• Hey everyone, staff have documented a list of banned content and subject matter that we feel are not consistent with site values, and don't make sense to host discussion of on Famiboards. This list (and the relevant reasoning per item) is viewable here.
  • Do you have audio editing experience and want to help out with the Famiboards Discussion Club Podcast? If so, we're looking for help and would love to have you on the team! Just let us know in the Podcast Thread if you are interested!

StarTopic Nintendo General Discussion |ST6 Mar. 2022| Marchful Mode

What is the best (non-Kirby) Kirby franchise main character?


  • Total voters
    139
  • Poll closed .
Status
Not open for further replies.
On the subject of age, I'm 35, 36 in June. I think the biggest indicators of my age is all the gray in my beard (which, honestly, I actually quite like).

On the subject of games, Elden Ring has me completely enthralled. I've put 40 hours in so far, a little over twice as much time as I've put into every other Soulsbourne game I've played combined. I'm interested and going back to those games too, I think ER has given me a new patience for them.
 
0
The only thing I cared about in the first one was shooting big robo dinosaurs but there was a lot of other stuff that was very distracting which is why I never finished it. This doesn't sound like it fixes my issues with the first game, sadly.
yeah it doesn't. In fact I've found the combat and encounters to be much less engaging so it'd detract from the one thing you liked.
 
0
We should start predicting the Nate Direct. I think it's announced tomorrow, airs Wednesday.

Natendo Of America will tweet the announcement at 10am.
 
I am definitely a bit late to the conversation but here is my take on the Horizon/Elden Ring Twitter situation.

The way those devs framed the conversation was certainly disagreeable. But the way people shat on them en masse for it is even worse. Much, much worse. If you look past their incendiary phrasing, is there not potentially a nugget of truth to what they're saying? The move here is to either give them the benefit of the doubt and ask them to elaborate, or to recognize that they might be a bit salty, have a laugh and move on. What does anyone achieve by harassing them, other than contributing to the already toxic cesspool that is the online gaming community? Their opinions are not harming anyone. Often when you approach the situation in a calm manner, the person on the other side will recognize they were overreacting and apologize. Coming at them with pitchforks is the perfect way to get them to double down and go on the defensive instead.

I've seen some people claim this is about respect, or about how devs should conduct themselves online. This, to me, is a complete joke, and elicits some real "ethics in journalism"-lite vibes. People are just pissed that a game they like got criticized and are making up bullshit excuses to justify the attacks. Many reviewers already got harassed for giving the game a 9.5 instead of a 10 or whatever. And putting aside that we live in a world where corporate Twitter accounts literally roast each other, these people are just individual contributors. Who cares if they said something slightly mean online.
 
Literally everything on Twitter is play stupid games, win stupid prizes and I don't give it any more thought than that.
 
0
shoutout to the editor who listed luigis mansion 3, luigis mansion 3 dlc, and luigis mansion 3 + dlc combo pack as 3 separate titles in this trailer so it could take up half the runtime for a sale about the red one

 
Breath of the Wild: Generation 2: Nate the Breath of the Darkness-ate
Fuck, do we have to shut down Famiboards now? Have we peaked this early?

shoutout to the editor who listed luigis mansion 3, luigis mansion 3 dlc, and luigis mansion 3 + dlc combo pack as 3 separate titles in this trailer so it could take up half the runtime for a sale about the red one


Red Luigi 🤣💚
 
I am definitely a bit late to the conversation but here is my take on the Horizon/Elden Ring Twitter situation.

The way those devs framed the conversation was certainly disagreeable. But the way people shat on them en masse for it is even worse. Much, much worse. If you look past their incendiary phrasing, is there not potentially a nugget of truth to what they're saying? The move here is to either give them the benefit of the doubt and ask them to elaborate, or to recognize that they might be a bit salty, have a laugh and move on. What does anyone achieve by harassing them, other than contributing to the already toxic cesspool that is the online gaming community? Their opinions are not harming anyone. Often when you approach the situation in a calm manner, the person on the other side will recognize they were overreacting and apologize. Coming at them with pitchforks is the perfect way to get them to double down and go on the defensive instead.
yeah, as per usual, the vast majority of the responses to this are assholes screaming directly at the devs criticizing elden ring, rather than using their comments as a catalyst for interesting conversations

we've gotten some thoughtful threads out of it, though, like this one here

 
0
I think part of the disconnect in the Elden Ring vs. BOTW open world discussion is that they are called similar for a lot of reasons, but are also very very different. Most reviews and people are comparing them because they both absolutely nail a certain “feel”: They let you loose to go anywhere you want off the bat; they keep most of the lore and backstory hidden and you uncover it gradually; there’s very little “noise” in terms of map icons, chatter, etc.; and the big thing is that it feels like the game “trusts” you for lack of a better word. It trusts you to go out and find things on your own, make your own notes, work through problems and so on. I’m not even sure I described it here very well but “feel” is the best way I can describe it, and that’s why it’s getting compared to BOTW so much.

