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Offline Alfonse

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RE: INTERVIEWS: The Denis Dyack Interview
« Reply #50 on: July 19, 2007, 05:22:46 PM »
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At this point in time, however, games look pretty for the sake of looking pretty. They don't make a statement. They don't fit the style and mood of the game. I don't think a masterpiece like FF6 could be created at this point in time, given the current standards of the industry. There are far to many distractions. Costs are far too high.


That's an interesting comparison. You're comparing FF6 to, well, the average modern game. Why not compare FF6 to Halo? Or FFXII? Or Metroid Prime? Or Wind Waker? Or Soul Calibur? Or even Gears of War? Say what you will, but the visuals in all of these games make a specific statement.

Sure, if you compare FF6 to the average modern game, they do tend to look average. But so too does the average SNES game compared to FF6. Comparing a masterpiece to an average work is silly; of course it will come out better. Of course you'd prefer FF6 to random licensed garbage. That hasn't changed.

You think Retro Studios, given the opportunity for 360 development, would not yoke it to produce some awesome artistic production? Even Wind Waker's minimalistic style could have used the technology from 360 to improve its visual quality: textures that don't get nearly so blury, etc.

The issue has always been what you do with the tools you have available. And while I personally don't feel the need for greater-than-RE4 quality graphics, that doesn't mean that I don't appreciate the effort.

Furthermore, you (and Dyack, because he's a short-sighted hack) discount the possibility of new gameplay possibilities that are impossible on prior consoles. Super Mario Bros was simply not possible on an Atari; it just couldn't cut it. And so on. Even in the relatively modern day, something like GTA3 couldn't have been done on prior generations; it had certain basic memory requirements that made it impossible before then.

Who knows what gameplay possibilities exist with the kind of CPU performance and memory the new consoles have? Maybe nothing. Maybe we'll never find out, because developers don't explore them. But I would prefer to offer that one visionary developer the chance to make that power do something that was fundamentally impossible before.

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And thats where Nintendo stepped in, unfortunately its also hard to see, because they implemented a remote and a touchscreen not because they think games are art (and I believe they have already stated that) but because they want to reach as much people as possible because they like money.


That is something far too few people realize. Nintendo didn't create these new devices to spur innovation. They didn't do it because they thought it would make games better. They did it to make more money by allowing them to more easily make content for more people. If it improves game design, it is merely a pleasing side benefit.

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I wonder how much he knew about the remote before the split, that would had also clouded his judgement.


I don't think it would matter to him. It's clear that his focus is specifically on the visual realm. The possibilities inherent in remote-based control would be meaningless to him, just as the potential gameplay outgrowth from the greater memory and CPU of the other consoles is likewise meaningless to him.

Offline Kairon

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RE:INTERVIEWS: The Denis Dyack Interview
« Reply #51 on: July 19, 2007, 06:13:27 PM »
Of course, I think the only videogame company out there to make a serious "we are art" statement is Rockstar. As companies, there's no question that they want to make money.

Also, since there's so many different ways to explore the medium, it means we should treasure the contributions of all these other participants. There is a place for pursuing stronger cinematic links, just like there's a place for using games to help educate. And just like Nintendo's chosen to focus on interface and market expansion, Lucas Arts is using the increased computing power of today for procedural animation and digital molecular matter.
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Offline denjet78

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RE:INTERVIEWS: The Denis Dyack Interview
« Reply #52 on: July 19, 2007, 08:26:03 PM »
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Originally posted by: Kairon
Of course, I think the only videogame company out there to make a serious "we are art" statement is Rockstar. As companies, there's no question that they want to make money.

Also, since there's so many different ways to explore the medium, it means we should treasure the contributions of all these other participants. There is a place for pursuing stronger cinematic links, just like there's a place for using games to help educate. And just like Nintendo's chosen to focus on interface and market expansion, Lucas Arts is using the increased computing power of today for procedural animation and digital molecular matter.


Now when you say Rockstar is the only company out there making serious art did you mean like trashy "B" movies because that's the best I can see any of their games being. They're not trying to make art, they're making social and political statements and/or commentary. There's a rather big difference there.

