Jump to content

vanguard333

Member
  • Posts

    4,592
  • Joined

  • Last visited

Everything posted by vanguard333

  1. Yeah; he did have the bunny hood on. Anyway, what did you think about the point I made to @FionordeQuester about not judging an entire review/reviewer based on only a small handful of smaller points being wrong, and the example I used with Matthewmatosis' Ocarina of Time review?
  2. Okay, yeah; I can definitely see how those controls would be affected by handedness. I'd probably be in the same boat as you if I ever tried a game like that: able to consistently hit the left volume slider, but really shaky on the right. Should I perhaps change what I said earlier about button & stick controls to say something like "in most cases" or, "unless those buttons are the size of your hand, that far away, and you have to time everything that perfectly"? I mean; technically, I did already cover myself on this by saying "standard button & stick controls aren't typically affected by handedness", but I can honestly say that I wasn't thinking of stuff like that when I said that.
  3. But Nerrel did have the bunny hood on when he tried to jump to the alcove from the central pillar. He shows his failed attempt in the 3DS version at 19:26 - 19:32 in his video. It's not just the hastiness (though that certainly is a part of it) but it also conveys a level of perceived superiority & being insufferable, as well as attacking the person rather than the arguments. As for diligence, diligence is indeed important. However, people are human; small mistakes do happen and things sometimes get overlooked. You can be the most thorough person in the world and still mess up. A couple of mistakes does not automatically make a whole review bad or mean that the person must be an idiot at the game or anything like that. For an example, I found several things wrong with Matthewmatosis' review of Ocarina of Time (which I will put in a quote below): Just a few things he got wrong include the following: 1. He says that the origin story of Hyrule and the Triforce could've been substituted with any other origin story without substantially changing the plot; I disagree because the origin story they went with foreshadows the reveal that the Triforce will split into three pieces and that Link, Zelda and Ganon will each end up with a particular piece. 2. He complains about the Gerudo Hideout being made into a frustrating series of trial-&-error due to the limited camera and tight corridors. He does this while showing the only tricky indoor section (and the last section no less) and he evidently doesn't know that navigating the whole hideout can be made trivial by using the bow & arrows to knock out the guards. 3. He points out that the Gerudo are entirely women except for Ganondorf and speculates about how they reproduce, not knowing that a gossip stone mentions that the Gerudo go to Castle Town to obtain "boyfriends". 4. He mentions a playthrough where he ran out of magic during the fight with Ganondorf and criticizes the game for not providing a way to keep fighting Ganondorf, not knowing that there are dozen of jars with hearts, arrows and mana refills inside them at the bottom of the boss room. Does this mean I think he must be terrible at playing Ocarina of Time or wonder if he actually played the game? Do I think his review is automatically garbage? No. The rest of the review is still really good (especially when he points out that the real problem with the Water Temple was never difficulty, but tedium); the majority of his points are clear and accurate and he does show that he thoroughly understands the game outside of a couple of smaller areas. I'd still recommend the review to people; just with a couple of qualifiers. No, I would not; all that still sounds like jumping to conclusions and being insufferable (except maybe the "made newbie mistakes" one; that one sounds the least insufferable out of a set of insufferable remarks).
  4. For me, well, I haven't gotten any further in the games that were on the list for my resolutions, but I have completed two games that I meant to complete that were not on the list (but probably should have been on the list): 1. Valkyria Chronicles 1: ever since I played VC4, I have been curious about how the series began. I was unable to keep playing Monster Hunter Rise due to severe joy-con drift, so I borrowed a pair of joy-cons from a relative on the condition that I only play games where I can be gentle with the control sticks and not have to use them too much, and, after seeing VC1 remastered was on sale on the eshop, I bought it, and I played it. It's actually really good, and while VC4 is definitely better than VC1 in a lot of ways, there are a few things VC1 does a lot better; namely "boss battle" missions. 2. Ocarina of Time: I have had this game for almost two decades on my GameCube and I never actually finished it. I did come close a couple years ago, but then I had to move to a new place. I finally got my old GameCube set up, it amazingly still works perfectly (that console has endured almost two decades of use and several moves across much of Canada; the GameCube's reputation for durability is very true), and I was able to finish that playthrough of Ocarina of Time. Now, I'm currently playing Majora's Mask, since I figured I may as well finish that game as well. Of course, I'm playing the GameCube version that was part of the Zelda Collector's Edition, and that version of Majora's Mask is infamous for, well, sometimes crashing. I've been able to mostly avoid the crashes, I go back to the Dawn of the First Day quite often, so I never lose too much progress when it does sometimes crash, and I've always been able to figure out what it was that caused the crash and avoid it happening again. The game is really good and I've been enjoying it a lot outside of a couple of things. I avoided this game when I was a kid because it gave me nightmares (I was five, and the game was quite literally made from grown men's nightmares), but now I'm really able to appreciate the game. I think I might go back to Three Houses when I'm done with Majora's Mask, but honestly, after playing both a war game (VC1) and Majora's Mask, I think I might need something more lighthearted (like maybe Monster Hunter Stories 2) before I go back to another war game.
