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Messages - Yoshidious

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1
Podcast Discussion / Re: Episode 566: I'm. From. France.
« on: April 10, 2018, 10:39:14 AM »
Regarding Spiritual successors:

Shovel Knight
Freedom Planet
Mighty Gunvolt Burst
Gunvolt in general?

The spiritual successors I had in mind when posing that question were those involving a prominent developer of the original series working on the new IP, mainly because developers are more likely to become "free agents" in reality than the properties they've worked on. The Gunvolt series fits into this category due to the number of Mega Man games Inti Creates have developed in the past, while Freedom Planet and Shovel Knight (which I like very much) would not. Apologies for not being more clear about this during the show. 

2
Podcast Discussion / Re: Episode 552: I See You've Been a Bit Better
« on: December 28, 2017, 12:07:37 PM »
Hey Greg i always wondered.

How did you get so into american football being from the UK?

Just curious. Also is the sport picking up steam over there or is it really difficult to find other fans of the sport?

The NFL was first broadcast on British TV shortly before I was born in the early 1980s; my older brother was a kid at the time and he became a huge fan of the Chicago Bears. Once I was old enough to have some sort of vague appreciation for the sport, he encouraged me to pick my own team to support; the Bills at that time were running a no-huddle offense very successfully, I thought they looked cool, and the rest is history.

NFL fandom seems a fair bit more commonplace here today than it was back in the 1990s, presumably because of the transformation of the media landscape over that time helping to provide much more exposure for the sport, especially online.

3
Podcast Discussion / Re: RetroActive 40: La-Mulana
« on: December 12, 2017, 02:14:32 PM »
That warms my heart to hear. Honestly, if I could have gotten to you about that properly, I would have HIGHLY suggested you perform a double-dip on your Wii U for use of the gamepad, or the Vita version if you had that laying around.

There's no doubt in my mind that my experience would have benefited greatly from portable or off-TV play, and not just for the simple practicality of getting in more playtime before the telethon. With this kind of game, I find it helpful to play in a very concentrated time period, as this significantly enhances my retention and proper contextualisation of in-game information. This is especially true for La-Mulana due to the cryptic or oblique nature of many of its puzzles and clues.

With this in mind, I did consider purchasing the game through my PAL Wii U in order to essentially buy myself more play time through the proto-tabletop mode offered by the Wii U Gamepad. Ultimately though, I was put off by the fact that PAL Wii U systems get stuck in 50hz when running in Wii mode through a non-HDMI connection, which my Wii U now does due to other systems claiming the HDMI slot. Here's a Eurogamer article from the early days of Wii U detailing the issue, which I confirmed does still apply to this day:

www.eurogamer.net/articles/digitalfoundry-wii-u-backwards-compatibility-analysis

What's not clear from this article is how the TV output being 50hz by default would have affected the display streamed to the Wii U Gamepad, which after all is what I was primarily interested in. Even so, this complication was enough for me to bypass the double dip and just try to make the best of the situation I already had in place. Playing on Vita probably would have been the ideal option, but I never have pulled the trigger on that system despite being interested for a number of years.

4
Podcast Discussion / Re: RetroActive 40: La-Mulana
« on: December 06, 2017, 11:12:36 AM »
From what I gather, Ejamer, they all played the game within the final week before the retroactive. a big reason I put out that video as soon as I did was to show them that I was willing to help.

I started playing pretty soon after the poll ended, and I avoided repeating the mistakes I made when I first played the game in 2012, so I got off to a (mostly) smooth start. The biggest impediment to me getting further in the game was simply getting enough time in front of the TV with the PAL Wii. I very much doubt I'll be able to finish the game before I feel compelled to disconnect the PAL Wii, but I do want to see plenty more of La-Mulana before that time comes. 

5
Podcast Discussion / Re: Episode 547: Touchin' on Tub Time
« on: November 14, 2017, 12:04:33 PM »
Listening to this episode was an absolute delight

Can we quote you on that?

I don't know how I should feel about Greg's 'defense' of me being the evil unto which one does not open the door for, though.

