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Nintendo Gaming / Re: Nintendo Switch Forum Favorites
« Last post by NWR_insanolord on March 16, 2025, 03:52:28 PM »
Going through that list makes me realize I’ve barely played anything of Capcom’s on Switch. I tried Monster Hunter because of how much people rave about it but I just couldn’t get into it, so probably the only thing I can point to liking is the ports of Resident Evil 4 and Revelations.
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Nintendo Gaming / Re: Nintendo Switch Forum Favorites
« Last post by M.K.Ultra on March 16, 2025, 08:02:37 AM »
Here is a list of Capcom games on the eShop for reference.

Boy, Capcom really went all in on these collections, as did I, according to my library. Even including re-releases, my favorite Capcom game on Switch is by far Mega Man 11. While the reception was bound to be mixed on this one it really worked for me. There are definitely some problems, the most salient for me being the lackluster soundtrack, but overall I thought the controls, gameplay, story, and art style all met my expectations. What exceeded them was the replay value. Thanks to an in-game achievement system I have played this game five times (normal, no items, superhero difficulty, speedrun, buster only) and still have most of the challenges to get the last three achievements.
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Nintendo Gaming / Re: Nintendo Switch Forum Favorites
« Last post by M.K.Ultra on March 15, 2025, 03:02:58 PM »
Back to spotlighting a specific publisher. This time...

What are your favorite Capcom games on Switch?
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Nintendo Gaming / Star Overdrive: We Have Immortals: Fenix Rising at Home
« Last post by Evan_B on March 12, 2025, 09:50:40 PM »
Listen, don’t get it twisted: Immortals: Fenix Rising is a pretty decent Breath of the Wild-like. But if that game is “we have Breath of the Wild at home,” then Star Overdrive feels like one step further removed from that equation.

Having played the demo for about 5ish hours, I find the game to be quite pretty from an aesthetic standpoint. There’s lots of unique fauna and very little flora to be found in this opening zone, but with the context that this planet was being mined of valuable resources, a desolate climate feels justified. What is a bit more surprising are the juxtaposing lush greens that exist to the north of this starting area, our proverbial “Great Plateau.” Regardless, there's some strong environmental design, though enemies are a bit more of a mixed bag. There's a relatively low amount of enemy variety in this starting zone, and I'm not sure if that's an indication of the game as a whole, or just this vertical slice.

Pretty much, if you’ve got a hankering for racing across dunes on a hoverboard, this game is for you. If you’re looking for decent combat or sandboxy action, however, things are a bit more middling. Combat is focused on dealing incremental bits of damage to enemies with your keytaur. You do have the ability to counter enemy attacks, which can act as a speedy way of mitigating the length of battles. If you’re struck with an attack, damage is represented by the color of your energy shield. I never experienced death or complete depletion of my shield throughout the demo, but that was more due to my first skill tree upgrade being shield capacity- one of two upgrades you can immediately access a the start of the game, which is surprising, to say the least. I only encountered one enemy type that involved a more complex method of approach, needing to attack a large tortoise-like creature when it exposes itself after attacking (and being able to use one of your cassette powers to deal even more damage). Combat feels muddy due to the soft lock-on that snaps to the closest proximal enemy, and the lack of decent defensive capabilities. You can roll and dodge roll in midair, but movement feels incredibly sluggish at the start of the game.
 
This is maybe an indicator of what progression looks like throughout Star Overdrive, as movement both on and off the hoverboard are upgradable traits that aren’t really exploitable in the demo but telegraphed by the respective upgrade trees. The means of upgrading the hoverboard is via collectable objects and doodads strewn throughout environments and in treasure chests. Chests often have higher quality materials, all of which are combined with *another* collectable currency in order to craft hoverboard components. The grind for these materials and the ultimate payoff of the resulting components is, uh, humbling. Considering how big the stat spread truly is, it makes sense that the developers wouldn’t want the player to feel as if they could craft a perfectly appealing hoverboard right out the gate, and I find it particularly interesting that racing challenges have suggested stat spreads that will likely result in players modifying their board at a consistent rate. I just hope that you’ll be able to disassemble previously-constructed components, because the resource cost is pretty intense.

