Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Crimm

Pages: [1] 2 3 ... 236
TalkBack / Re: New Color Of Switch Lite Launching May 21
« on: April 13, 2021, 05:46:35 PM »

TalkBack / Re: New Color Of Switch Lite Launching May 21
« on: April 13, 2021, 05:13:54 PM »

TalkBack / Re: New Color Of Switch Lite Launching May 21
« on: April 13, 2021, 11:32:22 AM »

After 49 of them, that means a lot. Thank you


It's probably safe to Google this.

Jon took the week off and James doesn't have any New Business this week. Guillaume finished off Pikmin 3 Deluxe and Capybara's Grindstone for Switch. It looks like a Match-Three, but it isn't. Greg is exploring handhelds-past with NEOGEO POCKET COLOR SELECTION Vol.1. As with any opportunity to talk about obscure garbage (note: this is not a reference to the NGPC), things go sideways here.

After a break, we tackle two email questions. First, we try to figure out how Nintendo could make an Astro's Playroom-style nostalgia game. I know its very unlike Nintendo, but maybe they should consider it. Then we discuss the bygone days of "unique" handheld versions of games. You can ask us how Nintendo could do the thing they're already infamous for by sending us an email.

We're about two weeks out from our RetroActive on Resident Evil: Revelations. Post comments here.

Podcast Discussion / Re: Episode 712: It Sounds Stupid Said Out Loud
« on: March 08, 2021, 10:50:38 PM »
Set realistic goals and keep evolving them.

I didn't plan to go where I ended up, I just wanted to feel better...then I turned it into a game. I had a custom suit made and they asked if I wanted any "room to grow," "No. Tight."

Regret that now, but I still appreciate the confidence.

Podcast Discussion / RetroActive 49: Resident Evil: Revelaitons
« on: March 07, 2021, 07:07:14 PM »
CAPCPOM can't be bothered to spell it correctly, but we're doing our 49th RetroActive for Resident Evil: Revelations.

Comments posted here may be used in the relevant episode. Recording will happen in Late March/Early April.

TalkBack / Re: Fallen Legion Revenants (Switch) Review
« on: March 02, 2021, 10:29:56 PM »
It's been a while...

TalkBack / Fallen Legion Revenants (Switch) Review
« on: March 01, 2021, 08:25:37 PM »

Repeatedly stymied by The Incredible Bulk, and his wagon wheel hands.

What a disappointment.

That’s the overriding feeling I get playing Fallen Legion Revenants. The sequel to 2018’s Fallen Legion: Rise to Glory, it went from a game I was hotly anticipating to a game that frustrated me to no end. If you’re looking to save some time, I’ll summarize: Fallen Legion: Rise to Glory is a fine game that’s beset with performance issues that hamper the experience in profound ways. Fallen Legion Revenants is a poor title that fixed the performance issues. The first game I still recommend. The second? See above.

The world is shrouded in a fog that turns people to monsters. The only safe place is a floating castle that once served as a refuge for the elite, but has now become more of a prison. The architect of this prison, the tyrant Ivor, has amassed both tremendous power and cunning enemies. Foremost among them is Lucien, a nobleman recently appointed to the castle’s ultimately powerless “council,” who now plots to kill Ivor. His ally is Rowena, the ghost of Ivor’s recently-executed lieutenant. Her hatred for her former boss, and fear for her son’s safety, kept her spirit bound to this cursed world. While Lucien plots, recruits allies, and engages in subterfuge to weaken Ivor, Rowena commands the loyalties of the spirits of long-dead heroes to campaign against Ivor’s forces and dispatch the damned on the ground.

Security2D is less exciting a phrase than "HD2D."

Lucien and Rowena each represent one half of the game’s gameplay. As Lucien, you skulk about the castle, complete tasks, search for hidden items, and politic your fellow residents in an effort to get a leg-up on Ivor and his allies. It involves a lot of text prompts mapped to the face buttons and sneaking missions where Lucien hides behind pillars. These actions can cause branching paths in the story, but ultimately they’re not especially engaging. They’re simple compared to games playing with similar ideas, and they often drag, even when they have a timer attached to them.