It should really be interpreted as a function of my reflexive urge to crowbar Lord of the Rings quotes into conversation (in this case a reference to Elrond's account of Isildur's failure to destroy the One Ring).

6
A much more interesting Blaster Master game already had a (Somewhat) recent retroactive a couple of years back

the only game I kinda feel bad about rallying the base for the democratic process over is Contra Rebirth, because that game is kinda doomed, especiallyb ecause... yes, it was sandwiched between the much better Contra 4 and the XBLA Hard Corps remake/reboot/sequel thing. I still think of the rebirth games, Gradius and especially Castlevania the Adventure are the two more deserving games.

Castlevania The Adventure ReBirth is my personal favourite of the ReBirth bunch, but had it been included in the poll and won, it would have been the second classic-style Castlevania game out of the past five RetroActive titles (following Rondo of Blood last year). I considered using the same logic to exclude Blaster Master Overdrive, but the Blaster Master NES RetroActive was a whole year earlier than the Rondo one, so I didn't think that was necessary. I also like Gradius ReBirth, but it's probably not as well suited to generating conversation as Contra is, and thus we ended up with the list as you see it here.

7
Podcast Discussion / Re: Episode 540: Reset the Metroid Clock
« on: September 29, 2017, 08:13:24 AM »
I seem to recall that you were on 103 as well. I don't think you've ever apologized for that.

To whom do you think the apologies are owed? James had the responsibility of hosting 103; Jon and I were innocent victims/audio hostages, powerless to influence a show of which we constituted a mere 40% of the cast. If you thought that episode sounded like a train wreck, try being one of the guys in the train as it triple-somersaulted into a ravine. It's more than nine years later, and I still haven't recovered...

8
Podcast Discussion / Re: Episode 540: Reset the Metroid Clock
« on: September 27, 2017, 04:01:12 PM »
ok i might get blasted here but a while back the gang clearly answered someones email about playing games you don't like.

The sentiment was very strong about why play games you don't like and why force yourself and that's stupid and a waste of time.

mmmmm. This person deserves an apology! lol.

James owes many apologies; for instance, I believe he has yet to express the requisite remorse for Episode 103 (note: this statement is very different from saying that no remorse has been expressed).

9
I know James often jokes about our less-than-perfect ability to actually answer the questions listeners ask, but we do try. This was Jonathan's question to us:

So, now that the voice chat app has launched to widespread using-something-besides-the-voice-chat-app and Splatoon 2 has launched to widespread “I don’t understand why they insist on doing it this way…” how long does Nintendo have after people start paying for this abuse before it becomes utterly inexcusable?  Assuming of course that they don’t make massive improvements in the next few months, but to be honest, I don’t imagine they’ll suddenly fix things in time for the paid launch when they blatantly ignored universal 5-10 year old solutions the first time around.
 
I always hoped that once they announced a paid service they’d start taking online seriously, but to be honest it doesn’t seem like reality is currently tracking in that direction.
 
Follow-up question: what’s “the sign” for each of you that Nintendo is finally taking online play seriously?  For me, it would be online play in all future “mainline” Mario games exactly as if the players were in the same living room.


The subsequent discussion was not some indiscriminate "bitch-fest" about the state of Nintendo online services for the past twelve years; rather, we tried to address Jonathan's question by evaluating Nintendo's track record in this area, and then project what is likely/unlikely to happen once the service becomes paid next year.

For my personal purposes, Nintendo's approach to online play has been suitable in most respects, and so I wouldn't have minded if they'd decided to simply stay the course and keep everything free of charge. However, that's not what's happening and it's not what Jonathan asked about.

10
Podcast Discussion / Re: Episode 536: Yoshi Facts Matter to Me
« on: August 31, 2017, 05:58:15 PM »
Cmon guys, we have to be able to hold more than one thought that can both be true at the same time.  You can say that this issue existed WHILE believing Sunshine deserved the praise it got at the time.  They're not mutually exclusive thoughts.

This sums up my thoughts on this topic very well.

