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NWR Forums Discord / Re: Safe Words 16 - Next-Gen Edition
« on: October 07, 2020, 11:05:10 PM »
I probably should have leveled up my vitality and stamina a few times instead of just focusing on strength.
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I actually forgot this. I played through the hard mode with only DK.I guess that was super hard mode.
True. Wasn't marketing like the entire reason Roy was in the game?
How much does the DS Mario 64 go for because I may pick that up for a later play through since I never got to experience the extra content?
I seasoned my lunch with internet tears today. Imagine complaining about a DLC character in a fighting game with a base roster of 74 (76) characters. I don't get y'all.
If I'm being completely honest, I don't give a **** about Steve or Minecraft. However, I don't mind the choice. Roster additions are either Nintendo characters or they're important to vidyagæming. It's hard to argue the significance of Minecaft no matter how much of an asshole creator, Markus "Notch" Persson, is. If I had my choice, I'd get Jill Valentine with eight unique costumes as well as voice clips like"Bitch can't even swim"I mean, "You want S.T.A.R.S.? I'll give you S.T.A.R.S." I know I'm not getting that, but a girl can dream. People become really upset when they don't get exactly what they want. Sure, they can do that; I'm not here to tell them how to live their life. Seems exhausting though.
Well, that was underwhelming. Not only is he uninteresting on his own, but Minecraft Guy got leaked months ago during the 1st Fighters Pass.
Oh man, the 3DS was a great system and I STILL miss Street Pass so much! T-T
That said, discontinuing this system means that Nintendo has no offerings at sub $199 price points. I'm curious, is it no longer tenable to run a business for dedicated video game devices (even older ones) at $150 or $100, or does Nintendo think they can bring down the price on the Switch Lite another $50 to address this segment?
I did stumble across this video suggesting some development issues that may be why Galaxy 2 was not included in the collection.
Motokura: We made a bunch of transformations, and that really brought out everyone's love.
Iwata: Everyone's love?
Motokura: Their love for Yoshi. From the development staff, the people in Mario Club and everyone at Nintendo of America. People who really love Yoshi send in all kinds of passionate comments, about the controls too, like "This isn't right!" and "Yoshi doesn't jump like that!"
Hayashida: One person even said, "That's not my Yoshi!" (laughs)
Iwata: "My" Yoshi? (laughs) Everyone has their own idea of Yoshi, so I guess it was a fight to get those ideas to match.
Motokura: Right. And their ideas are all based on different games, like Super Mario World 2: Yoshi's Island and Yoshi's Story.
Iwata: So they all spoke out of their varying loves for what Yoshi should be like. That must have made it hard for you. (laughs)
Hayakawa: They liked different parts of gameplay, too. Some people liked the way Yoshi struggles to make it higher, while others liked the way you can jump off.
Koizumi: One person even said Yoshi should not be rode on!
Iwata: Really?! (laughs)
Koizumi: He said Yoshi is a main character that you control. I think he was talking about Super Mario World 2: Yoshi's Island, but if that was true, then what would we do with Mario?! (laughs)
Iwata: We couldn't just abandon him! (laughs)
Hayakawa: So we added in everyone's requests and Yoshi became a powerhouse; fast and really hangs tough. (laughs)
Hayashida: Yoshi will eat anything! (laughs) And you can stop riding, too.
Koizumi: Miyamoto-san said it wouldn't be any fun if Yoshi were too powerful.
Iwata: A certain kind of good tension would be missing.
Koizumi: Right. So we really applied ourselves to coming up with objects and enemies best suited for Yoshi.
Iwata: You made new actions for Mario and came up with all sorts of new ideas. Why do you think you could work them out?
Koizumi: For generating ideas, we held regular brainstorming sessions for collecting ideas. A tremendous amount of ideas were thrown out, and Hayashida-san went over each one that looked like it might work.
Hayakawa: The brainstorming sessions were pretty lively. No one was forced to attend the meetings, though.
Koizumi: Everyone was really into them.
Hayashida: Sometimes we came up with so many ideas that when time was up we had to force ourselves to quit.
Koizumi: And it wasn't just the planners participating, but the designers and programmers as well.
Motokura: When you think of designers, you tend to think of them only drawing pictures, but actually they were itching
to contribute ideas.