  5. (1) Rather funny that a speedrunning site would get something like timing wrong. (2) Okay. (3) Sure, though it'll have to be in a different cycle from one where I do the Goron race, since it requires doing almost the whole dungeon all over again. (4) I see. (5) I see. How did you manage to take the picture? (6) I doubt the reason was just an aesthetic change, otherwise they could've easily changed the fairies without changing the rewards. Also, you got the fairy colors the wrong way around: Fairy of Power fairies are pink and Fairy of Wisdom fairies are green, though I suspect you simply made a typo, as you go on to say, "Maybe they [swapped the Woodfall and Snowhead fairies because they] wanted the green fairies in the forest dungeon?" As I said, I suspect it was the more magic thing, despite both the inside and outside of Snowhead Temple showering the player with mana refills. No; GameCube had it that Snowhead had green fairies and Woodfall had pink fairies. (7) Thanks. (8) I see, though doesn't a huge eyeball pop out of his back in the 3DS version whenever he crashes; an eye that's then meant to be shot with fire arrows? In the N64 version, if he crashes, you just shoot Goht with a fire arrow, and you can maybe shoot one before he gets up and resumes his run. The bulk of the damage is done through Goron Link. I haven't played A Link to the Past, though I have played all of Link's Awakening and bits of the first two games. Bosses having weakpoints and stuff like that is a very early thing in Zelda; I'd hardly say that Ocarina of Time was the first to lean into the puzzle boss angle. Throwing a bomb into a big dodongo's mouth, for instance, is as early as the first Zelda game. For another example, tennis bosses are as early as A Link to the Past. (9) Well, Gyorg's next. That Twinmold thing sounds interesting, though it's probably easier to just use the Giant's Mask. (10) Okay. You know; I don't really like when people jump to say stuff like that; especially jumping to accuse the other of stinking at the game and stuff like that. At most, you've disproven four things that he said; at least two of which were easily missable content: It's easy, given how Odolwa was restructured in the 3DS version, with him using his block a lot more and hits not doing anything if he blocks even if you aren't hitting the shield, him now having an eyeball weakpoint on his head, and there being a lot more Deku Flowers in the room, to try all the old methods for fighting Odolwa, fail due to those new things, and come away thinking that all the old attacks were taken away. Oh, and I'm going by your footage and statements, along with Zelda Wiki's, when listing those changes. And if you disagree with him about giving a new, easy method being bad; he's not wrong for having the viewpoint that it's bad; just as you're not wrong for having the viewpoint that it isn't bad. It's easy, if one played the N64 version and never found out about leaping onto that platform from the bridge to get the stray fairy, to try a method that, to one's recollection, worked in the N64 version, find that it doesn't work in the 3DS version, and come away thinking that the Deku Flower option is the only one remaining.
