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Showing content with the highest reputation since 06/16/19 in all areas

  1. 7 points
  2. 6 points
    >me, learning anything at all, ever surely you jest but i beat botw finally!! what a charming and lovely game, rly made me feel like a hero
  3. 6 points
    finally got all the shrines in botw, we in the home stretch now being in the castle stresses me out surprisingly strongly tho so now its break time
  4. 6 points
    Back from visiting the South Island for a week and a half with partner and a couple of mates! Here's a small sampling of the many pictures I took...
  5. 6 points
  6. 5 points
    We escaped!!
  7. 5 points
  8. 4 points
    Caught a perfect shiny Entei today! But the heat and humidty were awful and had the phone overheat during one of the raids. Named him Cinnabar for the volcano island.
  9. 4 points
    So my pet fish and I have the same energy. If I turn a light on in the middle of the night he’ll slowly float over to me to glare disapprovingly and then just float back to to bottom of the tank to sleep again.
  10. 4 points

    Super Mario Maker 2 Review

    After the success of the first game on the Wii U it makes sense that Nintendo would put out a sequel to their Mario level creator, but the breadth and depth of new content in Super Mario Maker 2 is definitely a pleasant surprise. New items and themes, a longer Story Mode, multiplayer features—Nintendo pulled out all of the stops to ensure Super Mario Maker 2 would feel like a fresh new experience, and based on the kinds of levels already created by the community, it's safe to say they succeeded. The original Wii U game included a number of levels created by Nintendo that served as a decent but small selection of offline content, but SMM2 ups the ante a bit with a more in-depth story mode. Mario is helping Toadette and her team of construction Toads rebuild Peach's castle, and to raise funds for the project you have to complete a variety of courses. The story itself may not be all that exciting but Story Mode serves as a great introduction to the world of Super Mario Maker. The courses here are each themed around a central concept, such as the new 3D World theme that brings with it clear pipes, the Cat Suit, and other features that are completely unique from the other Mario game themes. If you're not familiar with 3D World, Story Mode provides a perfect way to both learn how to play in this theme and spark ideas for level design concepts. With so many possibilities in SMM2 it can be overwhelming to know where to start, so having a solid source of inspiration like Story Mode is a great addition to Mario Maker. Just like the first game the real heart of SMM2 is in user-generated content, whether you're designing levels yourself or hopping online to take on whatever insane challenges that players the world over have cooked up. The first game had the benefit of the Wii U's Gamepad as a perfect control system for dropping blocks into a level, and although neither a normal controller nor the Switch's touch screen is as perfectly suited to course creation as the Gamepad, they both still get the job done pretty well. With a bit of practice the controller is perfectly manageable, even if it's not as fast as a touch screen, and using the Switch's touch screen undocked sacrifices precision for speed. Ultimately neither is quite ideal but their quirks end up being minor issues when you're focused on creating levels. SMM2 also does away with the tedious unlocking process of the original Wii U game, so players can simply dive in and immediately start making insane challenges out of the wealth of options available. I won't bother touching upon each and every new item available in this game, but suffice it to say the possibilities are even more varied than the first game, including some truly inventive twists like nighttime levels. The game does little hand-holding when creating courses unless you specifically seek out the game's helpful tutorials (or take inspiration from Story Mode) so veterans of the original game should be happy to jump right into the action and simply play in this digital toy box. For many players the most important aspect of SMM2 isn't creating levels but playing other players' creations online. Players can once again enjoy a seemingly never ending stream of courses created by other players the world over, though granted there is quite a range in terms of quality. Still, the chance to see something entirely new every time you load up the game is absolutely wonderful, and although Nintendo's online features are still a bit archaic and stilted (for some reason you can't just see your friend list within SMM2, you'll have to exchange player ID or course ID codes outside of the game) it's still delightfully addictive to see what new courses you can find every day. One of the biggest additions to SMM2 is multiplayer, both locally and online—although to play multiplayer on the same screen you have to download a level (or create it yourself) to enter multiplayer mode. Co-operative multiplayer is as chaotic and goofy as you'd imagine, especially because most courses aren't designed with multiplayer in mind. It's a bit of a shame that there aren't co-op-specific levels available (or a way to make them easily searchable, like