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Messages - lolmonade

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1
Curiosity got the better of me, so I went digging for numbers.  These are based off of Wikipedia, so apologies if not a perfect representative.  Yes, the trendline is an overall progression up, but that doesn't tell the whole story.

The Switch is such a huge anomaly, and with the $30 price gap with the game bundled v. sold separately there was a huge incentive to go bundle which would goose the numbers at least a little bit. 

2

Pessimist me still thinks because of pricing, lack of true Switch 2 exclusives, and its iterative nature will have sales be more of a slow burn.  I have a hard time recommending it to anyone outside of our slice of gaming, especially when a lot of my friends are rocking Steam Decks.  But maybe I'm discounting a deep hunger for more MarioKart.

You're once again proving my point about people online living in a bubble.  The Steam Deck has sold less than 4 million units since it came out 3 years ago.  There's a good chance the Switch 2 either outsold it by the end of last week, or has done so by the end of this week.  Plus how many times do I need to say it, Mario Kart 8 Deluxe sold close to 70 million units.

https://www.nintendo.co.jp/ir/en/finance/software/index.html

Mario Kart is literally one of the biggest franchise in gaming.  Anyone that wants to play the newest Mario Kart will need to buy a Switch 2.  You can't recommend them any other system when no other system will have the newest Mario Kart.

Even when expecting a drop off in sales, when you compare what happened with the DS/Wii era to the 3DS/Wii U era, the best selling Mario Kart of the DS/Wii era was Mario Kart Wii which did 37 million units while the best selling Mario Kart of the 3DS/Wii U era was Mario Kart 7 which did about 19 million units.  So even if you had a similar drop between Mario Kart 8 Deluxe and Mario Kart World, Mario Kart World would still end up selling around 35 million copies.  Which would literally put it about what Mario Kart Wii sold, which was on a system that did over 100 million units.

Of course keep in mind the main reason for Mario Kart's drop was because of the lose of the Nintendog/Brain Age/Wii Sports/Wii Fit audience that made up a large part of the DS and Wii.  The Switch on the other hands biggest sellers behind Mario Kart are Animal Crossing, Smash Bros, 3D Zelda, 3D Mario, Pokemon which all have a history of very constant sales and very dedicated fanbases.  Hell in the case of Animal Crossing it did better on the 3DS then it did on the DS, despite the 3DS having only half the audience.  Pokemon X/Y only did a million less than Diamond/Pearl, while Sun/Moon did a million better than Black/White.

Nintendo's main franchise from many of it's 20-30 year series, that have had constant if not steady growth over that time span have done better then ever on the Switch.  To suddenly expect them to sell even worse then their 3DS counterparts is just silly and would literally require something magical altering reality, or something like a nuclear war creating an apocalypse where nobody can play games anymore.  Or course after certain event going on in the world right now, the later is kind of looking somewhat likely. :-\

You're right, Steam Deck users are still a niche subsection, i'll grant you that. 

That said, you're rending the context behind Mario Kart 8 Deluxe's success, a port of a game from the Wii U which hardly anyone owned.  The last proper Mario Kart prior to that was Mario Kart 7, a 3DS game from 2011.  If you're talking about console Mario Kart, that was Wii back in 2008.  If you didn't get a Wii U, that's a 14 year gap from the most recent one and a 17 year gap if you only played on consoles.  There's a severe pent-up demand to account for.

I'm not going to prognosticate much because past performance isn't an indicator of future results.  I hope it is though.

3
Yes, after Nintendo abandoned the Wii U altogether, put their entire development focus on the platform, and cut the price severely. Let's not pretend the 3DS was a roaring success in its first few years. Have people seriously forgotten the disaster that the 3DS was early on? The "Ambassador" program?

Hell yeah 3DS ambassador gang right here.

4
Nintendo Gaming / Re: Nintendo Switch 2
« on: June 12, 2025, 01:46:51 PM »
I'm pretty satisfied on the hardware front.  Even with losing OLED, the screen looks sharp.  The size up is pretty meaningful and a great upgrade for my eyes.  I was ok with the original joycon but they feel just right in the hands now. 

Software-wise my feelings are pretty muted:

- Street Fighter 6 is a good port of a game I like a lot, you can feel safe buying it if you're a fighting game fan.

- Mario Kart World is a mixed bag.  It's bursting with character, everything is so expressive and the soundtrack's like a love-letter to everything Mario.  Several of the tracks are way too wide, even with the additional racers (that said, we have the best Rainbow Road ever).  You can find yourself in 15-20 second stretches of not seeing any CPU racers in these stretches.  I'm ambivalent to the free roam mode.  Could use a lot more to do inside the world, and it'd be great if I could drive around at the same time as my sons.  Knockout Tour is the best thing that's happened to MarioKart in a long time.  it's some of the most grueling and brutal racing i've played, and it's a lot of fun overcoming that challenge.

- Breath of the Wild - I've had limited time to dive in, but in dabbling a little bit it's of course nicer looking, much more smooth running.  I struggle a little bit with it because i've played the original several times and my brain has a hard time not saying "this feels wrong".  Had a similar experience between Ocarina of Time & Ocarina of time 3D.

- I'm so happy that Gamecube games made their way to NSO.  Almost immediately jumped into Soul Calibur 2 & F-Zero GX.  I would have paid for an HD remaster but in lieu of that I'm really grateful it's here.


On the new software features, the most important one to me is funny enough the app integration with screenshot & video sharing.  Changing the setting to always transferring screenshots & video to the app makes it incredibly easy to share them with others.  I don't have a use case for the camera so some of the communication features aren't important to me.  i'm grateful the eshop has been revamped, flagging which of your wishlist games are on sale is huge.  An eshop that isn't snail slow is great too, but we'll see how long it takes for this one to buckle under the weight of thousands of games.


Overall satisfied with my purchase.  It's not a must have but for someone who plays primarily Nintendo I don't feel cheated on the hardware.  It's just a good thing i've got a decent backlog to burn time until something that appeals to me comes out.

5
I'll give Nintendo a little bit of rope about the 1st party games since they've gotten better at not announcing stuff until it's closer to launch (Metroid Prime 4 notwithstanding).  A 4 day window of sales doesn't say anything about the long-term success other than showing they're off to a good start and were able to fulfill most of the demand. 


Anecdotally, about half the people I know who are into gaming have gotten the Switch 2.  They're waiting for something worth playing on the system and have no interest in Donkey Kong.  My kids haven't touched the thing except for a few matches of family MarioKart World. 

Pessimist me still thinks because of pricing, lack of true Switch 2 exclusives, and its iterative nature will have sales be more of a slow burn.  I have a hard time recommending it to anyone outside of our slice of gaming, especially when a lot of my friends are rocking Steam Decks.  But maybe I'm discounting a deep hunger for more MarioKart.

