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Messages - Kairon

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1
TalkBack / Re: Street Fighter (Movie) Review
« on: October 19, 2026, 06:20:20 PM »
I thought the movie was good. But I liked it less than the Mortal Kombat 2 movie earlier this year.

It's an interesting comparison to make. I also enjoyed the recent Mortal Kombat movies, but when I sit down and think about it Street Fighter wins out in my estimation. The Mortal Kombat movie was also fun and willing to be what it was, but I think it's characters were broadly drawn, and there was surprisingly significant space in the Street Fighter movie for real grounded character motivation storytelling.

Both movies are silly but Mortal Kombat II let's that silliness reach escape velocity (like with Baraka becoming a Johnny Cage fan) which is honestly fun, but Street Fighter balances and eventually reorients things into its characters motivations.

Mortal Kombat is also a franchise that necessitates the melodrama of killing characters and lots of good guys off to manipulate audience emotions, but I think the Street Fighter movie did well to dispense with being fixated on a "tournament" and not fridging characters to drive the story.

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TalkBack / Street Fighter (Movie) Review
« on: October 19, 2026, 07:46:00 AM »

"I never saw a wild thing sorry for itself" -D.H. Lawrence

http://www.nintendoworldreport.com/feature/77803/street-fighter-movie-review

I can't claim to be a huge fan of the Street Fighter franchise; I honestly haven’t played it since 1992. But the fact that the latest live action movie felt familiar speaks not only to the brand's endurance and appeal, but the film’s challenging balance between being a videogame recreation versus being a popcorn movie in its own right.

Honestly, much of one’s experience with Street Fighter (film) will be shaped by how much grace is afforded its early acts as it rapidly builds its world while paying generous homage to the source material. You don’t need to have played the videogames to get it, but you DO need to walk in open to the idea of a martial arts power fantasy with its own form of magical realism. Fire balls, spirit worlds, demons, "psycho power", and the occult-fascist organization Shadoloo are all gaudy dressing for the film’s setting and story.

Street Fighter escapes these flights of fancy, and the danger of being a rote retelling of its own lore, by focusing on its dynamic collection of characters, especially the arc of Ryu and Ken’s brotherhood. The movie is not a story of who can beat who (the film sidelines its "tournament" setup as soon as the best action starts happening outside the ring), but whether you can run from, or deserve rescue from, fate. Noah Centineo as Ken carries the central thread of the narrative, and while Andrew Koji’s Ryu is technically the champion, Centineo does an unflinching job convincing us that his Ken can make the journey from dissolution to self-actualization in order to save his friend/training partner/adoptive brother.

The rest of the Street Fighter gallery of characters add their own energies to the party without hogging the spotlight. Callina Liang’s Chun-Li, almost as much a protagonist as Ken and Ryu, enters a third of the way in and is absolutely glorious when her quest for vengeance is finally transmuted into unrelenting rage and violence. Cody Rhodes as a surprisingly humorous Guile and Vidyut Jammwal’s happy, charming Dhalsim make an impact with their smaller screen time.

David Dastmalchian renders primary villain M. Bison as a megalomaniac and creep, and he receives help from a villain side that is as much an ensemble cast as the heroes, with the Street Fighter characters Balrog, Vega, and Juli all playing henchman duty. Blanka, Jason Momoa emoting as a big green CG "monster", is not technically a villain but IS an obstacle that must be overcome.

M. Bison also has a villainous and psychotic lieutenant in the character of Cammy (Mel Jarnson), but her antagonistic attitude towards Chun-Li never pays off with any actual fight time between the two. This is perhaps the largest disappointment for fans of the characters. Maybe there just wasn't any space left in the script or the healthy 120 minute run time.

It’s worth noting that there are a handful of times when Street Fighter does veer into more childish and puerile humor (objectifying Chun-Li, or Ken’s manager Dan protesting that his friendship with Ken isn’t anything more). That this almost always comes through side characters who are either blatantly unlikable or are wrestling with insecurity next to a cast of martial arts super heroes adds some context, but viewers may choose to be less generous.

Visually the movie is as playful as the medium it came from. The first thing you see is not live action, but an animated prologue of the first "World Warrior" tournament where Ryu earned his stripes (and gave Sagat his, IYKYK). The film returns to 2D animation for several flashback scenes, and it’s almost as if there is a whole new Street Fighter Animated that could have been. However, in a couple live action fight scenes this energy temporarily manifests as frenetic cameras and fast editing, a visual overload that obscures the blow-by-blow details whenever it’s applied.

