The Legend of Zelda: Tears of the Kingdom Release
zelda.com
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When I played Breath of the Wild, I felt ... nothing. It's not that I hated the game, it was even enjoyable up to a point, but I just can't seem to get as excited about it as many others, and it seems to be missing everything I loved about Zelda. I'm also not a huge fan of open world games in general and to this date, the only one that I think pulled this of well is IMHO Witcher 3 where every side quest feels meaningful.
So I wish everyone a ton of fun with Tears of the Kingdom, but I feel no particular urge to play it right now, given that it appears to largely copy BotW's formula from what I've read. Maybe I will pick it up at some later point.
That's not to discount the criticisms or "feel" you get from the game, but it's worth noting that nothing lives up to our childhood favorites.
I don't replay old games like this (the ones that have you solve and explore). It's effectively a security blanket, with no thrill - the opposite of the first experience. I find it bittersweet and it dulls feelings I associate with those games.
You can never go back, is the thing.
This can apply to a trip we went on, or a TV series we watched, or music I listened to, or a video game I played (e.g. I really experience this when playing Factorio again after it’s been a while).
So maybe YMMV, but I can still have things that (at least almost) live up to “feels” I had from childhood.
Sometimes when the follow-on content is bad... it's because the follow-on content is bad.
[spends a few minutes on a mental inventory]
Well, okay: I watched all the SW eps with my son. (His words after seeing Ep1 were "Daddy, that wasn't a very good movie.")
Still, I rest my case. Andor is the first content that I would actually miss if it went away.
Clone Wars & Rebels both suffer at first from being a bit too kid-oriented, but both wind up getting pretty serious over time.
Andor comes with the distinct advantage that you don't have to slog through hours of questionable content to get to the good stuff.
Rebels is harder because they had a habit of sneaking key storyline bits into the meh episodes.
X is a masterpiece Some person doesn’t enjoy X
When I was a kid I gobbled up all movies, good, bad, ... Whatever I watched it all. Last decade I haven't watched that much movies anymore. I am in the middle if it is me not being a kid anymore or it is quality.
The difference is that I still put significant time in gaming although it doesn't make me immerse into it like I did as a Kid. Movies I just quit on most of them and watch a couple of good ones.
Maybe it is unfair. A good movie you watch once but even if in a year only 1 good game comes out you can still rack up a big amount of time ;)
My son never finished BOTW, but I did. But I have a feeling he’s going to try to play Ocarina of Time before the summer is through. (And yes, I’ve already put in some time in TOTK).
I guarantee you that if Nintendo released "A Zelda in the mold of OoT but with a new set of dungeons and items and such" people who love OoT would go nuts for it. Look at what happened with Sonic Mania. For some reason, though, publishers/developers are very wary of doing this. Nintendo refuses to make a new Zelda that just reapplies the winning formula. Sega refuses to make Sonic Mania 2 - honestly, I was very pleasantly surprised they made the first one! I blame the late 2000s mantra of "innovation" and its presence/absence that seemed to be all the rage in critic circles.
That just seems tautological to me. Of course things that are deliberately trying to tug on your nostalgia will "live up" to it.
Of course, you're entirely correct but other entries in the series, even Skyward Sword with all its flaws, has managed to capture some of that spirit. BOTW to me is just an entirely different game.
It's a damned shame civ II is so hard to get properly running (dosbox, win3.1, etc, sound drivers, etc)
Meanwhile, Elden Ring drew me in like no other game in recent memory.
It's the best game. As a kid I liked Marathon and Mario but never played Zelda for some reason. OOT is just a perfect game.
How would you compare it to MM? I think MM is better.
Interesting. Opposite for me. Playing BotW reignited the feeling of playing OOT and MM for me.
I think I might have beaten one or two of the beasts and probably about half the shrines. And most of that came in the tail end of my many hours of gameplay. Yet I'd been all over the world, and had all kinds of fun adventures.
I also grew up with OoT, absolutely obsessed and life-defining in many ways. Now I’m a certified Old, and while BotW didn’t click for me initially, I grew to love it and soon understood it to be one of the greatest games I’ve ever played.
That did require me to consider the context though, and force myself to play it with a type of ‘beginner’s mind’.
A few months ago, I decided to give Ocarina a play via the Nintendo Switch Online N64 emulator and—I couldn’t do it. With modern games to compare it to, the graphics, the frame rate, the controls, etc. was just not a good experience and I had to stop.
Same thing happened with Goldeneye. I can’t believe this was tolerable way back when. Nostalgia is a hell of a drug.
The kids growing up on BotW/TotK will have the same rose colored glasses for those games as many of us have for OoT.
I can’t wait to get off work today and fire up TotK.
I played dozens of hours of Goldeneye back in the day (a friend had it, and I spent a lot of time at his house) but it very nearly wasn't tolerable to PC gamers. Its sole redeeming feature was that it was far more social than PC shooters. Playing it felt like going backwards 5-10 years in graphics, level design, gameplay, et c., plus the controls were astonishingly terrible (unless played in dual-controller mode, but that was no good for multiplayer). About the only feature it had going on that was up-to-date for the time were the multiple hit-zones on enemies (different animations and amount of damage depending on where you hit them).
Perfect Dark was a huge improvement in every way (and in many ways is still unsurpassed), and with modern controls on the XBox 360 port, I still play it to this day. Going back to Goldeneye from Perfect Dark, though? Oof. Even at the time, Perfect Dark's release seemed like it straight-up obsoleted Goldeneye, aided by the fact that it included renamed clones of some of the best Goldeneye multiplayer levels and many of the weapons (though, why would you play with them when you have Perfect Dark weapons available? They're so bland)
[EDIT] I mean, I was just nostalgia-playing a little Goldeneye on the Switch like last week for the first time in years, and checked the mappings because my god is the default bad, and if you know one that can put look + turn on the stick, and forward/back/strafe on the c-pad... that'd be great. It didn't look to me like any did that, so I just stuck with the default.
And then I played BotW. Since the late 90s there were only 2 other games that I put in more playtime than it and those were Ultima Online and WoW. And this was a single player game. It was the most amazing experience for me.
For me Zelda was always more of a puzzle game than an adventure game, and I feel like those puzzle aspects are much more amplified in the last two entries, though in a much more "freeform" way.
Maybe it's an age thing? My first Zelda was the original Legend of Zelda, and while I absolutely love the whole series (except for Tri Force Heroes), Breath of the Wild brought me back to the feeling of playing the original like nothing has since. Ocarina of Time and Majora's Mask were huge, but I was already in college at that point.
I was fortunately able to takeoff my nostalgia glasses for Breath of the Wild, and similarly it blew me away. Haven’t felt that kind of emotional connection in a very long time.
I almost want to write a book: ‘Zelda Mind, Beginners Mind’
I'd read that :-)
Part of it is just controls. BotW is nice and responsive, and Geralt feels incredibly sluggish in comparison because of all the presumably mocapped animations that have to play for every single little thing you do. Try running forward and turning around to run backwards in both games. Gerald has a hell of a time coping, but Link just does it.
Part of it though was definitely the design of the open world. The Witcher 3 just feels claustrophobic. You can't walk two steps without having to collect herbs or fight drowners or talk to NPCs. BotW spaces things out more, and I feel the pacing is improved by this.
However, I’m with you on the claustrophobia regarding the map. I guess that’s due to resource constraints of the previous console generations, and I have high hopes for future Witcher games. Glad the series isn’t dead yet.
I'm fine with lore, but as soon as I have to sit down and listen to video game writing while losing control of my character, I'm instantly bored.
In theory they sound great. In reality it seems to work against every open-world game I've played. Elden Ring is almost an exception, but the side quests are completely broken in this format without following a guide.
I hated the Witcher 3. Much like RDR 2 it has great presentation, writing and VA - and everything else suffers. But it seems the new generation of gamers have spoken, and they like glorified interactive television with a low bar for gameplay.
Open world games need the open world to work with how players explore and interact. Interesting sites should be visually distinct from each other and the environment, and frequent. They should not all be visible at once, to avoid players being overwhelmed with unclear choices. They should all be rewarding so players are confident they aren’t wasting their time visiting. There shouldn’t be important content hidden from visibility because then the game is teaching the player that looking at the world is futile. And the world should be navigable without the UI, i.e. the players are focused on the world and not the UI.
Similar things hold about minimaps and teleportation. They make things easier, but also less immersive, and therefore probably less fun for most players.
Not in FromSoftware games. They relented somewhat in Elden Ring by adding NPC markers for last-known-location, but otherwise there is zero hand-holding for quests. In the other games it's more trivial since you tend to come across everything if you explore enough anyway, but Elden Ring is so absurdly huge that it's easy to miss a lot of content.
It also just wasn't that creative.. a very safe Zelda. Majora's Mask was much better though.
> It also just wasn't that creative.. a very safe Zelda.
It was the first 3d installment of the franchise. I think that it was unbelievably creative in how it approached the game design because it translated the ideas from 2D titles and took them 3D and found ways to make them new.
Majora's Mask got to be as creative as it was because it was just building on top of all the work that Ocarina of Time did to bring Zelda to 3D. In my case, I think it's a worse game, even if it is more "creative."
I recommend the video essay called OCARINA OF TIME - A Masterclass In Subtext "https://www.youtube.com/watch?v=GyUcwsjyd8Q"
Interestingly, Breath of the Wild is the first modern game I can remember that brought back that sense of wonder I had as a kid.
My interest in video games declined greatly as the trend in the video game industry shifted toward heavy violence and more realistic graphics. Fast forward to last year, I decided to pick up the Switch as I found one for a really good deal. I wanted to try the new (to me) Zelda. I felt pretty unimpressed, decent not great. As it turned out, I had mistaken the much hyped BoTW release with the Zelda release that I bought. I was playing Skyward Sword.
Once I realized my error, I picked up BoTW and took it for spin. I now think the hype is totally justified. I got all the feelings I felt with OoT. It's been wonderful so far. I'm only about halfway through and stocked for Tears of the Kingdom.
Compare that with the "old" Zelda formula: you have to do dungeons in order, because the item you get in each dungeon unlocks the way forward on the overworked or in the dungeon. There are few to no side quests that aren't actually necessary to beat the game. Each dungeon (and overworld region) has a completely different visual aesthetic.