6

Powerful punches in the palm of your hand.

http://www.nintendoworldreport.com/review/71381/street-fighter-6-years-1-2-fighters-edition-switch-2-review

Part of the terms and conditions of Nintendo console ownership the past seven years has been watching from the sidelines as the more powerful console competitors got the latest from third party developers.  Despite this, the Switch has been blessed with an overflow of arcade classics, comprehensive compilations, and even ports that developers took care to bring to the handheld hybrid.  Dragonball Fighter Z, Samurai Showdown, and even the Mortal Kombat series made their appearance, albeit with diminished visuals.  It’s something I appreciated greatly, even in the case of Netherream Studios with its unintentional graphical nightmare fuel.  That said, the 800lb Zangief in the room was the absence of proper Street Fighter releases since 2011.   Street Fighter IV 3D Edition was a game for the 3DS that was compromised by its cramped controls and felt more like launch game padding, hardly Capcom’s best foot forward.  Switch owners had to watch from a distance while the PlayStation 4 and PC owners got Street Fighter V.  With the Switch 2, Capcom took a slot on the launch day roster with Street Fighter 6 Years 1-2 Fighters Edition.  This port includes the Season 1 & 2 DLC characters available on other platforms, and is the most complete version of the game so far.

Street Fighter VI in many ways was a counterreaction to its predecessor.  Street Fighter V was a threadbare package at launch, with almost no single-player content and lacking character in its presentation.  Its focus on competitive matchmaking and a self-seriousness that doesn’t befit the series made it fall flat for those who weren’t yearning for the EVO mainstage.  I love Street Fighter VI’s braggadocious style.  There’s a swagger in the roster’s characterizations.  The baton-passing from Ryu to Luke mirrors the hand-off from V to VI, with the former’s restrained demeanor juxtaposed alongside the latter’s overflowing cup of loud confidence.  The menus and action are laced with neon, with combat accented by splashes of color with every impact that looks like someone threw buckets of paint against the wall.  The hip hop tone is off the charts, and I haven’t seen this amount of personality in this series since Street Fighter III.  There are allusions to the competitive fighting scene like options for in-game beat-by-beat commentators, but it’s nice trim rather than its focal point.

The action is as good as ever.  The roster is diverse in background, physical attributes, combat style, and special moves.  The Drive Gauge combat system is such a cool approach and is a conglomeration of tactical approaches including parrying, special attack meters, and a focus attack that’s like an armored attack that can take several hits before getting stunned out of it.  It’s like Capcom wrapped their arms around lots of different ideas they had, dropped them on the ground, and told us “fine, here are the keys, you drive where you want to go”.  Another big change is the control scheme.  Street Fighter VI defaults to a “modern” control set that simplifies attacks to four buttons and directional inputs.  A “classic” 6-button configuration is still available but has to be changed within various menus depending on what mode you’re playing.  The defaulting to a new control scheme and such a big focus on Luke as the “face” to the game has me feeling like that Matt Damon gif of him turning old in Saving Private Ryan, but they’re both valid options and I’m glad they’re still working on approachability to the player.

A breadth of game modes and options are here, broken into three subcategories: Fighting Ground, Battle Hub, and World Tour.  Fighting Ground contains the bulk of the game, including arcade mode which is something I would have taken for granted before Street Fighter V.  A robust set of practice modes include training and tutorials, as well as specific character guides and separate challenges to chain together combos with your character of choice.  It’s refreshing to see this level of effort to grow the player from novice to proper competitor and gives new entrants a more advanced hand-holding experience.  The versus modes include not just one-on-one but team battles where you select up to three versus three matches.  These aren’t tag battles but instead an elimination series of matchups.  They play out a little too long for my liking, but it’s a nice addition to mix things up.  Switch 2 has exclusive Gyro Battle and Calorie Count modes, using joycon gyro controls to simplify movement and attacks to slight tilting and swinging of the controller.  Gyro Battle is more straight-laced, while Calorie Count is explicitly silly in tone and gives an estimated number of calories burnt.  In practice it’s like Capcom felt the need to shoehorn something unique for Switch 2, and it’s something I can't imagine returning to.  Online matchmaking is where I’ll spend most of my time, and Street Fighter VI has you choosing a preferred fighter, costume, and stage, among others.  Mercifully you’re able to play other modes in the Fighting Ground while waiting for a connection, so spend those minutes wisely in practice mode before then.

Battle Hub is Capcom’s effort at a social gathering space for the game.  You’ll need to create an avatar to enter this space, which has more options for customizing their appearance and slide bars to make some real monstrosities.  Everyone starts with the same set of orange pants and white tank top that gives real Orange is the New Black vibes.  My aging millennial emo aesthetic looked especially silly in that getup.  You can buy gear using fighter coins (Capcom’s premium currency) or in-game currency that can be earned via battling.  I’m not one to spend a lot of time in managing my appearance, but I haven’t found a reason to drop real currency so far.  You can sit at a cabinet and wait for someone else to join you.  In addition, there’s Li-Fen’s V-Rival mode, a combat system that estimates your current skill level and matches the computer against you.  It’s a neat idea that feels akin to Super Smash Bros. Ultimate’s amiibo fighters.  In practice, the Battle Hub social space feels pretty empty.  I didn’t have anyone sit down at a cabinet with me, and most players are standing in front of the V-Rival menu.  It’s reminiscent of Playstation Home and the litany of fighting games that feel the need to make the menu into a walkable space.  Thankfully in the case of Street Fighter VI, it’s relegated to its separate mode rather than required navigation.

If you’re wanting a robust single player experience, there’s World Tour.  In it you play as an avatar of your making, and as a fledgling fighter trained by Luke you’re sent out into the world to compete against others and learn the ways of the warrior.  You’re strung along a narrative thread via missions sent from your cellphone, but you can walk up and fight just about everyone on the street.  Each combatant has an assigned level, so if you’re early on and approach a level ten opponent you could be in for a bad time.  Beyond gaining experience and leveling up, combat yields currency used in-game to purchase apparel and pay for stat boost and recovery items.  You’ll also encounter fighters from the main roster who act as teachers, unlocking their movesets and fighting style.  For example, Chun-Li is the first master you encounter.  Her grace and fluidity looked hilarious juxtaposed against my middle-age.  My Chemical Romance wannabe avatar.  I really like how the game also offers the mixing and matching of fighting style and moves which made me feel like I was developing my own unique character, even if his special attacks were lifted from other people.  World Tour mode is the kind of expansive single-player experience that I can really get behind, and it’s the best single player experience in the series I’ve had since Street Fighter Alpha 3’s World Tour mode.

World Tour mode brought with it the topic of graphical performance and framerates.  Docked, Street Fighter VI looks great.  Really Great.  Like “I didn’t notice a difference between the Switch 2 and its console brethren” great.  Versus combat is silky smooth, never experiencing any slowdown, hitches, or graphical muddiness in action.  It’s exciting and refreshing to have this game on a Nintendo console that can keep a high standard for performance.  Handheld does come with its compromises but doesn’t diminish the experience.  You get less crisp visuals and lower, if consistent framerate.  World Tour has a curious experience both in the hand and on the TV.  When docked, the overworld moves at top speed, but when getting into combat the framerate takes a rough hit at the start then loses graphical fidelity in action.  Handheld is much like the other modes in that it’s a consistent framerate.  NWR colleague Melanie Zawodniak pointed out that the PlayStation 5 and Xbox Series versions struggled similarly with World Tour.  That said, World Tour’s difficulty has been approachable enough to where I will likely play it all handheld, warts and all.

