Are Portable/Console Hybrids the Future? Scott’s Thoughts

NX rumors began shortly after Wii U launched. People were quickly eager for the next big thing.

Closing in on Switch’s first year, and Nintendo fans aren’t fidgeting for news on its successor.
We’re content. Eager for certain game announcements, yes, but satisfied with the hardware.

“What do you want in the next Nintendo console?”
Even enthusiasts are having a hard time answering that. A more powerful Switch, I guess?

And I would agree with that. Friends texted me right after the Switch reveal video, asking me what I thought. My response: What more could you want? It’s got all the buttons, it’s HD, and you can play on your TV or take it anywhere.

In many ways, we’ve arrived. Similar to the cellular market, where your phone looks about the same as it did 4 or 5 models ago, the Nintendo hardware line is maturing.

Could you imagine a follow-up console to the Switch not being portable? You don’t want to think about that, do you?
Rest assured, the hybrid strategy is here to stay.

With Nintendo, that is.
Competitors like Microsoft and Sony might not adopt it so quickly because of their emphasis on graphical power.

You can think of those companies as desktop PC makers, whereas Nintendo has differentiated itself as the laptop provider. Not leading the charge in technical specifications but in form-factor.

There certainly are advancements still waiting to be made in the gaming industry, make no mistake. In five years or less, we’ll likely have the opportunity to purchase a 4K Switch tablet with VR capabilities.

But Switch represents a revolution in how Nintendo makes their flagship consoles.

Exploring Snipperclips Plus DLC!


Snipperclips, Switch’s first split-Joy-Con-co-op experience has been expanded! More levels and modes were added as DLC, and sold as a complete physical package! Maybe you have the original game and are wondering if the upgrade is worth it? Or if you’re just ready to have a good time, watch Simeon and Scott snip and clip their way to victory.

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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What does the Future of Gaming Hold?


VR and AR are certainly hot topics, and we’re discussing those as well as other future possibilities as we look at what is to come. The future of gaming could look quite different than what we’re experiencing today, so Simeon and Scott are placing some bets on what’s coming down the pipeline!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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It’s True: Games ARE Made by Humans Scott’s Thoughts

Something especially cool happened at E3 2017. If you only watched Nintendo’s press conference, you missed it.
Shigeru Miyamoto came out on stage and promoted Mario + Rabbids. But even Miyamoto-san wasn’t the star of that show; Davide Soliani stole the spotlight.

Davide was the lead on developing Mario’s crossover with the Raving Rabbids. As you’ll remember, his passion project got leaked onto the internet and was met with a collective “huh?” from gamers.

It was a demoralizing period for his team, having poured months and months into crafting the perfect crossover that no one knew they wanted. The premature announcement was met with uncertainty.

The team pressed onward, through the disappointing turn of events, and made it to E3 where Kingdom Battle had its proper announcement and another shot at recognition. Nintendo lent Miyamoto for Ubisoft’s stage, as well as dedicated a slot of time in their Treehouse stream to showcase the game.

Sentiment around the game started to turn, but nothing so critical happened as when the camera at Ubisoft’s press conference focused in on Davide.

The developer had given Miyamoto the honor of introducing his game on stage, but Miyamoto turned the praise back to Davide and the crowd got to watch his reaction as tears streamed down his face.

The French game designer was overcome with emotion as his sweat equity had finally culminated in a finished product. But most every developer experiences that sensation. Davide also had the unique opportunity of getting to work with an industry idol, and partner with Nintendo on their own property. To see Miyamoto himself introduce a game that he had conceptualized brought him to tears.

“Don’t cry Ubisoft man” became a meme, a tee-shirt, and a rallying cry for those who wanted to show their support for Ubisoft’s crazy mash-up and the people responsible for creating it.

Sometimes, gamers just need a small reminder that humans create the software. Behind every work is a team of individuals with families, needs, and dreams.