a unique tag) because the co-op level seen at the E3 Invitational was brilliantly inventive and specifically designed for two players, but perhaps we'll see a future update that caters to co-op. SMM2 also includes competitive multiplayer levels, and even though there is a unique versus tag it's still hard to find solid multiplayer levels just because we're still in the early days of the game's release. Regardless, competing with three other players to reach the goal first makes an already wacky game even more insane, in a fun and ridiculous way. The only problem is you may be faced with some truly atrocious lag depending on each player's internet connection, and trying to hit precise jumps with a stuttering screen is horrendous. Hopefully this can also be rectified in a future update because right now multiplayer versus is not at its full potential. With five different game themes as well as a wide variety of backgrounds there's quite a spectrum of visual and audio design on display in SMM2, and all of it is just delightful. Whether it's the nostalgic rush of seeing familiar sprite designs from Super Mario World or the surprise of seeing items/enemies rendered into anachronistic game themes, the presentation of SMM2 is a fun reminder of just how much personality and charm Mario's graphics and music have always had. Super Mario Maker 2 adds even more creative possibilities than the first game, and just a week after launch there are already plenty of brilliantly inventive levels available online. Story Mode, a significant expansion over the original game's offline game mode, is a perfect tutorial for not just playing Super Mario levels but creating them as well, and a great starting point for getting acclimated to the new features available. Multiplayer modes, though not as smooth as they ideally ought to be in terms of online connectivity or accessibility, flesh out the game's replay value even more and provide an entirely new way to consider level design. Even if you don't bother spending much time in creation mode, Super Mario Maker 2 is a must-have for Mario fans. Rating: 9 out of 10 ? Blocks
  11. 4 points
    why is the mario 64 credits theme so emotional i never think about when ppl talk about about the best or most moving video games songs but man it gets to me. i tear up like instantly the moment it drops in a video or something i don't have super strong nostalgia for it either. there are loads of other games i played more / earlier as a kid. but almost nothing else has that effect
  12. 4 points
    First Team Sonic Racing in May and now Crash Team Racing: Nitro-Fueled—it seems like the Switch just can't get enough wacky kart racers. But while Sonic's team-focused racing experience was entirely new, Nitro-Fueled is actually a remake of a 20-year-old PlayStation game, now with a new coat of paint and a few tune-ups to suit the online landscape of 2019. Fans of the original may love getting the chance to revisit familiar courses and characters, but new players might feel a bit burned by the steep learning curve. A racing game hardly needs to even bother setting up a storyline, but Nitro-Fueled opens with a planetary invasion from an alien named Nitros Oxide who claims to be the fastest racer in the galaxy. He challenges Earth's best driver to a one-on-one race with the fate of the planet in the balance, and so Crash steps up to prove his mettle against four boss races before taking on Oxide. Aside from brief intros and outros to each boss race there isn't much else to the story, but it's nice to have a reason to race—aside from the glory of a first-place trophy. As a kart racer, Nitro-Fueled has all the basics you'd expect from the genre: you'll race across a variety of elaborate tracks, picking up items to attack other racers in order to take first place in the end. There are some great track designs here (which actually draws from the original Crash Team Racing as well as its sequel, Crash Nitro Kart) which make good use of the game's drifting boost and aerial boost mechanics without bogging down the tracks in too much confusing fluff. There's also enough depth to most tracks that you'll want to replay them over and over to fully master the ideal path. Some courses do seem to drag on a bit with nothing more exciting than a few turns and jumps though, and those tracks probably could've been a little shorter. The game also has a decent number of playable characters, though there are only a few real "class variations" that impact a racer's speed, acceleration, and turning ability, but it's still enough variety that you can spend plenty of time figuring out your perfect fit in terms of both stats and looks. The item selection feels somewhat limited though, especially since half the items are rather similar to one another. But the game does spice things up with a unique item mechanic: if you collect ten Wumpa Fruits during a race (usually found inside crates, or scattered on the track) all items will take on slightly stronger properties. It's a good incentive to collect Wumpa Fruits, not to mention the fact that you'll go faster with more fruits in your pocket. Possibly the most defining aspect of Nitro-Fueled is the way drift boosting works here. Instead of just holding the drift button down or wiggling the control stick back and forth, you