Maybe the best part of the package is the addition of all the DLC fighters from Season 1 & 2.  The core roster was already a quality mix of old and new characters, with the originals sporting a new get up that befits their years of experience and newcomers that are distinctly cool without sticking out like a sore thumb.  Each DLC season went for approximately $30 each, so this release has the best bang-for-your-buck.  The additional fighters are a good mishmash of old mainstays from across the franchise, completely new entrants, and some fun mashups with Terry and Mai from Fatal Fury.  I spent a lot of time with Rashid, a man with an aristocratic background and cyclone-based powers that had the handling of classic characters with a dynamic and fast skillset.  With season 3 fast approaching, Capcom is giving people a good excuse to dive in at this entry point and prime the pump for sales on that end.

 Street Fighter 6 Years 1-2 Fighters Edition is an example of taking a great game, bringing it to a platform with minimal compromises on the TV screen, and putting it in the palm of your hand to take on the go.  Would I like the Switch 2 exclusive modes to be more robust?  Sure.  Do I wish the World Tour mode didn’t come with some performance hitches?  Of course.  Would I like someone to make a Switch 2 controller with a competent D-pad?  Absolutely.  Ultimately this is the best possible way to start the Switch 2 launch: with a re-introduction to the godfather of fighting games.


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Nintendo Gaming / Re: Nintendo Switch Forum Favorites
« on: May 15, 2025, 09:17:03 AM »
Alright, not a lot of love for Sega games, but how about...

What are your favorite platformers on Switch?

Thanks to insanolord for the suggestion!


I played Hollow Knight on Switch, so there's that.  Won't elaborate since it's widely lauded and known.

Nine Sols is the metroidvania/Sekiro: Shadows Die Twice cross-over I didn't know I needed.  Rivals Hollow Knight in quality IMO. 

Sonic Mania is a special game to me, and I'm glad they at least did one go-around of classic sonic gameplay.  Beautiful reimagining of some classic levels too.

Pepper Grinder is a pretty fun if short time, but I didn't feel like I needed more once the credits hit.

I know The Friends of Ringo Ishikawa got some buzz, but the same independent dev's Fading Afternoon felt like a big jump in their beat-em-up system with its refinements coupled with what is a life management sim of a character slowly losing time from terminal illness.  It's a high pressure experience that felt like his most complete work.

Disney's Illusion Island is one of the most approachable 2D platformers in the metroidvania style and a lot of fun to play with family & friends.  Lots of features to make the game easier for individual players too.

Okinawa Rush is a bit unweildy but the arcade 2D brawler is such a cool experience, and the kung fu movie sensibility is a lot of fun.

8
TalkBack / Re: Nintendo’s second bite at the Wii U apple.
« on: May 14, 2025, 03:26:18 PM »
I understand the desire to compare Switch 2 to Wii U, but I think the much better comparison in this case would be Switch 2 to 3DS. A largely iterative follow-up to extremely successful hardware where the biggest issue early on seems to be a higher than expected price.

I see your point and you're not the first one to mention this.  You're right in that direct 1-1 compare/contrast, but I think there's enough value in seeing it from the console perspective because of how same, but different they are and how that might affect their level of success this go-around.

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TalkBack / Re: Nintendo’s second bite at the Wii U apple.
« on: May 14, 2025, 03:12:51 PM »
This is just a well written piece. Enjoyable to read your prose, a well articulated reflection on Nintendo's changing and unchanging approach to sequels. Thanks!

I appreciate it  :D

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TalkBack / Capcom Fighting Collection 2 (Switch) Review
« on: May 14, 2025, 08:10:00 AM »

Another round of Capcom classics, including curiosities we didn’t ask for.

http://www.nintendoworldreport.com/review/71050/capcom-fighting-collection-2-switch-review

I’ve come to really appreciate Capcom’s continued drum beat of fighting game compilations.  The original Capcom Fighting Collection was a little Darkstalkers-heavy for my tastes but had a good mix of fighters I’d never seen before (and Puzzle Fighters!).  Marvel vs. Capcom Fighting Collection was a dream lineage of their vs. series and was the face that launched a thousand “Gonna take you for a ride” jokes.  Capcom Fighting Collection 2 has landed this year with one of its most eclectic mix of titles yet, with some titles that have a cult following and a series I’d missed out on and have been hungry to experience.  In my preview I detailed some of the games’ mechanics, but with more time I’ve come to appreciate the package in full. Capcom Fighting Collection comes with the following titles: ·         Plasma Sword: Nightmare of Bilstein (1998)·         Power Stone (1999)·         Power Stone 2 (2000)·         Capcom vs. SNK: Millennium Fight 2000 Pro (2000)·         Project Justice (2000)·         Street Fighter Alpha 3 Upper (2001)·         Capcom vs. SNK 2: Mark of the Millennium 2001 (well, 2001)·         Capcom Fighting Evolution (2004) Plasma Sword: Nightmare of Bilstein is the runt of the litter.  It’s an early 3D fighter with a limited button set – two weapon attacks, kick, and a button to sidestep.  There is a special attack meter that, much like Street Fighter, has a three-level gauge that can unleash powerful chain attacks when landed on an opponent.  The bones are here for a solid fighter, but it has one key problem – actual moving in the game feels awful.  It’s sluggish in movement, with a strange wind-up from button input to action that goes against a fundamental truth in fighters – call and response needs to be immediate, and you must feel like you’re in control of the action.

Power Stone is kind of like the PlayStation 1 arena fighter Ehrgeiz if it wasn’t going through its pre-teen “it’s not a phase” phase (that said, God Bless the Ring).  You’re set in a small 3D space with an isometric camera angle in a match to the death.  The ground is absolutely littered with destructible items that can be thrown at opponents, weapons, and most importantly, gems.  If you collect three gems, the character transforms into a temporary superpowered being with new devastating attacks that can absolutely melt an opponent’s life bar.  You can knock gems out of characters by pummeling them enough times, which feels reminiscent of something like the Smash Ball in Super Smash Bros.  It makes for a good balance of offense and defense that’s needed to succeed.  Movement can be a little sluggish, but not as bad as Plasma Sword thanks to a higher movement speed.  The litany of items at your disposal keeps it from feeling punitive.   It makes for a skill-based game with random elements that keep it fresh. If Power Stone is a serious attempt at competitive 3D action, then Power Stone 2 is a party.  Gone is the 1v1, replaced with a four-character battle royale.  All the mess of floor items are still there, but the additional players make for a manic experience of racing for gems, figuring out who to focus attacks on, and not getting swept up in the calamity.  You can get devastated in this game if caught in a corner with a flurry of attacks from all sides.  On top of this, levels are a much more dynamic experience.  Moving platforms or ships means having to navigate staying on the level along with the chaos.  A favorite of mine was a level where partway through everyone is dumped into a scene straight out of Indiana Jones, with a giant boulder chasing you in a race to get to the door.  Another great addition are boss battles.  In a run you’ll encounter two bosses, one midway through and one at the end.  These are large-scale events where one opponent joins you to take them down.  For example, the midway boss is a mechanical lizard where you have to destroy their legs to incapacitate them and wail on them.  Their attacks and phases aren’t difficult to figure out, but it’s a fun novelty that mixes things up compared to the original.  I have no doubt this will be a fan favorite for online matchmaking.