I think a middle ground would lead to a much better experience. Talking just about BOTW, imagine if 2 of the dungeons had to be done first, but each of those gave some item or ability that allowed you to complete one of the other ones. Or if the game was divided in half like most Zelda games are (light/dark world, young/old link), this makes you feel like you've accomplished something and are moving into a new chapter of the story.
This is exactly why it was one of my top 2-3 games of all time.
The Shrines were a huge part of why I was so unimpressed with BotW, because they were all so transparently made piecemeal. "Open World" doesn't mean a whole lot when you're expected to complete random identically flavored puzzles every 15 minutes.
I can also picture how Shrines were engineered in a fast-food style assembly line: "Nintendo Engineering Team 46-b, you're being assigned Shrines 5-23, complete them in x weeks."
Even barring Shrines, the "Open World" itself was fairly devoid of interesting things.
My biggest criticism was how much like it felt like you were canonically in a game. Link with his iPad complete with selfie camera, and the clearly computer-generated matrix-y shrines, and if you went too far towards the mountains a "You can't go further that way" message, the strongest feeling I got playing that game is that in truth Link is being observed in a simulated fishbowl environment. A cool idea for a game to lean into, maybe, but not in this case.
Good observation. Compare with Ocarina's temples which felt genuinely scary.
How could the OP be enjoying the feeling of Witcher 3 if they have childhood blinders on? Someone could draw roots of W3 & BotW back to Ocarina. It is reasonable to wish they made a modern Zelda that went down more of the W3 open world path instead of BotW style.
I am very similar to you in that Ocarina of Time was a game that blew my mind and converted me from "kid who plays some video games" into "video gamer". I couldn't get enough of it. And while I also yearn for that older style of Zelda adventure, I find that because I always loved the puzzles, that experimenting in the shrines and around the world with BOTW brings me some level of enjoyment. However, I agree that I am not as "over the moon" with this style of game like some others are.
BOTW is certainly different regarding its core game design, but then again Majora's Mask and OOT are incredibly different in design as well. Look at the contrast between the first NES Zelda and Zelda II. Compare the SNES/N64 titles to 4 Swords on GameCube as well.
My point is there is incredible gameplay variation in the Zelda franchise historically. While they've often come back to release more "classic" Zelda games, Nintendo has _always_ tried new mechanics and gameplay loops. Some of these titles that deviate from the core/classic design have major flaws, but I think it is important for a game development studio to branch out and deviate from their "winning" formula.
There was something fun about getting Nintendo Power and the guidebooks which sticks with me as well. Super nostalgic
Good game, but seems to be a fair amount of herding/rose colored glasses with reviewers.
I also don't like replaying games - I've tried this a few times but once the nostalgia wears off I don't find it fun. Maybe my brain knows I did it already so it feels like chores? I don't know what it is but I just don't really replay things at all. This means I pretty much don't play Nintendo titles because they are all revivals/remakes of the same IP. Its-a-me Mario, again.
Majora's mask is hugely underrated IMO. It's on par with OOT for me.
TOTK is just bigger and better than BOTW in every conceivable way. It's the perfect video game sequel.
But it's not exclusive to her. All of dialogues are silly. If you had Horizon with the script writers of God of War (2018) even with the boring game mechanics, it would probably be a masterpiece.
The Mary Sue trope has infected Hollywood and now the gaming industry. Every woman needs to be perfect; flawless. Every man serves only one purpose: make the Mary Sue appear even more perfect. At this stage I'm impressed when media doesn't include a Mary Sue. I'm really disappointed to see this game is similarly compromised, as I was looking forward to playing it one day.
One character that might be similar is that guy in Devil May Cry 5 and I find him equally cringe, I'm glad I didn't actually pay for it.
I feel like the reason it’s suddenly become an issue is that the quality of the Main Story took quite a drop in the sequel and it’s easier for people to pick out and criticize examples of poor characterization.
And to be fair, I never thought Forbidden West would be able to match/exceed the fantastic Zero Dawn plot - since ZD relied on a fantastic sci-fi premise that couldn’t be easily repeated once the “truth” had been revealed. But going with cackling immortal demigods dressed like a low budget episode of Star Trek: TOS was a poor choice for the middle act of a trilogy.
What’s really strange is how the new FW expansion lays out more breadcrumbs for the closing act of the trilogy that honestly should have been part of the second act (eg: VAST SILVER and the interactions between Old World AIs). I’d be less disappointed in the mustache twirling, scene eating, villains in sparkly spandex if they were the final remnants of humanity’s ancient hubris that had to be dealt with to bring lasting peace.
[EDIT] As for those complaining about her personality, the sequel actually kinda explores that in some... interesting ways.
That particular twist might seem contrived, especially by today's standards, but Luke had a story arc. He didn't appear in the world as a perfect being. He made many mistakes and earned his redemption and victory.
Similarly, Harry Potter had a story arc. He began completely unskilled and naive. He made many mistakes on his journey to competence.
Both of these examples are the antithesis of the Mary Sue trope. It sounds like you're confirming that Aloy was born a Mary Sue, and didn't have to earn the mantle like any good story arc demands.
As the protagonist of the story she’s privy to information and intelligence far beyond the knowledge of much of the rest of the cast. She’s treated as a literal outsider for much of the early story and is often held back from completing vital goals by archaic and arbitrary belief systems throughout both games.
The character is arguably too nice and accommodating to those blocking progress, given the situation, yet your complaint is fairly common.
You can be snarky by the way. She is not snarky. She's just superior to the "dumb plebs" and whiny at the same time.
I can't currently think of stupid annoying completely superior male protagonists, but they are quite common in certain types of anime. If the comments on streaming platforms are any indication on their popularity, for the most part, unless the story is extreme parody, they are usually universally disliked.
Edward Kenway (Assassins Creed: Black Flag) is a similar character that comes to mind, though I concede it is difficult to think of many open world video-game characters that deviate from blank-slate people pleasers.
PS: I tried shooting the dude, to see if that works. He’s bulletproof because railroads and scripted events
Death Stranding (Hideo Kojima's latest game) also uses Decima and is a nice showcase as well, runs like a dream on even the Steam Deck.
The first time you go out of the city, the world just opens up to you and the soundtrack just gets more and more calming and you're left with Sam, the cargo and the target. It's just... wonderful.
Of course, the same exact thing happened this morning in the first few minutes of Tears of the Kingdom. Nintendo seems to get this right way more often than everyone else.
Debating what ? Are you pulling the "IP owners don't make their products available on my platform so I am forced to pirate it" netflix card when you own the device the game is supposed to be played on ?
> Either way I'll probably buy it [..]
If you don't for sure buy it then there is no debating playing it on deck unless what you are debating is playing the game or not.
It just happens to be that one of those options requires pirating game instead of paying for it.
Unless you also own a switch, in which case disregard!
I would have thought that the console doesn't have much effect on the financial model though. The margin on the console has to be fairly low, and they sell many games for each console sale. I've always assumed that the vast majority of their profit was from the game sales.
TBH I don't know. Apple is obviously a hardware company that happens to make software.
As you say, Nintendo does sell software as you say. But there's plenty of people out there who buy the devices for a couple of games. The people that always just want whatever the latest Mario Kart or Smash Bros is, or whatever.
That's why I've figured they view themselves as a bit of a hybrid. If they viewed themselves as a software company I'd think they would be less fanatical about having their own hardware.
Maybe read the whole comment first before reacting in future?
You mean that part ? Where it says "probably" ? Yeah, I read it. It says "probably".
> Either way I'll probably buy it on Switch because developers should be rewarded for making good games, but it's handy for me to have all of my games in one place.
> Do you act with the same rampant indignation at people who rip their dvd/blu rays to a home NAS so they can watch them without having to faff about looking for the disc?
Only those who claim they probably have the dvd/blu rays somewhere or are planning to "probably" buy them while claiming they'll watch the rip on their home NAS because it's much more convenient.
Admittedly though, I don't care about amiibos or motion controls (I always turn them off when using my Switch).
Part of what makes the discussion of emulators or alternative means of playing games so difficult, is that the loudest voices are those who make it clear that they have no intention of actually buying the product to begin with.
It makes it hard for any conversation around the publisher’s pushback to “protect their IP” to move beyond their need to protect their income stream, and into the legitimate reasons a consumer would want to have more control over how they play the publisher’s game.
The Switch' fit is a lot lighter by comparison, which is quite nice.
I've used every emulator except the switch emu, and not only do you not randomly lose saves, you can duplicate, move them, etc.
I've used emulators on laptops, desktops, phones, etc.
And I have even transferred saves between them and never had an issue.
I have- right now, saves over 20+ years old.
I've used every emulator including the switch emu, and not only do you randomly lose saves, you can lose duplicates.
I've used emulators on laptops, desktops, phones, etc.
And I have even transferred saves between them and see files being corrupted.
I have- right now, saves over 20+ years old (tales of fantasia in japanese).
I just lost 10 hours of gameplay from Seiken Densetsu 2 on Emu Deck last month.
Sounds like you have a hard drive issue bud.
There is a VERY vocal minority of Linux gamers who have VERY rose coloured glasses on for anything Linux. I expect some of them to respond to this comment with some variation of "well I have never had any problems with Yuzu. It's the most amazing thing I've ever used in my whole life!!!"
Mario Kart: "Okay"
Animal Crossing: "Great"
Super Smash Bros: "Okay"
Breath of the Wild: "Great"
Pokemon Sword and Shield: "Okay"
Super Mario Odyssey: "Great"
Pokemon Scarlet and Violet: No support
Super Mario Part: "Okay"
Super Mario Bros U: "Okay"
Ring Fit Adventure: No support
I expect the new Logitech handheld (or the many other, even more expensive competitors) to perform much better in this regard.
In a perfect world, emulators such as Skyline would be developed further. As the Switch is just a five year old mid tier Android tablet with a controller attached, I can only imagine the experience if you were to use the KVM capabilities of the upcoming Android 14 to run Switch software at near native performance on modern devices. Just buy one of those controller grips for phone and tablets and you're off!
iPhones/iPads would do even better, but I doubt Apple is going to let you use the necessary APIs to virtualize like that.