Rowena is tasked with fighting. Stages are essentially long hallways that are broken up with enemy encounters. Rowena and her party of warrior-ghosts, known as Exemplars, are on a 2D grid. Each of her three Exemplars are mapped to a face button, and her actions are mapped to the fourth. Pressing a button will send that Exemplar out to attack the enemies, who are similarly arranged on their own grid. There are special attacks, various cooldown meters, timed blocking, “perfect” deflections, elemental types, and other similar trappings of an RPG combat system mapped to this apparently-simple format. Many of these stages end with boss encounters, large enemies who possess a number of skills that demand using all of the above features in unison.

Welcome to chaos, population: this image.

There’s an overwhelming sense that something is wrong in many of these boss encounters. Maybe it's a damage setting that’s entirely too high, or a damage sponge of a boss that seems to be largely impervious until you stun them. Perhaps it’s a stun window that lasts for less than two seconds despite taking a while to trigger, or a healing spell that just seems to work worse during this boss. Perhaps its area of effect attacks are too fast, or too powerful, or can be spammed or combined with other spells that completely remove survival from your possible outcomes. The problem? In some cases it’s all of the above.

The first such boss to give me a sense that the game wasn’t playing fair was a purple giant with wagon wheels for hands. The questionable looking sprite was only the smallest of his issues. He only took any meaningful damage during his comically short stun window, but he hit like a wrecking ball. The only hope of even staying alive is to constantly parry him while also avoiding the powerful spells he throws out at ever increasing speeds. I can’t guess how many times I had to fight him before I got past him, but at one point I reached out to The Thirsty Mage’s David Lloyd, who was also mid-review, only to find that he was similarly stuck on the same boss.

This is not some late-game boss; this was Chapter 2. When I finally did clear him, I was given a story option: leave a helpless young girl we had been escorting with her clearly-evil parents or take her with us. The “take” option resulted in a jokey end-game scenario, and my vanquishing of this gnarly foe was completely disregarded when I reloaded my save. I had to rerun the nine and a half minute stage yet again, struggle against him two or three more times, before finally getting through. Except the game crashed, and so another run was lost. I did get through him eventually, but at that point the game had found so many ways to frustrate and annoy me that I really didn’t want to see what was next. I dutifully proceeded, but at that point me and Fallen Legion Revenants were on the outs. A few more boss encounters later and I knew I was done.

It’s not just unnecessarily punitive boss fights that hamper the fun. The storytelling isn’t compelling. Most of it is done via Lucien’s adventure game-style sequences mid-mission, and they just feel like a drag. Some are timed, but even when timing is tight they still feel like they take too long. This would be less pressing if they weren’t removing you from Rowena’s gameplay to do it, but to have them happen concurrently with the combat gameplay feels disjointed, and honestly punitive: if you need to change your Exemplar configuration you’re going to have to replay the same tedious sneaking mission. Due to a somewhat confusing message prompt, I reverted my save and ended up replaying Chapter 1 again, and so I can confirm that the choices you make do have impact, but I can’t exactly tell you how my actions on my second pass saved Evie’s life. I mostly just picked what I didn’t pick last time. Beyond that, the scenario isn’t introduced in a way that makes it particularly interesting, and the characters themselves are boring.

Visually, I don’t find the game to be much to look at. The art is detailed, and drawn by a skilled hand, but it is lacking in color and the character designs aren’t particularly appealing. This is doubly true for many of the bosses, who don’t look grotesque, but rather just weird. Given the game’s fairly limited “hallway” world, it would have been much better for it to look more captivating.

How to take down a dictator, step one.

I wanted to like Fallen Legion Revenants. Rise to Glory is a really good game that was let down by some technical issues. It kept me up late, kept me engaged enough to play it again after the review process, and gave me great hope when Revenants was announced. However, while the addition of Lucien’s adventure game-inspired gameplay breaks up what is, admittedly, a somewhat repetitious combat gameplay, it just isn’t fun. Fallen Legion: Rise to Glory had its share of boss encounters that seemed unbalanced, but I never felt as frustrated as I did with Revenants. I found myself much less interested in the characters or plot of Fallen Legion Revenants, and it’s probably safe to just say I liked everything about this game less than its predecessor. I’m honestly disappointed. If developers YummyYummyTummy announce another Fallen Legion title, I promise they’ll get my attention, but I’m going to have to wait a little longer this time before I let myself get excited.