Iwata: They all want to participate in game design as well as drawing.
Motokura: Yes. So when we talked to them, they had all kinds of neat ideas.
Hayashida: The good thing about designers is that when they have an idea, they can whip off a sketch and show it to everyone.
Iwata: I'm really jealous of that skill! (laughs)
Hayakawa: They can make the same idea look about 50% better. Inside, I'm thinking, "I had the same idea…" (laughs)
Everyone: (laughs)
Hayakawa: And this time, we prepared a tool for designers and members of the sound team to create stages themselves. That way, we hardly needed the programmers for prototypes.
Iwata: So the designers were even making prototypes?
Hayakawa: Yes. So anyone could make land forms, put in some enemies, put this and that together, and try playing it. A lot of the prototypes were made that way.
Motokura: For example, there's a stage where columns come barreling down the road toward you. That was made by a designer who joined partway through. A prototype that was made by someone who had only joined the team one week earlier actually made its way into the game.
Hayakawa: Of course, it went through some changes, though. Toward the end, the planners cleaned it up a bit, but for the most part they left the designer's idea alone. Since anyone on the team could make prototypes, almost every day Hayashida-san would say, "Here, try playing this stage."
Iwata: Hayashida-san, you must have been quite happy.
Hayashida: Yeah! (laughs) I was like, "This is fun, but where can we put it?"
Hayakawa: I think we repeated that process for about two and a half years.
Iwata: That's why it's so packed with ideas. We talked about that earlier, and now I think I know one reason why that's so.
Koizumi: We all worked with the concept of "more." We delved into it "more," and made "more"—and the result was a highly concentrated game.
Hayashida: When we began development, though, we didn't think we had any ideas.
Iwata: At first, you said you were all dried up! (laughs)
Hayashida: Yeah! (laughs) All the while we were saying we didn't have any ideas, we were coming up with ideas! After we had hit upon the drill and Cloud Mario, I asked Miyamoto-san if we should keep making new stuff, and he said it was already overflowing with ideas, so that was enough. (laughs)
Even then, there were ways Nintendo could have made more money. It could have released two collections. Super Mario 64, Super Mario 64 DS, and Super Mario Sunshine in one; Super Mario Galaxy, Super Mario Galaxy 2, and Super Mario 3D Land in the other. Overall, it just seems really baffling.
But it really does feel like after a strong start with the Switch, Nintendo has fallen into their old routine of infrequent releases. A Musou game is a good compliment to a strong lineup, not a high profile game in itself. The Switch benefits a lot from attracting decent third party support (which is a very good thing) and from Nintendo being able to recycle Wii U games that are "new" to most Switch owners. But shouldn't Nintendo have figured out this release schedule stuff by now? They've effectively run out of Wii U ports and the competition is starting a new console generation. This was the time to fix this problem and I feel like they've not taken that seriously because the Switch was so successful. Hey, didn't Nintendo rest on their laurels and not improve their deficiencies that LAST time they had a successful console?
I guess the ball's in Nintendo's court too now actually. A $299 Xbox Series S is right at the Switch console price point, so the comparisons are inevitable and despite their being different propositions entirely, it may still start to put pressure on Nintendo to come down in price. (Well, SOMETHING has gotta get Nintendo to drop their price, right?)
If they feel they can release 3D World in February of next year, then they got to be pretty confident in what is planned for November/December and I can't think of anything that's been in development that would be bigger then a Mario platformer then Zelda. Now that would be funny if we get Breath of the Wild 2 during the middle of Mario's 35th Anniversary and then next year they release Odyssey 2 during Zelda's 35th Anniversary celebration as well.

OP updated to reflect today'sfluddflood of Mario announcements.I'm guessing either Odyssey 2 will be ready for November and then 3D World Deluxe is pushed back to early 2021, or Odyssey 2 is delayed to March 2021 and 3D World Deluxe is given its spot this year.
Looks like you weren't far off. 3D World is indeed taking the early 2021 slot, but with an expansion of some sorts. No Odyssey 2 announcement, but the 64/Sunshine/Galaxy compilation is dropping this month for Nintendo's September slot.
They have something announced for every month this year, except for December. A few good candidates still need to receive release dates however.