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Post by Nester the Lark on Sept 23, 2021 20:52:21 GMT -5
So, this was kind of a strange Direct for me. It was enjoyable, but there weren't any major bombshell announcements. More like things that made me say, "Oh, that's cool!" For the details... - I'm looking forward to the DLC for Hyrule Warriors: Age of Calamity, but it's really hard for Nintendo to show much of it because they're always trying to avoid spoilers. It seems that Purah & Robbie are two characters in one, and there will be one other mystery character. Also, a new Coliseum stage, "and more." I've enjoyed the DLC so far, but I hope the next wave is more substantial.
- I wasn't expecting Sega Genesis/Mega Drive games to be added to NSO. Too bad it will be for a new, more expensive tier. On the other hand, most of the N64 and Genesis games didn't interest me (or I already have them), so I don't have a reason to upgrade anyway.
However, there are some great games that I'm happy see other people will get the chance to play: Castlevania: Bloodlines, Contra: Hard Corps, and Gunstar Heroes. Also, interesting to see Banjo-Kazooie show up.
- Castlevania: Dracula X being included in the Castlevania Advance Collection is really random since it's neither a GBA game nor a metroidvania. It's also somewhat average (but not bad), in my opinion.
- Actraiser Renaissance was one of the biggest surprises for me. I didn't expect Square Enix to actually revisit this series. I might be interested in checking it out. Also, Yuzo Koshiro confirmed he came back to work on the music for it again.
- Namco games being added to Arcade Archives is cool. I suppose starting off with Pac-Man and Xevious makes sense, but I look forward to seeing more interesting additions in the future.
- Nice to see Shigeru Miyamoto in a regular Direct again.
- As soon as he announced Chris Pratt would be voicing Mario in the animated film, I immediately thought, "Oh no, there's going to be drama." (And there is.) But aside from that, the celebrity voice cast is about on par with Illumination's other animated films. I think Anya Taylor-Joy will make a good Peach, and Jack Black could be brilliant as Bowser.
Not only will the film include Donkey Kong, but also Cranky Kong! I don't know why, but that makes me happy! (Mario Cinematic Universe confirmed.)
- Splatoon 3 still looks like Splatoon 3, and I'm still considering it.
-The Bayonetta 3 trailer was a journey for me. I saw it was a Platinum game right away, and immediately thought "Bayonetta 3." But then it looked like Astral Chain, and I thought there was no way it could be a sequel so soon, so I figured it might be DLC. Then Bayonetta appeared, and I thought, "Bayonetta DLC for Astral Chain?" But then I realized my first impression was the correct one.
Bayonetta has a new voice actor. I'm seeing people point out that this Bayonetta seems to be a grown-up version of Cereza from the previous games rather than the original Bayonetta. Would make sense considering the original teaser from 2017.
Is that character at the end supposed to be Dante from Devil May Cry? If it's not, Platinum Games still had to know people would draw the comparison. Can't be an accident.
Am I interested in Bayonetta 3? Not sure...
Overall, this Direct didn't change my future game-purchasing plans. But I can't call it a bad Direct just because a lot of it didn't appeal to me personally. In a way, I'm actually kind of relieved. I'll have a chance to catch up on other things.
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Post by Nester the Lark on Sept 22, 2021 9:07:25 GMT -5
OK, here we go.
Should I make a new bingo card?
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Post by Nester the Lark on Sept 20, 2021 10:15:19 GMT -5
So, I've been playing Cruis'n Blast for a good few days now, and I thought I would post some thoughts.
It's about what I expected, to be honest, and I certainly don't mean that in a negative way. Cruis'n has never been a deep racing experience; just good arcade junk food. Looking back at the original Cruis'n USA, it was very basic. Each sequel got progressively sillier, but Cruis'n Blast just goes all out and cranks the silliness up to eleven.
While the graphics still don't look quite as good as the arcade version, it's still very impressive from a technical standpoint. How many other ports to the Switch run at full resolution in both docked and undocked modes at 60 fps with so much busyness happening on screen, and still look this good? Bravo to Raw Thrills for their optimization efforts.
