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Nintendo Gaming / Re: Nintendo Switch 2
« Last post by broodwars on Yesterday at 06:45:59 PM »
I found Bananza pretty "mid", myself, but the game really got on my bad side with just how many times I'd ping a Banana on my radar, dig down to it, and then turn around to find out that just casual exploration resulted in me skipping an entire crafted platforming section. Considering just how MANY Bananas in that game are just buried in the fucking ground and walls, it felt like really bad design to also put planned experiences in places you can just dig to.

But yes, it does have a pretty good final world or so.

I, like many it seems, had Splatoon Raiders set to arrive tomorrow, but Amazon delayed the order until next Wednesday. Guess that makes it a Backlaugust game, then.
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Nintendo Gaming / Re: Nintendo Switch 2
« Last post by Caterkiller on Yesterday at 02:48:23 PM »
I actually did much the same. I love DK’s base movement and preferred to go after Bananas that way. Gave myself a little more of a challenge but of course used Bananza’s when necessary. Late in the game some are mandatory as some challenges are ridiculously hard. Well last few bosses and post game really.  I also kept my hearts low until it became unbearable. If you get to the end, try Nintendo’s DK Bananza Challenges. Some of them boarder on unfair but hey it’s all optional! As the resident #1 Super Donkey Kong fan I made it my duty to complete them all.

Man I tell ya, between DK and Star Fox coming back so strongly I feel like the Switch 2 is feeling like my modern SNES.
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Nintendo Gaming / Re: Star Fox (Switch 2)
« Last post by Caterkiller on Yesterday at 01:17:09 PM »
Hey M.K. I see your invite, tried to join but it said the network might be unstable. I invited you instead to see if there are any changes.

For the Decoy, the enemy has to be near the decoy as it will explode after a few seconds. If someone is chasing you hopefully they are close. Otherwise use the decoy as you run into an enemy head on. To them it would look like you are flying straight at them without shooting as if you were a novice, newer people bite.

You can make the ship go faster in private lobbies. I tried it and honestly it’s way too fast. I was really looking forward to it but it’s not that everything is hard to handle, it all just looks so unnatural, everything is sped up. I wish the Arwings and Wolfens moved a little faster than standard but the speed up option again is not satisfying to look at nor does it feel satisfying in the hands. Try a bot battle, you’ll see. If they add a new mode/objective with that speed in mind I might change my mind. I’d prefer they split the difference in speed gained.

If I just not engage the next match or stall out every 20 minutes, it means I’m running to my smoker to turn the ribs.
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Nintendo Gaming / Re: Star Fox (Switch 2)
« Last post by M.K.Ultra on Yesterday at 12:52:05 PM »
Good to know. I have a couple other questions.
I am working through the battle mode achievements and there are some for getting takedowns with the various power ups. How do you take someone down with the decoy power up?
Also, I heard on a podcast there is a way to make your ship go faster but I can't find that in the settings?
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General Gaming / Re: What are you playing?
« Last post by Evan_B on July 21, 2026, 09:39:17 PM »
I’ve spent the better part of my summer vacation chipping away at two games in particular, as well as one fairly brisk completion. The quick finish was Detention from Red Candle Studios, who is probably better known for the incredibly ambitious and brutal Nine Sols. Detention is a fairly straightforward horror/stealth game with a much more poignant and political message. I appreciated that aspect of the game even if I found the horror to be somewhat nonsensical. The puzzles were effective, though fairly straightforward, as the game limits the amount of interactive elements so that you really only have a few ways to solve roadblocks and particular things to set your sights on.

The first of my steady progressions is Possessor(s), of which I have not yet progressed deep enough into to understand the parenthetical “s” in the title. It is a platform fighter-inspired Metroidvania by Hyper Light Drifter’s Heart Machine, whose works I have a passing interest and respect for. Hyper Light Drifter is a game that feels decent to play on controller and has lovely aesthetics, and although I have played a portion of Solar Ash, I never invested enough time into the game to feel competent in its systems or confident in my enjoyment. The less that might be said about the Early Access purgatoral Hyper Light Breaker, the better.

Possessor(s) does feel somewhat different from the studio’s previous works in aesthetics, with a very clean 2D art style that does evoke their pixel and 3D color palettes. The game does the things that Metroidvania soulslikes do fairly competently, though there are some platforming challenge rooms and sequences that feel tedious upon re-run and/or backtracking. When your movement does click and you’re performing all of the action commands the way that you need to, the game is very satisfying to look at and move through, but some of its mechanics feel a bit inscrutable and undercooked. In the vein of the platform fighter, you have basic and tilted attack inputs that also work while airborne, while “special” command inputs have a vague retro theme, inventively using a computer mouse or cell phone (...or a baseball, which isn’t that inventive) to execute unique moves. You have a dodge-roll button that is also tied to sprinting, which is a choice that works for the very specific sorts of platforming that the game wants done- there’s no directional air dodge, per se, but rather a “falling dodge” that is used to bypass LASER WALLS.

What’s a bit more frustrating to utilize is the game’s parry mechanic, which seems to have a punishing
“fail state mode” that will stop you from utilizing it again in quick succession if you’ve already failed a parry. I hope this makes sense, but if not, maybe some mathspeak will clarify: Enemy attack + mistimed parry = damage taken + fail state parry that cannot parry. You have to “burn” the fail state parry before you can execute a normal parry again, which just feels… spiteful, I suppose. Having played other games with similar systems and better telegraphed hit and hurt boxes, I find myself a bit frustrated. However, the general narrative and vibe of the game in addition to its more customizable movesets and weapon types have my attention, for the time being. I don’t understand what qualifies it as a Switch 2 exclusive, but I’m not going to harp on it too much.