have to press either L or R then press the opposite (R or L) at the right time to activate the boost. If you time it perfectly you'll get a bigger boost, plus you can chain up to three boosts in one drift. The timing is based on a small gauge in the lower right corner of the screen, plus this remake makes things a little easier by making your tires glow when the time is just right to hit the boost button. Ideally you'll eventually just know the timing perfectly by heart, but these visual cues are invaluable to new players, because this drifting system is undoubtedly one of the more complicated ones you'll find in a kart racer, especially one that otherwise appears to be a very kid-friendly. In fact the complexity of this drift system can make the single-player adventure mode extremely challenging, even on normal difficulty, since you kind of have to master it to get over the AI racers' perfect performances. It's definitely frustrating for new players to try to jump into Nitro-Fueled, where the AI is relentless (and sometimes appears to be rubberbanding when even a speed boost item isn't enough to put significant distance between you and them) and you unfortunately can't change the difficulty level without restarting adventure mode entirely. Nitro-Fueled also has some more technical issues that weigh on the experience, such as some truly horrendous load times. It might be more tolerable if they were less frequent, but every time you start or finish a race you'll be treated to a good thirty or forty seconds of loading screen. That kind of constant annoyance is a real drag on the otherwise fast-paced action of the game. The system for unlockables is also a bit annoying. You'll unlock several characters, karts, and other customization options just by playing adventure mode, but many items must be bought with Wumpa Coins, which you earn from every completed race, whether you're playing solo, multiplayer, or online. The catch here is that you have to be connected to the internet to actually earn the coins—if you're, say, playing on the bus, you're not going to be accruing any coins. It's already a huge grind to earn enough Wumpa Coins to unlock items, so missing out on the chance to earn coins while not connected to the internet is disappointing. Regardless of whether or not you're raking in the coins, there's plenty to do in Nitro-Fueled. Adventure mode can be completed in just a few hours, but there's also a "true ending" that requires you to tackle additional challenges. And of course there's the endless potential of multiplayer to stretch out the game's length, including both local and online multiplayer. The online connection was fairly smooth for me—one or two minor lag issues but nothing out of the ordinary—and there's already a decent number of players to race online. There will also be planned online events that give players the opportunity to earn DLC items (via challenges or by spending Wumpa Coins) so Nitro-Fueled should see plenty of long-term support. With Crash Bandicoot in the lead role, you can expect some charmingly goofy and colorful graphics in Nitro-Fueled. The game's cartoony style is well preserved from its PS1 origins, now with higher quality. The Switch version does look a bit rougher compared to other consoles, but it's only really noticeable during the slower moments of the game—when you're in the middle of a race, the graphics look fine and run at a stable 30 frames per second. The soundtrack is also fun and cartoony in its own way, though it has fewer standout moments than the art design. Crash Team Racing: Nitro-Fueled offers up yet another solid kart racer for the Switch, complete with colorful tracks and wacky item action. Despite that cartoony appearance though the gameplay requires a fairly significant investment of practice before a player is going to be able to race competently, largely thanks to the game's unique drift boost mechanic which is indispensable for winning, even against the AI. Long loading times also have a way of preventing the game from maintaining top speed, but anyone willing to overlook those faults should enjoy the frenetic kart-racer action. Rating: 7 out of 10 Wumpa Fruits
  13. 4 points
    By definition, non exploitative and non greedy companies don't exist. Not sure how Japan is any different. They might not have "lootboxes," but gacha games are the same shit
  14. 4 points
    maximum cozy is playing ac in bed while its raining in game and outside 11/10 morning
  15. 4 points
  16. 3 points
    Participated in Entei Day today. Completed twelve raids, caught nine of them, including one shiny that was my highest IV one at 93%. It was also nice in that they were all weather boosted too. These raids got me to 12k away from Lv 37, so I just caught a few things around the house and evolved some Sinnoh mons with the last 15 minutes of my Lucky Egg to make it to 37.
  17. 3 points
  18. 3 points
    When I was younger, I thought Lupin the 3rd was actually the 3rd movie or something in a series and never watched the Ghibli film because I couldn't find Lupin I or II. Now I just haven't watched Lupin the 3rd because my anime backlog grows every season and maybe watch something every other.
  19. 3 points
    I want my transparent consoles where you can see all the wires and circuits inside.
  20. 3 points