You can see a direct comparison between the Switch and arcade versions here:
While the original arcade game only had five tracks, the Switch boasts 29, but that's a little misleading. Even though there are some original track layouts, most of the tracks are mirrors or remixes of sections from other tracks. They do a pretty good job of hiding it, though, with the different themes and gimmicks. Most of it is superficial (you can't actually get shot down by UFOs, eaten by a dinosaur, fall into a ravine, etc.), but it does add to the experience. Comparisons to the game being more like a theme park ride are quite appropriate (and make sense considering what arcade games strive for these days).
I do have a few issues with the game. First, the tracks are very short. Most are one-to-two minutes, but some are even as short as 45 seconds. (Although there is virtually no down time. Every race is 100% action from start to finish.) Second, a proper options menu would be nice so that I could select control options or adjust the sound effects and music individually. Also, more camera options would be nice, as all of the positions are a bit too close to the ground and make it tricky to see what's down the road. Finally, it's been pointed out by other people, but an online mode would be welcome. Most of the tracks and vehicles in the game are obtained by unlocking them, but the overall experience is still pretty short. An online mode would address this to a degree. Eugene Jarvis has mentioned the possibility of patching in online play and leaderboards (among other content) if the game sells well, so fingers crossed.
Overall, I've been quite enjoying the game. Would I recommend it? Well, anyone can simply look at a gameplay video and know exactly what they would be getting into. Some recent indie games may provide deeper gameplay, but given that Cruis'n Blast is an actual arcade port, I think there's something special about playing the real thing.
Despite a lack of promotion, the game does seem to be finding its audience. I'm enjoying the generally positive critical response I've been seeing for it. While the original Cruis'n games were popular, critics tended to rip them apart. Blast is probably the best in the series so far, but I think maybe people are ready for more arcade-style racers that aren't Mario Kart.
Again, fingers crossed that the game sells well so that we can get the HD remasters of the original Cruis'n arcade games that Eugene Jarvis has been teasing.
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Post by Nester the Lark on Sept 10, 2021 10:48:44 GMT -5
Following on from my previous post, it occurred to me that 2024 will be the 40th anniversary of the original Dragon Slayer. It was a landmark title for Falcom, as well as for the action-RPG genre, and without it, there would be no Xanadu or The Legend of Heroes, and in turn, no Trails/Kiseki. So, I wonder if Falcom will have any plans to commemorate it with a new game or remake.
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Post by Nester the Lark on Sept 7, 2021 10:36:27 GMT -5
Here's an article from Game Informer on the 40th anniversary of Falcom. It has an amusing anecdote about the debugging process of Ys I Eternal. So, I've been thinking about Falcom's future release schedule. For this year, obviously, they will be releasing Kuro no Kiseki. Next year will likely be Ys X for the 35th anniversary of the Ys series. 2023 will probably go back to Kiseki/Trails. But then... Well, here's the monkey wrench: Traditionally, Falcom releases a new Xanadu game every ten years. Dragon Slayer II: Xanadu came out in 1985, the remake Revival Xanadu was in 1995, the excellent Xanadu Next in 2005, and Tokyo Xanadu in 2015. If they continue this trend, then we can expect another Xanadu game in 2025. So, how does this fit into their rhythm of Trails and Ys games? Last decade, Ys: Memories of Celceta came out in 2012, and Ys VIII didn't come along until 2016 due to the release of Tokyo Xanadu. I suppose that could be the case again as Falcom seems to prefer to take their time developing Ys games as opposed to the frequent releases of the Trails series. So that could mean we'd see another Trails game in 2024, and the next Ys wouldn't be along until 2026. That's assuming, of course, that Falcom doesn't release anything besides their flagship franchises, but they don't seem to be in a position of releasing more than one game per year at this point, and they've been playing it fairly safe for the past decade.
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Post by Nester the Lark on Aug 27, 2021 8:43:20 GMT -5
According to Nintendo Life, Lance Barr, who designed the North American NES and SNES (and "small" SNES redesign) consoles, as well as the Wii Nunchuck controller, is retiring from Nintendo after working there since 1982. This is my personal opinion, but I've never understood why people disliked the NA SNES design. It's one of those things where it never even remotely occurred to me until I had internet access and saw so many people online comment on it.
