Miracle? Eh. I'd rather pick up the PS4 copy for half the price and enjoy the game. It's not really a game designed to be played on a bus.
Miracle? Eh. I'd rather pick up the PS4 copy for half the price and enjoy the game. It's not really a game designed to be played on a bus.
> Miracle? Eh. I'd rather pick up the PS4 copy for half the price and enjoy the game. It's not really a game designed to be played on a bus.
This is more of a nitpick but the Nintendo Switch definitely is made with Japan in mind. I am not a cultural expert on Japan by any means but it surely seems like people living near city centers have quite little space to work with, leading to folks using iPad setups instead of desktop or laptop computers. The Switch is certainly compelling in this regard, if you don't have much space for a comfortable TV setup at home. I think viewed through this lens, the contortions make a lot more sense. This also explains why Valve has been pushing very hard in Asia in general with the Steam Deck, and aggressively pricing it as well.
I'm exaggerating a bit but my experience is roughly that you can throw almost anything together and it will work flawlessly on a PS5 and Xbox Series X|S. Go through it and clean up the obvious unnecessary wastes of performance and it will run smoothly on PS4 and Xbox One. But Switch... getting the same thing to run on Switch generally involves lowering resolution, decreasing texture sizes, removing tons of set dressing, cutting several post process effects, and replacing a lot of shaders with cheaper alternatives which hopefully look good enough that people don't notice the difference thanks to the lower resolution.
In the US, the Switch is almost exclusively marketed towards young adults, with perhaps a lean towards men rather than women.
I honestly don't understand why say Apple doesn't stick a few buttons to something like the ipod touch in iphone 13 pro max format and call it a console, what makes porting games to the Switch harder than to the iConsole (iPhone) for example? They already have the store, the brand name, the OS and the chips now? sure the videogame market is less profitable than say removing the 3.5mm jack then selling the awful sounding earpods for 150$, but more money is more money no?
For me seeing an iPhone game priced at $20 or more is making me more likely to try it, not less. What stops many people from playing mobile games is time and quality tolerance, not money.