Similarly playful is the soundtrack, which is colored by the fact that the movie is canonically set in 1993. Thankfully, when obvious pop hits of the era show up, it’s always there to accent the onscreen action, not overpower it.

At the end of the day, Street Fighter is not really about winning a martial arts tournament; it’s about facing destiny and chasing justice through the toolset of really cool punching and kicking. That’s silly, but it’s also fun. Think of it like a really wild roller coaster: You don’t have to buy a ticket, but if you do, at least be honest about what you’ve signed up for.

7.5/10


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TalkBack / Re: Nintendo Announces Post-Price Increase Switch 2 Bundles
« on: August 27, 2026, 02:01:03 PM »
Yeah, I wonder why they went away from the pick-a-game bundle here. Maybe they've got data that Donkey Kong and Pokopia, while successful, are flattening out in driving new demand? Maybe the deal for Pokopia, since The Pokemon Company is technically involved as an outside party, has a time limit on it being used as a bundle?

Either way, recommitting to the Mario Kart bundle is interesting given at launch they initially hinted it was a temporary offering. And technically the Nintendo Switch Sports Resort is another option and an especially interesting psychological offering at just $30 more.

What will ALSO be interesting is if Nintendo chooses to make any value moves for holiday shopping season/Black Friday after technically "losing" last November's US sales headline contest by doing nothing that month while Sony did some heavy PS5 discounting.

Then again, they lost Black Friday but are still the fastest selling console of all time worldwide so far... maybe they're fine not making additional discount-based incentives come this Black Friday?

4
It's interesting that the game is often compared to Zelda. I can see why, but I feel like it should be compared to games like Secret of Mana just as much. For example, the puzzle elements feel lighter than Zelda, and instead of an "overworld setting ala Hyrule in LttP, the world I played, at least in the Prologue demo, feels more like mazes and corridors that lead to the points of interest. The focus on improving a stable of weapons, their arrangement in a ring, and the "charge" attacks are also very SNES Secret of Mana Vibes.

Actually, in a way it also feels a lot like Diablo in the sometimes sprawling adventuring going on through labyrinthine layouts worlds/caves/temples/dungeons.

It's interesting to see where the Prologue demo I played stops and what that means for features I read about in reviews but haven't experienced yet. I DO get the sense that the game has a somewhat low ceiling of complexity, it's fine to have a small subset of systems that expand in a system ala BotW, but from what I've played I don't think Elliot's range of abilities doesn't lead to emergent gameplay.

All that said really looking forward to getting the whole game asap, the demo was really fun.

5
Chocie?

Chocie! (Thanks, I fixed it  ;D)

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TalkBack / Re: Thoughts on the Star Fox (Switch 2) Reveal
« on: May 07, 2026, 01:55:30 PM »
With how Star Fox games have been selling for the past almost 30 years, honestly, I'm not only thankful the franchise is still alive but also surprised Nintendo is willing to invest money in it like we see on the screen. I guess that sadly that money just doesn't extend to any new game design at all... It's all going into the graphical presentation.

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It has bots in multiplayer mode! If it can be all players on one team and all bots in the other I can't wait for some good old fashioned comp-stomps! Whooo!!

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Hmmm, it's falling faster week over week than the first movie. But a drop in the 40s isn't too horrible, its just the first movie's hold in the 30s was insane! Not sure if this movie makes a billion worldwide, but it still can if it has some staying power and a good tail. It DOES have more competition from other good movies in the space though, and it just isn't as novel/landmark as the first movie.

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It's not about snobbery, it's about true Nintendo magic and the power of videogames as an art form.

http://www.nintendoworldreport.com/editorial/75136/fun-is-celebrated-in-nintendo-games-why-not-nintendo-movies

In 2007, Nintendo World Report rated Super Mario Galaxy for the Wii a perfect 10/10. In 2010, NWR rated its sequel Super Mario Galaxy 2 a 9.5/10. (And then repeated that in 2015).

On Friday April 4, 2026, I walked out of a Cinemark movie theater into the early morning sun and had a broad smile on my face. The Super Mario Galaxy Movie had been a visual treat, a fast-paced thrill ride, and a celebration of not just Nintendo characters, but also settings, music, themes, and mechanics. I got the sense that the movie was uninhibited, embracing what it was and what it wasn't, and more free and honest because of it.