It's a shame Skyline has been killed off. With terrible games like that Pokémon game needing much more CPU power than the Switch can provide, I imagine even legitimate players would be interested in a way to play their switch games on modern hardware.
In comparison I recently started my Switch again to play Dead Cells and load times really break the die & retry experience.
So yeah, praising the Switch performance over PS5 is... weird? Possibly dishonest?
Furthermore, the switch rarely if ever forces you to update a game or the OS before play. So if you have 5 minutes spare, you can be sure you can get some play time in. This cannot be said for almost every other console AFAIK
Since getting it in the sale 2 months ago, I haven't turned on my xbox or my switch. It fills a neat gap. But now Zelda is out, I think the steamdeck will be having a rest for a while.
Any recommendations for games that you've enjoyed on the steam deck? I've been enjoying Opus Magnum recently. The controls were initially a bit fiddly (since it's drag and drop with the trackpad) but it's an excellent puzzle game. Refactoring your machines to optimise production rate really scratches an itch in my programmer's brain :)
Make sure to get also Super Mario Odyssey. This game is just such a joy. It feels like a trip to a funfair every time.
And sure, Mario Kart 8 for some multiplayer fun.
6 years in, and the Switch is still the most used console in my family with 3 kids.
Boomerang Fu. You are welcome.
It's a silly, simple, utterly un-put-downable game in our house.
This game is just perfect.
I don't know what games you're playing but my experience pretty much across the board with the switch is "frustratingly long" loading times. Metroid dread is one of the more recent games I played and the loading screens are painful. Especially compared to a PS5. Check out something like Spiderman for how good it can be.
> And tbh, I didn’t see a lot of difference in terms of graphics.
Then you're not the target audience. Look at TOTK beside Ratchet and Clank on PS5. The difference is night and day.
I have uncapped gigabit internet. (Like many of us, I WFH, and want the most "internet" I can get.) I recall redownloading a game I wanted to play recently. It was 40GB. I thought I would go get a coffee while I waited. It was done before I rounded up and got my shoes on. I don't think the game and update sizes really matter to most of the target demographic of a current-gen console any more. But, hey, I could be extrapolating my experience in a terribly shortsighted way.
With Comcast I pay $100/mo for gigabit and $20/mo for unlimited usage.
PS5 is incredibly faster. Sony is using Akamai CDN now (they didn't when I checked in the PS4 era) and I consistently max out the PS5s gigabit port (I have 10G symmetric at home).
I was so used to older consoles being bundled with games after a couple years after being released
When I first got a PS4 it was bundled with GTAV and Last of Us. Pretty incredible deal.
I thought similar but at the end of the day does it matter? Games work well on it. Sure they might be making bigger profit margins on it but it still does what it’s meant to at a good level.
It really makes me think Nintendo has an untapped market here to sell a little box you plug into your PC that plays switch games, interfaces with their controllers, etc. They've done oddball stuff like the SNES Gameboy player and GameCube GBA player add-ons in the past. It feels like there would be people willing to pay to properly play Switch games on their gaming PCs.
I kind of think of it like high end CAD software and such that ships a physical dongle in order to use the software--Nintendo can sell hardware to help ensure it's legitimate use of their emulation software.
Does it work on an M1 Max yet?
That's beside the point. What matters is that Nintendo believes that piracy must be opposed at all costs. It's not about sales, it's not about money, it's not about logic, I don't think it's even about the actual law. It's about attacking piracy, as an end unto itself.
Besides,as another post mentions, Switch piracy is probably very limited. So it doesn't cost much to Nintendo to maintain pressure on piracy.
And after all, even if they don't do it for the law, they can do it thanks to the law. It's their right (and I'm a free software zealot :-)).
> Besides,as another post mentions, Switch piracy is probably very limited.
Switch piracy is very limited, but they pursue it aggressively because of the losses it causes them? Besides, that's already bunk; every time someone actually puts together a study it turns out that piracy is good for sales.
> And after all, even if they don't do it for the law, they can do it thanks to the law. It's their right
Well no; when I say that I don't think it's even about the law, I meant that their idea of what is and isn't okay seems to be more aggressive than the actual law. Contrast:
https://web.archive.org/web/20190329045404/https://www.ninte...
> Are Game Copying Devices Illegal?
> Yes. Game copiers enable users to illegally copy video game software onto floppy disks, writeable compact disks or the hard drive of a personal computer. They enable the user to make, play and distribute illegal copies of video game software which violates Nintendo's copyrights and trademarks. These devices also allow for the uploading and downloading of ROMs to and from the Internet. Based upon the functions of these devices, they are illegal.
vs
https://web.archive.org/web/20230428020356/https://www.copyr...
> 117. Limitations on exclusive rights: Computer programs55
> (a) Making of Additional Copy or Adaptation by Owner of Copy.— Notwithstanding the provisions of section 106, it is not an infringement for the owner of a copy of a computer program to make or authorize the making of another copy or adaptation of that computer program provided:
[...]
> (2) that such new copy or adaptation is for archival purposes only and that all archival copies are destroyed in the event that continued possession of the computer program should cease to be rightful.
Now I'm not a lawyer and this is not legal advice, but I struggle to read that as anything but Nintendo very confidently refusing to consider that a person could copy a game for any reason other than illegal piracy, while the actual law appears to allow for backups. Further up the same page they likewise are overwhelmingly confident that emulators only exist for illegal purposes, because nobody could ever want to play a legitimately-purchased game on anything except for original hardware.
They don't lose much because some difficulty is maintained by them pursuing it aggressively.
Once piracy become as easy or easier as buying the games, yes it becomes a problem for them.
The same way Napster became a problem at some point for the music industry. Before Napster, getting music for free was about copy cds or cassette tapes from friends or library, a rather slow and limited process, or wait for the tunes to pass in the radio and hit the record button quickly to record it in a cassette at a lower quality than CD. And you didn't have the full deal (with cover and lyrics and stuffs that mattered at the time). When it became easier to just look for music in Napster's builtin search engine and start playing it even before the tune was downloaded completely it became a huge problem as it was a much seamless process than both the original illegal and the legal way which involved either to go to a store and hope the right disc was available or go to one of the very few music online music shop available at the time, enter your credit card details (something very few people were still comfortable with) and wait for the disc to be delivered. I think there were already a few digital marketplace available but you usually had to wait for the full download to be completed, the UI wasn't as easy and you couldn't just browse another user shared library to discover new stuff and get suggestions.
Say that this site is user-funded and actually buys a copy for every click. Still think piracy is lost sales?
“What if reality were different in a way that I’ve concocted specifically for the purposes of this discussion?” is a fun game!
It’s also worth noting that Nintendo don’t have an issue with emulation per se, several of their commercial products are based on emulation. But I’m every instance where they support emulation it has been looked into their hardware ecosystem and the “emulation” word is never spoken publicly.
That’s a high bar to cross for Nintendo main market which remains families. Plus at this point the Switch is mostly a money printing machine between the old hardware and the store.
Piracy can never be stopped and they waste a lot of effort trying.
They should optimize for being lower friction than privacy, like Steam.
Nintendo are highly focussed on a market where the person making the buying decision isn't the person playing the game.
Buy your 11-year-old son a Switch for Xmas and you know that a) it will work out of the box b) there will be a several family-friendly games with name recognition for any child that age (Mario, Pokemon, Zelda) and c) no one in his class will have a more expensive version or one that works better.
Contrast this with trying to get something to work on a PC with a 'switch emulator dongle'. You have to plug it in yourself, you will end up spending more than you planned in the computer store because each component comes with sucker upgrades, and game choices will be much wider and trickier. Then the game which looks great on your son's friend's machine will play like sh*t and you'll feel guilty for having cheaped out, without necessarily knowing what the operative constraint is.
Just make PC ports like everyone else, it's free money (compared to risk of making new game) at this point
Joe Schmoe doesn't know and doesn't care about hardware. Ohled? Gigglehearts? Flame rates? WTF are you talking about, he'll say to you.
What Joe Schmoe does know and does care about is whether the game he's playing is fun. This is where Nintendo focuses their energy.
A successful film director needs to prove their ability to deliver powerful experiences on next-to- no budget at all before anyone puts them in charge of a $150 million dollar blockbuster.
But for two generations, they did try and keep up with their contemporaries.
Wii U would like a word.
What a turnaround!
(My Wii U is collecting dust, though I did enjoy it)
As a huge Nintendo fan who loved his GameCube and Wii and didn't really care that it was just my 'nintendo machine', because I had an Xbox and a pc alongside it.
Somehow I completely missed the WiiU and always assumed it was a peripheral for console that I was already a bit meh about. it fit right in with their other 'accessories' that I never cared about.
Eventually I bought one with a whole bunch of games second-hand...
Like, what did the other 90 million people buy a Switch for? There's nothing else on the console that's worth the trouble, at least up until a few hours ago.
Nintendo kills it with first party exclusives.
The PS2 was the cheapest DVD player that also could play games, but GC could not play DVDs - its games were released on weird mini-DVDs that could store only ~1.4 GB.
Core product on core platform struggles to reach playable FPS at launch. A "curated experience" is waaaay different than this.
The Switch is old hardware that was under-powered on release, therefore, I expect that I'm not going to be getting 60FPS.
Basically, it's down to expectations. The Switch is absolutely great at what it does, and I appreciate it for that reason alone. My expectations are greatly different compared to a gaming PC/PS5/etc.
My biggest gripes with Nintendo is the god awful way they handle people using their IP to make YouTube videos, etc.
You can't even compare an open market in which small teams have to cope with the myriad of possible configurations, ofthen lacking the technical skills for optimizing their software down to the bit with the supposedly top product of a trillion dollar company writing software for their own devices - and failing to make it decent.
I really think Nintendo's games are a curated experience compared to everything else I know and have played with maybe very very few exceptions.
It seems unlikely they would be willing to let go of control like that. With all their oddball stuff, you were still largely within the Nintendo ecosystem. They also probably don't want to deal with the piracy problem on PC, considering they already deal with it on their relatively locked-down consoles.