As for the base stats of the character, you’ll need to complete the game’s equivalent of shrines in order to earn the currency needed for the character’s skill tree. This tree has a fair amount of variety to it, from defensive buffs to combat techniques, but the aspects I would recommend prioritizing are the movement speed enhancements. I almost thought I was being pranked when I tried out BIOS’s jump at the start of the game, as “pathetic” doesn’t really even begin to describe it- it does get better when you add the jetpack function soon after, though. He’s also got a leisurely gait that makes each of these shrine sections, and really any off-hoverboard portion of the game a tad too plodding for their own good. All of this seems to be in service of allowing for consistent progression across the open world (which is absolutely massive if the size of the demo in comparison with the rest of the map is to be trusted), and boy, do I hate it. Zelda and even Immortals were very willing to let their base characters feel good to move, even if their overall stamina was lacking. I can’t say that is the case with BIOS, here, and that’s pretty unfortunate. I understand the slow trickle of abilities to some extent, but an open-world title should immediately grab the player, not tease an end goal down the long, open road.

Which reminds me, this demo closes with a battle against a stubby sandworm. It’s… fine, I guess? I think chase battles, like those encountered in Sonic Frontiers, are honestly some of my least favorite, especially because Star Overdrive’s first field encounter tasks players with latching onto the enemy with one ability and shooting it with the pulse ability when it breaches the sand. The way the game first explains this process makes it seem as if the player will need to continuously switch between these two cassette powers, but you are automatically tethered with the first and then allowed to switch to the second without consequence. Hell, you can even auto-tether to the sandworm if you accidentally run into one of the pillars it spawns as you surf in its wake. So how do you add a legitimate challenge to a game like this?

I suppose it's time to talk about Star Horizon’s most visceral appeal, which is the nature of the hoverboard and dune surfing. The game is very explicit about telegraphing “boosted” jumps off of bumpy terrain, which adds air time for you to engage in the game’s trick system. Performing tricks in specific directions using the Right Control Stick will either regenerate your energy for performing attacks or increase your base speed for a time. Both of these are important, the former for making sure you can perform some of the special cassette powers while surfing, and the latter because… well, speed is speed. Speed is going to get you to the time trial gates faster, and cassette energy is going to allow you the means to cross terrain that might make your journey to the next time trial gate less painful, or more efficient. Though the hoverboard is a light-traction, high-speed device, that doesn’t mean you’ll be able to zone out and complete these with ease. There are other aspects of the hoverboard that will affect your completion of these time trials. The velocity/physics aspect of hoverboarding seems to be subtle, as customization options like adding a new coat of paint to your board and the damage that your deco has taken can impact your overall speed. You will need to unlock specific upgrades to traverse certain terrain types, as water and terrain/ramp materials specifically kill momentum.

There are boost gates littered throughout the environments that also act as time trial markers that are the most ideal form of traversal, and since the game telegraphs the locations of certain landmarks and collectables, it doesn’t really feel necessary to go off of the beaten path. In this opening region, there are one or two areas with exploration-based puzzles that focus largely on fairly simplistic “how do I get there?” movement and switch puzzle solutions, as well as scattered different graffiti designs that equate to new hoverboard components, which have some subtle differences when crafted with the accessible materials. So if all of that is the case, why have this large expanse to play around in?

The most obvious answer, and the one I’m hoping is the case beyond the demo, is that Star Overdrive has multi-region time trials that push the player to navigate even larger swaths of its open world, especially as you invest more materials into advanced components. If combat does become more complex, how do future cassette powers diversify encounters? Will the “shrines” of the demo (aptly listed as “mines”) increase in complexity, or will they only serve as a function of unlocking new cassette powers? Is this truly just a hoverboard time trial game, or will there be more to this world than this style of gameplay? How does completing hoverboard time trails unlock and/or power devices elsewhere in the world?

 I don’t know, I’m just a scrub.
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Nintendo Gaming / Re: Nintendo Switch Forum Favorites
« Last post by M.K.Ultra on March 12, 2025, 08:20:45 PM »
Multiplayer was last week  >:( We're talking about Metrodvanias now!

Just kidding  ;)

I actually thought about mentioning Mario Party during the multiplayer discussion. I have both Super Mario Party and Super Mario Party Jamboree and highly recommend both. Then I thought more about it and I primarily enjoyed both of those as single player games. I think Jamboree has the better online multiplayer options, Bowser Kaboom squad in particular was lots of fun, but I still preferred the off-line content.
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Nintendo Gaming / Re: What will Nintendo release in 2025?
« Last post by M.K.Ultra on March 12, 2025, 08:11:05 PM »
I guess we could limit March predictions to 8 or 9 max.

But that is only about one prediction per Khushrenada. They might rise up and revolt.
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TalkBack / Re: Nintendo Downloads - March 13, 2025
« Last post by Order.RSS on March 11, 2025, 08:01:53 PM »
Congrats on 10 years Donald!
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Nintendo Gaming / Re: Nintendo Switch Forum Favorites
« Last post by Khushrenada on March 10, 2025, 07:38:05 PM »
Going back to Multiplayer games, I gotta list the Mario Party games for that. If I have friends over, that's still the go-to series for multiplayer action. More than Mario Kart. Problem with Mario Kart is if some have played it more and know the courses better then its unfair competition. Mario Party keeps things more competitive.