But in terms of the open world mechanics? Not even remotely similar. BOTW is all about freedom to climb anywhere, use the environment in creative ways, mess with the physics engine, find cool interactions between things in the world, and so on. More like a sandbox game in ways. Elden Ring, on the other hand, is really just Dark Souls in an open world structure: Same combat, same movement, same everything, but a little expanded and combined with some things like stealth and jump from Sekiro and arts from DS3 and the like. And the horse, which is phenomenal. But it’s not interested in creative interactions with the world or environment, that’s not the kind of game it is.

So I can understand why some people see all the BOTW comparisons and are confused when they don’t get a lot of the things you might expect based on that kind of comparison in Elden Ring. If that’s the kind of stuff you love about open world games then Elden Ring is going to disappoint you on that front, and I totally understand that. But if you’re like me, and don’t really care about a lot of that all that much (I love BOTW mostly for other reasons, as cool as some of that stuff is) and you mostly just wanted Dark Souls but with pretty much everything ratcheted up to 11 in a more open structure, then Elden Ring is basically perfect and exactly what you were looking for.
 
Talking about BotW 2, how do you think Nintendo will approach it? Do you think they'll add the most requested features (traditional dungeons, more enemy types, non-breakable weapons) or will they double down (more bite-sized dungeons, mostly the same enemy types, weapons still break)?
 
Is the Poltergeist remake horrible, shitty and not creepy at all?

Answer: yes.
 
0
Talking about BotW 2, how do you think Nintendo will approach it? Do you think they'll add the most requested features (traditional dungeons, more enemy types, non-breakable weapons) or will they double down (more bite-sized dungeons, mostly the same enemy types, weapons still break)?
If I had to put money on it: I think that traditional dungeons will be back at least to some degree, there will definitely be more enemy variety, but weapons will still break and work like BOTW. Maybe with a few more nods toward durability complaints, though, like adding a repair option or making certain late game weapons unbreakable somehow.
 
What even is this post? This post is so weird, people are not gonna criticize ER because it's the best thing right now, what?

What if...people genuinely loves the open world in ER?
I'm referring to the backlash and hatred spewed at developers for criticising a few aspects of the title.

And, yeah, I don't have to ask "what if" because I love the open world as well. It's incredible. But what it's not is related to the UX, accessibility features and quest design. All of which could be changed without making any dents to the open world that already exists.
 
0
If I had to put money on it: I think that traditional dungeons will be back at least to some degree, there will definitely be more enemy variety, but weapons will still break and work like BOTW. Maybe with a few more nods toward durability complaints, though, like adding a repair option or making certain late game weapons unbreakable somehow.
This is about what I think as well. If they don't want to go back to traditional dungeons, they could always just design them like Hyrule Castle as a compromise (i.e. dungeons that blend seamlessly into the environment, etc.). I can also see them introducing a new feature to mitigate weapon breaking, such as upgrades and repair (but I doubt they'll get rid of the weapon breaking altogether.) I do think bite-sized dungeons are here to stay, and I'm all for it because they're perfect for handheld gaming during breaks.
 
So with Mario Kart fast approaching and the ST basically done (might make some headings graphics but the general stuff is finished), I'm now trying to come up with an ST Title. I got a couple of ideas...
  • Doubled Dash!!
  • You Got Boost Power!
  • Double Deluxe!!
  • A Boost to the Past
Out of the options I like Doubled Dash!! the most, but I was wondering if anyone else had any ideas or if there were any winners among what I have now.
 
Maybe with a few more nods toward durability complaints, though, like adding a repair option or making certain late game weapons unbreakable somehow.
This doesn't sound good. It would compromise the point of it in the first place making it satisfying to noone.
 
0

I am not familiar with this person, but they are joking, right?

What gets me is that despite the copious amounts of speculation regarding a possible BotW2 delay (which I don't think is very likely, but I also don't think it's impossible either) if they DO delay it to next year, then people will run with the narrative that "BotW2 is afraid of/trying avoid Elden Ring!"
 
Just add a blacksmith to BotW2 who can strengthen durability of weapons in exchange for materials. But make the higher tiers of durability require very rare materials. Helps people who just can’t stand the durability system while also giving another use for all the stuff you collect in the game. Win, win.
 
If I had to put money on it: I think that traditional dungeons will be back at least to some degree, there will definitely be more enemy variety, but weapons will still break and work like BOTW. Maybe with a few more nods toward durability complaints, though, like adding a repair option or making certain late game weapons unbreakable somehow.
Real talk: Weapon durability as a mechanic is fine, the problem is Breath of the Wild sometimes felt like it went a little too far with it. And I feel like that shouldn't be that crazy of a complaint, even if the weapon durability rarely bothered me personally.