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Post by Nester the Lark on Aug 21, 2021 10:06:34 GMT -5
It seems I end up not buying at least half the games I put on my wish lists. But honestly, I don't like the feeling of having too many games to play, because then I feel like I have to rush through whatever I'm currently playing in order to move on to the next game. When I feel like I'm forcing myself to play a game, it seems like it defeats the purpose of playing the game at all. (Follow-up to my previous post: I'm glad there was a demo for Monster Hunter Rise. I played through the tutorial and then never touched it again.) My list is pretty simple right now in terms of officially confirmed games. 2021: Cruis'n Blast in September. Metroid Dread in October. (Maaaybe double dip on Fatal Frame: Maiden of Black Water? Depends on the price.) Might treat myself to something like Skyward Sword HD later. 2022: Sequel to Breath of the Wild. Considering Splatoon 3. 2023: Legend of Nayuta: Boundless Trails. (NISA sure announced this really early.) Ys X seems like a moot possibility. Trails Into Reverie (Hajimari no Kiseki) isn't due on Switch in English until 2023, so Kuro no Kiseki certainly won't be ported before that... if it's even ported at all. So, for Ys X, I could be looking at a localization in 2025 at the earliest, and by then, there might well be an actual Switch Pro or Switch 2 or whatever Nintendo's next platform is. On a side note, I know I keep bringing it up, but looking back at my original post from before the Switch was even released, I'm still amused at how many "dream titles" have come to be. As for dream titles, I'd like to see Hyrule Warriors 2, Bayonetta 3, new F-Zero, new non-Prime (non-first-person) Metroid game, a port of Cruis'n Blast, new Fatal Frame, and a game based on Sheik (which Miyamoto did mention staff had talked about). Also, obligatory mention of Sin & Punishment 3. I'd like to see support from companies like SNK and Falcom. (Extremely unlikely, of course, but as long as we're dreaming...) Hyrule Warriors 2 - Basically, as Age of Calamity. Bayonetta 3 - Announced way back in 2017, though not sure if I'm still as interested now. non-Prime Metroid - Exactly what I wanted with Dread. Cruis'n Blast - It's taken a while, but it's happening. New Fatal Frame - It's not "new," but it's still Fatal Frame. Falcom & SNK support - I legit did not expect this to actually happen. F-Zero, Sheik game, Sin & Punishment 3 - Well, we don't get everything we want, but the Switch still has some time left...
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Post by Nester the Lark on Aug 21, 2021 9:21:06 GMT -5
Origin is a very short game. Even if you play through all three character routes (the story is a little different for each one), it'll probably only take around 30 hours total.
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Post by Nester the Lark on Aug 20, 2021 8:47:11 GMT -5
Oh. Does it have anything like DLC? (Actually, does the PS4 release have DLC?) I'm under the impression that Ys IX is more or less "planned" for Switch (they'd do it as soon as Nippon Ichi said it's OK), and is thus not treated as a definitive re-release with all the extra contents in. There is paid DLC. It's just some costumes and some useless item packs. Unlike Ys VIII (and Trails of Cold Steel III and IV), it's not included for free in NISA's physical Switch version. (Although, I think it is included in the Japanese release. Not 100% sure, though.) Some or all of it was free for digital pre-orders, depending on which version you pre-ordered. Strangely, though, one set of costumes was exclusive to pre-orders, and are not available to buy now. It's not a big deal for me since I didn't think most of the costumes were that good anyway. Aside from that, the PS4 version gave you a couple of bonus accessories if it detected save data for Ys VIII and Memories of Celceta. For the Switch version, you'll have to update Ys VIII before starting Ys IX in order to collect its bonus item. And since there is no Switch version of Memories of Celceta, it just gives you that item regardless. Good to hear. I tend to care more about how a story ends than the earlier parts, so this should be a plus for me. Maybe it's worth mentioning that Ys IX only has one ending, so it doesn't matter if you're a completionist or not. How often are loading areas encountered? Individual outdoor areas in Ys VIII are actually quite small, but loading doesn't take much time. I think this would put less stress on the system. Loading is actually not frequent. The game only loads when you enter a completely new environment. For example, the entire city is one continuous area, and you only get a loading screen when you enter a building or dungeon, or leave the city. Also, how does the music compare? Personally, I agree with the consensus that Ys IX has a weak soundtrack for an Ys game. It's not bad, but little of it stood out or stuck with me. (The regular city music was kind of relaxing, though.) It matches the rushed feeling of the rest of the game. By the way, I'm curious. Were you still considering playing Ys Origin first?