  6. No; the N64 version speeds up the first cycle as well; it has nothing to do with the inverted song of time. I didn't time it, but I do have my clock beside me when I'm playing the game, so I know the first cycle is sped up. You can also tell by how quickly the postman moves on the first cycle compared to other cycles, as, when I was determining what time I could play the postman's minigame after I got the bunny hood, I followed him around on the First Day with the flow of time being normal. He's slower than he was on the first cycle. Also, the Zelda wiki says that the first cycle is faster than normal in all versions, and that it's actually 1.66 times faster than a normal cycle because each in-game hour on the first cycle is 27 real-life seconds rather than 45. I was more making a humorous reference, and I'm sure even Nerrel would say he was exaggerating for comedic effect and to illustrate a point. Well, because an unrelated plummet, pause & un-pause crashed the game last time I went through the dungeon, I decided to play it safe and use the Deku Link method rather than try leaping towards it. I do feel like double-checking if the ledge can be grabbed; it's not that I don't trust you or anything like that; it's just better if two people check because one might be wrong. I will say that, normally throughout the video, he'd make a point by showing how it worked in the N64 version, so in retrospect, it is a bit odd that he didn't show himself reaching the ledge in the N64 version. As for the Gerudo pictures... okay. As for Tingle pictures, I couldn't figure out how to get a picture of Tingle without leaving the swamp and rendering the picture unacceptable to the swamp tour guide, so I took a picture of the Deku King; doing that instead rewards the same piece of heart. Anyway, as you may or may not have guessed by me saying "last time through I went through the dungeon", I went through Snowhead Temple again today and had a much better experience overall. I'm nowhere near an expert at rolling Goron Link across narrow, winding platforms, but I didn't plummet a thousand times. I got all the stray fairies, so now I have the extended magic meter; you get that from Snowhead in the N64 version. I heard the 3DS version swapped the extended magic meter around with Woodfall Temple's reward, which strikes me as an odd and unnecessary change; I can't imagine anything between Woodfall and Snowhead that's made easier by having twice as much magic, the loss of the Great Spin Attack until clearing Snowhead is quite a loss since I found it rather useful, and making the Great Fairy reward a magic meter for two Great Fairies in a row just seems like it would lead at least one person unfamiliar with the game to think that all the Great Fairy rewards are magic meters. Again; it's not a change I'd automatically call bad; it just strikes me as odd and unnecessary. I'm going to guess that it came about from playtesting Snowhead and noticing that you have to use fire arrows, the lens of truth, and Goron rolling (which all consume magic), but Snowhead practically showers the player with mana refills, so you never really risk running out of mana. If you do run out, just go to the next room, smash some jars or some piles of snow, and then go back where you left. Anyway, I won't be needing that fast way to defeat Goht; I already bested him rather quickly using the Goron rolling method. Sticking to the inside line (i.e. to the left of Goht) enables you to avoid all his attacks that he makes while you're catching up to him except maybe the odd stalactite (though I only got hit by a stalactite once throughout the whole fight), then just keep moving around to hit him once you've caught up to him. If you're moving around enough, you'll also avoid the tracking lasers. If he crashes and stops moving, immediately switch to human Link and hit him with a fire arrow; he gets back up too quickly for bombs to be effective. I bit him in only one or two in-game hours; maybe three. Don't take this as me saying that Goht is easy though; if someone were going in with no knowledge of Majora's Mask, then Goht would be pretty challenging. I think the appeal of these boss fights in the original version of Majora's Mask is not so much that they're hard or anything like that, but that they're engaging and versatile. Odolwa is a very frenetic opponent that mirrors Link in some ways, and there's no clear pattern for beating him (at least not in the N64 version); so it really is a fight of responding to what he's doing and either looking for an opening or creating one yourself. With Goht, you pursue him via rolling as Goron Link, he starts off just kicking rocks behind him, and as he takes more damage, he tosses out more and more attacks, so the fight just keeps ramping up. Plus, neither of these bosses have weaknesses; a hit anywhere does damage, so the challenge (and the fun) is figuring out the best way to hit them in the first place without letting them hit you. I can't think of any other Zelda game that does this with the main bosses; normally you see something like this with an Iron Knuckle miniboss or something like that if you ever see it at all. In short: they highlight the difference between challenge and difficulty, but in a positive way: they challenge you on your ingenuity and making use of the mechanics available without being too difficult. Of course, Gyorg and Twinmold could prove me completely wrong. Anyway, I will be doing the goron race tomorrow to get the gilded sword, and then it's off to the ranch to stop aliens from stealing cattle and then keep evil Luigis from destroying a cart full of milk bottles. Isn't it (genuinely) fun just how weird almost every part of Majora's Mask sounds both in and out of context?
