Even the Chains of Love cannot save him now. (Not embedding it because the thumbnail ain't exactly work-safe.)
edited 9th Jan '17 12:28:17 PM by TotemicHero
Expergiscēre cras, medior quam hodie. (Awaken tomorrow, better than today.)Don't worry, Jim' s gonna find another song to use! On topic of the video, it does seem so silly of Nintendo to keep shortchanging the virtual console. Not only Pokemon Snap took forever and a day to get pushed out, but Earthbound and Earthbound Zero took ages too if I remember right. Nintendo seems to really like controlling what comes out and how much of it comes out (looking at you NES Classic and amiibos)
Remember, these idiots drive, fuck, and vote. Not always in that order.I disliked how, when he complained that the Japanese Virtual Console has way more games, he did not so much as mention that translating games takes a lot of time and money. I'm not saying that they make up a large amount of Japanese VC-exclusive games, but you'd think he would've acknowledged that.
De Romanīs, lingua Latina gloriosa non fuī.Mother 3 says hi.
How long did the translation take for that game?
De Romanīs, lingua Latina gloriosa non fuī.EDIT: Nvm
edited 11th Jan '17 8:23:29 AM by iamathousandapples
"I could eat a knob at night" - Karl PilkingtonA lot of the games Nintendo is sitting on though already ARE translated. Plus that doesn't explain discrepancies between America and Europe, for example.
Before anybody mentions EarthBound Zero, it had been translated already but its initial American release was canceled.
edited 11th Jan '17 3:32:05 PM by Karxrida
If a tree falls in the forest and nobody remembers it, who else will you have ice cream with?Things like the earliest Mario and Pokemon games already obviously had translations, though, which is probably considered in his complaint; for a lot of these projects it probably shouldn't have taken quite as long as it did. Especially if Nintendo wants to cash in on the nostalgia market. Or off those who would like to play the original games but missed them the first time around.
I remember when people got excited when Sin and Punishment was released in the US, which Nintendo did since the game was almost entirely in English anyway.
De Romanīs, lingua Latina gloriosa non fuī.Not to mention they already have a bunch of existing ports on the wii vc that shouldn't take any time to port over to the wii u vc.
"I could eat a knob at night" - Karl PilkingtonI'm not satisfied by that answer. If Nintendo has money to both publish and develop new downloadable titles (some of which are not based on pre-existing properties) They have money to release Mother 3. There's no way in hell it costs MORE to do a localization than to make completely new games with production values in line with modern games. Actually, I've felt for a few years now that they should just remake it Final Fantasy 3 style, so as to give the game more appeal and somewhat mitigate concerns of "it's too outdated, noone's going to care", Which I think is kinda of an eye roller at this point in the game, but whatever.
Countless manga and anime have had fan translations prior to the official one coming out but Funimation ect keep chugging along. I think we vastly overestimate how many people outside Japan have actually played Mother 3 (I haven't).
And was that the translation Nintendo used for the version that's now officially released? Because if the answer is no, then that throws that argument right out the window.
edited 12th Jan '17 8:03:33 AM by MainManJ
It was the translation they used, yes.
Moon◊Turning Ninny-Tenny-D'oh on its head. (Among...other...edits.)
edited 13th Jan '17 1:05:09 PM by TotemicHero
Expergiscēre cras, medior quam hodie. (Awaken tomorrow, better than today.)And the follow-up.
It sounds like one of those "it should be effin obvious and people should realize this" but at the end of the day, I don't think anyone will care.
Remember, these idiots drive, fuck, and vote. Not always in that order.Being a longtime Nintendo fan is really frustrating. I love their games and wish the best for them, but they do some of the stupidest, most frustrating shit and in the end, the only one who can save them is them, and it doesn't even seem like they want to or even realize they're digging themselves deeper every time.
I mean, for god's sake, paid DLC is like the one modern trend where Nintendo being slow to adopt and not being complete greedy cockbags about it (relatively speaking, of course) was arguably a good thing, but that doesn't excuse the other shit.
