Nintendo Gaming / Re: Nintendo Music
« on: November 26, 2024, 05:41:21 PM »Can you use the forums normally now, Insanolord?
No, I'm still stuck on the mobile version because I couldn't get the trick to switch themes to work right.
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Can you use the forums normally now, Insanolord?
A creative platformer that improves on its predecessor in many ways.
http://www.nintendoworldreport.com/review/68576/grapple-dogs-cosmic-canines-switch-review
Two years ago I reviewed the original Grapple Dog for Nintendo World Report. I thought it was a good, if unspectacular game, but I enjoyed it, so when the opportunity arose to review the sequel, I happily took it. I’m thrilled to report that Grapple Dogs: Cosmic Canines exceeded my expectations and improved on that first game in many ways.
Grapple Dogs: Cosmic Canines is a 2D platformer, a genre well represented on Switch, but it brings a lot of interesting ideas to the table and keeps throwing them at you to keep things feeling fresh. The biggest addition for the sequel is a second playable character, hence the name. Pablo, the star of the original, returns, and is now joined by the grumpier Luna. It’s not just a cosmetic difference: each character has unique abilities in addition to the grappling mechanic that is core to the gameplay. Pablo is built for fighting enemies up close, while Luna has a gun and a dash that makes her more suited for long range. Each character has their own levels, so they can be built around how best to use those abilities.
One of the biggest strengths of Grapple Dogs is its variety. In addition to the core differences between the characters, they each have special powers that show up in certain levels, often based on the theme of the world. I particularly enjoyed the electricity power in the first world that lets you glide across electrical panels, and the power in the fire world that lets you fly around jetpack-style. These create interesting new level designs, as well as adding variety to the adventure. The different themes are also complemented by some striking visual differences between levels and worlds, in addition to tweaks like levels where platforms come in and out of existence based on a rhythm.
Each level includes three gems to collect, analogous to the star coins in Mario games, as well as a hidden treasure chest. Collecting a certain amount of these is required for progression, which can be a little annoying in spots, but once you get to know the game you can start to get a good feel for where to look for them, which is satisfying. The levels are mostly linear, though sometimes you end up in an enclosed area where you have to grab a certain number of collectibles to unlock a door in order to progress. I generally found these sections to be the weakest part of Cosmic Canines because of how much they slowed things down, though they’re generally not that difficult. What can be very difficult are the bosses at the end of each world, which feature interesting designs but focus too much on combat, rather than the platforming that is the core of the experience.
Grapple Dogs: Cosmic Canines feels like a case of a developer learning from what worked and didn’t work from their first effort and improving on it effectively. The result is a fun platforming adventure that I can recommend to both fans of the original and newcomers alike.
The site as a whole is having issues that are being worked on according to John Rairidin on the discord.
He didn't say much else so I can only assume it is Khush's fault.
Is it historical still when you look at the last 14 years?
3DS was released in March 2011
Wii U in November 2012
NEW 3DS XL in February 2015
Switch in March 2017
Only Wii U was November. Perhaps NEW 3DS is a bit more derivative but I consider it a "NEW" hardware launch. System variants have been all over the place but within July - October indicating that Nintendo does want to take advantage of holiday sales momentum with these different models:
3DS XL - August 2012
2DS - October 2013
NEW 3DS - September 2015
NEW 2DS XL - July 2017
Switch Lite - September 2019
Switch OLED - October 2021
With how well Switch sold from its March 3rd release date, I've always felt like Nintendo would try for that time of the calendar again in a "if it ain't broke, don't fix it" superstitious sort of attitude. I think it also would help with holiday sales momentum to release earlier in the year so that you get the initial sales rush from early adopters and then can get a second spike during the holiday sales and restock up for that time as well.
Life in the desert isn't bad.
http://www.nintendoworldreport.com/review/65372/my-time-at-sandrock-switch-review
It’s become something of a meme when Nintendo Directs come around to count how many of the games shown involve farming. Suffice to say, the Switch has no shortage of such titles, from Story of Seasons to Stardew Valley to Harvestella. While it can sometimes seem like too much, the genre is clearly popular, and My Time at Sandrock, the follow-up to another Switch game, My Time at Portia, really stands out from the crowd.
While My Time At Sandrock involves farming, it mixes in a number of other concepts. At the outset you come to a desert town to be their new “builder,” a person in charge of crafting various items and machines for the townspeople. You gather resources that can be processed into different components, which then can be assembled into more complex machines. Budgeting time and stamina, mining, chopping wood, and fighting animals is key to maintaining the supplies you need to keep your operation running.