  7. By the way, regarding the Big 3, one thing I find interesting is just how often I see people discuss what exactly their "legacy" is whenever they discuss the Big 3. Admittedly, some people use it mainly just to talk about whatever Bleach's author or Naruto's author are doing now (and then inevitably make a joke about how One Piece is still going), and sometimes the discussion devolves into an angry toxic online war between fans of Boruto and fans of My Hero Academia over who is the "true" successor to Naruto, but the discussion comes up a lot and in a lot of different ways. It's also kind-of funny seeing the supposed legacy get misattributed; Black Clover, for example, got compared a lot to Naruto and was often lumped alongside My Hero Academia and Boruto as one of the "post-Naruto" manga, when Black Clover's author has stated that his three main inspirations for Black Clover were The Lord of the Rings, Berserk, and Bleach; not Naruto.
  8. Wouldn't it come down to which class path my teacher told me to go down? In any case, hm... this is tricky. I suppose it would first be best to see what kinds of proficiencies and skill levels I'd have. I'd probably be strong in sword, reason and faith: sword because I like sword-fighting and I already am somewhat proficient in it thanks to HEMA, reason because I love math and science and I'm a math major, and faith because, well, I have faith. I'd probably be weak in stuff like axes, fists and heavy armor. As for authority, if high school group projects are any indication, when it comes to the actual planning and delegating side of leadership, I'm pretty good, but when it comes to actually communicating with a team and getting them to follow the plan, I stink, in part due to my autism. So, what would that mean for me? Would I be strong in authority but have a terrible charm stat, would I be neutral in authority, or would I be weak in authority but have a budding talent in it? In any case, proficiency in sword, reason, and faith, while being weak in axes, gauntlets and heavy armor... that doesn't leave me with many good options in terms of final classes; basically hero (with a lot of work), swordmaster, assassin, warlock, bishop, or mortal savant. Ah... why couldn't enlightened one have been a standard class instead of being unique to Byleth?
  9. Interesting. Though, for me, it wasn't how close the camera was to Goron Link that was the problem, so much as how low it is; if they had raised the camera just a bit so I could clearly see what was ahead, that would've been great. I mean, the closeness of the camera does help with seeing how large or small an angle correction you need to make; I just wish you could more of what was directly in front of Goron Link. The improved steering, if really the case, is definitely a plus. As for the Great Fairy thing, I honestly didn't mind Tatl telling you to go to North Clock Town to find her; the first 3-Day Cycle in the N64 version is the only one where you can't save, and it's sped-up compared to the other cycles, so it does make sense that the first hint for where to go is a direct one. For the 3DS version, they probably felt safe removing the hint because you could now save during the first 3-Day Cycle. Plus, it means Tatl also tells the player to talk to the Bombers for hints, which ties into how the Bombers give a lot more hints to stuff in the new version (and, according to Nerrel's video, are far more relentless about it... cue parody ominous music).
  10. Well, I'm currently at the second dungeon in Majora's Mask, and the game so far has crashed twice. In both cases, I was able to figure out the cause: too many things going on at once in terms of loading for the emulator to handle. The first time it happened, I went through the door to the Deku Palace at the same time as one of the monkey NPCs, and the second time occurred when I plummeted from the fifth floor of the second dungeon to the first floor, I paused the game while Goron Link was still in his "in pain" animation to check the dungeon map, and then it crashed when I un-paused the game. Considering that I've heard that the Wii U virtual console emulation of Majora's Mask doesn't have the issues that the GameCube Zelda Collector's Edition emulation of Majora's Mask had, I'm guessing that Nintendo probably learned from whatever it was that happened when trying to emulate Majora's Mask for the GameCube. In any case, I've been really enjoying the game so far, other than one or two cases where the controls seemed to be against me: mainly the shooting gallery minigames and the Goron rolling. For the shooting gallery minigames, I find myself really missing the gyro aim that's available in the newer Zelda games; I don't know how anyone was able to get a perfect score in the swamp shooting gallery minigame in the N64 era. As for Goron rolling, I get the feeling that it's really fun once you master it, but unlike how you're given an entire bay in which to master the Zora Swimming at your leisure, you're not really given much of anywhere with which to master Goron rolling until you get to the temple to the entrance, where you have to roll across a very narrow winding bridge and then roll up a narrow spiral to the dungeon entrance. Combine this with steering Goron Link being really twitchy, and the natural result was that I plummeted off a ledge probably about 300 times before reaching the entrance to the dungeon. But, outside of that, the game has been a lot of fun. I really like the three-day cycle mechanic, and one reason for that is that it justifies so many things that 99% of action-adventure games and RPGs have to make you suspend disbelief for because of obvious limitations, one of those being that you have all the time in the world to stop the big bad before they destroy the world: the bad guy really is going to destroy the world in three in-game days; you just get to repeat those three days over and over again until you're ready to stop him. You don't lose any immersion if you decide to just go do some sidequests and minigames and put the main plot on hold for a bit. Another limitation that this justifies is NPCs just repeating the same programmed commute & activities: time loop, so it's justified. I'm also enjoying the transformation masks overall; I like how they each give Link different movements and attacks and are genuinely useful; one thing I disliked about Twilight Princess was how awkward and limiting Wolf Link's combat was and just how underutilized Wolf Link was in the game overall. Yeah; Path of Radiance is really good; it is just such a shame that it's hard to obtain outside of PC and emulation. I hope IS remasters it and Radiant Dawn as a bundle on the Switch, so that a lot more people can finally play those two games.