For Davide’s sake, and those like him, measure your tone carefully when offering criticism online. The status quo is harsh, and it takes more effort to be constructive. Go the extra mile.

Are Monthly Switch Releases Sustainable? Scott’s Thoughts

Since Nintendo launched Switch in March, they’ve quickly built out the library with solid 1st party hits.

Select 3rd parties, and a swath of independent developers, have also been instrumental in filling out the gaps.

From Legend of Zelda: Breath of the Wild to Super Mario Odyssey, one can’t help but be impressed with how this hardware’s first year has been supported by stellar software.

For the first time in many years, consumers are actually starting to say “there are just too many good games. I wish they would delay some of these.”

Who can possibly manage to play Odyssey, Skyrim, and Xenoblade all back-to-back?

What’s more,  how will Nintendo maintain this breakneck development pace?

Here’s the important factor to keep in mind: Switch has a team of software designers about twice the size that Wii U had. Where did all these extra developers come from?
Well, Nintendo merged the 3DS and Wii U departments together shortly after R&D on Switch began, bringing home and portable development under one roof.

3DS is seeing it’s last days as more and more resources are allocated to developing new experiences on Nintendo’s hybrid console. And they’re selling like crazy.

I expect the manic pace to continue for the foreseeable future. It won’t be a gigantic new title like Super Mario Odyssey dropping each month, but I could see twelve releases spread over a year like so:

  • 2 Wii U/ ports (think: Smash Bros.)
  • 1 HD remake (think: Kid Icarus Uprising)
  • 1 Kirby
  • 1 Yoshi
  • 2 big franchise sequels (Mario, Metroid, Zelda, Donkey Kong, Splatoon, etc.)
  • 1 new IP (a la ARMS)
  • 1 partnership with a 3rd party (like Rabbids)
  • 1 collection (BoxBoy would work well)
  • 1 party game (people must be getting tired of 1-2-Switch, right?)
  • 1 crazy announcement no one could ever predict

And that’s twelve games right there. As you can see, it’s totally doable for the Big N to publish something every 4-5 weeks.
The only question remains: can our wallets and schedules keep up with the runaway hype-train?

Super Mario Odyssey – Co-op Exploration!


It’s Simeon’s first time going hands-on with Super Mario Odyssey, and Scott’s beaten the game! In an effort to not be too spoilery, we’re just hunting for moons in an early world (the Cascade Kingdom) and not wearing any costumes that are TOO amazing! We have a blast and we get rich on purple coins and moons!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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What if Classic Editions were Switch Cartridges? Scott’s Thoughts

“It’s so hard to find the NES Classic Edition! Why can’t Nintendo just put all those games on a cartridge and call it a day?”
It was the same story with the Super Nintendo version.

Nintendo fans and collectors, left baffled by supply issues, often bemoan the fact that these collections of retro games aren’t made available for Switch.

What if Classic Editions weren’t miniature reproductions of the original consoles, but simple game carts or eShop downloads?

Pros:
+ More convenient
+ Cheaper
+ Portable
+ Easier to purchase
+ Less clutter

Cons:
– You don’t get the original controllers
– Only lasts one console generation
– Less of a collector’s item
– Not as nostalgic
– Well… you can’t hack it to add more games.

Personally, I’m really glad Nintendo chose to recreate the consoles. I’ve been wanting NES to return to store shelves for a decade, but I never predicted the genius of shrinking it down to the size of your palm and preloading it with games.

I can also now say that I own an SNES, which is the only console I missed while growing up.

It’s easy to beg Nintendo to make things more convenient and cut some corners, but the experience just wouldn’t be the same.

The Secret Selling Point of the Switch Scott’s Thoughts

It’s not what you think it is.

It’s not the games. It’s not the price. It isn’t the user interface or the branding.

The secret selling point is that the Switch is fun to use.
It’s physically fun to play with.

That dumb snapping noise that plays in all the commercials? It underscores one of the core benefits of the experience.

Seeing the hardware’s multiple configurations raises intrigue, then the tactile feedback received when sliding the pieces together does all the convincing.