- edit* That part where he cuts to Wii Music and then says "I actually just put in the script 'cut to one of their stupid thing because Christ if they haven't done so much stupid shit" * Oh man, it's so true, it's both funny and depressing at the same time.
edited 16th Jan '17 1:41:43 PM by MainManJ
That was a great episode. Aside from the Sonic 06 thing, (more like Sonic Adventure imho), but regardless it was a pretty fair episode that's one of his best I feel. It tears apart a lot of the excuses and pandering people give Nintendo, just because they make good games doesn't excuse their bullshit and terrible practices.
And with so many Youtube reviewers and commentators in Nintendo's pockets, it's nice to see some deserved criticism.
I'm 100% in agreement with him about the big empty sandbox thing, and I've been saying that for years.
A world being super big is not impressive on its own merits, ESPECIALLY because the bigger it is the harder it will be to fill most of it with interesting things. So you get the cookie-cutter two-bit MMO quests instead, and a bunch of throwaway NPC's to populate that world.
I'd rather have a smaller, denser world with a smaller amount of sidequests that are all super meaty and interesting and cool NPC's.
Majora's Mask did this over 15 years ago. No reason why AAA devs can't do better now.
edited 20th Jan '17 10:13:42 AM by Draghinazzo
That's why the Yakuza games are so great - as Jim just discovered.
Fear the cinnamon sugar swirl. By the Gods, fear it, Laurence.The only real advantage of making your game "open world" is if it's already fairly nonlinear and your intent is to smooth transitioning between proximal zones. Something like what Final Fantasy XII attempted but was constrained to bottlenecking by the confines of PS 2 technology.
I think he's on the money about square footage being a worthless metric because all it could mean is that it takes longer to actually get somewhere interesting, especially since it's mostly just relative to the character model. It's one of the big big flaws of Twilight Princess's overworld. Lots of places to go, but sadly nothing to do in it.
There are more reasons than just that to make your game open world. The best open-world games are built with exactly that in mind - the world. Not a map, a world, with actual interesting things in it.
When done properly, it's a lot more than just a nonlinear story delivery mechanism. Exploring a good sandbox is a true joy. Look at the richness of the world in something like Skyrim, where you can hardly go a hundred feet without finding something new.
"We'll take the next chance, and the next, until we win, or the chances are spent."Skyrim is both a good and a pretty shitty example, considering the world is really the only thing the game does remotely well. Other than that it is just fantasy Far Cry with RPG mechanics spun around.
edited 20th Jan '17 12:48:26 PM by TAPETRVE
Fear the cinnamon sugar swirl. By the Gods, fear it, Laurence.Yeah, there's a reason I said "making" games open-world, not starting as them. If your series has traditionally been non-open world like, say, Devil May Cry, and you're suddenly making it fully open-world instead of a basic hub with very large expanses like the first Xenoblade, then it's clearly bandwagon hopping that ultimately compromises the overall game, unless your series' gameplay accomodated open world-lite elements to begin with, like Twilight Princess or FFXII. And games that were designed from the ground up to be open world like many CRPGs are naturally going to get a pass.
edited 20th Jan '17 12:51:58 PM by AlleyOop
The first Just Cause came out a few months before Crackdown (as well as a whole year before Assassin's Creed), and it was pretty much the first "modern" open world game that preened itself exclusively on its size and traversal options. In the previous hardware generation, the pinnacles of the genre had been reached with GTA San Andreas on the one hand, and Mercenaries: Playground of Destruction on the other, the latter of which featured a relatively small game world that was instead densely built, and filled with interactive events. Sadly all of that was later thrown out of the window in favour of a dumbed down, shoddy sequel following the Just Cause formula.
edited 3rd Jan '17 1:13:51 PM by TAPETRVE
Fear the cinnamon sugar swirl. By the Gods, fear it, Laurence.