The Super Mario Galaxy Movie was a metric ton of fun.

"I'd rate it an 8" I thought to myself, "maybe a high 7.5".

Wait a second, what line was I unconsciously drawing? What silent judgement was I making on movies, videogames, children, animation, Nintendo, and most of all, a "fun" movie?

Why was I (only slightly) in the same category of all those professional critics online who hated the previous Mario movie (which I love) and now hated this one even more, and who said that a movie so undeniably fun was vapid and not good enough?

And since I'm so entrenched in Nintendo fandom, and agree with a 10/10 rating for Super Mario Galaxy the game, why did I not feel like a higher rating for Super Mario Galaxy the movie?

After a week of soul searching, I have a theory: this is a testament not to the snobbery around "fun", it's about the power of videogames. More precisely, this is an example of why videogames are their own category of artistic expression that might be labelled - academically and awkwardly - as interactive entertainment.

INTERACTIVE entertainment.

That controller between you and the game isn't just a hunk of plastic and chips. It's actually the conduit that's missing from film, music, and television. It's a livewire connection to an entirely new world, and a challenge to respond constantly, act intentionally, and think deeply. It's you animating an otherwise inert collection of 1s and 0s by sparking it with your innate agency.

This is why fun in videogames is different from fun in movies. In movies this sensation is delivered to you, crafted, shaped, and even dictated by others. You merely receive it.

In videogames, the fun comes from you. The conditions to have fun may exist, but you breath it into being with your actions. You are the final ingredient, and the fun you're having is a just reward for your (sometimes repeated) efforts.

This gets to the magic of Mario, and honestly a lot of Nintendo in general. Yes, it's fun. But that fun comes because you're the one jumping, exploring, and flying. You're hiding in ink, you're commanding sentient carrots, you're building towns and houses. You're making friends, you're setting priorities, and you're the one who pushes buttons on the controller, or can decide to turn the whole thing off.

In contrast to what happens in so many Nintendo games, in movies you're watching, and receiving. You can judge it afterwards, but nothing that you do changes the essence of the presentation. Your opinions are after the fact, mere evaluations instead of direct action.

And The Super Mario Galaxy Movie is a movie. It's a fun movie. But now we see why the nature of this "fun" is different. Its shallower, lighter, and not an expression of your own self.

I don't mean to say that movies, the medium of film, is inferior. Movies may not be interactive but there's ample evidence that they can be shocking, transformative, and challenging. Yes, some games have the ambition of making you cry, but for movies that's not novel, it's routine. Movies are expected to capture their audience so completely, lull us into receptivity so seductively, that not only can they make us cry, they can regularly make us rage, yearn, desire, cheer, and more. Movies have a history of finding ways to challenge us to core out our very sense of self-image... and what's more, despite being passive, they can make it feel good, or if not good at least cathartic.

All I'm saying is that movies don't have the same kind of "fun" as videogames. Without the primacy of the player's actions, "fun" in a movie is not created live as a reward or as an outcome. It's merely pre-applied icing, the sweet temporary flavor to distract you from the real substance of the meal. In videogames, it IS the meal, their reason for being.

The Super Mario Galaxy Movie was fun. But that was Mario up on the screen jumping and leaping. That was Toad reacting to Yoshi, Princess Peach setting out on an adventure, and Fox McCloud being... a really cool guy. And without a story that challenged me on some level, I was ultimately just along for the ride.

The Super Mario Galaxy games were fun because that was ME mastering planet after planet, world after world, galaxy after galaxy. I didn't need some grand story. I was creating my own story in every single moment.

It's okay for "just fun" movies to exist. But movies have to bring more to the table if they want to compete with 10/10 Nintendo games. They need to bring more to the table because they have to make up for missing one of the most underappreciated and uncelebrated story elements that's central to every great Nintendo masterpiece: you, the player.


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This sucks for retailers, but honestly I think rising costs for manufacturing physical media was dragging prices for digital releases higher than they needed to be. Finally making the choice to break parity will give Nintendo more room to offer digital games at lower prices, in this case a return to last gen's $60 pricepoint, if they feel they need to react to consumers shying away from higher game prices.

Oh, and I did just finally understand why I saw someone calling this the Switch 2 version of the Voucher system. Two Switch 1 games would cost $120, but vouchers let you get them digitally for $100, $10 off per game as long as you committed to the bundle and bought it digitally. Now, two Switch 2 games would normally cost $70, but with the Digital drop you can get two games for $120, the same discount of $10 each per game. EXCEPT now you don't have to buy it a year in advance, and you can get the discount for just one game, not have to commit to buying two.