Nintendo used to say Playing is Believing, but they advanced this concept a step further by creating believers before the console even powers on.

There’s a 2D Breath of the Wild on Switch eShop Scott’s Thoughts

On the Nintendo Switch eShop, there’s a 2-dimensional Breath of the Wild for sale.

It’s called SteamWorld Dig 2.

This is an indie title by Image & Form. You don’t have to like steampunk culture or have beaten the original to enjoy this title, it stands on its own as a must-play.

Everything that you loved about the the open-world Zelda adventure is here, in this little downloadable title.

Strictly speaking, Dig 2’s genre is most like a Metroidvania, but fans of Breath of the Wild will feel right at home in the game’s underground caverns.

Did you like defeating shrines? You’re in luck; with caves, puzzles must be completed to earn collectibles and power-ups. Just like shrines, caves feature additional hidden secrets apart from the main objective, for explorers and completionists.

Like Link’s stamina mechanics, the main character (Dorothy) has meters for water and light that the player has to keep an eye on and take into account while trying to reach new areas.

The game can be played nonlinearly, any time you wish to take a break from the main plotline to enhance your strengths.

Filling in Hyrule’s map by locating towers is not unlike uncovering new caverns and locating fast-travel points.

Special abilities can be unlocked that are very similar to the Champion Abilities in Zelda. I activated an especially helpful modification in SteamWorld which I lovingly referred to right away as “Mipha’s Grace.” Even the HUD elements share attributes in common, like how the special abilities indicate on-screen when they are ready to be used.

Don’t miss this title! Even if you don’t feel like you’re ready for “another Breath of the Wild,” keep in mind that this game is much smaller. SteamWorld Dig 2 doesn’t overstay it’s welcome.

It’s also plenty unique, with a creative world, interesting characters, and fun gameplay loops that keep you coming back and digging deeper.

Switch is Selling, But 3rd Parties Aren’t Buying


Do you want the good news, or the bad news first? (Well, too late – we already recorded this episode.) As you’ll see in the video, the good news is that Nintendo is on a huge roll with hardware sales. The bad news is, some third parties are still holding out before committing to support the system with games. Will it be too late by the time they get on board?

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Making Time for Gaming As Adults


The great majority of our viewers are adults, so you know what it’s like to try and squeeze a hobby into your schedule. You’re already busy, whether it’s with kids, work, school, or all of the above. How does one set aside time for gaming? What are some things you might have to say “no” to, in order to get that coveted console time in? Simeon and Scott have a few thoughts and ideas to share.

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Octopath Traveler – Day of the Demo


Neither Simeon or Scott are big RPG players, but how can you resist a game that looks like Project Octopath Traveler? Especially when a free demo is available! This Square Enix title is coming to Nintendo Switch in 2018, but we’re going to take it for a spin and get some initial impressions of the game.
“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

2017: One of the Best Gaming Years in History?

Fall is already upon us. Leaves are changing, the air is becoming cool and crisp, and good games are seemingly being released left and right. Alas, this blog is not about the season, but about 2017 as a whole. Yes, we have a few more months before it wraps up, but in less than a week, Nintendo’s juggernaut, Super Mario Odyssey will finally be released. I for one cannot wait to sink my teeth into this game. Having already received a perfect score, I think we are in for a fun ride. That being said, I want to focus on what has already been released, and why I think 2017 has been one of the most glorious years for gaming in recent history.

Nintendo is a company that fans expect a lot of. They always seem to set the bar of quality game design higher and higher. Take Breath of the Wild for instance. This game takes the best aspects of the franchise and capitalizes on what makes it great. I felt no greater sense of adventure since I was a young kid playing Super Mario 64 or Ocarina of Time for the first time. This is undoubtedly special, and why so far Breath of the Wild is currently* game of the year for me.

