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Messages - NWR_insanolord

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1
TalkBack / Re: Nintendo’s second bite at the Wii U apple.
« on: May 14, 2025, 12:47:02 AM »
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.

2
TalkBack / Re: Rusty Rabbit (Switch) Review
« on: April 26, 2025, 12:02:27 AM »
Huh! Sounds like solid, satisfying gameplay. I haven't played an action game like this for awhile (metroidvanias aren't usually my thing), so you've definitely got me thinking. It doesn't hurt that it sounds like there's ample opportunity to overlevel yourself and actively work to make the game easier that way... I appreciate an easy mode ^_^'

Yes, if you make sure to get all the boxes you can and especially if you grind with the random dungeons you can get pretty powerful leveling up which should make the main campaign easier, and I would say it's not that difficult in the first place.

3
TalkBack / Rusty Rabbit (Switch) Review
« on: April 22, 2025, 01:55:07 PM »

A fun ride full of collecting junk.

http://www.nintendoworldreport.com/review/70857/rusty-rabbit-switch-review

Side-scroller Rusty Rabbit surprised me. I hadn’t heard of this game before reviewing it, nor was I familiar with the work of the anime writer Gen Urobuchi who wrote the story, but it made a strong first impression that carried through all the way to the end. The story kept me interested, but the exploration and action of the gameplay was just as important to keeping me going, and together they added up to one of the better games I’ve played in a while.

Set in a post-apocalyptic future where humans are gone and rabbits have become sentient, the world of Rusty Rabbit is very well-developed. You play as Stamp, a grizzled old rabbit who explores the ruins of Smokestack Mountain, collecting junk to sell or build things with, and along the way you meet an entertaining cast of characters who help you piece together the intricate lore of the history of the “giants,” a.k.a. humans, and how the world became what it is now. The story can be almost overwhelming at times with how much of it there is, and while some cutscenes are fully voice-acted, other sections are just large blocks of text, which can be cumbersome to get through. Despite that, the game never wore out its welcome for me, and kept me interested in unraveling its mysteries right up through the conclusion.

The gameplay of Rusty Rabbit involves Stamp in his mech, exploring the depths of the mountain, breaking through blocks and fighting off mechanical rust beasts that infest those areas. This is very reminiscent of the SteamWorld Dig series, where digging further down allows you to upgrade your mech with new capabilities and weapons that in turn allow you to go even deeper. The junk you collect can be sold, but is also necessary to craft the new weapons you acquire blueprints for along the way, and the XP you get from digging gets you skill points to be spent on a very deep skill tree. Together, there’s a real sense of progression and empowerment that changes the way you play.

Like a good Metroid-style game, Rusty Rabbit’s big world allows for a lot of exploration, but there’s a specific path it’s guiding you down. Going off the beaten path will get you more junk and experience, and frequent fast-travel points make it relatively painless to go back to areas when new abilities allow you to explore further. The map does a good job of telling you where things are and what obstacles are in your way.Stamp has four main weapon types that each have their advantages and weaknesses. The drill and hammer are mostly used for environmental puzzles and traversal, while the gun and sword are more focused on combat. When you find blueprints for new and better versions of each of these it feels like a big deal, and each of them can also be upgraded with plasma cores you find throughout the world.

Combat in Rusty Rabbit largely feels very good, with different enemy types requiring different strategies, which helps keep things fresh. There are also some interesting bosses with unique patterns, but sometimes they can feel too easy, where if you’re leveled up properly and come in with some healing items, you can more or less just stand there and hack at them and they’ll die before you do. Along the way you unlock the ability to fight more powerful versions of them, which can be interesting, as well as randomly generated levels that are handy if you want to level up or collect certain kinds of items.

With a big world to explore and a compelling story full of twists and turns, Rusty Rabbit offers a pretty meaty campaign that stays interesting all the way through. The gameplay loop and upgrades are very satisfying and keep things fresh along the way. Whether you’re familiar with the artist’s work or you’re brand new to it like me, I fully recommend Rusty Rabbit.


4
I don't own a single physical Switch game, but every once in a while I decide to resubscribe to GameFly for a little while to try things out, so having physical versions that would theoretically still work with a service like that, even if they require downloads, is a plus.

5
Nintendo Gaming / Re: Nintendo Switch Forum Favorites
« on: April 06, 2025, 05:35:34 PM »
It was my suggestion, so obviously I have something to say. Platformers are probably my favorite kind of game, and Switch has one of the best libraries of them, especially considering the classics available through various means.

As far as original titles go, you've got two really good 3D Mario games between Super Mario Odyssey and Bowser's Fury. They do different things, and I prefer the more traditional platforming of Bowser's Fury, but they're both excellent. Keeping with Mario, Super Mario Bros. Wonder brought a lot of new ideas to the 2D side of things.