For better or for worse, Nintendo also likes to really control the experience you get playing games on their platforms; It would probably not be a great look for them to have to deal with thousands of customers that are trying to run their games on hardware older than a Switch and complaining that it's a terrible experience. Yeah the existing hardware is underpowered, but its uniformly underpowered, and that's worth quite a bit too.
I think for Nintendo, the more prudent solution would be to release an updated Switch with some more powerful hardware that's fully backwards compatible with the existing Switch library. It would be very par for the course for them, and assuage most of the complaints about the Switch being underpowered.
> It's perfectly possible to create innovative and - most important - fun games on something as powerful as the Switch.
Of course, but there have been plenty of games released for the Switch that could seemingly do with a bit more oomph from the hardware, TotK being the current example.
I mean, the SoC on the switch was long in the tooth at launch. It's almost exactly the same hardware as in the tegra shield that came out two years prior, but Nintendo clocks it down to 1Ghz, about half the speed of the shield.
There's some legitimate complaints that it's a dog slow system because of that. For instance this new Zelda is frame locked to 20fps in some areas apparently.
Honestly this is the time to start working on a Switch successor, they could easily more than double the current compute capabilities while keeping the same or lower power envelope.
That doesn't even counts the untapped bonuses from much higher memory speeds.
I would instantly buy this, we would be looking at mobile machines more powerful than a PS4 Pro which is imho more than enough for the type of console.
Nintendo doesn't even need to build it on the latest state of the art TSMC process, even the 5nm should be enough.
Why? Will it make the games more fun to play? Does it enable more fun games? I don't see it. Nintendo has always thrived on underpowered hardware.
The machine I descrive is already quite underpowered compared to Nintendo's competition by magnitude of orders.
This limits my enjoyment of Nintendo games and I prefer emulators.
Anyway hardware limits are already apparent and yes some games aren't as enjoyable due to very low stuttering performance.
They said "underpowered", not "outdated" or "ridiculously weaker"
If they released a new version with a 120hz display that could actually run games at 120hz, I'd be ecstatic. I don't even mind the 720p resolution, it's fine on such a small screen in my opinion.
It seems like the Switch is unable to have more than a handful of moderately complex animated objects at a time. It's a problem for Pokemon because they wanted to show a lot of different Pokemon doing different things, it's a problem in Breath of the Wild with just too many trees, and it's certainly a problem with all the Dynasty Warrior clones because the whole appeal of those games is hack and slashing through a big hordes of enemies.
They look like Gamecube games honestly, and are generally not impressive from a technical standpoint.
I don't necessarily disagree with the overall point, but BotW and Dynasty Warrior clones are probably a better argument over all.
30FPS for an interactive experience is really bad. And them saying some regions are locked to 20 FPS - holly shit that's a slideshow.
I used to game on budget PCs when I was a kid, I rarely got to play at 60 FPS, but going down to 30 was just "OK I'm not playing that".
I also regularly play games capped at 30 FPS because it greatly increases battery life in the Steam Deck in a lot of titles and not everything really needs it.
BOTW feels bad in certain areas because rapidly switching from 30->20 causes noticeable stuttering. Even once it settles you're likely to be aware of animations and interactions behaving differently.
And I used to find a lot of old games immersive - but I can't play them nowdays.
Things don't exist in a vacuum and my experience is impacted by what other experiences I've had to compare it to. There's a threshold in graphics/voice acting/etc. that just makes the games I spent weeks on as a kid not interesting at all (even for the sake of nostalgia).
I used to work on 800x600 CRT monitor with 256 colors and today I get a headache when I have to work on a low pixel density cheap LCD.
Yes, I make games as a hobby and have done both. I agree with the other commenter about fluctuation in framerate being a bad experience. If I make no changes beyond setting fps from 60 to 30, you can tell the difference in smooth scrolling, etc. However, a consistent 30fps can be just fine as an interactive experience with some thought put into it.
It’s 2023. No one is asking for 120fps as a mainstream baseline. 60 is such a sweet spot. It’s time for us to admit that 30 was a compromise for a certain console era that was defined by CPU limitation. If we don’t call bullshit, publishers will keep pumping this stuff out. Look at this week’s disastrous Redfall launch. 30fps on a 12tflop, 8-core Series X. Insanity.
And we're talking about a game running on a 6 year old handheld! Not a CPU beast.
But my point was about where we go from here, in 2023. I’d be disappointed if I couldn’t play this - or a remaster of this, or perhaps its sequel - at 60fps on a next-gen Switch successor, whenever that arrives.
Tying into that is why I don't do a blanket 60fps in all cases, which is respecting the player's resources. If I was making a tetris clone, where the block falls at a set step every x milliseconds, all I'm doing is wasting their battery with double the frames.
Plus the other benefit to faster hardware is decreased loading times. The Switch has a lot of very long loading screens (and elaborate animations/cutscenes to mask background loading) and the PS5 with near instant loading very much increases the fun, because more time is spent playing vs waiting on a loading screen.
Correction, Nintendo has more specifically thrived on cheap hardware, which is often correlated with 'underpowered' but does not mean the same necessarily. The Wii's remote wasn't 'underpowered', but it was relatively cheap and added an interesting feature.
> Why? Will it make the games more fun to play? Does it enable more fun games?
These are not the only (though they are important) factors to consider. With a portable platform, battery life, size, weight, heat, all matter much more than with a stationary console. A 2x more powerful Switch with the same power envelope as the original would be able to play games for longer using the same battery due to being more efficient. If you're playing a significantly demanding game, that might mean the difference between only being able to do short sessions on battery, and being able to play for a satisfying amount of time. Or it might mean that you can play it with the screen at a higher brightness, and thus make the game accessible in more environments.
And if the games are have performance issues, having more powerful hardware can make those problems less frequent and more bearable. You can argue that gamedevs need to do a better job, but that doesn't eliminate reality where most people just want to play the game and don't particularly care about the specifics of how to get the best experience.
[0] https://en.wikipedia.org/wiki/Gunpei_Yokoi#Lateral_Thinking_...
I'm not sure why you mention the controller or how to measure its power, but the console itself was definitely underpowered compared to PS3 or X360. Heck, it was comparable to 6th rather than 7th gen.
I certainly experienced areas in BOTW which took a heavy FPS hit and it sounds like TOTK is similar. Such an FPS drop does take me out of the game so if the console was powerful enough to avoid that then you could argue it would allow more fun games
Yup, you could say Nintendo always thrived on underpowered (compared to competition) hardware.
NES was twice less powerful than SMS;
GameBoy didn't even have a color display;
SNES vs SMD similarity as NES vs SMS;
GBC was weaker than Neo Geo Pocket or WonderSwan;
GBA didn't have competition (although, if we count N-Gage...);
Wii had hardware from previous generation;
NDS was way worse in raw numbers that PSP;
3DS analogically with PS Vita;
Switch isn't even comparable to PS4/X1, let alone PS5/XSX;
What all of those Nintendo consoles have in common? Being their the most successful.Whereas when Nintendo focused more on being on par in hardware power during 5th gen. (N64) and 6th gen. (GameCube), they didn't sold nearly as much as other generations.
The exception to the pattern are Virtual Boy and Wii U. The former was poorly designed then sacrificed as "filler"; the later flopped due to bad marketing (and naming) + poor decision on betting on "casuals".
In conclusion: as we can see, there is a clear trend, not a rule, but a trend nevertheless.
The GameCube was the weakest hardware-wise between the PlayStation 2, Xbox, and ~~Dreamcast~~ edit: guess not the Dreamcast, but definitely behind Xbox and PS2. ~~The Nintendo 64 was weaker than the PlayStation or Sega Saturn~~ edit: was wrong here, N64 was definitely the stronger console of this generation.The Super Nintendo had less computing capacity than the Mega Drive/Genesis.
Even when it came to handhelds, the GameBoy was often much weaker hardware. Compare the GameBoy to the Lynx on a spec sheet and it's clear which is better. Actually hold and play both of them and you can see why Atari doesn't exist anymore. The Game Gear was practically the current gen home console in a handheld form and could even get a TV tuner attachment before the GameBoy Color was even announced. Later, the Genesis Nomad was a full blown Genesis console in handheld form. Good games, cheaper hardware, better pocketability led to Nintendo dominating that market despite usually having the weakest hardware around.
It might have been weak, but definitely was comparable (sometimes even stronger) in power to PS2 and definitely not weaker than Dreamcast [0].
> The Nintendo 64 was weaker than the PlayStation or Sega Saturn.
What? No, no, no. PlayStation was definitely weaker. N64 was crippled down by using cartridges instead of CD.
---
Despite the raw power, both N64 and GC were crushed by PS1 and PS2 in sales.
[0]: https://www.cs.umd.edu/~meesh/cmsc411/website/proj01/main/co...
Older consoles could get away with much more. There's a Dynasty Warriors style Zelda game on switch called "Hyrule Warriors: Age of Calamity"[0]. It struggles with the hardware to the point that the choppiness of the frame rate makes the gameplay thoroughly unenjoyable. Even Breath of the wild is infamously laggy in certain areas.
[0] https://www.nintendo.co.uk/Games/Nintendo-Switch-games/Hyrul...
Yes. Movement in an action game feels inherently better at 60fps than at 30fps. Metroid Zero Mission (2004), and Metroid Dread (2021) both feel extremely crisp and precise compared to Metroid: Samus Returns (2017) which runs at 30fps.
The biggest complaint that Bloodborne gets, outside of not being available on PC, is that it's locked to 30 fps.
I can't think of a single reason where a game at 60fps would be more fun at 30fps.
Mind clarifying?
If i'm playing plugged in I would want better visuals (as the switch allows with the dock) the primary reason being more power available.
I played Zelda: Breath of the wild through on switch. It was one of the launch titles, and it was fantastic. The slow loading times were the #1 complaint I had about the game. They really broke the immersive experience. Whenever I died, teleported between zones or entered & left shrines the loading time was long enough that I fell briefly out of the zone while playing.
I assume loading times haven't gotten any better for Tears of the kingdom, given the hardware hasn't changed. I'd probably buy the new zelda game instantly but when I think back to breath of the wild, my strongest visual memory is that black and red loading screen.
I believe the other two make up the loss on the hardware with licensing rights on the software side of things.
https://www.gamesradar.com/unlike-playstation-and-nintendo-x...