The Capcom vs. SNK games are the big draw for me, so Capcom vs. SNK: Millennium Fight 2000 Pro was the first game I played.  When starting you choose between Capcom or SNK style fighting.  Having a lifetime of playing Street Fighters, I went straight to SNK style.  While I didn’t see a noticeable difference in how the game looked between the two, one funny change is in the character select screen where the Capcom characters had been redrawn to fit the SNK style.  It was fun to see how Ryu & Ken translated to this format, and there was a learning curve to acclimate myself to this style of fighter.  This is a 2v2 matchup, but instead of tagging in characters at will you choose your two characters and decide the order pre-match.  Beyond the standard button format, the super gauge meter must be charged by holding the medium punch & kick, causing the character to stand and charge like they’re from Dragonball.  There’s something I love about this mechanic – it forces you to balance attack, defensive measures, and building up your power moves in a state of complete vulnerability which gives each match an extra layer of tension to contend with.  The roster is expansive, but with more focus on their bigger franchises.  The tempo is close to the Street Fighter Alpha series, with basic movement feeling grounded that can turn into fast-paced flying around the screen.  One odd choice that nagged at me was the announcer, which is a boilerplate robot voice.  The monotone speaking served as an anti-hype machine, but it’s a small quibble against an overall awesome game. The follow-up to Capcom vs. SNK, Capcom vs. SNK 2: Mark of the Millennium 2001 took that binary choice from the original and split it into several different styles to play from.  For example one is the standard Street Fighter formula, another is standard SNK, but there are curveballs like the Street Fighter 3 parrying system that relies on split second forward motions to deflect attacks and receive zero damage from it.  When selecting them, the game provides a few bits of information on what differentiates each.  Beyond that, the game broadly hews to the same kind of battling format, but it’s this bespoke style approach that makes the addition feel like a meaningful addition to the collection.  

I didn’t know anything about Project Justice, so it was a wholly new experience for me.  It’s a 2D fighter with 3D modeled characters and looks closer to old Tekken or Virtua Fighter characters with heavily polygonal character design.  Instead of separate character selections, you choose a team of three fighters and most battles have you choosing two of them to play with.  Each team has their own individual story arcs, with a healthy helping of dialogue between characters that clearly know each other but which I have no history with.  I like the idea of detailed storytelling in a fighter, but it felt like listening in on conversations that I had no context for.  Structurally it’s like Capcom vs. SNK where there’s no tags, just choosing character order.  The super moves include ones with a unique hook – a team-up attack.  When choosing team-ups, your alternate character arrives on screen for 2-3 seconds to land an attack.  If your opponent lands the attack first it counters the super move.  It’s a fighter with a lot of neat ideas, but with a fatal flaw – it’s slow with delayed button input.  I’m glad they packed this in, but it’ll be more a curiosity than something I come back to.

Street Fighter Alpha 3 Upper is one I don’t have a lot to speak to.  The third prequel to Street Fighter 2 is the pinnacle of the trilogy with the biggest roster, cleanest drawn animation, a super move system that can materially affect your approach to combat, and it’s my personal favorite.  According to Capcom, the Upper edition includes using the Japanese version of the game as its baseline, stage visual alterations, and Shin Akuma & Final M. Bison as selectable characters.  It’s nice to have access to those characters outside the PlayStation 1 version, but I didn’t see a meaningful difference in the enhanced visuals.  That said, this is the best arcade version of the game I’ve played and has the crispness and impact that other versions I’ve played didn’t retain.  

Finally, Capcom Fighting Evolution is a potpourri of different fighting game characters that are thrown in the same pot but don’t quite meld together.  Features four characters from Street Fighter 2, Street Fighter Alpha 3, Street Fighter 3: Third Strike, Darkstalkers, and Red Earth.  I like the collection of characters, but the effort is copy-and-paste.  Characters not only retain the original combat style from their games, but their character design and even their audio bits are lifted directly from their source material.  The game is functionally sound as a fighter, but it’s because of the pieces all coming from foundationally strong games rather than being its own unique identity.  It’s a fine game on its own but feels small compared to the much better Capcom vs. SNK series.  It reminds me of the older vs. games from Marvel vs. Capcom Fighting Game collection – a precursor to much better things.

I’d be remiss not to mention the special features, but it matches what prior collections have to offer.  An art gallery, music gallery, Japanese & English versions of each game, practice modes, quick save features, and online matchmaking with the ability to play are so important anymore that they should be seen as the industry standard, and Capcom should continue this good work.  More broadly, Capcom Fighting Collection 2 is another mix of great hits, fun curiosities, and a few games that feel more like filling out a roster than anything.  That said, Capcom vs. SNK and Power Stone are more than worth the price of entry alone, and fighting game fanatics will at least enjoy experiencing some oddities that they wouldn’t have otherwise.


11
TalkBack / Nintendo’s second bite at the Wii U apple.
« on: May 13, 2025, 09:21:44 AM »

Their conservative approach comes with familiar risk of failure.

http://www.nintendoworldreport.com/feature/71047/nintendos-second-bite-at-the-wii-u-apple

The Nintendo Switch 2 Direct featuring both the new system’s toolkit and announced titles for the coming year received a somewhat muted reception according to my home’s four-person survey.  My youngest was wowed by Mario Kart World and thrilled about an open world to explore, and thought the addition of GameCube for Nintendo Switch Online was “neat”.  My oldest son was interested in the voice and video chat features but lamented that he knows no one interested in a new Switch, saying “I guess I could just facetime them” with a look of disappointment.  Both were bored to tears for most of it, making me fast-forward through a litany of announcements that were meant for nerds like me.  The end announcements of Kirby Air Riders and Donkey Kong Bonanza deflated their balloons completely, with questions of “Why wasn’t 3D Mario here?” and my oldest telling me “I’ve wasted two hours between last week’s Direct and this one”.  Welcome to Nintendo fandom, kid.