One of my most vivid memories of Breath of the Wild was that I was fairly early in the game, like maybe around 10 hours in. I had a full arsenal of weapons. I accidentally entered a Major Test of Strength. Because, for some reason, it was right next to one of the beginning areas of the game, an area where I think most players would end up going early on, since it's one of the first places you visit in the main story.

After spending a lot of time figuring out the pattern of the Guardian, I was getting there! I got about halfway through their health and then ... all my weapons broke. All my weapons were gone. I didn't have an upgraded bomb because it was early in the game, and I didn't have an upgraded inventory space for weapons because I chose the wrong way to enter the village that Hestu is outside of, so I didn't see him till I looked that up much later (another design choice that just seems a bit jarring?).

I ended up just letting myself die, because I legitimately spent like 10-15 minutes throwing bombs at the guardian, using my glider when he did his attack, throwing bombs, using my glider, throwing more bombs. It was so monotonous and not fun at all. I don't personally think I had much bad experiences with weapon durability in BOTW, because I like the mechanic. But the fact that I purposefully let myself fail because that system led to a ton of monotony? That is, in my opinion, a pretty big stain on it. You should never have to fail in a video game on purpose just to avoid monotony.

I also just generally feel like the "players would never feel compelled to use other weapons" thing is a bit overblown. It's not that I disagree, but people act like that's the only way you can accomplish something like that. Third person action games have existed for a very, very long time, even ones that have a pseudo-RPG approach to weapon variety like BOTW. There's tons of ways to make players engage with the weapon sandbox besides that. Using weapon-durability like a one-trick-pony defense, just seems wrong imo. Especially because BOTW's weapon pool has a decent amount of differences between weapons already. This is a game about creativity and multiple systems intertwining, if all that you think is holding together BOTW's weapon sandbox is weapon durability ... that's a bad thing, in my opinion.
 
So with Mario Kart fast approaching and the ST basically done (might make some headings graphics but the general stuff is finished), I'm now trying to come up with an ST Title. I got a couple of ideas...
  • Doubled Dash!!
  • You Got Boost Power!
  • Double Deluxe!!
  • A Boost to the Past
Out of the options I like Doubled Dash!! the most, but I was wondering if anyone else had any ideas or if there were any winners among what I have now.
What if We Kissed in Coconut Mall? 😳
 
So with Mario Kart fast approaching and the ST basically done (might make some headings graphics but the general stuff is finished), I'm now trying to come up with an ST Title. I got a couple of ideas...
  • Doubled Dash!!
  • You Got Boost Power!
  • Double Deluxe!!
  • A Boost to the Past
Out of the options I like Doubled Dash!! the most, but I was wondering if anyone else had any ideas or if there were any winners among what I have now.
Double Dash!! For sure
 



Yall Kit and Krysta mentioned the Nintendo Ninjas on their latest podcast. 😂
listening to the first 3 episodes, i'm honestly surprised how much they're allowed to talk about the inner workings on nintendo in their podcast. when they used that as a selling point of their new show when it was announced, i kinda assumed they'd be very very limited in what they can say.
 
So with Mario Kart fast approaching and the ST basically done (might make some headings graphics but the general stuff is finished), I'm now trying to come up with an ST Title. I got a couple of ideas...
  • Doubled Dash!!
  • You Got Boost Power!
  • Double Deluxe!!
  • A Boost to the Past
Out of the options I like Doubled Dash!! the most, but I was wondering if anyone else had any ideas or if there were any winners among what I have now.
"A Tour of MK's past"
 
Real talk: Weapon durability as a mechanic is fine, the problem is Breath of the Wild sometimes felt like it went a little too far with it. And I feel like that shouldn't be that crazy of a complaint, even if the weapon durability rarely bothered me personally.

One of my most vivid memories of Breath of the Wild was that I was fairly early in the game, like maybe around 10 hours in. I had a full arsenal of weapons. I accidentally entered a Major Test of Strength. Because, for some reason, it was right next to one of the beginning areas of the game, an area where I think most players would end up going early on, since it's one of the first places you visit in the main story.

After spending a lot of time figuring out the pattern of the Guardian, I was getting there! I got about halfway through their health and then ... all my weapons broke. All my weapons were gone. I didn't have an upgraded bomb because it was early in the game, and I didn't have an upgraded inventory space for weapons because I chose the wrong way to enter the village that Hestu is outside of, so I didn't see him till I looked that up much later (another design choice that just seems a bit jarring?).