Oddly, Wheel of Fortune was a big point of interest in others in my family trying out video games and willing to play one including my grandma.

Another multiplayer game that went over well with "casuals" was Clubhouse Games 51. Backgammon, Connect Four, Yacht Dice and Darts were kind of hits. In fact, my mother ended up buying the actual Yahtzee game after trying it for the first time on Switch. Actually, I'd kind of like to try playing some of the games on here with other NWR members. It was something I'd thought about making a thread for to see about getting some online multiplayer action on but never got around to doing.

Personally, I'm a big fan of Snipperclips Plus: Cut It Out, Together! and this has now reminded me that I'm still upset I've been unable to finish this game. Unfortunately, trying to get a second person to play it with me has been tough. I got my brother to do a bit and a cousin to join me also but they both wanted to quit after awhile and I just can't seem to get them to play more of it so I could finish it. Trying to figure out the right shapes and work together to solve the tasks was something I really enjoyed. At times, it could feel like you were doing some heavy thinking to figure things out so I think it broke the brains of my partners and started feeling more like work than fun. I even got some fun and laughs in a little bit of the multiplayer games that we dabbled in but, again, I seemed to like it more than them. When will I find my true Snipperclips soulmate?

BOXBOY! + BOXGIRL! has some two-player sections to it. I'm not sure the second player really makes a big difference in the gameplay. I was able to get my brother to complete this game with me. It seemed a bit easier  (and perhaps more fun) than Snipperclips. Having played the other three games on 3DS, I can't say it felt that fresh to me. In fact, it seemed slightly regressive. There was a bit of imbalance with him having to learn the Boxboy controls for the first time while I knew what to do pretty well at that point so you'd get some fails from incorrect button pressing. Then I found out that there were a few balloon stages that also require a second player so there's still a little bit more I need to do with a second person to finish this game.

1-2-Switch was a big ol' miss for most people who I had try stuff in it. There's a couple games in there I still like which showed off what makes HD rumble so different like trying to determine how many "marbles" are in your controller or safe cracking by turning a combination. In the end, it just seems to generate an "That's kind of neat" reaction without any follow-up interest to play those games again.

Last year, I did start playing It Takes Two with a cousin of mine. We got to the third world but we haven't gone back to that game since late summer. It's a mixed bag. I do like things about it but sometimes fighting enemies and bosses can be a bit rough as they usually require a two step process to make the players work together. Also, some of the levels can be very long and can feel exhausted after finally getting through a couple. I'd still like to complete this someday but it's also a game I easily forget about so it hasn't been the most compelling. Not sure if I'd recommend it or not at this point.

Going through my list of games, there's a few others I've been interested to try but just haven't gotten around to. I'd forgotten about Keep Talking and Nobody Explodes. I'd bought it because it was on sale really cheap and thought it might be interesting to bring out a family gathering some time but have yet to ever do so. Curious how it might do. Unravel Two I got with the idea that I might be able to play through that after doing something like It Takes Two yet ITT seems like it may go unfinished. The Stretchers I bought since it was made by Nintendo and am curious what it would be like but have also forgotten I have it to suggest to play. It's made me hesitant to buy something like Blanc because even though the art and idea of the game has looked appealing, without someone committed to playing it with me and being unable to finish these other multiplayer games, why buy something else that will go unplayed?

Even stuff like Smash Bros or Mario Golf doesn't really come up when thinking of games to play with other people because it kind of goes back to the Mario Kart skill issue. If people haven't played those games before then it's hard to have fun which is why Mario Party is what ends up getting selected over them since it's more forgiving to infrequent gamers.
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Nintendo Gaming / Re: What will Nintendo release in 2025?
« Last post by Order.RSS on March 10, 2025, 07:30:11 PM »
Does the upcoming Pokemon Direct count as the first direct and thus the deadline or is it still an official Direct that we are waiting for?

Since we only have 4 submissions so far I guess we'll accept predictions throughout March, unless some bigger set of announcements suddenly drops. Obviously anything announced until now is off the table.

I suppose it puts late submissions at an advantage, since now it seems less likely for something like Pokémon Back In Black or whatever to get announced. If people feel strongly about it, I guess we could limit March predictions to 8 or 9 max.
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Podcast Discussion / Re: Episode 917: Our Best CEO Doesn't Exist
« Last post by Lemonade on March 09, 2025, 10:57:04 PM »
Hekki Allmo
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