With post Nintendo Direct-clarity, I can’t help but reflect on the transition from the Wii to Wii U.  Nintendo has a long-standing focus not only on what you play, but HOW you play.  The Wii was a tectonic shift in how people played games and lowered the barrier for a wider, more casual audience to grasp and rewarded Nintendo with their second-best selling console to date.  The Wii U with its gamepad was a control scheme that was in some ways ahead of its time but was used more as a complementary tool to more conventional gameplay experiences, ultimately losing the magic promised in the advertising material and reverting back to the mean.  The Nintendo Switch being an all-encompassing console that can seamlessly transition from TV to handheld, with its “play anywhere” pitch and the iconic Joy-Con click reimagined how gaming can fit into people’s day-to-day life and the offered in-the-box multiplayer, if challenging for people with big ol’ mitts.  A saying often misattributed to Mark Twain goes “History doesn’t repeat itself, but it does rhyme”, and what we’ve seen so far from the Switch 2 reveals another attempt of recapturing a genie in the bottle.

Swiss Army Console

A big focus for both the Wii U and Switch 2 has been a Swiss-army console approach.  Nintendo knew the shadow Wii cast on its next console, with how many families had a pile of Wii Remotes, Nunchucks, Balance Boards, and so many plastic golf club and wheel accessories.  With that, they announced that all of these would be compatible with the Wii U, and many games even offered motion control options for those wanting to keep their waggling arm strong.  Over time, control options went off the deep end, with Smash Bros for Wii U allowing Gamepad, Pro Controller, Wii Remote, GameCube controllers, and even 3DS options if you’re a glutton for punishment.  It was a subliminal admission that the Wii U would be a harder sell for the bigger “blue ocean” owners of the Wii, and an attempt to make an upgrade purchase easier to swallow for those who were asked to buy a $40.00 remote, $20 nunchuck, $20 classic controller, and Wii Motion+, multiplied by however many people wanted to play Wii Sports & Resort.  Nintendo learned a hard lesson – you can’t be everything to everyone.  Many attribute the miniscule name change for people’s perception that the Wii U was just a tablet, but it’s Nintendo’s indecision in picking a controller lane that made people wonder what they were pitching.

Being a true console sequel, Switch 2 attempts to pull off the same trick.  Some of the new joycon’s unique features are quite cool (Hello, mouse controls!), there’s a bit of refinement for comfort and durability (Bye, Joy-Con drift!), but otherwise they are functionally close to the originals.  Both the Joy-Con and the Pro Controllers share the addition of a C button which gambles on social features that haven’t shown to be a lynchpin to core game features yet.  The Pro Controller hews to the industry standard layout (with one aggravatingly small difference to Xbox’s button designations) that is common tongue to players by now.  Features like game sharing among multiple consoles in the same location do offer a more complicated control structure, but it’s a special feature, not the main attraction.  The conglomeration of these controller formats has made the hardware backwards-compatibility more of a logical extension of the prior generation rather than a grasping for the past like the Wii U did.

Socially Awkward

The Wii U generation also saw Nintendo stepping foot into social features, attempting to build a walled garden mirroring the popular social media platforms of its time.  Miiverse was a quirky image message board, both having its own forum-like topic pages for games (Funky Barn was a particularly silly hotspot) as well as in-game integration, like replies to Mario Maker levels.  Their approach to moderation was three-pronged: word filters, user flagging of inappropriate comments, and a moderation team of unfortunate souls working at Nintendo who had to witness the horrors of human creation.  Lewd drawings of Splatoon characters in compromising positions, skirting text filters with random symbols, and a metric ton of phallic drawings meant learning the lesson internet forum and reddit moderators learned years prior – content moderation is hard, time consuming, and thankless work.  Having these scars led to the closure of Miiverse, paring it down to separate in-game analogous experiences, and a Nintendo Switch decidedly pared down in social features with a minimalist UI design.  Wii U also had a built-in camera with the gamepad, which had occasional in-game integration as well as a Zoom or Facetime-like web call feature that largely fell on deaf ears (or blind eyes?) because of the console’s meager customer base.

Switch 2, much like the Wii U, employs social features that mirror today’s landscape.  In a world of Discord channels where you can group up with friends to chat and share your screen while playing, Nintendo once again superimposed industry standards with their own shade of red.  They’re more than happy to sell you a camera for the full-fledged streamer experience if your game group is missing that “body superimposed on gameplay with a pseudo green screen” feeling.  But in pure Nintendo fashion, they have a missed opportunity to offer Twitch streaming integration similarly to how Xbox’s tools allow.  Like the Wii U, it’s going into the pool missing the stairs on the way down and belly flopping.  Theoretically, all the pieces are there for it to be feasible, barring technical limitations of the console I’m not quite aware of.  But a key differentiator is where the onus lies for managing the user experience.  Wii U had Nintendo as the gatekeeper of its social features, with all the ills associated.  The player is responsible for maintaining friends lists and how often you deal with those friend’s antics.  It’s a different, smaller walled garden of your making, and that ultimately is one of the most sensible choices Nintendo has made in reimagining what social features can and should be.

 The Couch Co-Op Anywhere Experience

Tying into the subparallel between the two, both Switch 2 and Wii U tried to extend what it means to retain and envision an environment that encourages playing together.   Wii U came at a time when Sony and Microsoft had both shifted the focus of multiplayer, understanding the players that once sat on the couch together had grown up, moved distances from each other, and entered adult life with all the obligations that eat up hours of the day.  Nintendo saw this from the sidelines during the Wii with its extremely limited online multiplayer gameplay, but its success in keeping in-person multiplayer was thanks to its approachability and common tongue of people using remotes as an interface.  Wii U’s clever pivot to asynchronous multiplayer was novel and in some ways ahead of its time now that games like Dead by Daylight have found healthy audiences, but without the ubiquity of Nintendo’s “A Wii in Every Living Room”. The one-to-one translation of the average person’s understanding of sports to swinging a Wii Remote at the screen turned it into an ordeal to not only know someone that had the system, but also a learning curve to teach others how to play and sell the experience as worth the investment.

 Switch 2’s position is more than a half-measure in meeting the moment of multiplayer.  Tariff-based cost-increase grievances aside, the ability to pop on a camera when playing Mario Party with friends turns it from an anemic experience to a chance to get their real-time visual expressions as you take away a star or coins from the person in last place.  In a recent Switch 2 ad, we had the pleasure of Paul Rudd reprising his role as ‘90s gamer to show off some unrealistic G-rated smack talk while playing Mario Kart World with friends.  For nerds like me, the smartest feature is being in these groups while each playing different games, and the ability to share what you’re doing with your friends either as an audience or looking for help.  During my Saturday nights in college, you’d commonly find me in a living room with two TVs, with a different game being played on each.  How great will it be to be in a chat room with friends and being asked why I’m playing Super Ghouls n’ Ghosts for the hundredth time?

No free pack-in game?  In this economy?!?