I ended up just letting myself die, because I legitimately spent like 10-15 minutes throwing bombs at the guardian, using my glider when he did his attack, throwing bombs, using my glider, throwing more bombs. It was so monotonous and not fun at all. I don't personally think I had much bad experiences with weapon durability in BOTW, because I like the mechanic. But the fact that I purposefully let myself fail because that system led to a ton of monotony? That is, in my opinion, a pretty big stain on it. You should never have to fail in a video game on purpose just to avoid monotony.

I also just generally feel like the "players would never feel compelled to use other weapons" thing is a bit overblown. It's not that I disagree, but people act like that's the only way you can accomplish something like that. Third person action games have existed for a very, very long time, even ones that have a pseudo-RPG approach to weapon variety like BOTW. There's tons of ways to make players engage with the weapon sandbox besides that. Using weapon-durability like a one-trick-pony defense, just seems wrong imo. Especially because BOTW's weapon pool has a decent amount of differences between weapons already. This is a game about creativity and multiple systems intertwining, if all that you think is holding together BOTW's weapon sandbox is weapon durability ... that's a bad thing, in my opinion.
Since BoTW I've held that the problem with other weapon durability systems is that they don't go far enough. BoTW is the only time I've seen that weapon durability is actually a mechanic the game meaningfully builds around rather than something haphazardly slapped in to add artificial challenge or serve as a resource sink.

I also think the argument isn't really that weapon durability isn't the only thing holding BoTW combat together, but it is nonetheless a major factor. Weapons breaking, managing durability, using many different weapons in combat, and finding creative ways to approach combat are all integral parts of BoTW's system that wouldn't really work without each other and a major reason why the game's more creative combat challenges like Eventide and Trial of the Sword work so well. I wouldn't say the combat would entirely fall apart if it wasn't for weapon durability but I do think would be significantly less interesting for sure.
 
ultimately I love friction in my open world games, and stuff like rain and weapon durability are frictional design touches that also happen to brilliantly incentivize the experimentation that BOTW is built around. miss me with theme park-style world design, I want a space to inhabit
 
0
Real talk: Weapon durability as a mechanic is fine, the problem is Breath of the Wild sometimes felt like it went a little too far with it. And I feel like that shouldn't be that crazy of a complaint, even if the weapon durability rarely bothered me personally.

One of my most vivid memories of Breath of the Wild was that I was fairly early in the game, like maybe around 10 hours in. I had a full arsenal of weapons. I accidentally entered a Major Test of Strength. Because, for some reason, it was right next to one of the beginning areas of the game, an area where I think most players would end up going early on, since it's one of the first places you visit in the main story.

After spending a lot of time figuring out the pattern of the Guardian, I was getting there! I got about halfway through their health and then ... all my weapons broke. All my weapons were gone. I didn't have an upgraded bomb because it was early in the game, and I didn't have an upgraded inventory space for weapons because I chose the wrong way to enter the village that Hestu is outside of, so I didn't see him till I looked that up much later (another design choice that just seems a bit jarring?).

I ended up just letting myself die, because I legitimately spent like 10-15 minutes throwing bombs at the guardian, using my glider when he did his attack, throwing bombs, using my glider, throwing more bombs. It was so monotonous and not fun at all. I don't personally think I had much bad experiences with weapon durability in BOTW, because I like the mechanic. But the fact that I purposefully let myself fail because that system led to a ton of monotony? That is, in my opinion, a pretty big stain on it. You should never have to fail in a video game on purpose just to avoid monotony.

I also just generally feel like the "players would never feel compelled to use other weapons" thing is a bit overblown. It's not that I disagree, but people act like that's the only way you can accomplish something like that. Third person action games have existed for a very, very long time, even ones that have a pseudo-RPG approach to weapon variety like BOTW. There's tons of ways to make players engage with the weapon sandbox besides that. Using weapon-durability like a one-trick-pony defense, just seems wrong imo. Especially because BOTW's weapon pool has a decent amount of differences between weapons already. This is a game about creativity and multiple systems intertwining, if all that you think is holding together BOTW's weapon sandbox is weapon durability ... that's a bad thing, in my opinion.
I do agree that they needed to give you a way to defend yourself if you run out of weapons. Kinda crazy that Link can't even try and punch stuff.

That would solve basically the only issues I ever had with weapon durability, which were fairly similar to yours.
 
Weapon durability is also a key aspect of BotW's exploration. Finding new weapons is always useful, it doesn't matter if they're not "top tier" weapons since those run out eventually. I still compare the experience of finding new weapons in BotW to finding new ones in a game like Skyrim. In the latter, unless the weapon you found has really interesting properties or is outright better than what you're holding then there's no reason to even pick it up, and that makes exploration a lot less rewarding.
 
Status
Not open for further replies.


Back
Top Bottom