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Post by Nester the Lark on Aug 19, 2021 8:27:55 GMT -5
Ys IX: Monstrum Nox vs. Ys VIII: Lacrimosa of Dana
Wall of text incoming!
Now that I've finished Ys IX, here are my detailed thoughts on it in comparison with Ys VIII. But first, some general thoughts.
NOTE: There will be NO major spoilers.
The game definitely has a rough, unfinished feeling to it. It's a little janky and glitchy, although some of that is specific to the Switch port. For example, there was one part where a character simply slides across the floor with no walking animation. It was so awkward that I looked up a video of the PS4 version for comparison, but it only happens in the Switch version.
Also, I'm not sure if this is specific to the Switch port, but the main map screen is broken, often showing the icon for your character in a completely different location than where they actually are. This was a bit confusing to me at first. The regional map doesn't have this issue, however.
The game also crashed on me, but only once.
It also doesn't seem to have the bonus content that Ys VIII had. Other than unlocking a Time Attack mode, there is no art gallery or movie player that I was able to find. I was disappointed with that.
It's not all negative, however. NISA's localization is far better than it was in Ys VIII. I only came across two or three minor grammar errors, and the English voice acting was really quite good! The only hiccup was that due to the pandemic, the voices were recorded remotely, so there was a little inconsistency in the sound quality between characters. Other than that, NISA really stepped up their game this time around.
The game was updated to version 1.0.3 during my playthrough, so maybe some of these issues were addressed with that. (Not the map, though.)
Anyway, here are specific comparisons by category...
- Story -
With Ys VIII, I really enjoyed the “castaways surviving on a deserted island” part, but beyond that, I was less interested in the stuff with the Eternians and the Lacrimosa. With Ys IX, it was kind of the opposite. Roaming around the city of Balduq and building up a tavern/hideout was a little mundane, and the more political aspects about Gllia and the Romun empire didn't interest me much, but the mysteries and intrigue behind the prison and the Grimwald Nox were highly engaging. While an early, awkward story beat soured the experience a little for me, Ys IX does have a far better ending than VIII, so it at least left a better impression on me. I think I'll give a slight edge to Ys IX in the story department.
- Setting -
It's pretty easy to pick the lush tropical setting of Ys VIII over the grubby city and prison of Ys IX. The main appeal in IX is the more open, explorable maps, both within the city and its surrounding areas. It works reasonably well, but Falcom has a ways to go to catch up with the likes of Xenoblade or Breath of the Wild. While VIII's maps are more linear, the sense of discovery was somehow stronger when finding new areas or landmarks. Ys VIII wins this one.
- Characters -
This is a tricky one. Falcom is pretty great at creating memorable, fleshed-out characters. Ys VIII's and IX's strengths lie in different areas, however. In terms of playable characters, I think I enjoyed the Monstrums more (with maybe the exception of Credo, where Falcom leaned a little too hard into his berserker class). Each one had their own backstory and relationships that were very well done, and they all had satisfying character arcs.
As for side characters, I'd say they're both about equal. However, Ys VIII's theme of castaways working together to survive created a sense of close relationships between the characters, so it might have a slight edge in this regard.
Overall, I'm going to call this a tie.
- Gameplay -
As mentioned before, the gameplay is basically the same between Ys VIII and IX. While I do appreciate that they tried to change to context as much as possible, it all really boils down to doing the same stuff. (Well, IX has no fishing minigame.)
The main difference, I'd say, is using the Monstrum gifts to explore the environments. As I said before, it's a little janky, but it mostly works fine, and it's fun to a degree.
Aside from that, I do think that the general gameplay felt more cohesive in Ys VIII. Maybe it's just because I played it first, but it seemed more like the game mechanics were designed specifically for VIII, and carrying them over into IX was more obligatory.
Slight advantage to Ys VIII in this category.
- Length and Pacing -
I've complained about pacing in multiple games in recent years, so maybe this is just something I've come to be picky about. As such, let's get right to the point: Ys IX is only about two-thirds the length of Ys VIII.
Some people seem to think IX is a little on the short side, but for me, VIII was a bit too long. I thought it seemed artificially inflated, perhaps to make it closer in length to a Trails game. (Indeed, even if it still isn't as long as a Trails game, it's easily the longest Ys game.) Combined with the later plot details that I didn't find too interesting, it made the game drag a bit.