I don’t think the Wii would have been as successful as it ultimately became without the inclusion of Wii Sports in the box.  Putting aside Reggie Fils-Aime’ assertions that he ultimately deserves praise for this decision, the $250 package effortlessly showed off its potential to anyone with eyes and the ability to swing their arm.  The contents in the box were filled with such value that it led to articles about how many owners didn’t buy any other games, as well as anecdotes that those at Nintendo felt the retail price was too low given how difficult it was to get them on the shelves for a time.  The Wii U had the aforementioned, unenviable task of teaching those who grew up with the Wii how to frame their mindset about its handheld tablet and ideas of how to use them.  From my seat, Nintendoland is their best pack-in game since Super Mario World.  Even with the inconsistent experiences between their different minigames, the compilation felt like a celebration of the console’s launch and clever ideas, even if they teased me by making an F-Zero minigame after years of drought.

Comparably, Nintendo has bungled the pack-in situation with Switch 2, full stop.  Switch made this choice too, opting to sell the closest thing to it, 1-2 Switch, at a whopping $50.  This title was a bizarrely themed mix of FMV snippets and haphazard minigames that tried and failed to sell features like “HD Rumble”.  That said, Switch was a case where the value of the system was inherent in its form and function and less specific control features.  Switch 2 still has that play on TV or on-the-go feature, but now it’s old hat.  The Switch click doesn’t have that Pavlovian response of “this is new and cool”.  Because so much of the Switch 2 Direct focused more on software features than hardware ones, it’s inexplicable that Switch 2 Welcome Tour doesn’t come pre-installed on the device.  If it’s meant to be a tutorial of the system’s features, it should be included at no charge.  If it’s meant to show off clever ideas of how to use the control scheme, it should be packed in.  Irrespective of the modest $10 price, the point is to onboard the new player and be a fun interactive user manual – why wouldn’t you want to hand the keys to the owner?  It’s also in the shadow of the PlayStation 5’s Astro Bot pack-in, a polished and fun platformer that’s a love letter to their hardware and software history, and in so many ways they give players the chance to taste the different bells and whistles of their haptic feedback controllers.  They’ve got to sell these things; if “a new, more powerful one of these” isn’t enough of a sales pitch, then they’re in for a bad time.

Same song, different verse.

I don’t profess to have insider knowledge, but I do have a business background and a window’s view from the vantage point of someone who has followed Nintendo news beat-by-beat since finding Nintendo World Report near the twilight years of the Wii.  A truth I learned a long time ago is never count Nintendo out from following-up a wildly successful piece of hardware with an iterative piece of tech that doesn’t meet the moment.  Switch 2 is in a better position to find its stride and be a successful hardware generation, even if I think it’s more likely it’ll be a slower adoption than its parent.  It being “the-Switch-but-better” may be enough to skirt by the identity crisis the Wii U had, with controller backwards compatibility being a tangled web of confusion compared to the straightforward, unchanged control scheme between Switches.  But if it's just “another one of these”, how does Nintendo elevate it from a nice-but-expensive purchase to a must have for the family?  I don’t think they’ve made that clear, and it’s an echo of their last big failure.  I’ll reiterate “history doesn’t repeat itself, but it often rhymes”, because it won’t be long before we see how close this song and verse sounds to the prior baton-passing disaster.


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TalkBack / Saga Frontier 2 Remastered (Switch) Review
« on: May 08, 2025, 08:28:40 AM »

A generation-spanning saga filled with joy and rage.

http://www.nintendoworldreport.com/review/70995/saga-frontier-2-remastered-switch-review

I have a sordid history with role playing games.  Like so many others of my generation, I cut my teeth on Final Fantasy VII, an RPG in retrospect was approachable and could be conquered, even if you don’t engage entirely with the systems.  There’s a graveyard of games I abandoned unfinished either due to a skill issue or my general impatience.  Octopath Traveler couldn’t keep me, even with its vaunted “2DHD” graphics.  I got sucked into the TVs and awoke in Persona 4 before turning off my actual television.  Despite my best efforts, the only Xenoblade Chronicles game I’ve stuck with is Xenoblade Chronicles X, but we’ll see if I can last long enough to get a mech.  There was always one which hung over my head like an unfinished homework assignment, and that was Saga Frontier 2.  In 1999, a young me got stymied by this game I bought on a whim, but thanks to the recent Saga Frontier 2 Remastered I’ve gotten the chance to take a second bite at the apple.

Saga Frontier 2 is a story spanning across multiple generations and reads almost more like a history book rather than a personal story arc.  Primarily it’s a story of two families with separate chronologies that have temporary weaving of events but rarely have any bearing on each other.  Gustave, heir to the throne in the house of Finney, is found to have no anima – the source of magic and lifeblood of the world and is exiled along with his mother into obscurity.  Wil Knights, a quell hunter seeking riches and fame, stumbles upon an artifact (they refer to it as the egg) that brings with it the potential annihilation of the world.  Like any good RPG the personal story turns into civilization-altering events, but this is a game that has more focus in the macro than the micro.  The game is broken into chapters selected from a world map, with the year the event took place and which key character the story is focused on.  While the story and gameplay are linear, deeper into the game there are multiple arcs you can pick and choose from.  I found myself diving into Gustave’s story beats until being forced to jump back to Wil’s, which had the funny side effect of getting several years into the future for one, then having to jump back in time to get the Wil storyline current.  Sometimes it messed with how I viewed the chain of events, but I welcomed the option to follow the story as I saw fit.  Even through this narrow personal chain of events the cast of characters grew on me and the long-time arc gave me reasons to feel invested in their progeny.

That chronological structure has implications for gameplay as well.  The chapters can vary wildly in size and scope.  Some have large dungeons to explore, and others are focused on exploring towns and solving puzzles.  There are even ones fully story focused on story that are unplayable, and your only role is to watch the scenes unfold.  Why those couldn’t be included with another chapter’s events or have its own related activity I don’t know, but there were more moments of “wait, that’s it?” I was hit with than expected.  The dungeons themselves are fine, but there aren’t any I found particularly unique, and, in some cases, I found myself stuck in loops trying to figure out where to go next.  The points of entry to different sections of the dungeon were often obscured because of how the scenes visually melded together.  The game knew this, as there are arrows where the entry/exit points are of a screen, but the choice of grey for those arrows made it tough to even notice them at times.  The difficulty spikes follow this kind of whiplash, especially in the second half when getting winnowed toward the end confrontations.  In one case it took me several hours to get past a chapter because of a scenario with several potential win conditions that in truth only has one path for someone not fully attuned to the systems and how to game that encounter.  There were also a few points where I feared getting soft locked in a spot where I was running out of ways to survive against truly imposing monsters, even in cases where I’d spent a healthy bit of time grinding for experience.