As for Lucas Arts or other developers harnessing the more powerful systems in order to use feature "X", "Y" or"Z", how many of those new features are actually going to bring anything new to the table? How many of them are going to end up being a one trick pony and then never seen again? I remember when NURBS were considered the holy grail of graphics programming. Certainly these new systems should be more than adequately powerful enough for that technology today but when was the last time you heard anyone even mention NURBS? No one cares anymore. This great future technology never materialized. And now we have a whole new slew of technologies that are supposed to revolutionize gaming when in the end very few, if any of them, will ever catch on. In fact, most will be talked up quit a bit only to end up being cut down drastically, if not completely, from their debut games.

Everyone likes to talk big about technology because the average person doesn't have a clue as to what any of it means. They just hear big numbers and grand promises. Fractals anyone? I remember all the discussions about how incredibly powerful the PS2 was. That it could randomly generate an entire forest in game using fractals so that everyone's game would be different. Did it ever happen? Nope. Has anyone mentioned using fractals this generation in order to create randomly generated environments? I haven't heard word one. The fact is, it may sound great on paper but application is something completely different. When, or should I say IF, Lucas Arts ever makes use of procedural animation or digital molecular matter in a released game then we'll actually have something to talk about. Until then it's nothing but vague promises. And when it comes to the games industry promises are most definitely made to be broken.

Offline GoldenPhoenix

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RE:INTERVIEWS: The Denis Dyack Interview
« Reply #53 on: July 19, 2007, 08:28:18 PM »
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Originally posted by: denjet78
Quote

Originally posted by: Kairon
Of course, I think the only videogame company out there to make a serious "we are art" statement is Rockstar. As companies, there's no question that they want to make money.

Also, since there's so many different ways to explore the medium, it means we should treasure the contributions of all these other participants. There is a place for pursuing stronger cinematic links, just like there's a place for using games to help educate. And just like Nintendo's chosen to focus on interface and market expansion, Lucas Arts is using the increased computing power of today for procedural animation and digital molecular matter.


Now when you say Rockstar is the only company out there making serious art did you mean like trashy "B" movies because that's the best I can see any of their games being. They're not trying to make art, they're making social and political statements and/or commentary. There's a rather big difference there.

As for Lucas Arts or other developers harnessing the more powerful systems in order to use feature "X", "Y" or"Z", how many of those new features are actually going to bring anything new to the table? How many of them are going to end up being a one trick pony and then never seen again? I remember when NURBS were considered the holy grail of graphics programming. Certainly these new systems should be more than adequately powerful enough for that technology today but when was the last time you heard anyone even mention NURBS? No one cares anymore. This great future technology never materialized. And now we have a whole new slew of technologies that are supposed to revolutionize gaming when in the end very few, if any of them, will ever catch on. In fact, most will be talked up quit a bit only to end up being cut down drastically, if not completely, from their debut games.

Everyone likes to talk big about technology because the average person doesn't have a clue as to what any of it means. They just hear big numbers and grand promises. Fractals anyone? I remember all the discussions about how incredibly powerful the PS2 was. That it could randomly generate an entire forest in game using fractals so that everyone's game would be different. Did it ever happen? Nope. Has anyone mentioned using fractals this generation in order to create randomly generated environments? I haven't heard word one. The fact is, it may sound great on paper but application is something completely different. When, or should I say IF, Lucas Arts ever makes use of procedural animation or digital molecular matter in a released game then we'll actually have something to talk about. Until then it's nothing but vague promises. And when it comes to the games industry promises are most definitely made to be broken.


Don't you dare bring up GTA is not art, I may have to vomit again when Kairon, Evan and others start to defend the GTA series as artistically amazing games.
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Offline Kairon

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RE: INTERVIEWS: The Denis Dyack Interview
« Reply #54 on: July 19, 2007, 08:37:34 PM »
Hey, don't kill the messenger. Rockstar made the comparison, not me! *shrug*  
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Offline Plugabugz

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RE: INTERVIEWS: The Denis Dyack Interview
« Reply #55 on: July 19, 2007, 08:45:53 PM »
But obviously, such as the case with Nintendo and SK (as i had mentioned earlier, but mostly everybody glossed over to snipe at Ian he's still the NWR version of Paris Hilton) developers wanting to make money also works the other way - they want to retain it.