My response to Guillaume's comment referred to the general culture of game reviews that existed around the turn of the century, not specifically to Sunshine's reviews (the only one I've read recently was Jonny's, and I didn't even read very many of them back then because I imported the game before most were even written). If I did go back and sample a bunch of contemporaneous Sunshine reviews, it wouldn't surprise me to see quite a bit of the hyperbole and company cheerleading that Guillaume identified, but that's not the same thing as saying the game didn't merit positive reviews upon its release (at least from my perspective).

11
Nintendo Console Discussion / Re: Switch Friend Code Thread
« on: May 10, 2017, 03:23:46 PM »
SW-8482-9786-9974

12
Podcast Discussion / Re: Episode 511: Wordplay Ahead
« on: February 27, 2017, 03:42:41 PM »
It's been a long time since I played through Disaster now; I remember enjoying the shooting sections of the game to a fair extent, but I found the third-person sections to be mostly tedious, and some parts really did nothing good for me at all (the fire tornado sequence in the park, motion driving).

If you'd like better-preserved thoughts from me in text form, here's a link to a hands-on preview I did of the game before its European release (also a window into why my writing career at NWR was less than a roaring success).

http://www.nintendoworldreport.com/hands-on-preview/16994/disaster-day-of-crisis-wii

Definitely worth 50p though.

13
Podcast Discussion / Episode 212: Baby Don't Cry
« on: November 05, 2016, 06:57:00 PM »

The Themesters return to soothe the cries of the young.

http://www.nintendoworldreport.com/connectivity/43630/episode-212-baby-dont-cry

Welcome to Connectivity 212.

This week Nicholas Bray, Perry Burkum and special guest Greg Leahy unite for a brand new instalment of our musical segment, Themesters. The chosen game this time around is none other than Yoshi's Island for the Super Nintendo.

Once again the talents of Mr Burkum have provided us with some great new covers of familiar tunes, along with some fun discussion about the game in general. For those that have been wanting to hear Greg speak even more about Yoshi, your in for a treat.

If you enjoy the tunes you can also listen to the separate tracks over on the Themesters SoundCloud.

Nintendo World Report is now on Patreon, and high rollers can name their topic for Connectivity, so head over to our Patreon page if you want to support us.

Connectivity has joined Twitter, so be sure to follow @ConnectivityNWR to be up to date on any announcements. We are wanting more listener participation, so feel free to ask questions, they may show up in the show!

Send us your listener mail by clicking here.


14
Podcast Discussion / Re: Episode 144: The Grossest Episode Yet!
« on: August 15, 2016, 09:23:32 AM »
Game 1, Song 2: To to ro Totoro!

15

I did not recommend a budget model in general; I advised that Nintendo should avoid building the NX platform around a hardware feature that would drive up the cost of the device(s) to the consumer without delivering the requisite added value to make it an attractive proposition overall.


Simply having a budget model does not in itself achieve this goal: the Basic Wii U came with a Gamepad just like the Premium set, and as such it could still be deemed to be overpriced by those who didn't see much value in the special controller. The same can be said for the 20GB PS3 launch units; yes, it was a cheaper ($499!) version of the hardware, but both models made consumers pay for a Blu-ray drive and a Cell processor architecture, which many felt did little to enhance their gaming experiences on the console at that time.


The very fact that Sony and Nintendo offered cheaper models for those platform launches demonstrates that they recognised there was a price/value problem to deal with, but removing a few GB of internal storage or some USB ports is nothing more than tinkering around the edges. The platforms remained inextricably linked to those aforementioned costly-but-superfluous hardware features, and thus the budget models had little impact.


That being said, a budget model could hypothetically be part of an approach that avoids repeating this kind of mistake, and I raised that possibility because there's been so much talk about the NX platform being spread over a family of systems. However, there are lots of other ways to avoid weighing down the NX's launch without making a separate entry-level device, and for me the most important thing is not exactly how Nintendo can do this, but simply that they can do it at all.