The combat system is what really drew me into Saga Frontier 2and remains one of its best features.  Getting experience in battle increases proficiency in the weapons and spells you use, not a pure level increase with stat boosts.  When you use a weapon or magic spell long enough the characters will get a light bulb over their head and attack with a new move called arts, which then can be used in their arsenal.   Each character can have several arts assigned to their move set, provided they are equipped with the right weapons or items imbued with the necessary magical properties.  Most weapons have degradation after several uses, but they can be repaired at different towns or new ones can be bought outright.  It’s nice being able to maintain a weapon that’s powerful, at least when I remember to save it.  Each move costs weapon points (WP) or spell points (SP) to perform, and each character has a pool of these points based on their proficiency and what they have equipped.  Intertwined with that and health are life points (LP).  LP is a separate meter that can function as an option to heal in between rounds of a battle and as a replacement for WP or SP if those meters ran dry and you haven’t quite taken down that monster yet.  If you lose all your health and are out of LP, then it’s game over.  Unlike WP, SP, or HP, I had not found a way to restore them besides sleeping at an inn or once a chapter ends.  Early on it’s an easy switch to flip when you’ve been hit heavily and have minimal healing spells, but it’s a trap in late game when going through the churn of pushing against wave after wave of basic monsters that have life-ending power, so proceed with caution.

Another layer of combat is duels.  When you encounter enemies, there’ll be times where you’re presented with the option of either fighting as a team or choosing one of your teammates to solo them.  Instead of having the arts listed, there’ll be basic actions like charge, focus, backslash, throw, and you’ll select four of them.  Chaining together the right sequence of actions will then trigger the art, or if you didn’t do the right sequence, ends in a series of weak basic attacks.  In the menu, each art has the order of actions to trigger them in duels, but you can’t pull this information in-battle so make sure to write it down or have a guide handy.  The duels have a different kind of push-and-pull than standard battles in that being able to pick the right “ingredients” lets you pick from a wider range of attacks than what’s equipped.  Not only that, but in my experience, it seemed that the arts were discovered more plentifully in choosing to duel.  The duels were also a great help in cases where I knew the right script for my character and could brute force my way through segments when my characters were appropriately leveled but I was working my way through being lost, or in a situation where I was close to breaking one of my party members’ weapons and wanted to preserve it for bigger battles.  This kind of variability and customization kept the fighting fresh, even in the face of mundane dungeons themselves.  

This remaster does include some additional content and special features, though.  Mercifully, there is an option to double speed of combat and movement.  Moving through the world at double speed, especially when monsters roam there, felt unwieldy, but double speed combat is a huge boon to pacing.  The combat is slow as molasses in default.  Slow might be generous, it’s more that the default pace brings things to a grinding halt.  Toggling speed boosts on and off made me wonder how I had the patience to play this game if I did it on Playstation.  One stumble in special features is in difficulty features.  Saga Frontier 2 has a wild difficulty curve, often whiplashing from chapters where combat is a breeze and others are a grueling gauntlet where even the basic dungeon monsters are team destroyers.  Especially at the end, a strategy section akin to Fire Emblem is infamous in the online community as a point where people get stuck, and the final chapter is riddled with opportunities to get stuck with no way to reasonably get over the finish line.  They include a minigame Go! Go! Digger, which is an addition from an old Pocketstation accessory that can yield special weapons & items, new game +, and an inheritance system which allows you to transfer stats from character to character.  That said, there would have been some real value in including things like invincibility, max damage, max life toggles for those who were interested in the game but didn’t know exactly what they were signing up for.

Grievances about dungeon visibility and eclectic difficulty aside, Saga Frontier 2’s art direction is gorgeous.  The remaster was advertised as having enhanced graphics, and while the character models themselves haven’t changed much, making a side-by-side comparison it’s clear there’s been work in cleaning up some rough edges and making the colors really pop on screen.  There are some beautiful scenes with wide backdrops and blooming with color that can give pause, even when some of the stubby looking characters are in the foreground.  The musical score has a few powerful melodies that are interwoven and reprised several times over depending on the tone of what’s happening or if a critical story beat is taking place.  Somehow rather than the limited melodies getting dull or repetitive, each rendition felt like its own song, and I’ve grown an even more appreciation to the attention given to these pieces, and it may be the strongest part of the game.

Saga Frontier 2 Remastered is a unique, complicated relic of its time.  A compelling cast of characters in a game that gives you glimpses of their personal struggles while focusing more on the long arc of history.  A fresh feeling, flexible combat system tied to a series of dungeons that are thematically interesting but fundamentally humdrum.  Special features and additions to this remaster that highlight its beauty, give better accessibility to weapon stocks, and give the tempo a much-needed speed boost, but feels incomplete compared to its remaster contemporaries.  Ultimately, I had a gratifying experience playing this game in full and checking it off my bucket list, but it’s a game which should be seen more as an incremental improvement and way to preserve it on modern consoles than something that’s likely to draw in a new crowd.


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I'm sincerely considering mostly digital for Switch 2.  In middle age I have less patience for storage & things filling up my home.  The Switch 2 itself probably won't have that big a footprint, but that coupled with the rest of my gaming pile is kind of an eyesore.  Maybe it'll make me less prone to impulse buying full price games if I know there's no return policy.

I'm fortunate enough to have a library that stocks games too, so that'd be a supplementary resource for me.

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TalkBack / Capcom Fighting Collection 2 (PC) Preview
« on: April 16, 2025, 09:07:00 AM »

Featuring a healthy dose of Power Stone

http://www.nintendoworldreport.com/preview/70787/capcom-fighting-collection-2-pc-preview

Please Note:  This preview was written based on a PC copy and may not be indicative of final Switch release performance.

I’ve come to really appreciate Capcom’s recent efforts to preserve their fighting game catalogue by bringing them to current platforms.  My thumb is intimately familiar with the forward, circle-forward motion, so another chance to dip into a catalogue of fighting classics, oddities, and bonus treats is always welcome.  Capcom Fighting Collection 2: features some series I’ve long sought to try, so I jumped at the opportunity to take the preview through its paces.

I started with Power Stone 2, originally released on the Sega Dreamcast with the only prior port being the now ancient PlayStation Portable.  The four-player isometric beat-em-up deathmatch is played through a series of levels, most of them industrial, and a cast of characters that are very anime.  Sword fighters abound, but i largely played with Gourmand, a cartoonish chef with cast iron skillets as weapons.  Items are littered everywhere over the span of the match, and if you collect three gems your character levels up with a power suit that grants them special abilities for a limited time.  Gourmand’s spinning fire attack was very silly.  There are levels where you’ll not only be fighting each other, but the level itself, including being chased by a boulder a la Indiana Jones.

Next I dipped into Capcom vs. SNK: Millenium Fight 2000 Pro.  As a big fan of vs. games, I was eager to dip into this one after missing the opportunity before.  This is not a tag battle, rather more akin to king of fighters where you select two characters and play as one until the life meter is extinguished.  I was tickled by the reimagining of Ryu as an SNK character.  Combat is quicker paced, if not as manic as a Marvel vs. Capcom, but it felt like just the right tempo to allow for some really crisp, technical fighting with sound design that gave each pump a pop.  With my limited time playing the demo, I was grateful for their one- button super move button input, not having a lot of affinity for SNK.  I’ll be eager to get more acquainted with them in the future.

