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Messages - Kejomo

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Podcast Discussion / Re: Episode 707: Real Experts in Smurf Dancing
« on: February 03, 2021, 07:06:15 PM »
Thanks! I will check back next week for the rest.

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Podcast Discussion / Re: Episode 707: Real Experts in Smurf Dancing
« on: February 02, 2021, 09:26:56 PM »
I specifically came here to read this article because I listened to the episode and couldn’t remember everyone’s top five and thought they would be listed. I guess I can just listen again and keep a notebook handy.

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TalkBack / Re: The Last Remnant (Switch) Review
« on: June 29, 2019, 01:26:54 PM »
Six doesn't seem low enough. Never played the game but from what you described, a six seems generous.

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If you back a Kickstarter,  the only expectation anyone should have is that if something is produced, backers should have it when it is available to the general public. I’m sorry if that sounds elitist but that’s the way it is. I do not have access to Steam and have no desire to do so. I may be wrong here since I know nothing about steam, but I don’t think there is a way to transfer a save file from steam to switch. Why would I want to put 5-10 hours into a game only to have my save file wiped out on June 8 and have to start over?

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I don’t know how anyone can defend the way this was handled. If you can’t deliver the product to the people that supported you 3 years ago, you delay the game. I waited that long I can wait 2 more weeks. This is not how you treat people that invested in your game. They’ve had a long time to plan how they were going to launch this game and it seems to me like it was rushed out the door to make a buck. I don’t know what it takes to generate codes for the switch and I really don’t care. That was their job and they botched it.
While Koji Igarashi and his team absolutely botched the release of the side-game (they really should have collected the necessary codes from Sony/Microsoft/Nintendo before announcing a date), I’m not really bothered by it. This is easy to defend due to the nature of crowdfunding as lolmonade alluded to. IGA’s team has largely handled the campaign well by releasing regular updates and alerting backers of any issues.

Curse of the Moon was one of the last stretch goals for Ritual of the Night which itself had an estimated delivery of March 2017. Not sure anyone believe that date was happening, but it’s relevant to bring up here. A two to three week delay of a stretch goal for consoles may not be ideal. It’s also not moving the needle too much for people who have been following the project.

I can’t get behind a lot of what you’re saying.

1. You say you can wait two weeks, but you’re complaining about waiting two weeks because you refuse to play the temporary Steam code they didn’t have to give anyone. I use a Mac; I can’t even use the Steam code so I gave it to my brother.

2. I feel like IGA has treated backers pretty well. Updates are consistent, fan feedback has been acknowledged and used to adjust the game accordingly etc.

3. I don’t understand how Curse of the Moon was rushed specifically “to make a buck.” The only thing that got delayed are the free download codes to backers.


1.  If backers have to wait, everyone should wait
2. I am not blaming the creator. I am blaming Fangamer and Inti Creates.
3.  They were more concerned with selling the game to non backers then taking care of the people that already paid.

I don’t understand the people that come to the defense of companies that treat their investors like this and we are just supposed to deal with it without saying anything. Why are you so willing to put me down for voicing a legitimate complaint about something just because you don’t feel the same. I’m happy your happy.

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I don’t know how anyone can defend the way this was handled. If you can’t deliver the product to the people that supported you 3 years ago, you delay the game. I waited that long I can wait 2 more weeks. This is not how you treat people that invested in your game. They’ve had a long time to plan how they were going to launch this game and it seems to me like it was rushed out the door to make a buck. I don’t know what it takes to generate codes for the switch and I really don’t care. That was their job and they botched it.

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Just an FYI, most console Kickstarter backers are still waiting for codes to download this game. They did give us temporary steam codes (whatever that means). I just refuse to play games on a PC. I don't feel like Inti Creates and FanGamer have gotten enough bad press over this horribly managed fulfillment of backer rewards.

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TalkBack / Re: Poly Bridge (Switch) Review
« on: December 23, 2017, 05:45:54 PM »
This sounds like a game for Jimmy

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TalkBack / Re: Monopoly for Nintendo Switch (Switch) Review
« on: November 24, 2017, 02:16:52 PM »
I played for the first time last night. Overall it was a fun game. I had two problems. The first was I couldn’t figure out how to implement more than one house rule. There are several alternative rules you can make such as fines go into free parking and landing on go gives you $400 instead of $200. The other problem was a bug that probably won’t happen often. We were playing a six player game and used two joycons from another friends system. When he went bankrupt, he decided to go home. Snapping his joycons back on his system caused all the joycons to need to be re synced to the players, even the ones that had gone bankrupt. Our only option was to play with a single joycon to share between the remaining players. I couldn’t even connect two of my own joycons to replace the ones the friend was taking. It was a minor irritation and like I said it isn’t a common senecio. Still way better than playing the actual board game.

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TalkBack / Re: WWE 2k18 Enters The Switch Arena
« on: July 12, 2017, 07:47:30 PM »
I haven't played a good wrestling game on a Nintendo system since NES pro wrestling.

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I don't think this is a very good game.  It's not fun going through three levels of a dungeon and getting kicked off during a boss fight. You get to do the whole dungeon over again and some "sympathy" rupees. This has happened to me more than once. I've wasted a lot of time replaying levels and waiting in the lobby. I don't know if it is my connection, the other players connections or Nintendo's servers that are causing the problems. The single player mode feels like you're doing chores instead of being part of a team. If you fail a challenge, you have to go back to the lobby and choose the challenge again instead of just hitting a replay button. Hard challenges can use up a lot of time just trying to reload the level. I haven't tried local multiplayer because I have a job and a family and haven't had time to try to get two friends together but I will sometime this weekend. I would give this game about a 4 out of 10.

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TalkBack / Re: NWR Hype Meter Results
« on: September 10, 2015, 10:30:09 PM »
No Bloodstained?

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