While Ys IX can feel a little slow in places, and the exploration aspects pad things out a little, it's a more tightly paced game overall. (Heck, some sequences even give you the option of bypassing them entirely as if you had completed them successfully.) I appreciated the shorter play time, as it prevented the game from outstaying its welcome. Ys IX wins this one.
- Conclusion -
With two points for each game plus one tie, things come out pretty much even. Even with their differences, these games are very similar experiences, and it's hard for me to say one is clearly better than the other. All it really comes down to is that because Ys VIII came first, it was a fresher experience. If I had played IX first, I might feel the opposite. But VIII does feel to me like a more cohesive experience, and I get the impression that Falcom was a little more inspired when making it.
So, in the end, I'm going to hand a very slight victory to Ys VIII. If I replay these games in the future after having a bit of distance from them, it's certainly possible that my feelings could change, but for now, this is where things are settling.
I eventually plan to post a new Ys rankings, as well, so stay tuned for that!
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Post by Nester the Lark on Aug 17, 2021 8:38:25 GMT -5
Here's a lengthy interview that Arcade Heroes did with Eugene Jarvis about the entire Cruis'n series:
Bullet points:
- For the original Cruis'n USA, Jarvis was inspired by classic racing games like OutRun, Hang-On, and Turbo (all Sega games).
- Jarvis felt that other 3D racing games of the time were too slow (specifically, Hard Drivin'), so he wanted to make one that was accessible and responsive.
- They went against the conventional wisdom of making the player pay to see the whole game, and instead let players choose whichever stage they wanted to play.
- Most arcade racing games at the time forced operators to buy two-in-one units. Cruis'n USA was sold as individual units that could be linked together. This made it cheaper, and allowed it to appear at more locations.
- Addressing how the game advertises the "Ultra 64" even though the actual N64 had completely different hardware, he says that Nintendo did fully license the arcade board they made for Cruis'n USA, but thinks they didn't use it because it was too "scrappy."
- After Cruis'n Exotica, he thought the next logical step might be racing in outer space, but he decided that would probably be too far removed from the original concept, so he left it a trilogy.
- He started to consider making a new Cruis'n game because it had been 20 years since Cruis'n USA, and he was feeling nostalgic, but he worried that maybe no one would remember the Cruis'n series.
- They settled on the name "Cruis'n Blast" because even though the games are racing games, they were mainly supposed to be about just having fun driving and "having a blast." Also, it's the first game in the series with a turbo button, so it can refer to having a blast of speed. He also felt that a single-syllable word was catchier than a multi-syllable word like "adventure."
- After almost five years, Cruis'n Blast is still one of Raw Thrills' best selling games ever, moving over 10,000 units.
- The Switch port came about as a result of the pandemic. Fewer people are going to arcades, so arcade operators aren't spending money on new games. Raw Thrills decided to try porting Cruis'n Blast to Switch so they could keep revenue coming in.
- Jarvis is usually skeptical about home ports of arcade games, but he's impressed with the quality they've been able to get with the Switch port. He thinks it's a matter of "creator's pride" since the original development team is doing the port.
- He couldn't say much about the future of the series, but did express interest in a reboot of the original Cruis'n USA.
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Post by Nester the Lark on Aug 14, 2021 9:06:05 GMT -5
Wow! Thank you again for sharing these, YL! I now feel like I took this trip, too.
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Post by Nester the Lark on Aug 13, 2021 11:40:43 GMT -5
According to Nintendo Life, Walker Boone, who voiced Mario in the Super Mario Bros 3 and Super Mario World cartoons of the early '90s, passed away earlier this year. I used to watch the SMB3 cartoon as a kid (as well as the Super Mario Bros Super Show, where Mario was portrayed by Lou Albano in both the live action and animated segments). I didn't watch the Super Mario World cartoon much, but looking back on it now, it really wasn't worth watching anyway. It's sad to lose these actors that portrayed Mario in the early days.
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Post by Nester the Lark on Aug 11, 2021 11:30:31 GMT -5
So, a couple of interesting things from the Indie World Showcase.
First, Metal Slug Tactics is officially confirmed for Switch.
Also, Tetris Effect: Connected is coming to Switch.
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Post by Nester the Lark on Aug 10, 2021 8:29:52 GMT -5
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