Finally, I took a brief tour of Plasma Sword: Nightmare of Blistein.  This game feels very similar to some other of the early 3D fighters, which a stiffness and clunkiness that doesn’t feel feel good in action.  Even choosing one of the more nimble characters, the sluggishness weighed things down that didn’t befit the kind of play style I’d expect.  This one felt more along the oddities lane, but I’ll put more time into this title for a fuller set of impressions in the review.

Like the other collections, this one includes artwork and music from each game in the gallery.  There’s also a robust training mode, with all the bells and whistles you’d expect from Capcom.  Broadly, this is shaping up to be another solid compilation for the fighting game enthusiast.  Capcom Fighting Collecfion 2 arrives on Switch May 16th.


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TalkBack / Tony Hawk's Pro Skate 3 + 4 coming to Switch 2 this summer.
« on: April 02, 2025, 07:20:00 AM »

Featuring secret best Tony Hawk game.

http://www.nintendoworldreport.com/news/70565/tony-hawks-pro-skate-3--4-coming-to-switch-2-this-summer

It was announced in today's Nintendo Switch 2 direct that Tony Hawk's Pro Skater 3 + 4 remakes will be grinding it's way onto Nintendo's new console.  Several skate parks were featured, including a teased Bikini Bottom level from SpongeBob SquarePants.  

Tony Hawk's Pro Skater 3 + 4 is set for a release window of this Summer for the Nintendo Switch 2.


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May they blaze a trail for future RTS games on Switch 2

http://www.nintendoworldreport.com/news/70560/civilization-vii-to-release-alongside-console-launch-june-5th

In today’s Nintendo Switch 2 Direct Firaxis’ Games announced their recently launched Civilization VII will receive a Nintendo Switch 2 edition.  Featuring compatibility with the system’s mouse controls, an upgrade path will be made available for those who purchased the Nintendo Switch version.

Civilization VII will release on the system’s launch date, June 5th.


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TalkBack / Shadow Labyrinth announced with July 18th release date.
« on: March 27, 2025, 08:39:20 AM »

It’s not a Pac-Man if they talk

http://www.nintendoworldreport.com/news/70439/shadow-labyrinth-announced-with-july-18th-release-date

Shadow Labyrinth was featured in today’s Nintendo Direct.  The 2D combat action platformer features a dark, mysterious world and a bevy of Pac-Man focused abilities.  

Shadow Labyrinth waka-wakas its way to Switch July 18th.


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TalkBack / Patapon 1+2 Replay announced for July 11th release.
« on: March 27, 2025, 08:34:50 AM »

I always wanted to be a walking eyeball.

http://www.nintendoworldreport.com/news/70438/patapon-12-replay-announced-for-july-11th-release

In today’s Direct, the Sony Playstation Patapon series made its first appearance on a Nintendo console with this freshly made collection of the two original titles.  The 2D rhythm-based combat now comes with cleaned-up visuals and arrives on Switch July 11th.


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TalkBack / STORY OF SEASONS: Grand Bazaar releases August 27th
« on: March 27, 2025, 08:33:42 AM »

Every game should have a hang glider.

http://www.nintendoworldreport.com/news/70437/story-of-seasons-grand-bazaar-releases-august-27th

STORY OF SEASONS: Grand Bazaar was announced in today’s Nintendo Direct.  The colorful farming & life sim has you running a Bazaar to sell your wares and help reignite the town square.  

STORY OF SEASONS: Grand Bazaar sprouts to life August 27th.


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TalkBack / Disney Villains Cursed Café available today on Switch.
« on: March 27, 2025, 08:24:05 AM »

Yzma fan club gets a nod with a mocha latte.

http://www.nintendoworldreport.com/news/70436/disney-villains-cursed-cafe-available-today-on-switch

In today’s Nintendo Direct, Disney Villains Cursed Café’s was announced for the Switch.  The game will look familiar to fans of the Coffee Talk series, with a focus on conversations with a rogue’s gallery of classic Disney villains from Ursula to Captain Hook.  If you want the Coffee Talk experience but felt it was lacking a Mickey Mouse coat of paint, then this could be for you.

Disney Villains Cursed Café is released today.


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TalkBack / Witchbrook announced for Switch, releases this winter.
« on: March 27, 2025, 08:18:18 AM »

Hopefully a more inclusive magic school

http://www.nintendoworldreport.com/news/70435/witchbrook-announced-for-switch-releases-this-winter

Witchbrook was announced in today’s Nintendo Direct.  The latest title by Chuckefish follows your adventure in a new community full of magic, crafting, and reliving your college days to learn spells and craft your day to day life.

Witchbrook arrives on Nintendo Switch this winter.


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TalkBack / The Eternal Life of Goldman announced for this Holiday
« on: March 27, 2025, 08:14:09 AM »

This walking cane pogo bounce seems awfully familiar…

http://www.nintendoworldreport.com/news/70434/the-eternal-life-of-goldman-announced-for-this-holiday

The Eternal Life of Goldman was announced in today’s Nintendo Direct.  The 2D side-scrolling platformer developed by Weappy Studio features fluid movement, beautiful art, and an old man with a stick.  

The Eternal Life of Goldman arrives on Nintendo Switch this holiday.


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TalkBack / Gradius ORIGINS shoots its way to Switch August 7th.
« on: March 27, 2025, 08:13:34 AM »

We still using shmup to describe these?

http://www.nintendoworldreport.com/news/70433/gradius-origins-shoots-its-way-to-switch-august-7th

In a get for fans of side-scrolling space shooters, Nintendo announced Gradius ORIGINS, a collection of the series including:

-   Gradius-   Salamander-   Life Force-   Gradius 2-   Gradius 3-   Salamander 2-   Salamander 3, an all new game exclusive to the collection.

The compilation releases on Nintendo Switch August 7th.


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TalkBack / Rift of the Necrodancer is available for Switch today
« on: March 27, 2025, 08:04:18 AM »

Trading the Zelda like for the Guitar Hero track.

http://www.nintendoworldreport.com/news/70432/rift-of-the-necrodancer-is-available-for-switch-today

Rift of the Necrodancer for the Switch was announced in today’s Nintendo Direct.  Released on other platforms in 2024, the sequel to Crypt of the Nedcrodancer keeps its distinct style but has a new approach to rhythm based combat using the tried and true note tracks.

Rift of the Necrodancer times its way to Switch today.


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TalkBack / Tamagotchi Plaza comes to Switch June 27th.
« on: March 27, 2025, 07:58:55 AM »

Today I learned how Tamagotchi is pronounced.

http://www.nintendoworldreport.com/news/70431/tamagotchi-plaza-comes-to-switch-june-27th

The latest in the Tamagotchi Connection: Corner Shop series titled Tamogatchi Plaza has been announced for Nintendo Switch.  The cutesy life simulator focuses heavily on outfit customization and small minigames, with 12 total shops to visit.

Tamagotchi Plaza comes to Switch on June 27th.


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