It rather have a switch than can play nintendo games plus some AAA games, than a steamdeck or something like it.
They've been working on successor for 4+ years now. That's how long new console cycles are now. PS5 dev cycle stated 2 years after PS4 released.
People who bought a Switch many years ago are still willing to buy new games. They may not all be willing to replace it so soon however if Nintendo release pretty much the same but with better resolution and framerate and the release of a new one would probably mean the stop of new release on the current gen.
This is Nintendo though so I expect nothing.
Nonetheless, the game performs loads better than BotW ever did. Quite a feat for such old metal.
In the past, Nintendo either forgone backwards compatibility completely (Nes->SNes->N64->GC, Wiiu->Switch), or specially built their upgraded consoles to have a low level hardware compatibility mode were it behaves 100% like the old console (Gamecube->Wii, Wii->WiiU, several handlheld upgrades). Today it doesn't make business sense for Nintendo to build a new console without backwards compatibility, and it is impossible technically to build one with low level compatibility. So they are left with the only option of a incompatible console with some partial emulation, which must be a much bigger step that kneecaps the existing switch once announced, so they will take only after the switch starts its decline.
More or less. The Wii U is architecturally very similar to the Wii, just with a higher clockspeed, a couple of extra cores, more RAM and a better GPU; the Wii in turn is just an overclocked overspecced GameCube. It's possible, through a homebrew application, to load and run GameCube games directly on the WiiU.
If you're interested in this kind of thing, I'd highly recommend the architecture of consoles series of blog posts[1][2].
[1]: https://www.copetti.org/writings/consoles [2]: https://www.copetti.org/writings/consoles/wiiu/
But also it should not be needed at all. The switch has a older but somewhat "normal/standard" graphics API (and also support actually standard Graphics APIs, especially indi games and similar likely use that one).
My guess is that due to various factors Nintendo decided that it is _financially_ the best decision to extend the Switch lifetime and maybe skip the "follow up console" instead only bringing out the OLED Switch (or change the design of the follow up console).
The Steam Deck, AIUI, more or less at least matches the Switch 1 in emulation. Haven't done anything with it myself.
I don't think emulation is even remotely impossible, and every year it gets easier for them.
To sum up, it is impossible for them to make a hardware compatible console, impossible to make a 100% compatible emulator, so the only option is to market it as a completely new console (not backwards compatible by default), then have a small curated list of backwards compatible titles (either thru their "virtual console", or something like Microsoft did going from the original XBox to the 360, where you could put the original game and it would download a patch for the new console, only compatible with a limited list of games). But this limited backwards-compatibility options would create a big break in the Switch lifetime, so not something to be undertaken while the console is still going strong.
People obviously want this and would pay for this.
Its a really strange company, able to produce amazing software but horrible, terrible outdated hardware (ie joycon durability saga) that they stubbornly consider OK in 2023. Its not so much graphics details themselves, they have chosen graphic style well in this case, but ie overall responsiveness of device, FPS etc. We are talking about very well optimized phone thats 10 years old. More and more not so much up to current standards, ie low PFS puts too much strain on eyes.
When compiling for Nvidia chips there's only one target. I believe all Nvidia chips despite different architectures use the same underlying assembly language. So a cuda binary should work everywhere.
It's not gpu architecture here. Nvidia makes sure that the API to that architecture remains constant. The differences that are happening are high level architectures. Consoles aren't like PCs that follow the same overall architecture. They are usually massively different each generation, with different central chips different board layouts, etc. Etc. Sony use to get really creative with this... I remember the cell architecture was extremely innovative at the time.
However I believe for the most recent generations of playstation and for all Xboxes those consoles have closely followed the PC architecture. Nintendo consoles have yet to do this though, each console is massively different from the PC and each other with the exception of GameCube and Wii u which were largely similar.
> When compiling for Nvidia chips there's only one target. I believe all Nvidia chips despite different architectures use the same underlying assembly language. So a cuda binary should work everywhere.
Because on the PC, Nvidia only exposes high level targets for the shaders. Even PTX, the assembly you might be familiar with combined with cuda, isn't actually the device's asm, but instead it gets compiled down to the device's asm using a full compiler. It's poorly named and more a compiler IR than an asm.
Emulated Switch games run fluently on a Steam Deck.....
In difference to previous Nindendo consoles the graphics API of the switch is very similar to "normal" PC/Console graphics APIs. Sure somewhat older ones but you can run many "switch old" PC games on modern hardware, if there are problems they often come from areas like DRM. But most switch games don't have DRM additional to what the switch provides...
I mean this similarity is one of the major reasons why there are so many 3rd party games from smaller studios one the Switch. (Through due to the switch hardware being incredibly slow for modern standards this is increasingly no longer the case as it requires small studios to better optimize their games, and while many of this optimizations are not switch specific at all they still are costly for a small studio).
Through there are some problems, one is that there was no (usable) successor for the chip they used.
My guess is:
They originally wanted to bring out a bit faster "switch pro" but due to a combination of there being no (usable) successor to the chip they have in the Switch and COVID and chip shortage and the CPU market stalling wrt. improvements (when the decision was made), and crypto mining making Nvidea not care about making a Chip for Nintendo they decided to skip it and bring out instead just the OLED upgrade. I.e. they skipped the next console directly went to developing the follow up maybe with the hope of bringing it out a year or so earlier.
But now on one hand the generational improvements in the CPU marked stopped stalling on the other hand maybe their follow up has delays due to technical challenges.
But in the end it's probably a financially good decision to just stretch out the life of the Switch. The only risk is that people will stop buying the switch or switch games because it being so slow that it isn't fun anymore. But given that people will still buy the new Zelda and the amount of money they made with the Switch and saved by cutting the development of the hypothetical direct successor that rally doesn't matter to them. It still sucks for the gamer anyway.
However, the Game Boy ran forever on 4 AA batteries. Which is part of the reason why the original Game Boy has outsold every other non-Nintendo handheld gaming system except the original PSP, combined.
However it also potentially makes them vulnerable to being on the upgrade treadmill that e.g. phone manufacturers have to be on. Expectations and pressure will be there to be on the "next" SoC platform.
But more so it makes them less "unique" and "bespoke" and it becomes very hard to differentiate the Switch from any mass market phone or tablet. It's basically that, but with Nintendo's own OS instead of Android, and along with that their highly sandboxed environment.
Not really. If you can get better performance emulating a newly released game on the Steam Deck, then the complaints have merit. (See Pokemon Scarlet and Violet for instance.)
What I'd like to see is a much stronger CPU/GPU that gets severely undervolted/underclocked while on mobile (or the big cores in it's big.LITTLE design being way bigger), but a dock that comes with fans that force feeds air in to allow the hardware to run significantly faster when docked. Expandable SSD storage on the dock would be excellent as well.
Besides, the Steam Deck has shown that even very demanding high end games designed without any consideration for mobile hardware can be sufficiently scaled down to run on mobile hardware (and mobile hardware has gotten powerful enough where the tradeoffs are tolerable).
Valve has proven that you can get extremely high performance on a mobile device with the Steam Deck.
Personally, I'd be happy enough if the Nintendo Store didn't take half a minute to load assets.
Sure it is. But that's not what AAA titles are, most of them run at locked 30 that sometimes drop to 20 and in action game that will be noticeable.
People are complaining beacuse the "console sellers", the biggest budget titles are struggling and just play better on emulation
Many would be happy just to get 60fps across the board for their flagship titles like Zelda. That doesn’t require anything like “PS5-level performance”, and is an entirely reasonable ask given the current Switch is on 9 year-old silicon.
PS5-level performance on a six year old mobile device, no less. It's showing its age now, but it's still a fun little device and has a few absolute bangers. BotW and Super Mario Odyssey alone are nearly worth picking one up.
This could result in fragmentation: some games could only run smoothly on the new version.
I pretty like the idea of using old hardware and to require game dev to adapt to this.
You're right about it being the only acceptable AAA release this year though.
Part of the criticism here is that the $340 Switch is getting outperformed by emulation on the $399 Steam Deck.
And based on unit sales, that strategy seems to be doing pretty well.
To add, people also underestimate mobile gaming; westerners still look down on it compared to console and PC gaming, despite the financials telling a whole different story.
In my experience, graphics upgrades feel amazing at first, but if it’s a good game, you mostly forget about it after just a few minutes. But yes, sometimes you have very scenic environments, like in RDR2, but even then I feel like it’s 90% making good composition, color, lighting, and 10% is the actual GPU doing real time lighting etc. At least to me, this obsession with cutting edge graphics is just an expensive hobby of moving goal posts. I’m the same with TVs, I care much more about the movie or show than the TV specs.
Mobile gaming makes money because companies put slot machines into people's pockets. Actual games are a drop in the ocean.
I chose Steam Deck instead of the Switch. Yes the SD is more expensive, but it already supports most of my existing Steam library and I can buy new games on sale.
It seems like Nintendo picked up on what makes video games so fun early on while a lot of studios struggle with it even today: The gameplay comes first and it has to be fun. Art/style comes next, then way down the list is graphics. Graphics are the only thing about a video game that get worse with time. If you focus on making fun games that have a distinct style, they will remain fun forever. Importantly to a corporation, they also remain sellable forever.
Nobody talks about crysis 1 anymore, but people definitely talk about wind waker.
I would argue that they're thriving in spite of it.
Great gameplay and great art/graphics are not mutually exclusive. They're not even going to be handled by the same teams.
It might be true, but at the same time it feels disingenuous to compare unreleased games on switch to a pirated PC. “Much more enjoyable” can’t be a thing until you compare, right?
Obviously it will never compete with emulation on a PC, but it runs just fine on Switch. 99.9% of players are not going to think "wow, this would be much more enjoyable on a PC!" The gaming podcast crowd is not exactly representative.
Can also play at ultrawide 21:9 if you have a monitor like that.
So you can enjoy the same titles on the go as you can on the TV, and you could still use the Switch on the TV, but there would be an alternative for people who want a more high fidelity, fluid experience on a TV or a monitor.
It doesn't even have to be that much more powerful. Even when sticking to the same vendor, a 2018 Nvidia ARM chip had roughly 3-4x the CPU power and 10x the GPU power of the Switch, in a 15-60W power budget. This would be fine for a console that's always plugged into the power mains.