16
Podcast Discussion / Re: Episode 454: Mobile Sidejob
« on: November 23, 2015, 10:38:44 AM »
I mentioned on a recent episode that I acquired a new condition copy of Dragon Drive: D-Masters Shot on GameCube for a tenner (it's still sealed, and it'll probably stay that way indefinitely). According to Ty's review, it's a not-very-good 3D shooter as opposed to a shitty racing game, but I'm not in a rush to play it in any event.


http://www.nintendoworldreport.com/review/4123/dragon-drive-gamecube

17
Podcast Discussion / Re: Episode 453: Even the Podcast Leaked Early
« on: November 16, 2015, 08:19:00 AM »
To be fair Tantalus owns Straight Right, who handled the excellent Wii U ports of Deus Ex and Mass Effect 3 (and the ZombiU port to PS4XB1). So they'll probably pool resources from them. It won't be all Funky Barns and Ben 10s.

I thought this was what Shibata was referring to in the EU Direct when he said Tantalus "has a great track record with remakes", but sadly the cheap gag was too tempting for me to resist. My personal experience with the Deus Ex port was quite positive, and I really have no major concerns about the technical aspect of this remastering; it's more a question of whether or not Nintendo will prioritise tweaks to the game design that make the experience significantly smoother and more enjoyable than it would be to simply replay one of the existing versions.

18
Podcast Discussion / Re: Episode 452: You Are a Jerk, Bollocks-Head
« on: November 10, 2015, 08:01:21 AM »
Despite James Jones' lack of Japanese cultural awareness, I did enjoy the bollocks talk!

As if there was ever any doubt regarding our ability to talk bollocks...

19
Podcast Discussion / Re: Episode 445: I Made a Stage with Boos in It
« on: September 23, 2015, 04:24:47 PM »
Just as I mentioned I found the look of the enemies' motion in the New SMB set slightly bothersome, I explicitly said the enemy frame rate was a "really trivial" issue. It was merely an observation from my experiences playing the game without a negative tone attached to it, properly contextualised and made in a lighthearted way largely at my own expense rather than the game's.


I’m amazed you can spot that.  I went back to the game and tried to noticed it and couldn’t.  Though one thing I do wish the game had was Mario 3/World style boss fights where you stomp their head 3 times and then you pass the level.
 
I made this level specifically for you.
 
Yoshi’s Ultimate Sacrifice…
 
7204-0000-005b-9340

You had to put lava in there to make Yoshi's (repeated) demise all the more heartbreaking - not even Neal did that!

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Podcast Discussion / Re: Episode 445: I Made a Stage with Boos in It
« on: September 23, 2015, 01:11:45 PM »
Just as I mentioned I found the look of the enemies' motion in the New SMB set slightly bothersome, I explicitly said the enemy frame rate was a "really trivial" issue. It was merely an observation from my experiences playing the game without a negative tone attached to it, properly contextualised and made in a lighthearted way largely at my own expense rather than the game's. 

21
Podcast Discussion / RFN Off-Topic: 2013 NFL Preview
« on: August 18, 2013, 06:27:14 PM »

Greg Leahy returns from exile in an off-topic sports discussion with Jon and James.

http://www.nintendoworldreport.com/rfn/35216

NOTE: There is no video game discussion on this week's episode. Since both Jonny and Guillaume were out this week, James, Greg, and Jon decided to indulge themselves and take the opportunity to record an NFL "sportscast". If you have no interest in NFL football, you can look forward to next week's episode when our regular content will resume.

With both Jonny and Guillaume taking the week off, we could have opted to forego having a show this week. But that's just not our style. Instead, the rest of the crew was able to entice Greg Leahy to return for a one-night-only engagement. The only topic that could draw the king out of his self-imposed exile? NFL football, of course.

In this episode we break down each division, giving our thoughts on each team and our picks for division winners. We then predict wild card teams, conference champions, and the winner of the Super Bowl.

Do you agree with our picks? Do you think we know what we're talking about? Do you even care? Find out in this rollicking roller-coaster ride of pigskin prognostication.

Just don't say we didn't warn you. Please understand.