While games may be considered a new art form, low returns on investments still makes the budget people go weak at the knees. It doesnt matter if you make the most critically popular film of all time, if it fails to recoup its production costs amongst all the fanfare then its still a failure for the makers involved. Art style and spending on games do work well together - its just the good developers know how to get the balance right.

Offline Mashiro

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RE: INTERVIEWS: The Denis Dyack Interview
« Reply #56 on: July 20, 2007, 02:25:21 AM »
I hate the fact that my internet was out for 48 hours such a good discussion . .  . I'll jump in on this when I catch up on the 100 other threads I missed.

*space reserved for post*

Ehh too lazy to read all of this lol.

Offline denjet78

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RE:INTERVIEWS: The Denis Dyack Interview
« Reply #57 on: July 20, 2007, 09:21:26 AM »
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Originally posted by: GoldenPhoenix

Don't you dare bring up GTA is not art, I may have to vomit again when Kairon, Evan and others start to defend the GTA series as artistically amazing games.


Anyone who wants to claim GTA as art must also claim Superman 64 to be art as well.

...

So, does anyone want to continue this discussion?

Offline Mashiro

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RE: INTERVIEWS: The Denis Dyack Interview
« Reply #58 on: July 20, 2007, 09:29:07 AM »
I hope they port Superman 64 to Wii, insta system seller!

Offline vudu

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RE: INTERVIEWS: The Denis Dyack Interview
« Reply #59 on: July 20, 2007, 09:34:01 AM »
Why port when they can just put it on the VC?
Why must all things be so bright? Why can things not appear only in hues of brown! I am so serious about this! Dull colors are the future! The next generation! I will never accept a world with such bright colors! It is far too childish! I will rage against your cheery palette with my last breath!

Offline Maverick

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RE:INTERVIEWS: The Denis Dyack Interview
« Reply #60 on: July 20, 2007, 09:37:29 AM »
Torture isn't art?
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Offline Svevan

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RE:INTERVIEWS: The Denis Dyack Interview
« Reply #61 on: July 20, 2007, 11:46:39 AM »
Quote

Originally posted by: denjet78
Quote

Originally posted by: GoldenPhoenix

Don't you dare bring up GTA is not art, I may have to vomit again when Kairon, Evan and others start to defend the GTA series as artistically amazing games.


Anyone who wants to claim GTA as art must also claim Superman 64 to be art as well.

...

So, does anyone want to continue this discussion?

Yes, I want to continue it. In this thread.

Let's discuss Dyack here, please, and art in the other thread.
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Offline that Baby guy

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RE: INTERVIEWS: The Denis Dyack Interview
« Reply #62 on: July 20, 2007, 05:11:04 PM »
Evan, this art discussion meshes with the Dyack interview.  While it may be a little artsy fartsy, I think it's still on topic.

Alfonse.  Listen.  I am comparing FF6 to every single current-gen game out there.  Gears of War, Halo 3, whatever.  There isn't any other game that tells a story and plays like FF6.  Not one.  Sure, games can look more real.  The special effects can get better, but there's a limit.  We've met that limit for now.  We met it with the Gamecube, the Xbox, and even to some extents, the PS2.  Tell me, is there any difference between an Xbox game and a 360 game besides the looks?  I mean, sure, the girls in Soul Calibur 4 get bigger boobs, too, I forgot that one.  My point:  The GameCube could play Gears of War if the graphics were toned down a little bit.  The environment would be the same, the enemies would be the same, but they'd have a lower polygon count and less detailed textures.  In all reality, the atmosphere would be the same.  Resident Evil 4 is going to be Resident Evil 4 no matter how many extra polygons get jammed in.  The game industry hit a saturation wall.  Microsoft plans to plow through that wall, but guess what?  They can't.  They haven't yet, and they won't be able to.  Their attempts already cost too much, and they've gotten literally no where beyond having the best online system.

Sony also wanted to push past the wall.  What happened?  They cost too much now.  Games cost too much to make, Sony's losing money on their console.  No new ideas are being made.  No games have been revolutions of their genre, nor have any defined new genres.