Going to more midrange vendors like Rockchip or Mediatek, or - and this is a long shot - striking a deal with Samsung for using their Exynos chips would probably yield a lower cost device but still net a 4-5x increase in gaming performance.
Emulation has proven that the games are not tied so tightly to their hardware platform for switching to a more modern architecture while maintaining compatibility to be an issue. Even without first-party involvement people have been running Switch games on mobile Android devices with a good processor.
The fantasy world where they do a deal with Apple for M2 SOCs (or even just get bought wholesale by Apple.)
This is a crazy idea but... it might end up becoming reality. I don't see Nintendo selling any time soon though, it's been very independent for a very long time, to the point where it was huge when they released some things for smartphones (pokemon go, super mario jump, etc).
That said, Apple's been trying some things with gaming (they pushed gaming as one of the use cases for the Apple TV), but then I realize they already have one of the biggest gaming platforms in the world with the iphone.
To wit, the consensus opinion on reddit is that BOTW is still a buggy mess on the main switch emulators, Yuzu & Ryujinx, and that people should play the Wii U version via the CEMU emulator instead. If BotW isn't a polished experience many years after release, I'm pessimistic about TotK being a good experience so soon after release. You can skim the bug reports on the emulator sites; there's lots of stuttering and invisible walls and all other kinds of jank.
I think I'll stick to playing it on my switch :-)
Games that are more locked down and walled than Apple products, that run 30fps on the oldest hardware possible in 2023, made by a company that actively alienates its own fanbase with aggressive copyright claims over the silliest things?
No thanks. Really, you can keep them out of the PC market.
Maybe Nintendo will buckle under the $$$ figure they could earn by making their games available on other platforms.
On the other hand, Nintendo could make a killing releasing a "Switch 2" with beefier hardware and backwards compatibility.
I have legally purchased all my switch games but I make backups and play on PC sometimes just because it is a better experience.
The game is nowhere near tears of the kingdom level and the experience is better. So I understand why people want a better switch
I tried one of the popular Switch emulators, and they work great. But, I'd rather just pay Nintendo, and not have to fiddle with it. Really does seem like an opportunity for them.
In the past few years, they have broken their longstanding rule and made PC ports of many of their previously exclusive Playstation titles to play on PC. This includes Horizon Zero Dawn, God of War, and The Last of Us.
In the most recent earnings call, Sony said that these titles sales on PC have dramatically outperformed expectations and that they will be putting additional effort towards PC ports in the future as a way to supplement Playstation sales.
Microsoft has figured out the same thing, by not really making Xbox exclusives anymore. Granted, they were always much more closely tied between PC and Xbox than companies like Sony were, but they quickly embraced this "play everywhere" mentality many years ago, and released a Ultimate Gamepass which basically lets you play the same games (with some exceptions) on PC or Xbox and even switch between the two with cloud saves.
Point being, other publishers have discovered that locking yourself down to a single hardware device is not good. PCs are the most universally owned and flexible hardware devices out there and have the biggest market. I'd love for Nintendo to do the same thing. But knowing Nintendo, they will never do such a thing. They are a very stubborn company. They often do not act in their own self-interest (market share, revenue) in order to control things like hardware or create false scarcity.
Are you sure? The company the brought us…
- Color TV-Game
- Game Boy
- Nintendo 64
- GameCube
- Nintendo DS
- Wii
- many, many others [0]
… is resistant to change? They have always been at the forefront of hardware innovation/experimentation, I'm sure they wouldn't be against it.
I'd suggest listening to the 2-part Acquired podcast episodes about Nintendo [1] if you haven't already.
[0]: https://en.wikipedia.org/wiki/Nintendo_video_game_consoles
[1]: https://www.acquired.fm/episodes/nintendo https://www.acquired.fm/episodes/nintendo-the-console-wars
Nintendo's biggest concern is probably controlling the experience. While it might not be a marvel of gaming technology on the Switch, it is consistent. Allowing it to run on any old computer hardware means a lot of it will be poorly optimized as a rule. non-technical people will likely have no idea what that means; to them it will just be a shitty gaming experience and they will then associate that experience with Nintendo. Technical people will probably not even bother and they'll just emulate it for free instead of paying $70 for a game that isn't going to have any official support on their platform. There's really no upside for Nintendo in this plan.
https colon slashslash thepiratebay DOT org slash description.php?id=68303898 (slightly broken for inadvertent link click)
And https://github.com/Abd-007/Switch-Emulators-Guide/blob/main/... for a howto install Ryujinx/Yuzu Switch emulators.
But yeah, games arent my cup of tea, but I did try it. And it's BUTTER SMOOTH on real computer hardware. And yeah, we pierats had it before legit purchase. Again, pirates get the best experience and legit gets meh.
> It really makes me think Nintendo has an untapped market here to sell a little box you plug into your PC that plays switch games, interfaces with their controllers, etc. They've done oddball stuff like the SNES Gameboy player and GameCube GBA player add-ons in the past. It feels like there would be people willing to pay to properly play Switch games on their gaming PCs.
I guess they could do that, but that would cannibalize sales of their consoles. And then, what makes them any different than Steam?
The biggest benefit of a Switch is it's handheld and portable. The biggest pirate downside is that it nearly necessitates a desktop with significantly better equipment. I've heard some work being done with the Steam handheld.. but subpar at best.
For me personally, the biggest downside is that I don’t feel good about myself when I take things I know I don’t have the right to take. YMMV.
I understand and share your ethical dilemma. The goal is to support the creators of the work. If you do that, then there is no reason to feel guilty because you enjoy their work in a different way.
Once I put in enough work to both have some spare money in the bank and to empathize with the people who made the software and music I could so easily "just download", I had this transitionary period where, if I possessed a copy of something available commercially without having paid for it, and found that I enjoyed it enough to keep using it, I would buy a legitimate copy. For music, if I really liked it, I'd buy, for example, the deluxe vinyl edition - hopefully kicking some extra money over.
With software (including games, though it's rare that I play games) I'm now at the point where I won't give it a second thought, and will just pay for it. I bought an iPad app on sale, years before I had an iPad, knowing that one of these days I'd pick one up - it worked out.
And frankly, I don't feel one bit bad, copying AND providing copies free of charge. I've paid enough to content, media, and game companies, and screwed over on rentals that were sold as sales.
But you do you.
Neophyte question here, but what's the 3d engine used for this game? can you just change a parameter to make the game more realistic if the hardware supports it?
Changing graphics settings would be accomplished using patches, more or less the same idea as making cheats in older games. Find the value somewhere in their code that corresponds to render distance and change that, as an example.
Emulators for older systems can do more impressive things. Graphics pipelines tend to be a certain shape and use certain data types, so once you're already emulating at the GPU level you can do things like upscale old textures (works great on cell-shaded games like megaman legends). For 2d games you can use a dedicated pixel art scaling algorithm.
Pretty much all 3D games can output at a higher resolution than the original hardware allowed, just due to how the hardware is set up. You're game isn't responsible for deciding the output resolution, the GPU is, essentially. Changes aspect ratios is much harder and often requires patching the games themselves to make it work properly.
Other common patches are things like higher FPS. By default the new zelda game plays at 20fps, but there are patches to play them at 30 and 60 fps for a smoother experience. Those are once again actually reverse engineering and patching the game files though.
I don't own a switch but I'd much prefer to play a fully tested game the way the developers intended. My pc could run it no problem (rtx 3070 etc), but if I ever do play it, it will be on a switch.
Anyway your point is a bit differen, that Nintendo could make money on this etc.
I’ve heard TotK is still pretty glitchy under Switch emulation, but I expect it’ll be resolved in less than a year or two. Yuzu and Ryujinx have a healthy competition between the two of them.
I'll try this out
They’d never do this in a million years.
I understand the concept of games needing to be "hard" in some parts, and that making your grind to get stronger to win is a thing... but sometimes I just want to mess around and play through the story, and games like zelda ones (and GTA series and many others) are one of those.
Sadly, cheats have turned into microtransactions (be it crystals, gems or amiibos).
That’s an impressive achievement for a team that had to beat the high bar they set with Breath of the Wild. Kudos to them!
That's kinda crazy.
https://www.ign.com/articles/the-legend-of-zelda-tears-of-th...
Either way, picking it up today!
Game aside, the reviews have been pointing out how the game performs well (after day 1 patch) and is not pestered with bugs, which is an impressive feat for such an open world game where most things are able to interact with everything else.
This is such an orientalist and borderline racist view it’s crazy. If it were true then it would also imply the other japanese game devs also affected by it. There countless bad games from Japan, don’t even have to walk far from Nintendo just look at the Pokémon games and how GameFreak release them with 0 optimization. And then the countless misses from Square Enix, Bandai Namco etc.
There, is that racist too?
The result is beautiful, I love the whole "ancient technology" concept in it, which is not something we have in our world (except for pyramids perhaps).
That's a pretty racist argument, to generalize this way. Not all Japanese are the same, not all share the same mindset, education and philosophies.
I haven’t worked with Japanese companies but Chinese companies work couldn’t be more different than western.
long hours, very high level of expectations, fine tuned attention to good gameplay design, and the protection of higher ups execs like miyamoto from bean counters.
Racism is hating a cultural group or having a prejudice against them, not making a comment on it.
If anything, OPs comment is a compliment on Japanese work.
Grow up man, this is some elementary stuff that you shouldn’t need explained to you.
The claim that Japanese culture causally leads to better craftmanship might be wrong. As you've mentioned, there are plenty of counterexamples that argue against Japanese culture having the claimed causal influence. But this doesn't make the original claim racist nor even borderline racist.
I disagree. Nintendo has good engineers but so does many of the other studios. For me what sets Nintendo apart is not their code or technology, but their game design and game direction. The way they seem to craft their game-play and game mechanics to have everything it needs but nothing more, and then couple it with the perfect match for game aesthetics with unmatched consistency.
You usually can’t get a great engineering team by throwing a bunch of good engineers together, it takes time and work.
I don’t know much about the game industry but from what little I have heard it seems there is a lot of churn.
Being exceptional is, by definition, exceptional.