*subject to change

A franchise that was essentially brought back from the dead this year is Metroid. Samus Returns does everything that I was hoping it would. Appealing visuals and tight controls, along with the new melee addition, make for a really addictive journey. I would love to see the developer have free reigns and make a brand-new Metroid game.

This year in particular, smaller, more tightly knit developers are also getting more attention. Sonic Mania is living proof that sometimes, fans know exactly what is best for a franchise. The game was made by only a handful of inspired and passionate people, and look what resulted. The same can be said for the recently released Cuphead. Though not on a Nintendo platform, I couldn’t pass this one up. The 1930’s art style is one that I have never seen before in a game, and pushing through the brutally hard difficulty is so worth it only to experience more. My point is, gamers are starting to appreciate the hand crafted, quality approach, and developers are responding.

A Game of Year Contender for sure. Competition is fierce this year.

The release of the Switch was also monumental, and completely necessary, to erase painful memories of the Wii U era. I love that Nintendo doesn’t feel the need to compete with competitors by powerful processing or graphics, but with intuitive design. A portable home system is something that will pave the way for years to come. When Nintendo becomes irreverent in the industry, Nintendo is at its strongest. We were also fortunate enough to get the SNES classic, so I can replay some of my favorite games of all time the way they were meant to be played.

Perhaps I consider 2017 so impressive because it made franchises relevant again. It made Nintendo relevant again. No, we didn’t get a new Animal Crossing game or a Pikmin game (at least not the type I’d want to see), but we did get a plethora of games that were not afraid to redefine themselves. When I look back on the year and reflect, I see a year of revitalization. A year of redefining what gamers actually want: quality.

So… Let’s try this “Stardew Valley” Thing


Scott’s grandpa just died and left him a farm (Two Button Crew Farm, to be precise) to inherit. After clearing out some dead branches, bushes, and rocks, Scott was ready to plant a few parsnips. But he has no idea what he’s doing, and there’re a bunch of neighbors in the city nearby that he’s yet to meet. Oh, and he hasn’t eaten in 7 days. How will Scott survive? Watch to find out!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Future of 2D Metroid, Wii Shop, Mega Man?!


In the first-ever installment of Live Show News, we’ve got our crystal balls out to talk about the ~future~ of video games! Wii Shop Channel? Mega Man? 2D Metroid? It’s all here, and discussed by Simeon and Scott!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Steam-Rolling Through Dig 2!


It’s the first installment of Let’s Play Switch! Simeon and Scott sit down to take SteamWorld Dig 2 for a spin, the newly released digging Metroidvania Nindie title. Is it worth your $20? Yes! Is it worth you watching this entire video? Yes again!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Will Odyssey Deliver on the Mario Formula?

It’s hard to believe, but this month marks another monumental game release from Nintendo! Joining the ranks of games discussed for decades like Super Mario Bros., Super Mario World, and Super Mario 64 is the newest game we won’t stop talking about for generations: Super Mario Odyssey. Link did a fantastic job carrying Nintendo’s new console through its infancy, but the torch is being passed to the plumber himself. Buckle up folks, this is gonna be big.

There’s no doubt Odyssey will sell millions, even a few tens of millions, or that it will be a hot topic for the entire Switch lifespan and beyond. But that’s not to say it’s a guaranteed hit. What we don’t know yet is: will it be good? Will it be truly great?

The potential is there. The track-record is evident in the series’ preceding entries. All Mario needs to do is avoid a few pitfalls, stick to what has worked, and wow us from time to time. A combination of tried-and-true best practices and fresh experiences will create a masterpiece.

Half of the puzzle has already been completed. The fresh ingredients: totally accounted for. We won’t be left wanting for any wow-factor, as already evidenced by numerous surprising trailer moments: Mario jumping out of a realistic city street’s manhole, Mario’s hat being alive, the game has T-Rexes… just to name a few.

Today, what I’m concerned with is this: Did the developers keep what worked from previous entries in the series? From the short time I’ve played Mario’s new adventure, and from what I’ve seen of others’ gameplay, I’m not so sure. I keep looking for those non-negotiable Super Mario elements, and unfortunately, some of them aren’t evident. Take a look for yourself.