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TalkBack / Re: Super Bomberman Collection (Switch) Review
« on: March 06, 2026, 10:55:11 PM »
Bomberman got a LOT of play on the Wii back in my college dorm room with friends coming over (I think technically it was Bomberman '93 for the TurboGrafx-16), so it's great to see that the franchise and its gameplay is alive and well even these many years later.

Bomberman as a franchise may not be in the top tier of name recognition, but they really have something special with the core gameplay idea behind it and I hope they continue to carry this multiplayer legacy forward.

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The fact that 1.8 million or so people bought Mario Kart World OUTSIDE the bundle for FULL MSRP is sort of crazy.

The fact that Nintendo is willing to take a swing and aim for 19 million pieces of Switch 2 hardware sold in its first fiscal year is CRAZY.

Also, I'm really happy if this news really disrupts all the videos that Youtube has been shoving in my face about Nintendoom negativity. I really don't want during this gen to have to navigate all the content creators trying to hawk for clout and views by spinning anti-Nintendo rhetoric just to elicit a response out of a social media algorithm. It really reminds me (in a bad way) of earlier console gens when the entire "gamer" discourse (print magazines, early internet... later internet...) seemed to decide that Nintendo was an okay target for group scorn because they were so different from what gaming culture said was the norm.

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TalkBack / Re: Kunitsu-Gami: Path of the Goddess (Switch 2) Review
« on: June 18, 2025, 07:15:30 PM »
Dang I wish this came out on cartridge.

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Avengers 6: Secret Wars was scheduled for May 7, 2027.  Last month, it was delayed to December 2027.

Zelda is swooping in & taking that date.

Oh dang! So this is a power move?

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Nintendo Gaming / Re: Nintendo Switch 2
« on: June 11, 2025, 08:47:15 PM »
the magnets are way better than that sliding rail nonsense on Switch 1

The magnets I think are documented to have been what they wanted for the Switch 1, but that they didn't get fully working in time for release.

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The claims for screen protectors can be so hyperbolic that the real world pictures are a great help in figuring out just how the properties of a screen protector really help or hinder. Who woulda thought I'd be more desperate for screen protector reviews than game reviews 😄 Thanks a million!

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TalkBack / Re: Switch 2 Pro Controller First Impressions
« on: June 09, 2025, 12:04:06 PM »
Yes, an octogonal gate! Now I know what it's called and what I miss so much from the early Nintendo analogbstick implementations!

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Does Capcom's mix-up of sword-dance action and tower/village defense strategy deserve the Okami vibes its putting out? Switch 2 owners will have a chance to answer the questions for themselves come the June 5 launch.

http://www.nintendoworldreport.com/feature/71305/worth-considering-on-switch-2-kunitsu-gami-path-of-the-goddess

The Nintendo Switch 2’s launch may be defined by a brand new Mario Kart, but a lot of ports and re-releases of games that have been available on other platforms will make their way to the Nintendo Switch 2 in the coming months. In this series, we’ll tell you why it is worth considering to pick up some games you may not have had a chance to play yet if you’ve only played games on the Nintendo Switch. Today we dive into Kunitsu-Gami: Path of the Goddess

What is Kunitsu-Gami: Path of the Goddess?

Stare into the nexus of strategy and action gaming and you will find Kunitsu-Gami: Path of the Goddess. Capcom released this unique title in 2024, creating a fresh mix of strategy/tower-defense ideas and action swordplay. The game also draws comparisons to the 2006 Capcom classic “Okami” due to its strong Japanese mythology themes and accompanying visual style.

What does Kunitsu-Gami: Path of the Goddess play like?

Kunitsu-Game takes place on the mythical Mt. Kafuku, once a pristine harmony of villages and nature, now covered in otherworldly portals that engulf the land in a seeping defilement along with monsters known as the Seethe. The way the Seethe are realized is neat, like a mix of heavy Japanese folklore and the monsters from the Upside Down in the Netflix show Stranger Things.

Your task as the warrior Soh is to defend the holy maiden Yoshiro as she travels through the mountain villages purging corruption and ultimately sealing each area’s portal. Your main character’s “dance-like sword action” is only the beginning: the strategy comes from managing the game’s day night cycle, using daytime to clear corruption from the area and rescue villagers, then repairing defenses and assigning roles and positions to the freed townspeople so that you can withstand surging waves of monsters at night.