With the NES, Super Mario Bros. was an amazing feat on a home console.  Contra was too.  Super Mario Bros. 3 just about eclipses everything else there, but it reached the limit.  The Super Nintendo came along, and took sprite/2D gaming to the limits.  What happened after that?  Sega made the Saturn, Sony made the PS, and Nintendo made the 64.  The Saturn focused on 2D gaming.  Sure, it made things look prettier, but let's face it, 2D games didn't need it anymore.  Sony and Nintendo pushed a new experience using polygon-based games, and both thrived, though Sony won, Nintendo remained profitable.

The next gen? Sony and PS2, Microsoft and Xbox, Nintendo and GC.  All three pushed polygonal gaming as far as it could go, in relation to depth of experience.  Sony and Nintendo were profitable, Microsoft didn't plan on being profitable, but made entry into the market successfully.

This time around, Sony and MS kept trying to simply push polygons, and look where they're at.  Sure, the games are pretty, but the exact same experience could be done on a PS2, Xbox, and GC.  There isn't a real difference.  Oh wait, there is.  Everything costs more, companies are losing money on decent games, and Sony and Microsoft are really headed downhill.  Nintendo is making bundles of money.  That tells me that I'm right.  That Nintendo is right.  That you're wrong on this one.  Microsoft has not sold but about a million 360's since Christmas.  They flooded the market then to post pleasing sales numbers for investors, and now, they're not selling anymore.  Sony has just been pathetic.  Nintendo is probably three months away from overtaking the 360's lead.  After all, what new experience does Gears bring?  What is so special about MGS4?  Why should I buy the next Devil May Cry?  Is Little Big Planet an actual idea, let alone a new idea? No, no, nothing, I shouldn't, and buy Mario Vs. Donkey Kong 2, as well as Four Swords Adventures, and I guarantee between the two, you'll have every gameplay experience as LBP, except the environment will be much, much more fun and entertaining.

So yes, Nintendo has taken the right path:  Innovation.  There's nothing innovative or interesting about the other two systems, and nearly everyone has realized it.  Gears offers no new Innovative experience, neither will MGS4 or Soul Calibur 4.

My complaint is that nothing new is happening on the 360 or the PS3.  Can you find anything that's worth the horsepower the 360 has?  Any reason why there has to be tons of bloom on a game to create an environment?  Does it make the game any better than if it had less polygons?  The difference between the N64/PS-PS2/GC/Xbox transition and the transition to this generation is pretty obvious.  The Xbox, PS2, and GC took a limited world, a limited number of polygons, a limited number of enemies, and made this all as limitless as necessary.  Look at Pikmin.  Pikmin could not have been done on an N64.  That many controlled AIs, that many enemies, and a photo-realistic environment wasn't possible then.  Now, there's no reason to update from a PS2 to a PS3.  No reason to go from Xbox to 360.  There's no point.  Like I said, developers will have increasingly difficult times creating just good games, let alone great ones, as the technology buffs and buffs and buffs up.  There's too much detail, too much bloom, and it isn't worth the time or attention it gets.  The Wii offers everything needed power-wise to create an immersible environment.  Anything else really is too much, too tacked on, too expensive, and too much of a waste of time.

Has any game topped Super Metroid in non-linear exploration gameplay yet?  No, plain and simple.  They've tried.  Metroid: Zero Mission was pretty close, and it was made to model Super Metroid pretty directly.  And that's about it.  Why?  Metroid Prime and Metroid Prime 2 had too many distractions.  Too mcuh else to worry about to get the level structure just perfect.  Metroid Prime 3 has taken an extra year, so maybe they'll get it this time.  I'm not dissing the Prime series, but the level of exploration just isn't on par with Super Metroid.  It isn't, despite having fancy hardware.

And for the record, there wasn't anything special about Halo's graphics.  People played Halo because of the multi-player and the story.  The game was never actually visually outstanding.

Offline Mashiro

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RE:INTERVIEWS: The Denis Dyack Interview
« Reply #63 on: July 20, 2007, 06:06:48 PM »
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Originally posted by: thatguy
Has any game topped Super Metroid in non-linear exploration gameplay yet?  No, plain and simple.


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Offline Ceric

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RE:INTERVIEWS: The Denis Dyack Interview
« Reply #64 on: July 21, 2007, 04:39:02 AM »
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Originally posted by: Mashiro
Quote

Originally posted by: thatguy
Has any game topped Super Metroid in non-linear exploration gameplay yet?  No, plain and simple.