Tight Controls

If we choose to ignore the Arcade Mario Bros. title, we can safely say that the Mario series has always featured tight controls. Whether you were making pixel-perfect adjustments with a D-Pad, or performing aerial cartwheels with an analog stick, the player always had complete and finite control over the mustachioed hero’s movements. However, Nintendo is pushing a control scheme on this game that will prove to be unideal. They say that disconnected Joy-Con with motion controls is the best way to experience Odyssey. However, that leaves us with the Switch’s signature small sticks (or S.S.S.S. for short). The analogue sticks on Switch aren’t very tall, and thus have a reduced range of motion. That’s fine for games like Breath of the Wild, where your character is often traversing in the same direction for long periods. But for intricate platforming, more range is needed.

I would recommend the Pro Controller as an alternative, but we run into further complications with that scheme, just like we do in Handheld mode: motion controls disappear (good), and are replaced with complicated combinations (bad). You would think with all the face- and shoulder-buttons at the Switch’s disposal, simple assignments would suffice, but unfortunately, performing the spinning-Cappy-throw (for example) requires you to physically spin Mario in a circle before hitting the Cappy button.

Another area you will notice the absence of tight controls is in 2D segments—you know—the really cool-looking 8-bit graffiti art portions? As attractive as those look in trailers, it’s really weird and off-putting to play with a modern controller. Imagine trying to navigate the original Super Mario Bros. with an analogue stick, and you’ll get an idea of the sensation. Furthermore, 3D “rules” of Mario still apply during these retro levels, which means running into a Goomba doesn’t make you shrink down, but you lose part of your life meter instead, resulting in a feeling of disconnect.

Level Design

If there’s one thing Super Mario Maker proved, it’s that we all have a long way to go in becoming level designers. The community generated courses simply caused me to appreciate Nintendo’s internal team more, who have proved time and time again that they can carefully craft experiences that will pull newcomers and veterans through to the end. Each level in a Mario game has clear goals, features, and themes. In Super Mario Odyssey, this clear-cut level design might be ditched in favor of an overly-open, sprawling collection of miniature attractions. Places to earn Moons are abundant, which could be a detriment to more meaningful challenges.

Progression Structure

To be perfectly honest, I’m most concerned about this one. We just discussed the plethora of Moons that this game contains, and it doesn’t excite me. 120 Power Stars was a lot to collect in Mario 64, but it was manageable thanks to a cohesive overworld that guides you to specific worlds, and specific tasks within those worlds. The developers of this new Switch title tout the fact that gameplay is returning to a sandbox nature, but that implementation can be taken too far.

In past Mario games, you know if you’re missing something. You know if a world is incomplete, and if a level was too difficult to clear for the time being.

In Odyssey you are provided with a list of Moons collected (with dates), but how will you know where new ones are? How will you know if you got all the Moons in a certain area, except one that you’re missing one in the corner? How much backtracking will be involved, and how many Moons will I pass up simply because I didn’t think to ground-pound a certain summit, or break an inconspicuous box?

You see, I’m a Shrine kind of guy. I love counting down from 120, hearing my Sheikah Slate alert me to a Shrine’s proximity as I enter a new area of the map… but you’ll never catch me trying to collect all the Korok Seeds. And I’m afraid that Moons are more akin to Seeds than Shrines. I hope I’m wrong.

Power-Ups

Gotta love Mario’s power-ups, right? Fire Flowers, Capes, Penguin Suits, Boo Mushrooms, and more! Well, they’re gone, folks. At least, that’s what this quote from the game’s producer heavily implies:
So when we wanted to create Mario games this time around we wanted to focus on the actions Mario can do and in previous Mario games he was able to get power-ups and new abilities. But this time around when we were making many different prototypes and changed our approach that found capturing or “possessing” enemies worked well so we stuck with that. -Mr. Koizumi

It’s unfortunate, to see such a mechanic go. In 2D Mario games, getting a Super Mushroom and earning that feeling of added security and power is iconic. In 3D titles, power-ups haven’t ever been as strongly implemented, but as a result, getting a Fire or Ice Flower felt like a treat. These elements have been discarded in favor of Cappy.

