff. If only it was after the July release of 3 Houses then we could play that but eh, oh well. Also I forgot but I have pictures from On that I can share. I bumped into a group of cosplay goes who did FE outfits
  11. When Daemon X Machina was first unveiled at E3 last year I was instantly intrigued by it's fast paced giant mecha action. As of today, a limited time demo became available for download on the eShop and I just finished playing through the 4 sample missions offered so I thought I'd share my feeling about the game from the preview. Feel free to share your thoughts on the game as well, just keep in mind that the Prototype Missions demo is not representative of the final product and everything we talk about could completely change. Pros - Lots of fun customization options for both the player avatar and the mechs. The controls need a little getting used to, but overall really simple. Cons - Combat is really tricky, I found aiming while moving difficult especially with small fast moving targets. Enemies don't react to being damaged and as far as I can tell have no health bars making it hard to judge how much damage you're actually doing. On foot combat is embarrassingly ineffective compared to the mech and you should never use it.
  12. So I received a Pro controller for Christmas and I've been greatly enjoying it. It's quite easy to charge and use. But now suddenly, it doesn't react anymore. When I last used it it had about half charge left and put it in the charger. Now I tried to use it and it just... doesn't do anything. It won't turn on, the lights don't turn on either, and my Switch cannot find it either. This was just out of the blue, I did nothing wrong with it and suddenly my Pro controller doesn't work anymore. Does anyone know how to fix this?
  13. Thinking about finally buying a Switch for Christmas, but if I can't find any good deals, I'm just going to wait for FE Switch to come out next year. Do you think we'll get a special edition bundle like with Super Mario Odyssey or Splatoon 2? What do you think it'll look like? I wonder if they have one, if it'll even be possible for most people to get one/if it's worth waiting for. Plus, when do you think we'll get any new information on the game? I'm hoping for a spring release next year like the last two games on 3DS in NA, but they've been pretty silent about it, so I don't know if that's wishful thinking. And then you always have to consider if Japan will get it way in advance before the US.
  14. I bought a Switch today because I'm excited for new the Fire Emblem game and playing Tales of Vesperia outside. ... Then I noticed to my horror that most games are super expensive, cost more than 50 € (Smash will cost 70 €). Is there a reason for that? Is it because it's "Nintendo"? I mean PS4 games cost 10-20 € less in average, so I don't quite get it. This also gives me the question, if it's recommended to wait some time till a possible price drop (if it will ever happen)?
  15. Fire Emblem The Blazing Blade added explosives, Fire Emblem Fates added Tanks, and 50 shades of Valentia added elephant tanks from the Halo series, as well as lasers, so should Fire Emblem Switch go a step further and add firearms into the Fire Emblem series? Or better yet, robots and flying fortress's?
  16. Since the E3 presentation yesterday I'm not certain which console to buy Next (won't happen before winter anyways). I was certain to buy a PS4 because of Tales of Vesperia Definitive Edition, but since I heared that it would come out for Switch too, and FE is also a thing, I'm really thinking right now. The main question for me is: Which console has more / better JRPGs? I don't care for any Mario games or other platformers, just for (round based) strategy games and JRPGs.
  17. What if in Fire Emblem Switch, if you attack a regular enemy/miniboss, it plays out like your standard Fire Emblem battles, but when you attack a boss, it plays out like a turn based JRPG similar to Final Fantasy?
  18. Announced earlier today but I couldn't find a thread around here Press release taken from Gematsu: First look at the Western version, has minor spoilers from the beginning of the game: About the Switch and 3DS versions:
  19. Since everyone is making these lists after Fire Emblem Switch is taking FOREVER to even have a trailer, I guess I'll have a go at it. 1. More fanservice, I'm not talking about fates style fanservice, I'm talking about full on High School DxD/Dororon Enma Kun remake style fanservice 2. New classes such as: - Gladiator - Gunner - Playboy Bunny - Terror Knight And more 3. We need a silent protagonist 4. Infernal mode, and permanent removal of Phoenix Mode And the most important thing: 5. 4th tier promotions!
  20. I had this idea whilst revisiting my old Final Fantasy Dissidia 012 game. In the game, there's a (now offline I believe) 'scenario building feature' that basically lets the player create scenarios to put on the Dissidia 012 network for others to download and play. These scenarios consisted of a series of fan created conversations between characters, with battles following usually after. The creator set the rules and limitations for these battles. I was thinking about it, and I would really love a feature similar to this for FE Switch or any subsequent titles. In regards to supports, It would certainly be would be fun for character building even if it would be non-canon, and I've seen Youtube videos of people making their own supports that are significantly more in depth and interesting than what's been pumped out lately. And in regards to battles, it'd be fun to see what interesting maps players could come up with. (though Im not sure how enemy units would work? Maybe a simplified version of user macros to set the actions of them, kinda like FF12?) What do you guys think? For or against? And if for, what other features would you be interested in seeing in a mode like this?
  21. Maybe for the 1 year anniversary, Nintendo could hopefully announce a lot of hyped games like Fire Emblem Switch and hopefully cancel that one Fire Emblem ripoff that's apparently a 3D platformer!
  22. Since the Switch's release last year, a number of games have been announced and/or released for the Switch; many of which have been ports, remakes, or remastered versions of previous games, including a Skyrim port, Dark Souls Remastered, Ys VIII, etc. What games do you want to see become available for the Switch; either as a port, remake, or remastered version? What changes, if any, do you want to see made to said game? (My list is in the spoiler below) (Also, if someone could please suggest a shorter title for this thread)
  23. https://twitter.com/NintendoAmerica/status/948901835284283393 So yeah, an impressive feat for Nintendo and the Switch. That's breaking the previous record that the Wii held I believe.
×
×
  • Create New...