22
Podcast Discussion / Episode 118: Annual Gift Greg
« on: June 30, 2013, 11:19:14 PM »

Radio Free Nintendo alumnus Greg Leahy brings his charismatic presence and musical expertise to discuss a broad swath of games and soundtracks.

http://www.nintendoworldreport.com/radiotrivia/34815

Did you like this episode's game selections? Let your fellow listeners know in TalkBack! Think you've got a better choice? Then send it my way and your request might be on the next episode of Radio Trivia: Podcast Edition!  Heck, throw in a question and specific songs if you want.  Just remember, it has to be a game found on a Nintendo system in North America (unless we say otherwise)!


23
Podcast Discussion / E3 2013 Bringing the Home Team Back Together
« on: June 12, 2013, 10:52:01 PM »

The brain (Greg), heart (James), and soul (Jon) of RFN combine for a two hour meandering discussion of E3 2013, the future of Wii U, and the future of Nintendo's involvement with the annual convention.

http://www.nintendoworldreport.com/rfn/34619

It's E3, so while Jonny and Gui are at the show - and misappropriating the Radio Free Nintendo label - Jon and James are at home getting the work done for the site. Well, James is. 

Just because they aren't there doesn't mean they don't have thoughts on the show. And of course, longtime friend and former RFN member Greg Leahy is equally opinionated, so it only stands to reason James should get the band back together.

Alas, international time zones are once again a cruel mistress so we were forced to record Jon and Greg separately. That does mean you get two uninterrupted hours of James hosting, so you'd be forgiven for skipping this episode.

That said, I wouldn't recommend it. Greg and James lead off by reviewing the news and reacting to it announcement by announcement. A fair bit of speculation accompanies mostly rational reactions. In the second segment Jon and James plumb Nintendo's involvement with E3 in light of their use of the Nintendo Direct and their Best Buy demos. They combine their years of experience covering the show in person and from home to speculate where this will lead. Hint: Make E3 about having the media engage with the people making the game and less about playing them.

Also, don't miss a Now Playing segment conducted entirely by James. It's a mix of exhaustion and desperation. Enjoy!


24
TalkBack / Castlevania: Lords of Subspace - Emissary of Fate
« on: March 28, 2013, 02:00:45 PM »

How mashing together a series' design elements can produce single-player Smash Bros.

http://www.nintendoworldreport.com/blog/33647

Castlevania: Lords of Shadow – Mirror of Fate launched on 3DS earlier this month to one of the most sharply mixed receptions yet seen on the platform, with critical responses ranging from "a monotonous, ugly attempt to reinvent Castlevania" (1UP.com) to "it might be the best action game we’ve ever played on a handheld" (Official Nintendo Magazine UK).

Now, disagreements in matters of opinion hardly qualify as puzzles to be solved, but I found it interesting to note the differences in how each writer contextualised Mirror of Fate’s game design in their reviews. The Castlevania touchstones used for these critiques often varied, ranging from the NES original to the seminal "Metroidvania" Symphony of the Night, plus of course MercurySteam’s reboot of the series, Lords of Shadow. As these examples straddle a number of genres as well as decades worth of game design evolution, this fact said as much to me about the convoluted nature of Mirror of Fate’s intentions as it did about the different perspectives of the game’s reviewers.

When I finally began playing the game for myself, however, I was a little surprised to find that Mirror of Fate did not evoke any of MercurySteam's professed inspirations in my mind very strongly. Being a side-scroller with a particular mix of fighting game mechanics (floaty jumping, blocking, air-dashing) and a staccato structure ("kill rooms" punctuated by minor platforming/exploration), it definitely reminded me of something I’d played before, but I just couldn’t put my finger on what exactly it was. Only after a console multiplayer session segued from Nintendo Land into some old favourites did I suddenly have the following epiphany: "Oh my stars and garters, they took bits from nearly every kind of Castlevania game and somehow made The Subspace Emissary out of them!" (Yes, I share a Big Book of Idioms with Dr. Hank McCoy—I get to keep it on weekends).