Bro bro bro

Podcast Discussion / Re: Episode 707: Real Experts in Smurf Dancing
« on: February 07, 2021, 03:44:35 PM »
5. Doom Eternal
4. Hades
3. Xenoblade Chronicles Definitive Edition
2. Ori and the Will of the Wisps
1. Animal Crossing: New Horizons
HM: AVVICI Invenctor

5. Animal Crossing
4. Tokyo Mirage Sessions #FE
3. Panzer Paladin
2. Manifold Garden
1. Paper Mario the Origami King
HM: Mario Galaxy, Mr. Driller Drill Land, Tropical Freeze

5. Paper Mario the Origami King
4. Lonely Mountains Downhill
3. A Short Hike
2. Streets of Rage 4
1. Hades
HM: Wide Ocean big jacket, pikmin 3, part time ufo, pixeljunk eden 2, animal crossing, super mario 35
OTHER: Forza Horizon

5. Paradise Killer
4. Part Time UFO
3. Kuukiyomi 2: Consider It More - New Era
2. Hades
1. Super Mega Baseball 3
HM: Robotics Notes Elite, Yes, Your Grace
OTHER: 13 Sententials

Podcast Discussion / Re: Episode 707: Real Experts in Smurf Dancing
« on: February 01, 2021, 12:33:13 PM »
It was a lot of pig with multiple cheeses and crushed red pepper.

It was phenomenal food to watch The Rumble to.

Gui, you're right a lot of the plan was to change the law to meet us at our crime, but Dr. Mario's Trunk-side Pill Distribution is always going to be less-than-legal. It keeps the profit margin way higher with the "illegal products and services" mark-up.

Podcast Discussion / Re: Episode 706: The Age of Pissery
« on: January 26, 2021, 05:33:06 PM »
Crap you're right. I confused the two. Never mind

Podcast Discussion / Re: Episode 706: The Age of Pissery
« on: January 25, 2021, 06:47:52 PM »
He actually responded on twitter and seemed happy with our answer. I think it came off more aggressive than he intended.

But you're right, it is hard to come up with new content for the show. We record on Thursday, and by Sunday night I'm already starting to worry if I don't have something cooking.

Speaking of which, I don't have anything cooking and I'm deeply worried.

Just listening to the episode now, great so far as always. I know it's too late for James now but some info for the Bravely Default 2 Demo, you can set defult to L in the options menu!

Not sure why it isn't on by deafult but there you go.


Podcast Discussion / Re: Episode 702: More Crane Than Kick, You Might Say
« on: December 16, 2020, 08:59:31 PM »
Hosting this podcast is a nightmare.

TalkBack / Radio Free Nintendo Episode 700 LIVE! Show has concluded
« on: November 20, 2020, 06:04:00 PM »

Join us Saturday, Nov 21 at 1 PM Eastern to celebrate 700 episodes of whatever the hell this is.

JOIN US THIS SATURDAY AT 1 PM EASTERN! Here's the link! The Discord where we will be chatting is here.

Here's how to read this in the timezone of your choice.

Okay, that's the Inverted Pyramid satisfied, so what are you doing?

Radio Free Nintendo is excited to hit our 700th episode, and we decided to share it with all of you. We'll be broadcasting live starting at 1 PM Eastern our recording of Radio Free Nintendo. We'll even take calls as our "Listern Mail" segment, so be sure to be in the Discord channel.

1:00 PM New Business
2:00 PM Jonathan Metts goes to Hades
2:30 PM Call-ins begin!
4:00 PM Sign-off

More things will happen than what's listed, but I'm not great at planning.

Why do this?

700 is special! It has multiple zeros and is the sum of four consecutive prime numbers (167 + 173 + 179 + 181), and thus is special. Michael "TYP" Cole also let me know that 2x2x5x7 = 700, and that feels pretty special. So you'll be joining us.

I will? That seems awfully demanding.I hope you'll join us. It'll be fun. Jon Lindemann might even be there. He has been explicitly reminded.

Oh right, because he forgot that time. So this is the Telethon?

Decidedly not, but that's a function of my stultifying laziness, not because there isn't major need. There isn't really anything I need to tell you about the far-reaching the impacts of this last year have been on the world, but to that end I think it's better I let you decide how to help. Child's Play is a great charity, with a wonderful mission, and I encourage its support. However, this year has exposed needs across a spectrum of causes.