    Site News, Feedback, and Help

    I've fixed this. This was a bug with the dark theme that doesn't appear to have otherwise been fixed by the upstream maintainer yet.
  21. 3 points
    Gang, after many months of battle (starting over a YEAR AGO), I finally have my own car back and the rust has been dealt with.
  22. 3 points
  23. 3 points
    after 8 years on tumblr my og username is finally free and i can stop using a knockoff version of myself, god is real after all, yeehaw
  24. 3 points
  25. 3 points

    Nyakuza Metro - N4A Chat Thread - June 2019

    Damn I was beaten to it! Oh well ¯\_(ツ)_/¯ I went into NYC yesterday and got some damn good ramen. I got street parking 2 blocks from the restaurant and there was no wait. It was also a beautiful night.
  26. 3 points
    Driving into San Francisco to do an escape room with the homies tonight, wish me luck fam
  27. 3 points
    Here's my first level in Super Mario Maker 2. Thought of the idea last night and executed it as best as I could. Edit: The long awaited sequel to my original stage in Super Mario Maker, Cheep Cheep Heights Vol. 2, is now up for play!
  28. 3 points
    I thought to post here, it's pretty funny. But why does Fi gotta bust the dream, tho?
  29. 3 points
  30. 3 points
    The Mewtwo DLC reaction was one thing, but the most lasting impact for me of course was the most over the top reaction of them all... Okay, the Mewtwo one he was louder in initially, but this was more long winded. That shirt he wore afterward too... The red color alt for Ridley was apparently his favorite to use, which I'll remember whenever I use that skin again on the game... R.I.P. fellow Ridley main. edit: Perfect tribute.
  31. 3 points
    aww fuck yeah
  32. 3 points

    Etika/NIntendo youtuber dead/missing?

    I can't remember what first got me into checking out his videos but for a time I enjoyed seeing his over the top reactions because they were funny. But more than just that, as much of a clown as he saw himself as there were moments where I really just enjoyed watching his playthroughs of some games (especially Xenoblade) and watchthroughs of some anime and seeing his genuine and legitimate reactions to things that happened. Xenoblade Chronicles 2 is one of my favorite playthroughs of his because he pays attention to what is going on and actually reacts to what is going on with the story or with certain characters or certain events and more than that he dedicated a LOT of time to that game. But when the moments that could be considered cries for help as he started acting out in weird ways started happening I slowly drifted away. More than just losing my taste for what he was doing I think the breaking point where I really stopped paying attention to him is when that first incident that blew up on social media . At the time I took it more as a cry for attention rather than a cry for help and couldn't stand the fact that he betrayed the help and empathy of so many people who wanted the best for him. I don't apologize for how I felt at the time or getting to a point of pushing his antics away but it does make me question my own actions if this was someone much closer to me rather than a youtuber I used to spend a lot of time watching. Being able to parse why people may be doing what they're doing from our own feelings of why they're doing that is a tough thing and giving the benefit of a doubt when it's not always obvious that there is something else beneath the surface makes it that much more concerning. I did end up watching the video that's going around about his final message and it's incredibly sobering to hear him speak about everything in such a real way. For me, hearing him talk as if he fully understands his issues, fully understands what he's done, fully understands the consequences and yet fully understands how he wants to "solve" it was the toughest thing to think about. Hearing him aware of the fact that he's going to miss out on things that he enjoys, miss out on seeing friends and family grow up and prosper, miss out on things he is looking forward to it starts to hit harder and harder about just how far gone he may have been. It's a terrible thing that this is how it turned out. If nothing else, hopefully he's been able to find his peace now.
  33. 3 points
    Greed isn't limited to western gaming companies. Or the gaming industry in general. Companies are companies, and companies are out to make money. I do think there's something of a difference in western and eastern game design philosophy, but greed is universal. For every EA shoving loot boxes into their games we have a Konami mistreating and shaming their staff. For every Activision Blizzard churning out microtransaction-ridden live services we have a Square Enix releasing an unfinished game that they will retroactively fix post-launch with paid DLC. For every Fallout 76 we have a Street Fighter V. You get it. There's not much that can be done in a free, unregulated market to dissuade companies like EA from acting in their own self-interest at the expense of their employees or customers. But no, I don't think it's a problem unique to American companies.
  34. 3 points
  35. 3 points

    Nyakuza Metro - N4A Chat Thread - June 2019

    Dr. Bowser is finally canon.
  36. 3 points
  37. 3 points
    I've reached the endgame of Vesperia and now I need to grind Grade and skills before finishing things up. I think once I finish the game and take a break, I'll start Dragon Warrior III as my next console RPG. I have a sentimental attachment to playing Dragon Warrior/Quest during the Summer. I've been replaying Pokemon Platinum, and it's a blast. It's fun to play a Pokemon game that treats me like I have a brain. And with this past week's news, I can play Platinum knowing that GameFreak isn't competent to deliver a satisfying remake of Sinnoh.
  38. 3 points