If you can defend Yoshiro long enough for her to travel through each area, she can perform a final ritual dance at the end to seal the portal from which all the area’s demons and monsters are emerging.

What makes Kunitsu-Gami: Path of the Goddess different on Nintendo Switch 2?

Kunitsu-Gami will have mouse controls when it comes to the Switch 2 at the system’s launch, which could be a boon when you have to use the UI to assign your villagers different combat roles and direct them to specific defensive positions.

The game will also receive a new “Otherworldly Venture” game mode on the Switch 2 and other platforms where, once you’ve completed the main story of the game, you can venture through the portals into the alien “otherworld” with a simplified day-and-night cycle and a goal of surviving as long as you can on the enemy’s own home turf.

Is there anything else I need to know?

Kunitsu-Gami received appreciation and high scores from critics and players upon its release last year, but if you haven’t heard of this game it’s not your fault. Capcom themselves admitted to investors that insufficient marketing may have resulted in a lack of buzz for the title. It’s not hard to see why, with the buzz-heavy Switch 2, Capcom is hoping to find a fresh audience of players who are hungry for the unique gameplay and stylings of this new IP.

In short: How would you describe this game to Nintendo-fans?

Not many titles seek to mix influences and genre in the way Kunitsu-Gami does. The “Hyrule Warriors” series might invoke a general sense of strategy beyond the hack-and-slash, but here Capcom has a tighter focus on individual villages and townspeople, managing each freed villager’s fighting role and position as well as repairing the town itself to withstand attack. “Okami” is a go-to comparison given the shared developer, influences, and art style, but that is much more wholly an action game unlike Kunitsu-Gami’s mix. If Nintendo fans are open to deeper cuts, they may remember 5th Cell and their Nintendo DS action-tower-defense “Lock’s Quest”, or Vanpool and Nintendo’s “Dillon’s Rolling Western” series, but both titles were far more focused on literal towers and walls as their strategy elements, instead of Kunitsu-Gami’s more tactical warrior and village defense elements.

Kunitsu-Gami may resist the urge to define it so neatly, but surely Capcom is hoping enough players discover its unique blend of mythology, swordplay, and strategy so that it’s remembered for more than being a “cult classic” like its spiritual predecessor Okami.


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TalkBack / Re: Rune Factory Guardians of Azuma (Switch) Review
« on: June 02, 2025, 03:18:18 PM »
Oh wow this sounds extremely approachable! I tried playing a Rune Factory game eons ago and in my experience it felt so dense that I just couldn't get into it at the time, so this sounds like a breath of fresh air and might be my time to finally get into the series!

Hmmmm, might be a great game if I have a lull anytime in my Switch 2 gaming ^_^

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Its weird to see the landscape of game console pricing leaving the low-price console market underserved, and know about how consoles can stick around for years longer than you expect, but also see Nintendo expecting only about 4.5 million Switch 1 systems to sell next fiscal year.

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TalkBack / Re: Some Form Of Chrono Trigger Release Coming?
« on: May 06, 2025, 04:11:27 PM »
Huh, a remake in the same vein as FF7 REmake? That'll take a lot of energy, and I'd hate it if they developed themselves into a corner where they end up over-extending themselves and not being able to swing a release on Nintendo systems.

22
I have a launch switch so I was afraid I'd get bricked and didn't let it update. Then they released the 20.0.1 update which allows you to fix getting bricked and although it gave me a scary error when I updated straight to 20.0.1, it's working perfectly fine now  :D

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TalkBack / Re: Rusty Rabbit (Switch) Review
« on: April 25, 2025, 11:50:45 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 ^_^'

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Nintendo Gaming / Re: Nintendo Switch 2
« on: April 25, 2025, 11:48:21 AM »
It's hard to tell from the preorder circus what real sentiment from buyers is, or what real supply is. How much of that chaos was caused by scalpers and bots? How many of those people were on all retailer sites simultaneously because they couldn't trust any single one to come through for them? How many are doing it now for fear of price increases in the future?

The TRUE test for supply and demand will be Holiday 2025, and the doldrums of early mid 2026.

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Took me about 2 hours and honestly there were so many errors and failures along the way, but I was able to secure preorders for a midnight launch at BB and a shipped one for my brother, who was busy and couldn't work on his own preorder. I'm happy I won't have to rely on the MyNintendo lottery.

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