  11. Sure; I'm just saying that Three Houses is one of those cases where, if whoever at Nintendo wrote the list thought about it, it really could've gone either way (i.e. they could've gone with the game's protagonist or the game's mascot, as Byleth is the former while Edelgard is the latter). In any case, other than that, she also has similar reasons as those for why some are listing Azura.
  12. You're welcome. I'll take your word for it. Eh; probably not. I think I lost my charger for my 3DS at some point (as I haven't been able to find it recently) and I haven't played my 3DS in quite some time, so its battery is probably dead. And besides, I don't normally buy multiple versions of a game; the most I'll do if I'm curious is see if a friend will let me borrow their copy (that's what I did for Wind Waker: I borrowed the original game from a friend sometime before Wind Waker HD released, and then I bought Wind Waker HD about a year later). And, with things being as they are now, that option isn't really an option.
  13. Thanks. Eh, when it comes to video games and telegraphing strikes, I can forgive a small amount of it, as otherwise, players just would not have the reaction time necessary. But I see your point. I see your point. In any case, I guess I just meant that I myself wouldn't really find the 3DS's sped-up version of Goron Link's punches any more convenient than the N64 versions, but that's just me speaking as one of the few people to apparently not mind the slow attack speed.
  14. Interesting. Out of curiosity, when playing Wii games, did you play them with the Wii Remote in the left and the nunchuck in the right, or vice-versa?
  15. @FionordeQuester Thanks. Perhaps a better idea might've been to tap a for the slow roll, and then hold a to build up speed into the fast roll. Adjusting the camera a bit to better see what's ahead of Goron Link also would've been nice. But, yeah; I guess I'll just have to "git gud". I'm sure it won't take me 1,000 tries tomorrow. Speaking of which: a note for those playing the GameCube version: do not pause the game while Link is in his crouched "in pain" animation; the emulator can't handle it for whatever reason, and un-pausing will cause the game to crash. Anyway, as for that change to Goron Link's punches, as I said; I don't mind the slow speed and I can bring down enemies quickly even with it by timing my attacks well (for instance, I'm usually able to punch a Wolfos before it punches me), so I'm honestly not sure what the point would be. Plus, it, combined with the Giant's Mask not growing the sword or shield in the 3DS version, kind-of eliminates the need for the gilded sword. If something you get anyway can deliver the same blow at the same speed as something you have to go out of your way to get, why go out of your way to get the other thing?