    Thinking on Doug Bowser's E3 Debut

    So our first E3 without Reggie has come and gone. The man that made waves during his E3 stage debut nearly 15 years ago amidst a period of transition within Nintendo quickly became a household icon that would grow and endure throughout the entirety of his tenure with the company. I mean, it's quite the pat on the back when fans largely considered him part of the Triforce when he, Satoru Iwata and Shigeru Miyamoto showed up to present Nintendo's E3 efforts together. He saw Nintendo through their highest highs and lowest lows and for every moment that many fans couldn't wait to hear about the next big project from some of the company's biggest names there was always a want to see how Reggie would be involved in debuting the next big thing. Reggie's retirement was announced back in February to be effective on April 15th, well over a month ahead of E3. Various members both within and outside the gaming industry congratulated him on a job well done and expressed their thoughts and gratitude regarding his impact and influence on the world of gaming. 15 years is a long stretch for anyone at any company so it's quite the torch to have to pass for the next one in line lucky enough to have that honor. Enter Doug Bowser. Doug Bowser is definitely no Reggie, but there isn't a need for him to carry the same torch that Reggie did. Those are some big shoes to fill and very few executives out there could even promote that same level of energy. If nothing else Doug Bowser at the very least has come to embody the fun loving and imaginative culture of the company. Besides the obvious parallels between his name and the Koopa King and playing to that gag in first E3 presentation he seems to have a pretty good grasp on what it means to carry the weight of the brand and project the values and culture of the company in his public appearances. If nothing else, the man is off to a solid start and while his mannerisms are more subdued than his predecessor I'm looking forward to seeing how he comes into his own as the head of legendary brand and all that it entails. It's also pretty interesting how Reggie was ushered in with the announcement of a major new entry in the Zelda franchise as was Doug this past week as well.
  39. 2 points
    I mean there are links and shit to ROMs so.... Reddit one is still live anyway.
  40. 2 points
    Just going to say that I don't buy that the models in Sword/Shield were made from scratch, not for a second.
  41. 2 points
    It's crazy how this thing kind of blew up, though I find it hilarious that memes about this are turning to how much people would get slaughtered if they actually did it. XD
  42. 2 points
    Pretty cool that they're doing that, but it would be nice if they offered the one from the first movie as an alternative sometime down the road, too.
  43. 2 points
    The more I think about it now, the more pointless two versions of the same game also feels at this point. Money, I know, but you could at least kinda make sense of it in the "gotta catch em all!" era, but now? And the games being $60 on top of that? That's a tough sell. Even if Sword/Shield wasn't looking subpar for me, I would just get one of the versions at most like I pretty much always have. Doubt anyone could convince me this would be worth the $120 even if I was more optimistic for these games. With mainline Pokemon being on console now (well, Switch part console part handheld, but you know what I mean), more effort should be focused on making one good game. With no National Dex, I don't really see how one can justify two versions as much anymore. ... And that's not even counting the 3rd version/sequels this will likely get.
  44. 2 points
    You can delete someone and re-add them and it counts, and it does nothing to harm the friendship level.
  45. 2 points
    I'd recommend V on mobile or NDS as a starting point or XI when it comes out on Switch. VIII is very playable, and I'd go for the 3DS version. But, in general, the ones you listed are considered the better half of the series. I like VII on 3DS a lot though, but it's a time sink and it's best approached as a series of short stories rather than a single game. IX is in a very very awkward spot because lol wifi features on NDS so I'd pray for a remake or find out what workarounds exist (they exist, I just don't know where info is); so I'd make it a low priority.
  46. 2 points
    enjoy this fire emblem name, its the last one you get all year
  47. 2 points
    Thank you. I needed that Also to boost it even more
  48. 2 points
    I heard they like mudkips....
  49. 2 points
    You got DOUBLE DASHED!!
  50. 2 points
    Switching ISPs tomorrow! We'll still be on a 1000/500 Mbps plan, but we'll be paying ~$13 USD more per month, though for a provider with substantially better routing and peering. We'll be at ~$78 USD per month for that revised 1000/500 Mbps plan with a static IP. It should be more reliable as well, so I'll be able to resume my plans with hosting more from home.