I’ve also been playing Digimon Story: Time Stranger, which is a game that was reviewed succinctly by NWR, though I feel still warrants a bit of my general verbosity. Having played Digimon World Dawn and Digimon Story: Cyber Sleuth, I feel a bit more prepared for the general mechanics of this game than someone who is perhaps more familiar with other monster collecting games, but even so, there are some design choices and a lack of transparency in tutorials that surprised me a bit. I’m going to elaborate on these mechanical choices a bit more in another thread/essay, but I do find that dealing with the general art style and themes of this series means you sometimes aren’t always aware of the type of monster you’ll be encountering, which can make team building a bit frustrating. You may wish to try to capitalize on weaknesses, or you might want to try making sure that you’re always capable of dealing with any threat, but either solution means you are putting yourself at a potential advantage, with the former having far more severe consequences. In any case, this is a game that is built for its protracted boss encounters, and the very generous battle speed and auto battle features are surely proof of this. However, this does mean you might a fair amount of time prepping and crafting proper team builds to combat these major encounters more than anything, and since you are almost always squaring off against heretofore-unseen foes, you may spend two or three bouts simply figuring out the enemy’s weaknesses before you can overcome them. There is a spell called Reverse that is able to literally change the weaknesses and attributes of an opponent, but it feels highly niche and a bit silly to run that on a team member when elemental access allows for more coverage. I’ve yet to see an opponent use Reverse on me, but I can imagine that is will be a likelihood. In contrast to Pokemon, enemies in Digimon games are far more likely to effectively implement specific strategies… though they lack sophistication in moving forward when properly countered.

The game certainly goes places, though its particular acts are segmented into smaller, formulaic scenes that become predictable in their layout, even if the narrative content is pretty unhinged (as one might expect from a game about time travel). Still, this familiarity of structure allows you to anticipate for future encounters by devoting most of your energy to the team-building and monster-raising aspects of the game. These are fairly straightforward, themselves, but can be made more effective through thorough systems and material investments. There are so many Digimon to add to your roster that attempting to “catch them all” can feel daunting, especially when the requirements for making them can feel a bit inscrutable. However, each system has its place and rewards a great deal of patience, and taking the time to raise a Digimon often yields an extremely effective party member. Often enough, that is.

There is one strange quirk of the game, which is that, upon traveling eight years forward in time, "that guy with the shield" is mentioned many times to explain your circumstances, which is so silly. I guess that's one way to avoid IP infringement... but it feels like the only pertinent pop culture reference I've noted from the game. How odd.
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NWR Feedback / Re: Account deletion?
« Last post by Evan_B on July 21, 2026, 07:11:23 PM »
While a cursory glance into the Simple Machines framework and tech support seems to imply that account deletion is an administrative/moderation feature, that might be enabled on specific versions of the framework that this forum may or may not be running on. While I'm not proud of the digital footprint of my dickishness on full display, I understand that these are the consequences of my actions and that "the internet is forever" is a statement I should have heeded with a bit more gravity.

While I won't bemoan the point, I will entertain the idea of a permanent ban in the next month or so.
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Nintendo Gaming / Re: Star Fox (Switch 2)
« Last post by Caterkiller on July 21, 2026, 04:22:53 PM »
I think the medals are easier to get. Most likely because of my muscle memory from 64. I got them first before I tried the challenges. However the challenges can be so tricky and luckily restarting them is so fast, you'll be doing them over and over getting super familiar which is super great for medals.

So challenges first will make the campaign medals a cake walk honestly. I'm doing the Expert Challenges first before I go through the Expert Campaign. I feel so seasoned now I can't imagine loosing too much in general campaign where I'm free to do what I want when I want.
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Nintendo Gaming / Re: Star Fox (Switch 2)
« Last post by M.K.Ultra on July 21, 2026, 04:12:23 PM »
You can't earn the medals in the Challenge Mode, only through the campaign. Though doing the challenges set you up for epically successful campaign missions.

I'm not sure if we are friends online yet but if you are playing Star Fox online lets be pals! I am hooked on and have gotten pretty darn good if I do say so myself! Should we ever invite one another we will always be on teams. I'm Romancedawn everywhere else online.

I suspected as much. Well at least you have the option to keep replaying a level during the campaign so I suppose I will use that to get medals. So would you recommend completing the challenges first, then playing the level for the medal?

Just got your friend request, hopefully I will see you out there.
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Nintendo Gaming / Re: Star Fox (Switch 2)
« Last post by Caterkiller on July 21, 2026, 03:53:06 PM »
I have been really enjoying the game. I completed the campaign 3 times and have unlocked all levels and seen the good ending. I like that I can now directly jump to any level to work on the challenges. Can you earn the medals while playing levels in challenge mode? The multiplayer was a little rough my first time but now I am really into it and holding my own. I want to try and get all the multiplayer related achievements and then maybe come back to chip away at the challenges.

You can't earn the medals in the Challenge Mode, only through the campaign. Though doing the challenges set you up for epically successful campaign missions.

I'm not sure if we are friends online yet but if you are playing Star Fox online lets be pals! I am hooked on and have gotten pretty darn good if I do say so myself! Should we ever invite one another we will always be on teams. I'm Romancedawn everywhere else online.
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Podcast Discussion / Re: Episode 514 - Turn Your Brain Off
« Last post by attendstop on July 21, 2026, 04:18:47 AM »
For anyone who has already listened, what was your favorite discussion in this episode? Was there any interesting Nintendo news, game recommendation, or hot take that stood out?
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