There are also a lot of good examples in the indie space, but none stand taller for me than Celeste. Featuring a tough but fair difficulty and plenty of variety in mechanics, it's not only one of the best platformers on Switch, it's become one of my favorite games ever, and one I've already replayed at least half a dozen times.

6
I would be very interested to see if Nintendo suddenly remembers they own Eternal Darkness when it comes to adding GameCube games to that service, not to mention several other obscure GameCube 3rd party gems like Lost Kingdoms 1 & 2.

Based on some of the stuff they've put on the N64 service, I'd say weird, obscure **** is probably also on the table here.

7
Nintendo Gaming / Re: Nintendo Switch Forum Favorites
« on: March 29, 2025, 10:54:22 PM »
Also, if anyone has a suggestion for a genre to look at, please let me know.

I think platformers would be a good one. It's a genre that's very well-represented on Switch, from Nintendo as well as third parties and especially indies.

8
Nintendo Gaming / Re: Nintendo Switch Forum Favorites
« on: March 25, 2025, 08:30:54 PM »
I didn't care for Hollow Knight. It got such great reviews and people raved about it but I bounced off it. The lack of a proper map really hurt it for me and I just couldn't get into it.

9
Nintendo Gaming / Re: Nintendo Switch Forum Favorites
« 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.

10
Nintendo Gaming / Re: Nintendo Switch Forum Favorites
« on: March 09, 2025, 01:13:10 AM »
Metroid Dread is my favorite Metroid game and Metroidvania ever, so I have to start with that. Just an incredible game, and I really wish I could go back to the previous games in the series and play them with the movement and controls of Dread. Just feels so smooth and great to play, with some interesting new tweaks along the way.

I already mentioned Prince of Persia: The Lost Crown in the Ubisoft section,but I'll plug it here again. Very difficult, but took a lot of cues from Metroid Dread and it plays very well because of it. I also like both Axiom Verge games, while the first one has been around a while and even came out on Wii U, the Switch was the first time I played it, and it's one of relatively few games in this genre that cribs more from the "Metroid" than the "Vania." I'll also throw in a mention of Bloodstained, which is good but the Switch port probably isn't the best way ton play it.

11
Nintendo Gaming / Re: Nintendo Switch Forum Favorites
« on: February 22, 2025, 03:32:53 PM »
I didn't play a ton of Ubisoft games on Switch, but I absolutely loved the Mario + Rabbids games. It seemed like a crazy combo when the first one was announced, but it turned out great, and the sequel was just as great if not better. I also liked Starlink, and I wish it had been more successful and maybe that team could have made a Star Fox game for Nintendo.

In addition to those, a great one that it seems like a lot of people missed was Prince of Persia: The Lost Crown. The team that made that clearly played a lot of Metroid Dread, and made a very challenging but very good game in a similar style.

12
Nintendo Gaming / Re: Nintendo Switch Forum Favorites
« on: February 15, 2025, 07:56:05 PM »
I'm not a big RPG guy so I haven't played a ton of them, but I will say from a game design perspective Pokémon Scarlet and Violet are easily my favorite games in that series, only held back by their technical issues. Also I've recently been playing through Mario & Luigi: Brothership, which didn't seem to review particularly well but I'm enjoying it quite a bit.

13
General-3 / Re: God, the default theme is so ugly.
« on: February 08, 2025, 11:13:34 PM »
Huh. Well, okay.  Now,,how do we get core back? 🤣

I sent an email to our webmaster suggesting we just remove it entirely for now to see if that fixes it for everyone, but also prodding him to update the forum software.

14
General-3 / Re: God, the default theme is so ugly.
« on: February 08, 2025, 09:08:11 AM »
Welcome back, at least!  How did you get fixed finally?

It turned out when I was trying to switch my theme it was somehow stuck on your profile because the link I was using was from you. I had to manually change the URL to include my account ID number and it finally went through right.

15
General-3 / God, the default theme is so ugly.
« on: February 08, 2025, 02:19:08 AM »
It's nice to finally have real forum access back, but at what cost?

16
Nintendo Gaming / Re: 3D Yoshi's Island
« on: December 15, 2024, 01:12:06 AM »
Using the pointer to aim Yoshi's tongue in Galaxy 2 was so perfect, I would have loved to see them expand on that back then. I'm not sure if you could make it work that well with current controls, I think that's a big part of why Galaxy 2 wasn't in Mario 3D All-Stars.

17
Nintendo Gaming / Re: Nintendo Music
« on: November 26, 2024, 05:41:21 PM »
Quote
Can you use the forums normally now, Insanolord?

No, I'm still stuck on the mobile version because I couldn't get the trick to switch themes to work right.

18
Nintendo Gaming / Re: Nintendo Music
« on: November 26, 2024, 06:42:10 AM »
It’s not directly from the games, but I’d love to see them put the music from the Zelda symphony concerts on there.