Sakurai’s tepidly received attempt to create a more substantial single-player campaign for Super Smash Bros. Brawl seems like an unlikely candidate to enjoy the flattery of imitation in general, and it is surely unthinkable that The Subspace Emissary inspired the development of Mirror of Fate in any way, but the similarities are still there. What’s fascinating about this improbable intersection of design is that each game comes to it independently from a completely different starting point, which is something of a rarity in the densely interconnected games industry of today.

With that being said, the similarities between Mirror of Fate and The Subspace Emissary are far from purely coincidental, for they both are the product of play mechanics crafted in one setting and then later implemented into the structure of a side-scrolling action game to which they are not especially well suited. Both games also succumb to the temptation of fattening their running times with a half-baked re-traversal element that simultaneously functions as a token nod to popular titles connected to the series (Symphony of the Night in the case of Mirror of Fate; Kirby Super Star’s Great Cave Offensive in the case of Brawl).

At this point, I should be clear that I do not draw these parallels in order to condemn Mirror of Fate and vindicate its harshest detractors; as it happens, I'm one of those dreadfully boring people whose assessment of the game falls somewhere between the extremes of sentiment that I picked out earlier, and I even have some affection for The Subspace Emissary leftover from 2008 (despite its memorably tedious closing stages in "The Great Maze"). Also, it must be said that if The Subspace Emissary were to be considered the template for a genre, then Mirror of Fate is surely a significantly superior representative of that genre—just as one would expect given that it is the basis for an entire game without any "everything's more fun in co-op" crutches to lean on.

What this curious convergence of two unrelated games does demonstrate is that there are certain limitations to what can be achieved by merely cobbling together pre-existing design elements. However ambitious such projects may be at their inception, the results are unlikely to emerge as intended, for they will inevitably lack the intuitive elegance of their cherished source material, and so the whole becomes less than the sum of its parts. (Must resist urge to make predictable, franchise-appropriate Frankenstein reference here)

Ultimately, there is no shortcut for truly synthesising different concepts and building a game from the ground up where play mechanics and level design fit together organically. I can only assume this lesson was lost on MercurySteam because its employees all have enough friends to play Brawl exclusively in the way God intended. Now as to why Mirror of Fate proved to be so especially divisive with critics? I'm afraid I still can't fully explain that one...


25
Podcast Discussion / Episode 299: Premature Evacuation
« on: July 29, 2012, 08:30:33 PM »

Think we'd take it easy the week before a big anniversary? Nope! An old friend returns to help us blast through tons of new games and some great emails.

http://www.nintendoworldreport.com/rfn/31193

With Guillaume tied up in vacations and visitors, we welcome back old friend Greg Leahy, not only as a familiar voice but also as pinch podcast editor in our time of need! Our special guest kicks off New Business with the surprisingly expansive Wario Land II (coming eventually to 3DS Virtual Console worldwide), several different flavors of video pinball, and the bizarre circumstances of his PSP acquisition and the masochistic game he found for it. Jon follows up with his own PSP entry, this one the acclaimed Metal Gear Solid: Peace Walker, a game about tying balloons to soldiers so they float away to become your servants. Jonny brings his 16-bit RPG love to Penny Arcade's On the Rainslick Precipice of Darkness: Episode 3, with a mild warning for casual fans of the web comic. He also checks out the psychadelic DYAD for PlayStation Network and an odd interactive story (game?) called Dear Esther. James is last but not least with an update for Tales of the Abyss, plus his recent Steam purchases including Frozen Synapse and Star Wars: Republic Commando.

We lost James to a power outage during the break, but he found enough potatoes to jump the breaker box and get back onto the show partially into the second segment. The rest of us press on with your fantastic letters about 3DS police report strategies, expectations for widespread digital releases after NSMB2, and the pros/cons of the Steam Sale model for Nintendo's own platforms. Please do your part to keep that stream of ideas and questions flowing! And while we're singularly focused on the podcast milestone for the next week or so, we haven't forgotten about RetroActive -- keep contributing to that official forum thread for Wario Land 4 because we'll get into the feature quite soon!


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