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Isn't that sort of pathetic though.  No offence to Super Metroid at all you just think by now their be something else that could sit beside it.
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Offline Mashiro

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RE: INTERVIEWS: The Denis Dyack Interview
« Reply #65 on: July 21, 2007, 04:53:55 AM »
You would think so Ceric wouldn't you? I thought Fusion would have done it but we all know that game doesn't hold a candle to Super Metroid.

It's sad but sometimes . . . you just can't top the oldies =P

Offline GoldenPhoenix

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RE:INTERVIEWS: The Denis Dyack Interview
« Reply #66 on: July 21, 2007, 07:17:47 AM »
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Originally posted by: Mashiro
You would think so Ceric wouldn't you? I thought Fusion would have done it but we all know that game doesn't hold a candle to Super Metroid.

It's sad but sometimes . . . you just can't top the oldies =P


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Offline Ceric

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RE: INTERVIEWS: The Denis Dyack Interview
« Reply #67 on: July 21, 2007, 09:42:33 AM »
Yep.

The funny thing is I think that most of the key parts of the development team are still part of Nintendo.  Heres to Galaxy but I don't think it will match either.
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Offline Mashiro

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RE: INTERVIEWS: The Denis Dyack Interview
« Reply #68 on: July 21, 2007, 01:48:28 PM »
Well you have to remember. At the time and everything all the top development teams were working on those hit games. Just like Super Mario Galaxy is the next big Mario game at one point Super Mario Bros. 3 was their next big Mario game.

Same with Super Metroid. Same with a Link to the Past. That's why it's very rare to ever find a new 2D game that is made with an existing franchise that matches the quality of the old games. But every now and again we are blessed with awesome old school (but new) gaming goodness. LoZ:PH comes to mind, and even new (Well now old) franchises like Golden Sun.

Also . . . I think when a development team REALLY cares about a project and gives it their all it shows in the final product and makes it all the more better. I don't know if I'm explaining that right of if that even makes any sense but . . . there is something different with playing (for example) NSMB and SMB3. It just feels different. Those classics . . . you just know that a lot of love and care and detail went into them.

Again I may not be explaining that well but yeah that's how I feel about a lot of the older tittles (and newer ones too that have that same level of quality).

Offline Ceric

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RE: INTERVIEWS: The Denis Dyack Interview
« Reply #69 on: July 21, 2007, 04:49:16 PM »
Yeah,  I get what you are saying.  Its those little things that get smoothed up because its someones baby instead of just a pay check.
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Offline GoldenPhoenix

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RE:INTERVIEWS: The Denis Dyack Interview
« Reply #70 on: July 21, 2007, 05:11:59 PM »
Well SMB3 was a well designed game, and had a lot of variety to it. If there is ever a game that was almost flawless in how it was executed, it would be it. NSMB felt like a cash in (granted a quality) in both its level design and gameplay variety. Not to mention the difficulty was overwhelmingly slanted towards easy.
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Offline Ceric

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RE: INTERVIEWS: The Denis Dyack Interview
« Reply #71 on: July 22, 2007, 04:36:35 AM »
Thank God someone else agrees with me.  That whole game(NSMB) just didn't feel very inspired or loved to me.  While Mini was cool, the two other new modes where really just throw aways.  Every stage had a set formula that wasn't really varied from, the worlds didn't feel very different from each other, and the enemy variety was low.  Really low.  Also I hate Bowser's newest kid.
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Offline Kairon

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RE: INTERVIEWS: The Denis Dyack Interview
« Reply #72 on: July 22, 2007, 11:03:43 AM »
So... you guys don't hate me for skipping NSMB?
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Offline Ceric

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RE: INTERVIEWS: The Denis Dyack Interview
« Reply #73 on: July 22, 2007, 01:33:53 PM »
I don't.  
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Offline Mashiro

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RE: INTERVIEWS: The Denis Dyack Interview
« Reply #74 on: July 22, 2007, 01:35:43 PM »
I'm with you on hating Bowser's newest kid. I didn't like him in Sunshine and I still don't like him. Bring back the Koopa Kids Nintendo!