  16. By the way, I just reached Snowhead Temple in the GameCube version (and might've completed it if the game hadn't had its second crash), and, in regards to the Goron rolling, am I the only person who found controlling it completely unintuitive, twitchy, and just downright a terrible experience? Rolling through the path with the ramps was fine, but trying to roll to the temple's entrance, and most of the rolling sections within the temple, is just terrible for me. Seriously; getting to the temple requires first getting across an extremely narrow, curved bridge (which I fell off probably 100 times) that you're encouraged to get through by rolling because of the boulders, and then rolling up a spiral ramp to the entrance, and I probably fell off that spiral ramp about 200 times. It was afternoon on the First Day by the time I got to the temple entrance, and I only got to it because I gave up on rolling my way up the spiral and just walked most of the way; punching any boulder that rolled down the path. And, even once I got to the temple, I spent maybe a quarter of my time within it (and I got all the way to the boss key before the game crashed) plummeting. Goron rolling is a nightmare. Seriously; because the paths are often very narrow and Goron Link is very fast, you have to get the angle pretty much exactly right, and I would tilt the control stick just the tiniest amount to adjust his angle, only for the game to read it as me wanting Goron Link to veer off and plummet. Then, there are the sloped turns where you have to use Goron Link, and you have to steer him otherwise he will bounce off the wall and go flying out and away from the slope at a 45-degree angle, and there, suddenly, no amount of steering was good enough to avoid him hitting the walls. So, on flat surfaces, any amount of steering is too much, but on banked curves, no amount of steering is good enough, and the spiral ramp into the temple has both! Seriously; I can't be the only one who found the Goron rolling infuriating. Someone, please tell me: how am I supposed to "git gud" at the Goron rolling? There's nowhere to practice it without plummeting over and over again! (And, before anyone asks, I played the lullaby and put Biggoron to sleep before trying to access the temple). Ironically, the thing I see the most complaints about with Goron Link: his slow punching speed, I honestly did not mind at all. I found it easy to get good at timing my attacks to hit enemies, and since his attacks are as powerful as the gilded sword, enemies go down quickly. If multiple enemies surrounded me or they blocked my punches one too many times, I just switched to using the cannonball attack (pressing a to curve and pressing be to jump and hit the ground) and the shockwave would deal with them. I heard that the 3DS remake speeds up Goron Link's punches so that they're now as fast as a sword strike, and I honestly don't see the point in that. I don't see what harm it necessarily does, but it strikes me as a bit of a useless change.
  17. Well, the number of crashes has gone from one to two. I was going through Snowhead Temple and, well, having a bad time of it as I haven't gotten used to the Goron rolling and it's way too easy to plummet and lose progress. Seriously, I fell off the way to the temple enough times that it was past noon on the First Day by the time I actually reached the temple's entrance (and yes; I did put Biggoron to sleep; the lost time was from me plummeting off a ledge while rolling). Seriously; the camera angle when rolling is good for seeing what's around you, but not what's up ahead (which is frankly a lot more important), and the steering for Goron Link at full speed is so sensitive that even the smallest nudge to correct his angle will send him veering off. I ended up walking up most of the spiral path that leads to the entrance. Anyway, going back to the crash: I powered on through the temple anyway. It was something like 2:00pm on the Second Day when I got the boss key, and now I just needed to destroy the ice blocks, get the last stray fairy, and proceed to the boss room. Since I could look down and see the bridges below, I decided to gently roll down to them so I could destroy the blocks without having to backtrack through all those rooms when I'm short on time. I got the aim correct at first, but on my attempt to get down to the first set of blocks, I veered too far forward, fell all the way to the first floor, and got hurt as a result. While Goron Link was in the middle of his pain animation, I paused the game to look at the map and see where I was. When I un-paused, the game immediately crashed. So, I learned two lessons: 1. Don't pause the game while Link is in pain. 2. Goron Link sucks, and, before attempting the Goron Race, I should spend a while just rolling around and "getting gud". I saved before going to the temple, just to be clear, so this really just means I have to do the temple all over again... yay; more endless rolling and plummeting off ledges... Seriously, did anyone else find the Goron rolling a pain, or am I the only one finding it completely unintuitive and twitchy?!
  18. Ultimate (base game): Decidueye: it was a choice of gen 7 starter, we never saw a grass type all on their own before, and Decidueye's archery, ghost powers and wings lend themselves well to Smash Bros. Instead, we got the Heel Tiger. Ultimate (DLC): Edelgard: We now know that Sakurai had basically no say in the DLC roster, but I still maintain that Edelgard would've made just as much sense, if not more sense, from the corporate mindset as well; Edelgard was the mascot of Three Houses: the theme song was about her, she appeared in the trailers more than anyone else (including Byleth); she's the face of Three Houses, not Byleth. Not to mention, a running motif for the marketing for the character roster was heroes vs villains, so why not a character that's both? Can I say that without a spoiler tag? I would've also listed Micaiah, but she honestly never had a fair chance: Brawl released less than a year after Radiant Dawn did, so she had no chance of appearing then, and she had no chance of appearing in 4 because, by the time 4 released, they wanted to capitalize on Awakening's popularity through Robin.