I do still want to reward charitable behavior. So, I'm asking you to make a donation to your charity of choice and then email the receipt to rfn(at) We have prizes, including a Nintendo Game & Watch: Super Mario Bros. graciously donated by Brian, of Beat of the Month podcast.

We'll be giving it, and some other prizes away via drawings after the show concludes. Donation amounts do not affect entry.

However, if we get $500 worth of donation receipts we'll add a Stretch Goal. A Stretch Goal we'll decide on air during the show. And like any good crowd funding program there may even be more goals to unlock!

So this is a scam?

Possibly. You'll just have to join us and found out!


Please don't ask why.

Jon was out this week, mourning his distinct lack of "power."

Greg kicks-off New Business talking about Turok, which he has bought but not yet played. James has bought RAW POWER, in the form of Xbox Series X. It's basically just Xbox One with extra power. You might say, it is the most powerful video game console. He's also playing Yakuza: Like a Dragon on it. He's not really feeling the RPG-style combat. Guillaume is playing two games he doesn't especially recommend: spooky game Observer and anime game Forgotten Anne.

After the break we planned to dig deep into the inbox but instead have a long discussion on how the "Digital Divide" is impacting the gaming industry and leaving some consumers behind. As always, the inbox is here.

THIS SATURDAY November 21, join us for the Radio Free Nintendo Episode 700 Live Show! We'll be going live at 1 PM Eastern, and we'll be hanging out in the NWR Discord. We hope to see you there.

Podcast Discussion / Re: Episode 698: Everything's a Conspiracy Now
« on: November 09, 2020, 03:37:51 PM »
I'm vaguely familiar with the concept. But Nintendo is inconsistent about it. And they don't usually convert in English language release.

Podcast Discussion / Episode 698: Everything's a Conspiracy Now
« on: November 08, 2020, 03:08:00 PM »

I saw online that this podcast is produced by Quentin Roosevelt and the Lizard People.

This week we start with a look at Nintendo's flagging Card business. It's a worrying trend, and without significant change this could rapidly get out of control.

We also answer a couple emails: has the time to revive an IP come and gone and what is the best movie from the late Sean Connery. You can send us your question here.

After a break we dig into some New Business.

Guillaume: Bloodstained: Curse of the Moon 2, Moving Out, Part-Time UFO
Jon: The Walking Dead: A New Frontier, Castlevania: Harmony of Despair
Greg: Wallachia: Reign of Dracula

Reminder! We have our episode 700 live show on November 21 at 2:00 PM Eastern. Join us at NWR! Link to come soon.

Podcast Discussion / Re: Episode 696: WAM - Wet Ass Mario 64
« on: October 26, 2020, 12:32:53 PM »
For the record, I have no complaints.

The complaints are about you, not from you

Podcast Discussion / Episode 693: Celebrating Our Steves
« on: October 04, 2020, 09:37:29 PM »

The REAL Steve would give you all the watches you could handle.

Jon is out this week, but Steve is in.

In Smash, that is. As expected, we have much to say about it.

We also talk about Super Mario Bros. 35, Gui talks Elisa, and Greg has thoughts on Super Mario All-Stars and Super Mario 3D All-Stars.

More Mario, you say? Why, yes! We'll be doing our next RetroActive on Super Mario 64 sometime this month. You can start posting your comments here.

Likewise, you can email your comments or questions here.

Podcast Discussion / RetroActive 48: Super Mario 64
« on: October 05, 2020, 01:14:59 AM »
Most of you are probably playing it right now anyway, so our 48th RetroActive will be Super Mario 64.

Comments posted here may be used in the relevant episode. Recording will happen late October.

TalkBack / RPG Maker MV Is a Powerful but Complicated Tool
« on: September 04, 2020, 04:03:13 PM »

You can make your own game, but you better be ready to work.

I’ve been looking at this menu screen for the last hour, and I cannot figure out how to hide the party. I’m sure you can; the third-person omniscient cutscene is a hallmark of RPG storytelling.

It’s got to be here.