19
TalkBack / Grapple Dogs: Cosmic Canines (Switch) Review
« on: September 19, 2024, 11:55:00 PM »

A creative platformer that improves on its predecessor in many ways.

http://www.nintendoworldreport.com/review/68576/grapple-dogs-cosmic-canines-switch-review

Two years ago I reviewed the original Grapple Dog for Nintendo World Report. I thought it was a good, if unspectacular game, but I enjoyed it, so when the opportunity arose to review the sequel, I happily took it. I’m thrilled to report that Grapple Dogs: Cosmic Canines exceeded my expectations and improved on that first game in many ways.

Grapple Dogs: Cosmic Canines is a 2D platformer, a genre well represented on Switch, but it brings a lot of interesting ideas to the table and keeps throwing them at you to keep things feeling fresh. The biggest addition for the sequel is a second playable character, hence the name. Pablo, the star of the original, returns, and is now joined by the grumpier Luna. It’s not just a cosmetic difference: each character has unique abilities in addition to the grappling mechanic that is core to the gameplay. Pablo is built for fighting enemies up close, while Luna has a gun and a dash that makes her more suited for long range. Each character has their own levels, so they can be built around how best to use those abilities.

One of the biggest strengths of Grapple Dogs is its variety. In addition to the core differences between the characters, they each have special powers that show up in certain levels, often based on the theme of the world. I particularly enjoyed the electricity power in the first world that lets you glide across electrical panels, and the power in the fire world that lets you fly around jetpack-style. These create interesting new level designs, as well as adding variety to the adventure. The different themes are also complemented by some striking visual differences between levels and worlds, in addition to tweaks like levels where platforms come in and out of existence based on a rhythm.

Each level includes three gems to collect, analogous to the star coins in Mario games, as well as a hidden treasure chest. Collecting a certain amount of these is required for progression, which can be a little annoying in spots, but once you get to know the game you can start to get a good feel for where to look for them, which is satisfying. The levels are mostly linear, though sometimes you end up in an enclosed area where you have to grab a certain number of collectibles to unlock a door in order to progress. I generally found these sections to be the weakest part of Cosmic Canines because of how much they slowed things down, though they’re generally not that difficult. What can be very difficult are the bosses at the end of each world, which feature interesting designs but focus too much on combat, rather than the platforming that is the core of the experience.

Grapple Dogs: Cosmic Canines feels like a case of a developer learning from what worked and didn’t work from their first effort and improving on it effectively. The result is a fun platforming adventure that I can recommend to both fans of the original and newcomers alike.


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I'm pretty sure I bought this on Vita and never played it.

21
I'm not saying it's useless or nobody will want it, but it's completely optional. A lot of people have gone digital only.

22
The $80 add-on is most definitely not necessary.

23
NWR Feedback / Re: Connection Problems
« on: August 29, 2024, 01:34:35 AM »
The site as a whole is having issues that are being worked on according to John Rairidin on the discord.

This is correct. There are multiple technical issues occurring right now, and only so much time to go around on a volunteer site, and as you can probably tell from the software version we're using, the forums aren't the highest behind the scenes priority around here.

Quote
He didn't say much else so I can only assume it is Khush's fault.

Always a good assumption.

24
Nintendo Gaming / Re: Switch is so popular people don't even post
« on: July 06, 2024, 01:33:36 AM »
Yeah, we'd never be able to keep bringing up that thread where the guy swore up and down Switch was going to be a failure and repeatedly mocking it if it were on Discord.

25
Nintendo Gaming / Re: Will Nintendo Finally Drop the Switch Price?
« on: July 04, 2024, 04:01:26 PM »
Is it historical still when you look at the last 14 years?

3DS was released in March 2011
Wii U in November 2012
NEW 3DS XL in February 2015
Switch in March 2017

Only Wii U was November. Perhaps NEW 3DS is a bit more derivative but I consider it a "NEW" hardware launch. ;) System variants have been all over the place but within July - October indicating that Nintendo does want to take advantage of holiday sales momentum with these different models:

3DS XL - August 2012
2DS - October 2013
NEW 3DS - September 2015
NEW 2DS XL - July 2017
Switch Lite - September 2019
Switch OLED - October 2021

With how well Switch sold from its March 3rd release date, I've always felt like Nintendo would try for that time of the calendar again in a "if it ain't broke, don't fix it" superstitious sort of attitude. I think it also would help with holiday sales momentum to release earlier in the year so that you get the initial sales rush from early adopters and then can get a second spike during the holiday sales and restock up for that time as well.

I think your last point is a big part of it. Supply can be an issue with new consoles, and with a March launch you can get the die hards to buy in early, then build up a bit of a software base and more stock for a kind of "second launch" in the holiday season.

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