  19. Like anything that was made for the right-handed, the experience for a left-handed person really comes down to the person; some are better at "getting used to it" than others. I am in the category of not being able to get used to it at all (not just with this, but for anything right-handed; the moment I got a laptop that had a trackpad, I never looked at a mouse again), and while the motion controls in these games being made for the right-handed is not necessarily an insurmountable problem, for me and many others, it's awkward, uncomfortable, and can just flat-out make the game not fun to play. And so, even if it's not an insurmountable problem, what's the point if I know it isn't going to be fun? It's like how I theoretically could write with my right hand, but it would be awkward, slow, messy, and uncomfortable. To their credit, in some very specific respects, they have gotten better at accessibility in general in recent years by making motion controls more often an option that can be disabled; the key words there being more often; as you pointed out with the Pokemon Let's Go example, there are still a number of cases where it's mandatory. But yeah; overall, Nintendo seems to be almost allergic to the word "accessibility", even though they know by now that forcing a particular control scheme that's not suited for all potential players is an easy way to decrease sales of a game. I'm honestly convinced that the reason they added a button mode to Skyward Sword HD had nothing to do with accessibility but because of things like handheld mode, the pro controller, and the Switch lite. That would be a good idea; I'm surprised that isn't including in their button remapping system. Yeah; I was fine with Link's Awakening with a control stick (until drift began setting in and Link began veering off to the left and having trouble moving right at any considerable speed), and even I can see that making the stick the only option was a bad idea; the game locks you into 8 directions anyway rather than offer 360-degree movement, so what was even the point of not allowing players to use the control pad? So... yeah; I think we can all agree that, in general, Nintendo's terrible at accessibility options. I guess I just wanted to highlight this particular area in which they're especially terrible at it because I feel that it's all too often overlooked by those who aren't left-handed. With Mario 3D All-Stars for example, everyone complained about it being limited-release, 64 being barely-upscaled, the camera controls in Sunshine being inverted from what they were on the GameCube and the inability to use a GameCube controller to play the game, but almost all those same people gave Mario Galaxy a pass and, if they did complain, they complained about the pointer being mapped to the touchscreen in handheld mode. I saw only one person other than myself criticize the lack of a left-handed mode for the Mario Galaxy port. With Skyward Sword HD, I saw so many people look at the "quality of life" trailer and go "Yay! All the game's inconveniences and accessibility problems have been fixed! Now everyone gave give this game a fair chance", and those same people would respond to any comment that was asking for a left-handed mode, most of which weren't mine by the way, by saying stuff like, "Lol just use the button controls".
  20. I have no intention of buying it; as I stated at the beginning of the topic, the point of this topic wasn't the game itself, but the wider trend among Switch titles that it's a part of.
  21. 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?
  22. Thanks. Oh; I'm not saying that changes are bad; apart from the stupid plot-ghost things that frankly didn't need to exist, I quite like Final Fantasy 7 Remake. I'm just saying, there's a reason for expressions like, "Don't throw the baby out with the bathwater", "if it ain't broke, don't try to fix it", etc. Oh, I'm aware that that Skulltula house needs to be completed on the First Day to get the biggest wallet. I see. That makes sense. I could see it as possible to unintentionally make a bad-faith argument; for instance, I learned in a critical thinking course I took as an elective that one key to argumentation is to interpret someone's argument in the most favourable reasonable light, and then give no quarter in criticizing/responding to it, and that the cause of the strawman fallacy (just to be clear, not the definition; the cause) is someone skipping steps and unfavourably interpreting the argument. I could see someone accidentally strawman another through simple misinterpretation; it's unlikely, and usually someone who is strawmanning another is doing so on purpose, but I could see it being done accidentally, and the Strawman Fallacy is a type of bad-faith argument. And, incidentally, I did actually once encounter someone online who did indeed have an absolutely stunning lack of self-awareness (it was in a YouTube comments section and it's a long story). Perhaps. I suppose, and I can certainly understand that. Though, for me, it does beg the question: when the original hardware grows old and can no longer run the game, will those multiple versions all be available in the future for people to play, or will only one of them exist going forward? For me, a video game remake has to do two things: 1. Have a clear direction about what sort of remake it wants to be, be it deliberately retro/throwback (Ocarina of Time/Shadow Dragon), a full overhaul (Final Fantasy 7 remake) or somewhere in-between. One of my biggest criticisms of Shadow of Valentia was that it seemed rather directionless and all over the place in this regard. 2. Be made to highlight what was good about the original; if this sounds deliberately vague, that's because it is; with this one, I'm basically just saying that a remake should be made in such a way that it clearly recognizes what appealed to people for the original, if that makes sense. What was good/unique/interesting should be front-and-center.