Resource management is the main focus of My Time At Sandrock. Beyond the raw materials, the various machines you use to process and craft items take time to operate, and it can be tough to juggle those and keep projects on track. Each machine also requires fuel and a water supply, and as suggested by the desert setting, water can be hard to come by. It can be kind of stressful in a fun way to try to keep all those plates spinning. I’d spend most of the day mining in the abandoned ruins for the ore I need to build my next project, then rush back to my workshop to get that processed before heading into town to socialize. In truth, the most important resource to manage in this game is your time.
There’s also a combat element, with a surprising amount of depth and different weapon styles, including melee and ranged combat. I tended to prefer using the guns, which means keeping up with crafting a steady supply of bullets, but mixed in the sword and shield for close-range fights. There are several dungeon-style areas to traverse, as well as beasts in the overworld that can be killed for materials.
The main story involves a series of missions where you fix up the town, a desert outpost that appears to be on its last legs when you arrive, with a lot of things in disrepair and people wanting to leave..The big projects you build will advance that story, but a lot of what you do day to day is commissions: building smaller items for the other people in the town. These allow you to make some cash and build up your personal relationships, and it’s fun to interact with the various personalities in Sandrock. The dialog for the villagers is voiced, which helps add to the atmosphere and makes the town feel more alive. In addition to building friendships, like many games of this type, there are a number of eligible bachelors and bachelorettes you can romance.
The main issues with My Time At Sandrock, at least on Switch, are mostly technical. The frame rate dips, and there’s a fair amount of graphical pop in. That’s not a huge issue in this kind of game, but what’s more annoying is the load times. There’s a pretty long load time when entering the game, which I found particularly frustrating as this is the kind of game I like to be able to pop in and play for a little bit in handheld mode and that means I have to sit there waiting for it to start each time. While it’s not as bad once you get in, the short delays when in the menus can be irritating in a game where you spend a lot of time navigating menus.
Despite the technical issues, My Time At Sandrock is a very engrossing game with a satisfying gameplay loop. The town and characters are very charming, and it’s very easy to end up repeatedly saying “I’ll just play one more day.”
I've been thinking about this and still need time to collect my thoughts and put together a list, but I'll jump in and agree with the general idea of what Khush heard about Battlestar Galactica. That show was incredible for a while, but seemed to lose focus at a certain point, and the last season or season and a half weren't up to the same standard as the earlier parts. I still liked the show and watched all the way through, but not sticking the landing is probably what's going to prevent that show from making my list.
Did it also end on a cliffhanger or unresolved? When I was typing that, my mind suddenly recalled a sketch on Portlandia in which two people had binged the show but then felt it needed an ending so they tracked down Edward James Olmos and then had him star in their own made up ending for the show. That's what sort cemented the image in my mind that it could be a unresolved journey.
A good match for Switch.
http://www.nintendoworldreport.com/review/64380/might-n-magic-clash-of-heroes-switch-review
When Might & Magic: Clash of Heroes originally released for the Nintendo DS way back in 2009, the idea of combining an RPG with a match-3 puzzle game was still relatively novel. Now, fourteen years later, that game design is well-trodden territory, but this still stands out from the crowd, with some interesting wrinkles and a lot of depth that keeps things interesting over the full course of its campaign.
Might & Magic: Clash of Heroes starts with a couple simple concepts. You move your units around a grid, matching three in a row vertically to attack or horizontally to create a defensive wall. However, a wide variety of character-specific abilities and different unit types keeps the gameplay feeling fresh. Attacks take multiple turns to charge up, with more powerful attacks generally taking longer amounts of time, and this adds layers of strategy for linking and combining attacks to be more powerful, but also gives your opponent time to try and counter them.
The meat of Might & Magic: Clash of Heroes is its single-player campaign, which tells a story in different parts from the perspective of multiple characters. The story itself isn’t really anything special, but the structure of switching between characters, each with their own abilities and completely different sets of available units, adds welcome variety in a genre where games are often prone to becoming very formulaic. Each character class has its own set of standard foot soldiers, as well as special units with more powerful abilities. There are a few areas where the game feels its age a bit, such as the lack of an autosave and no ability to quickly get out of a battle, but the campaign remains fresh and interesting throughout its 20-plus hour run.
In addition to the campaign, you can initiate a quick battle from the main menu featuring any combo of characters and units. There is also multiplayer, both local hotseat play and online battles. Online play can be done via private rooms or just random battles. Online play, in my experience, works very smoothly, getting in and out of battles fairly quickly.
Might & Magic: Clash of Heroes has held up very well despite many similar games coming out in the intervening years. It offers a high level of depth in its battle system that keeps you coming back, and is especially well suited to the Switch’s handheld mode that makes it easy to say “just one more battle.”