Gimmicks

Speaking of Cappy, he’s the new gimmick! New entries often feature a defining “gimmick,” be it Yoshi, Fludd, or over-the-top new power-ups like the Cat Suit. These open up whole new gameplay opportunities and dictate much of the level design. Odyssey’s most prominent and promising mechanic is Capture, which satisfies this aspect of the Mario formula nicely.
Let’s just hope Cappy doesn’t turn out to be the new Navi, eh?

Music

Mario music typically accomplishes two things. One: it’s catchy, and it gets stuck in your head. Two: it provides strong location associations. You can close your eyes and know exactly when Mario is underwater, in a dessert, or in Bowser’s castle. Did you just hear each of those themes in your head? I haven’t seen enough to know if Odyssey will deliver on this front, but there’s a good chance it will.

Enemies & Bosses

Baddies in the Mushroom Kingdom are always fun to stomp, and they don’t usually get repetitive or bothersome like the creatures in Metroid: Samus Returns. Hopefully, this game’s design will still lend itself to some combat, rather than just Capturing the majority of enemies in sight.

Bosses, while providing a spectacle, are typically an easy three-hit affair. This is an area where the new Switch title could easily improve upon tradition, and make boss encounters more intricate and memorable.

Charm

What would a Mario game be without charm? Character design, animations, music, and polish all create a compound for charm. Mario may be formidable when facing the forces of evil, but he’s equally adorable.

So… what’s this about real tyrannosaurus rexes roaming around? And realistic, proportionate humans walking alongside Mario in New Donk City?

I’m really questioning these design choices, and have been ever since the game was revealed.

Conclusion

Overall, Super Mario Odyssey appears to be a hodge-podge.
That’s the word for it. Just a big stew of locations, art-styles, new and old Mario sensibilities, and certainly a gigantic mix of objectives and tasks.

Will such a recipe, with that many ingredients, actually turn out well? I sure hope so, because I’m a day-one customer and lifetime Mario fan. I do trust Nintendo, but I’m not fully sold on this new direction, and I know I won’t be unless I take the game home and it proves me wrong. If that happens, I’ll update you! Fortunately, I’m entering the experience with low expectations, and that’s the safest posture to take. We’ll find out on October 27th!

PAX 2017 Trip Recap Vlog + Nindies

Got to meet: Peer, Brian, Zach, and even Jose!


#598 – We really had an awesome trip to PAX West 2017. Our patrons funded the trip, and we’re super thankful that you guys made it happen. In this Vlog you’ll get to see us travel, snag some last-minute Sunday passes, meet IGN staff, sneak into the showfloor while it was closed(!), play some Nindie titles, as well as new Mario & Luigi and Fire Emblem Warriors games! Make sure to watch until the end!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Pokken Tournament DX Impressions (PAX 2017)

I think I discovered a pattern… this guy always let me win Round 1 and then spanked me!


#597 – Pokken is back! We played the original on Wii U, but now the Switch is receiving a deluxe inversion that includes all the arcade characters, plus a newcomer! Scott challenges a Nintendo rep in this video, so forgive him if he gets spanked. At least you get to see four playable characters in action that weren’t available on the Wii U version!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Mario Odyssey Gameplay + Impressions (PAX 2017)

Yes, it is great.


#596 – Super Mario Odyssey is Nintendo’s next big hit game coming to Switch. We went hands-on and explored the Sand Kingdom. Included in this demo are a few different 8-bit challenge sections, purple coin locations, and an interesting Capture mechanic that involves a big Tiki Head and sunglasses. Enjoy this sneak-peak at Super Mario Odyssey!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/