Google tells me to set “Transparency” to false as part of an event, but these are instructions for RPG Maker XV, and that’s a different product altogether. Nobody in the English-speaking world has MV, and there certainly isn't much in the way of a useful tutorial available. I tweak a setting, run the demo, and my slack jawed party hangs out in the corner. Eventually an errant press of the shoulder button reveals the dark secret: three more pages of menu options. Finally, my party is hidden.

Now I just need to actually make my characters.

That’s the RPG Maker MV Experience. I’ve already seen that this is a powerful tool, and I’ve dutifully recreated the set of Internet Performance Art Cutlery Corner in alarming and exacting detail.

My kinks are my own and I will not be judged for them.

But for every drip of empowerment is overwhelmed by an entire pitcher of complexity. A laughable tutorial asks you to place some flowers, script the exit to a room, and lower a slider on some enemies before turning over the keys to the Saturn V rocket and gesturing wildly at the night sky. “You know, up there!"

Frustratingly, none of the online sharing was enabled for most of the review window, so I couldn’t see what other members of the press had been able to hew from this tool. My hope was that I could deconstruct some “finished” products to see how certain things are done. I’m a software developer by trade, and I’ve described that job as being extremely proficient at Google and moderately proficient at hiding it. This is how things are done, but with posting offline for most of the review period, this option was unavailable.

It’s entirely too soon to review RPG Maker MV. With about seven or so hours of furiously hunting, I’ve scripted a grand total of three screens. Unable to share, unable to play others’ work, and unable to process this product, I still have a way to go to render judgement. I do have some early thoughts.

Firstly, it takes a tremendous amount of time to do just about anything. I accept there is a learning curve to this process; complex tools get faster with practice. However, just navigating menus, even when I know where things are, is a multi-hand operation. Paging through menus is a task for the left hand while selecting submenus goes to the right.

Text entry using the Switch’s on-screen keyboard is a joke, but thankfully they’re using the bone-standard Switch prompts so an option for a USB keyboard is available. Sadly, RPG Maker MV makes no use of the mouse, something that might have fundamentally changed how I feel about the menus. The touchscreen does work, but that presupposes you’re playing undocked, which also means likely sacrificing the use of a keyboard. Add to that the fact nothing scales for the small screen on Switch and I’m now down to gingerly trying to use my Vienna Sausage fingers to tap a tiny button with surgical precision. It’s hard to escape the feeling that this platform might not be ideal for the tool. I understand the series’ long history on consoles, but the developers might be shocked to learn that it isn’t 1995. Better options are available. There was a 3DS RPG Maker, which I presume is a product built by sadists for the exclusive benefit of masochists.

None of this is impossible. I had a breakthrough after over an hour of just trying to get the floor to release my character from an invisible prison. You can watch the suffering in the below video.

Following my revelation, I was able to steam through creating the first house of the game in about an hour. The scripting was working, I was navigating menus with only one error per action, and I was actually seeing playable results. After this highly productive, highly uplifting hour, I stopped to see what I had made.

It lasted two minutes.

I have grown to appreciate the Character Creator system, which lets you match components to create a good looking cast for your game. I was able to quickly zip through a family and craft the faces I saw in my mind. Assigning a created body and face to characters is easy, but then when you select the character "talking" during dialog it doesn't automatically select that character's portrait, which seems to defeat the entire point.

I've started tweaking the "RPG Lingo" of my game, changing what "skills" are called and erasing magic from the entire ecosystem. This is not a land of fantasy, it is a land of knives.

And lo! The knife skills were arrayed in razored respledence.

That's what's so impressive about RPG Maker MV: everything can be changed. This tool can be used to create any number of unique and interesting games. In patient and creative hands, MV has the potential to be unlike anything else on Switch. Oh sure, you can create worlds in Mario Maker, but this is beyond that. Nothing will come fast, but the creative depths that will be explored with MV outshines any Mario making. The price is time, and hopefully people who get RPG Maker MV are ready to make that exchange.

There’s a very long way to go before I master this tool, and much further still to produce anything approaching a playable game. But once I have something built, something I can be proud to share, I will be able to review RPG Maker MV properly. For now, you can look for future updates in this space as I keep crafting my opus: Nighttime Knife Time.

Podcast Discussion / Re: Episode 681: Eyeglasses in the Shed
« on: September 04, 2020, 07:14:30 PM »
That game is unique and wonderful.

If not more than a little obtuse.

Pages: [1] 2 3 ... 236