Basically by doing development like we used to do in the 8 and 16 bit home computer days.
I wish there were better crossplatform native desktop development environments. Teams made / is making the switch to React at the moment, but it's still a web application.
I've recently gotten into the early access program for Beeper, which promises to be a native cross-channel chat app connecting things like Slack, Teams, Whatsapp etc into a native app. I like the native app part, but the downside of one-app-for-all is that it's lowest common denominator in terms of features and visually it looks like none of the other apps. Still uses 130-140 MB of memory at the moment though.
I think this is the real lesson to take away from the Switch. The device is woefully underpowered, but developers know there's a huge market out there so they just have to Make It Work. The end result is that many games, especially first party ones, are super well optimized for their hardware. You could see this with the 3DS too, the things those 285MHz could pull off were definitely very impressive.
On PC and other amd64 platforms there's so much raw CPU and GPU compute available that it's possible to get away with performance impacts. Doom Eternal is one of the few well-optimized big games that just seems to play well on any device with a GPU you throw at it. Compare that to some recent releases and you really wonder how bad things must've gotten.
Of course, highly optimized game development takes time, effort, and skill, and that doesn't come cheap. As long as gamers accept the inefficiencies on other platforms, games will continue to be released in a subpar state. Nintendo cares more about the quality and reputation of their brand (in some areas) than it does about making money so it goes the extra mile; I doubt EA or Bethesda care as much as long as they keep making money.
Notable in that regard: Apple did the same under Steve Jobs. Focus on the important part, and don't play around.
But also Hollow Knight, Salt and Sanctuary and Axiom Verge are some pre-BotW games that I've personally played where you can rush the credits without experiencing a significant portion of the game once you've gotten out of the early game.
shout out to Chrono Trigger and Super Mario World which, while not metroidvanias, have the same "rush the final objective once you can with minimum exploration" vibe that many of them have.
Even if you take a completely different profession, like music, revolutionary artists still have their influences and build on instruments and techniques that are 99.9% the same. It's not like they are suddenly playing flutes made out of loaves of bread. And even if they were, most of the time those sorts of things just come across as gimmicks to me.
I don't understand the question, like what's a game play mechanic that it doesn't have?
Those all sound like things I've seen in lots of games, but not necessarily in Zelda games.
Execution. Not originality.
Nintendo made blogs take down the pictures of the slides afterwards, but here is a good summary:
One big thing they pointed out is the type of gaming they target. While the Playstation and Xbox general aim for very serious, high "skill" players, Nintendo often launches just above the seriousness and skill level of mobile gamers. It's easy for me to sit down with my extended family and play Mario Party or Mario Kart, but they'd hate me if I had them play Elden Ring. They also are strongly against much of the free to play content.
I left that episode questioning how much of Nintendo's recent success is due to them outcompeting versus the competition making a series of unforced errors.
Game maker's toolkit has one on how they solved their open world problem for BotW:
- https://www.youtube.com/watch?v=CZzcVs8tNfE
And at GDC, they talked about their Chemistry engine for BotW:
- https://www.youtube.com/watch?v=QyMsF31NdNc&t=2354s
- https://www.youtube.com/watch?v=Bk5swSyJ5zQ
Game historian has some tidbits of how they made certain design decisions for their successful games
Mario Kart:
- https://www.youtube.com/watch?v=NDHZKYETDyU
Super Mario World:
- https://www.youtube.com/watch?v=s2bTQK6vbKI
Super Mario Bro 3:
- https://www.youtube.com/watch?v=MxT6IwUtLSU
GMT, Snowman, and Extra credit does analysis of how Nintendo designs their Mario levels.
- https://www.youtube.com/watch?v=dBmIkEvEBtA
- https://www.youtube.com/watch?v=z_KVEjhT4wQ
- https://www.youtube.com/watch?v=Vwj3On5o58U
- https://www.youtube.com/watch?v=3fI9pfDf60g
- https://www.youtube.com/watch?v=ZH2wGpEZVgE
Generally, it follows the ramp up and down of the Hero's journey in storytelling.
1. Introduce a new mechanic in a safe area where it's impossible to die.
2. Increase the challenge with the mechanic by adding variations
3. Ramp up challenge even more by combining with previously learned mechanic
4. Have periods of rest inbetween the challenges.
To implement both at the same time is quite something if you ask me.
How does Nintendo pull it off?
At some point I have to wonder if the reason we have so much computing power is so we can use that computing power.
The new Zelda demonstrates something that’s been true of every console generation. They are a fixed platform and the later games are always considerably better at utilising the hardware.
Though gameplay wise I have to say I prefer it. Elden Ring has too much stuff in it(crafting, gathering, tons of cookie cutter dungeons, and too many easy boss fights) for me. Bloodborne is very stripped down and devoid of fluff. I can sort of keep the whole game in my head and I love that about a game.
They use low poly models, as far as I know there is no baked lightmap (these are pretty expensives but are mandatory in a lot of engine if you want realistic shadows on higtly detailled environment) and their shader materials probably use very simple and low resolution maps.
All these thing decrease the asset footprint by orders of magnitude.
If you want to look in more detail in can look and compare a similar rendering in unity. Taking two unity exemple you can compare :
- 'chop chop' a game using a similar rendering style : https://www.youtube.com/watch?v=GGTTHOpUQDE, if you take the pig and its environment showed in the video and go in the github repository you can see they only use one texture map : an albedo one. All the models (pig + environment) weight about 6mB of textures and 350kB of models. and are sufficient to have the full main character and an environment.
- a 'realistic PBR workflow gun asset' on asset store (choose randomly but seems nice, realistic and containing only the gun so we can see download size) : https://assetstore.unity.com/packages/3d/props/guns/free-fps.... The workflow need 6 maps (there are 7 here but you generaly only use either a normal map or a heightmap) The pack weight 35MB. It's only the gun, you lack a full character handling it and the environment.
While I really like zelda, even with stylized graphics the game look a bit outdated for me. The cellshaded characters are fluid and pretty but the 'low resolution texture and low poly models' bother me a bit especially on environments. The artistic direction is really good but technically I can only think they are held back by the hardware.
As a game developer, I totally want to use all the resources i know i can find on the target hardware. Trust me even today they are lots of features game designer dream to put in game and cant because computing resources are still limited ^^. Do game NEEDS them to be fun ? Of course not, but COULD they be fun experiences ? I think yes :)
I absolutely am serious; a lot of games and software in general today demand far more system resources than they have any reasonable right to.
Don't give me "but the textures!" and the like either, optimize that stuff better instead. Whether it's Windows 10/11 or Call of Duty or Elite: Dangerous or Chrome or whatever strikes your fancy, software today has no business demanding the resources they do.
Lest we forget, the hardware we can buy today would have been considered supercomputers just a few years ago. You want to tell me that will choke and croak just doing mundane stuff like playing games or browsing the internet?
Business is exactly why most games dont spend an enormous budget on optimization today. It's not a requirement by the great majority of customers, it's quickly time and cost heavy, so the return on investment is pretty low.
Yes, i think even with infinite optimization budget a today triple A realistic rendering could simply not be possible on a too old computer in realtime.
I also think while it would really add value if background application like teams/slack/discord would be less resource heavy because they are open but not the main focus, when you play a high end video game it make sense to consider it's your main reason to use your computer at that time :)
If simulating and rendering a complete complex intractable realistic but imaginary world with today achievable level of detail seems mundane to you, it's far to seems like to me :)
No opinion about browsers and OS, today games are doing lot more of stuff valuable to most users than those of yesterday. I don't know enought about modern value of os and browser, exept empirically they do seems to crash a lot lot less than 20 years ago, but also syp a lot more on me :)
If you don't like that, nothing stops you from playing the older games.
They do obviously have the reasonable right to demand all the system resources that are available, because a game is usually an immersive experience that is the only important thing running on the system at that time, and the only purpose of those greatly increased system resources is to be used for gains in visual quality - there's no reason to not try and use all of that compute power of what would have been considered supercomputers just a few years ago.
The fact that you're comparing browsing the internet with playing AAA games speaks volumes. Browsers are capable of making insane amounts of optimizations because the "geometry" of a website is (mostly) completely static, there's no physics, there's no sounds, there's no AI running client side, there's no game logic, etc. This means they get to cache 90% of the view and only update the changed portions of the screen.
Contrast that with a game, which has the entire view of the 3D world changing every 16ms when the user moves their mouse, has thousands of physical interactions happening (most likely at a higher framerate), is buffering and mixing sounds in a 3D world, is animating and loading large 3D assets in real-time, is creating photo realistic lighting in real-time, is handling all game logic and AI client side, etc. It becomes clear that the two fields, while both difficult in their own ways, don't overlap very much. Of course AAA games take a super computer to run. It's doing all that in 16ms, sometimes 7ms!
Plus, if you don't care about all the visual fidelity and stuff, most games allow you to turn a ton of that off. Games have never been mundane, whether we're talking about the original tetris or the remastered version of the last of us, they are pushing the boundaries of the hardware they run on to the limit to achieve incredible immersive experiences.
Not only that! They also have increasingly helped improve the state of the art rendering in offline renderers! We're seeing the improvements that games have been able to make to achieve real-time photo realistic rendering slowly make their way to large Hollywood studios. This allows the movies we watch to have higher fidelity CG, because the artists have quicker iteration times. And it reduces the compute load required for these massive CG scenes since they are using more optimized rendering techniques. Saving money, and our environment.
Lest we forget, these "mundane" games have led to huge breakthroughs in all sorts of fields because of their willingness to push the boundaries of our machines to see what's truly possible. As opposed to 90% of the software created today which runs orders of magnitude slower than it needs to because people can't or don't know how to write efficient software.
It's just content-free ranting.
(And Nintendo engineers can have perfect knowledge of "the constraints of the platform", because 1. they built the platform; 2. it's the only platform they ever code for, never porting to anything else; and 3. for late-in-generation titles, they have been developing for it for years already, while also doing platform-SDK support for every third-party development studio.)
Oh, and besides that, because they design each platform initially specifically to work well for the types of games they want to make. (This goes all the way back to the Famicom, which has hardware PPU registers that were specifically implemented clearly to make the launch-title port of Donkey Kong extremely easy to code.)