  23. I see. Perhaps; I still haven't gotten to Goht yet, though, so another time perhaps. I see. I'm just pointing out that it is a dangerous mindset; all too often a push to please everyone just ends up pleasing no one. Just look at Metroid Other M: the game was made in the hopes of increasing the rather small Japanese fanbase for the Metroid series (the series has never been nearly as big a success in Japan as it was in the west) and not only did it fail to bring in more Japanese fans, it angered huge amounts of Western fans and ended up a flop as a result. Oh, yeah; I forgot about that. I see. It's okay; I figured you weren't using them to argue in bad faith; at least, not intentionally. The thing is that I'm not defining them as gamers at all; I'm pointing out that their perspective as playtesters looking to fix a game is different from that of a player looking to play a game. I don't think so; at least, not as the main thing you're going in to do. Take Ocarina of Time 3D for example; for that game, they weren't going in to see what needed to be fixed; they went in to see what the game was and what people enjoyed about it. Their goal was essentially, "This is one of the most acclaimed games of all time; let's put it on the 3DS without breaking it." It was even to the point where they even made sure to preserve a number of glitches (such as apparently one involving Jabu-Jabu) and, after realizing that they had removed something as small as one of the ways to burn the spider web above the entrance to the boss room in the Deku Tree, they went back and added it back in just to preserve the original experience as much as possible. I'm not saying "How they remade Ocarina good; how they remade Majora bad"; I'm just pointing out that there is a striking difference between what mindset the team had when remaking the two games, and that one method resonated with more fans than the other.
  24. Well, the magic jars are out of the way and, if the person already dislikes that the zora swimming is now tied to the magic, I can see them consider having to additionally aim for magic jars to be a pointless frustration. I suppose. Perhaps I'll just try the race without the chateau romani. I don't know; I guess I just read somewhere that the drink makes stuff like the fights against Goht and Twinmold and the goron race easier, but perhaps that person was just farming for gold dust to sell to the curiosity shop and not to get the gilded sword. Well, there's a problem with that (not the comparison; just the comparison's natural conclusion): the thing about any product is that you can't please everyone; if you try, you end up with mush. Your metaphor kind-of highlights a problem I'd been avoiding trying to say out loud in case it might be a bit presumptuous of me, but, from what I've seen and read of the remake, it seems like it was designed for people who disliked and/or gave up on the original game; not for people who enjoyed it, and I honestly think that is a dangerous mindset to have when remaking something, and it's incidentally the opposite mindset that Grezzo had when making Ocarina of Time 3D based on everything they said about making that remake. I already knew about Aonuma going through the N64 version looking for things he didn't like about it (and it is probable that his judgement of the game in hindsight like this may have been clouded by his bad experience with developing the game and the fact that he looks back on the original with dread), and now you've shown me that one of the developers/play-testers was someone who couldn't finish the original game and blamed the game for it, as well as another developer stating that they based all the changes on Aonuma's "what in the world was I thinking" list. Having that stuff mapped separately certainly would be a big convenience, though when do you ever need to use the pictograph outside the swamp? I too would've just removed a couple lily pads and kept movement the same. I see. That's what I thought. And this is unrelated, but can I just say that Nintendo gutting the touchescreen controls from the Wii U version of BOTW was both cruel and completely stupid; no one who didn't already own a Wii U was going to buy the Wii U version just because of touchscreen controls, no one who already had a Wii U was going to buy the Switch version just because they were removed, and having text on the touchscreen constantly blinking at me while I'm playing was no doubt deliberately meant to be annoying; as if they were saying, "Don't want to be annoyed like this? Buy the Switch version!" Once again, I'm not saying that they have "bad gaming skills" (and also, putting quotes around something I never said is an easy way to make me decide you're not worth discussing things with, as I really dislike when people misconstrue other people's arguments); I just said that, where a player might've interpreted something as the player messing up, they, because they were looking for problems with the games, might've instead seen it as the game's fault, regardless of which it actually might've been, simply because of their viewpoint when looking through the game for problems. And the thing you posted confirmed that, while they wanted to preserve the challenge as much as possible, they did go in with the "let's see what's broken and needs to be fixed" mindset.
×
×
  • Create New...