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Joined 1 year ago
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Cake day: September 3rd, 2023

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  • I agree, what made WW really work to me was the animation. Also the expressiveness of characters, because in comparison N64 Link basically knew a total of two expressions, and they were dull grumpiness and angry grumpiness.

    I don’t like what they’ve done to the Wii U remake though. I don’t understand why every colour needed to be balanced toward radioactive hell.

    Also unrelated to visuals but the loss of the Tingle Tuner was a shame, that thing was genius. Had so much fun with my siblings with it. I’m sure they could have emulated it with 3DS if they cared, after all 3DS/Wii U connection was a thing for smash for example.


  • In the early 2000’s we had “beautiful” games (aka the most advanced graphics that technology could afford) but games were fun.

    You only remember the good ones. There has always been a lot of games that look good or even impressive, but play like crap.

    Today there are still critically acclaimed games that happen to look good too. They’re a tiny minority, but it’s always been like that.



  • One of the first VR games I played was No Man’s Sky, on base PS4. Very low res and frame rate, teleport movement possible on foot but obviously not while flying spaceships. And I may have tried spinning a bit (that’s a good trick).

    Got very sick, very fast.

    Nowadays I’m mostly fine playing continuous movement, even relatively fast-paced one. Tunnel effect helps, when it’s available.

    The only problems are on badly designed games (like those with forced, unpredictable “cinematic” camera movement, don’t do that in VR for fuck’s sake).







  • It’s somewhat useful, but it’s not my favourite way to overcome obstacles because swimming is very slow and kinda janky.

    The thing is, in theory, you’ve got several echoes and strategies that would let you cross a ravine or climb up a cliff. For example there’s several floating monsters that can carry you, one that you can grab as it climbs walls, and those flying tiles from aLttP that you can ride (that one’s kinda cool. I wanted more like that).

    Water cube is just the one that works in almost all situations. And a big problem in this game is that it’s a pain to switch echoes all the time, so water cube is one of the few you’ll have in speed dial most of the time.


  • My main problem with this game is how it has maybe six or so useful things you’ll be spamming most of the time for convenience.

    I was on board with the concept, but they didn’t carry it far enough. There were simply not enough situations requiring clever use of items, and most items/monsters felt useless compared to a few that just worked better in most situations.

    Breath of the Wild and Tears of the Kingdom did a really good job of creating open-ended problems and letting you experiment with all the tools you got. I think Echoes of Wisdom should have focussed more on that.

    The fact you can at any moment trigger a time-limited Link mode which is basically standard LoZ combat and makes the game ridiculously easy is a sign they did not believe in their concept enough. If your main gameplay loop becomes so tedious you implement shortcuts to avoid it, you’ve done something wrong.


  • Note on Donkey Kong game boy, it starts with the 4 arcade levels then adds about a hundred more levels taking advantage of new moves and turning into more of a platform/puzzle kind of game.

    This is really the starting point of what became Mario Vs Donkey Kong (which is another good GBA game to recommend, actually).


  • The original Donkey Kong is the arcade game. The NES port came later and was missing one of the four levels the arcade game had.

    Strangely enough some licenced ports for the era’s computers were complete arcade ports unlike the in-house NES one.

    On the Wii they released a “special edition” of NES Donkey Kong restoring the missing level.







  • Oh no, they were too late and they could not save you from that forbidden knowledge… If only you’d read that before :

    The player is able to access a list of poker hand names. As the player hovers over these poker hands, the game explains what types of cards the player would need in order to play certain hands. As the game goes on, the player becomes increasingly familiar with which hands would earn more points. Because these are hands that exist in the real world, this knowledge and skill could be transferred to a real-life game of poker.

    … About that, I think you’d be in trouble if you pull off Balatro’s flush five in a “real life game of poker”. It’s literally five identical cards, both suit and rank.