See the third paragraph: https://news.ycombinator.com/item?id=23229447
1 - In the product line of Nintendo consoles ever produced, the N64 by being an SGI Onyx in a box, was the exception in regards to IP before technical specifications.
2 - In 1996, when the N64 was released into the market, ALL game consoles had hardware limitations of some sort. This includes Sega Saturn, Atari Jaguar, 3DO, and Playstation 1.
So, N64 wasn't an exception since it's a console with hardware limitation ?
There's no denying that there's great N64 games, but Nintendo crippled the console outside of first and second (Rare) party development. The same trend continued with the Gamecube (despite it being more powerful than the PS2, the Gamecube disc held 25% of the capacity of a PS2 DVD).
If their portables hadn't dominated the market, the mid 90s to mid 00s would've been a terrible time for the company.
Of course Nintendo is doing great now, so you could say it's all a moot point.
Has anyone tried doing the same for the N64? Seeing what would be possible for an N64 game given an emulator tweaked to allow an unlimited ROM and VRAM size budget and (effectively) zero DSP DMA delay?
Another interesting perspective is that it—a game made at the end of the Switch's life (we hope)—is only marginally prettier and more polished than BOTW—a launch title. I would still hold BOTW as one of the prettiest Switch titles, including third parties (I realise this is subjective). I'm not sure of another console where you don't make graphical progress in 6 years of it existing. I don't know why this is, or even if it's a failing, I just think it's interesting.
+1; I don't usually care much about graphics (I play ASCII roguelikes for crying out loud), but there have been several moments in BotW where I found myself soaking in the scenery because it was gorgeous.
While not a deal breaker, BOTW with zero waiting 5-10s for fast travel or shrines or loading saves would have been a MUCH smoother experience.
It helps that the original game was utterly gorgeous, thanks to inspired art direction.
I can count the triangles on a lot of geometry visibly, and the textures are so blurred it looks like you take any modern PC game and only render the lowest available level of detail of all the textures. I can count the pixels in the shadows on the floor and lighting wise the game is extremely basic (it doesn't need to be more because of the art style). most effects you see in the game are literally blurry billboarded (but granted alpha blended) sprites, including the clouds that are so important in this games visuals.
and to top it off we're in 2023 with half the people or more on 4k screens and the game doesn't even manage native 900p most of the time.
the art design of the game is just designed well around those constraints. very well. but the devs likely did nothing super special to make it run well.
>Apparently the game is just 16GB and runs seamlessly on a decade old hardware with no loading screens between game areas.
>How does Nintendo pull it off?
Because it looks like two decade old game. No one is arguing that it can be fun, but it looks awful.
Yeah, no. https://static.kinguin.net/cdn-cgi/image/f=auto/media/catego... is what a two decade old game looks like.
Zelda would make for a great game on my phone though.
A great example is the size of Super Mario Odyssey being 5.7GB and a save file from NBA2k18 being 5GB. https://www.nintendolife.com/news/2017/09/super_mario_odysse...
NBA savegame: json encoded in xml, run through a base64 because < in team names was breaking saves, all packed in YAML because the new summer intern couldn’t find a parser library for anything else
The sheer perfection of the Zelda games are just mindblowing to me. I replayed The Legend of Zelda many years ago and it was obvious that the gameplay was still holding up. They got it right from the absolute beginning. And not only that, it is basically the same gameplay still used (at least up to Twilight Princess which is the last major Zelda game I played. They are so consistent.
Based on the trailers I've seen of tears of the kingdom(and I've been trying to avoid that because spoilers) this game walks even further down the path that breath of the wild set out!
We're kind of alike you and I,I think. While I don't have kids that keep me from gaming, I could do without it all, except for Zelda. My switch is currently downloading totk.
Playing TOTK it's a drastic improvement over BotW.
You could, but I’d definitely suggest playing Breath of the Wild first if possible. TotK is a sequel, so characters already know you, part of the fun is seeing how the map changed, etc.
Also, they’ve added quite a few conveniences that would make it hard to play in the reverse order.
And....no. BotW is still arguably the best game ever. Missing it might not be a great idea. Tough choice :)
It’s actually excellent and if you have a kid it’s great to play with them on a rainy day.
I handle the monsters and Yiga, and heckle during the puzzles.
This game obviously has the same open world but it's not introduced in quite such a spectacular way (probably because they know most people have already played it).
Nintendo can be very, very cruel with their prices.
but that's just the digital download - the cartridge can be had at used game stores for probably about half.
Having played so many games, and having even worked at Nintendo for a good time, I’ve lost my sense of wonder somewhat and I only expect to have a few more moments like that in the rest of my life. Nintendo is nevertheless possibly one of the few companies still capable of pulling it off.
If TOTK has the same system, I'm returning it.
Also, the Trials of the Sword (expansion optional adventure) make the master sword do more damage. It should last longer, as you need to use less strikes with it.
I'm worried about something else personally - the whole system of building things with random parts looks extremely janky. I was hoping it's only going to be required to solve a few puzzles and that's it, but according to some reviews the entire world is designed around you building this stuff. Well, I'm going to have a try this weekend, but it might end up on eBay by Monday :/
The sandbox stuff sounds amazing in a Minecraft/Garry's Mod kinda way, but those never caught me so I hope it brings joy to many others.
I do not see what Nintendo sees that this system added to the game.
As it is, I still end up buying ever more sword slots because I always have more than I can really use.
Like BOTW, even from the very beginning of the game, you never run out of weapons/always have more weapons than slots, so for anyone else, I'd recommend not worrying about it. There's a new modding mechanic that makes swapping around weapons even more fun now.
It does have the same weapon breaking system. A video showed a stick breaking after hitting an enemy long enough.
But
You have a new "combination" power now. The same video showed that you could combine the stick with a stone. It was mentioned that "this is more durable". Perhaps one can keep combining stones to a weapon in order to increase durability? We will see.
Yes, it does suffer from the “never use my best item cuz I might need it later”-issue that you also have in final fantasy.
I just ended up storing my best weapons in my house on display.
I'm somewhat amazed how each Zelda (or Mario for that matter) title is essentially exactly the same story over and over, but still with enough changes to make it feel totally new again. Sure, a lot of the mechanics are the same as in BOTW (the good and the bad), maybe more of an evolution than a revolution, but critics saying it's like a DLC for BOTW are wrong.
My problem is mostly that if I don’t play it for a week or two, and come back to it, I can’t remember what’s going on at all and it seems like too much of a chore to re-build my context.
They do such a good job with Mario odyssey on showing you what to do and letting you teleport between worlds… there is no grinding at all I feel like. I wish they’d adopt that paradigm for Zelda too.
I am afraid of picking it up again because I absolutely cannot remember where I was and what I was doing.
At least with the sequel it's kind of expected I start fresh.
Weapons are literally everywhere. You kill a monster, it will generally drop it's weapon. They're scattered all over the ground. They're in chests. There is never a lack of weapons, and that is one of the core points of the game.
Literally the only way you could be stuck with tree branches is if you stuck to the opening part of the Great Plateau or intentionally pretended all the weapons didn't exist.
The 3D Zeldas have always been kind of meh in my experience. Although I did love BotW for the first 20 hours or so.
The game is sparse and sterile, the characters are boring and generic, the story/dialogue is cringe inducing, the world is empty and plain, and there's nothing to do.
It borrows heavily from open world game tropes, and it doesn't add anything. Once you've played about 5-6 hours you've seen the entire game, just not all of its permutations.
This is the first game where I've had a real disagreement with everyone else about its fun factor. Previously I was extremely disappointed in Diablo 3, but there were plenty of people who understood and agreed with my sentiments quite vocally.
With BotW it's like people are playing a different game, or they're somehow mentally wired differently. I sincerely don't understand what happened there. I'm usually very good at acknowledging high quality games, even if I don't personally like them... BotW is not a great game, it's mediocre at best.
I liked the style, I generally enjoy world exploration and that was fun in BotW, and there were many cool experiences scattered around, but it does end up feeling a little empty.
I still played it a ton mind you, but I don't consider it an important or ground breaking game the way many seem to.
I have heard plenty of people talk about how new the open world is to them in BotW (in a way that clearly suggests they've never tried it before). The novelty factor of any (to the user) new game genre amplifies the positive reaction.
With a Zelda I've only ever played the original NES one and liked the time I spent. With MegaMan it's always been the off shoots. MegaMan Soccer was constantly rented growing up and Battle Network was great.
But what's weird to me is that I've never enjoyed any of the 3d Zelda games, but still consider the MegaMan Legends series among the best games I've ever played. I'm still bitter I bought a 3ds specifically in anticipation of the third game and it was then cancelled.
- Flying islands and robots remind Laputa's castle in the Sky
- Villains with lots of tentacles look like demons in Mononoke
- Small villages have a Nausicaa feel
- The music borrows a lot from joe hisaishi.
I wish I had the kind of time I had when I was a kid... That stuff looks amazing.
- Flying islands: also featured in several previous Zelda games including Minish Cap, Twilight Princess, and Skyward Sword. It's become a fairly common anime trope, though Laputa is definitely the oldest instance I can come up with.
- Villains with lots of tentacles: That's a very common thing in Japanese media and seems to go back much further than modern anime.
- I haven't watched Nausicaa yet (though I do have it in a Ghibli collection box that I've been slowly working my way through with my family). However, I feel the Zelda villages are basically just picturuesque Japanese countryside.
- I am really looking forward to hearing more of it than I did through the trailers. So far, though, it sounds very much like a riff off of the soundtracks of earlier Zelda games. It makes sense that they're similar. After all, Koji Kondo (who wrote the music for many of the earlier Zelda games) is also Japanese and started his career shortly after Joe Hisaishi. They likely had similar influences.
They have great storyTELLING, I guess, since it's presented fairly beautifully, but "man wants to take over world, hero must stop him, princess also involved" is not... particularly revolutionary.
(I only played the gameboy version ages ago, but I still remember the atmosphere).
This video was IIRC comparing it with Elden Ring, which has so many weapons, spells, armor pieces, summons, weapon skills, etc etc that it is able to fill up its world to a satisfying degree without having to resort to breaking weapons so you need to find a new one.
But it also pointed out that a lot of the items you can find are asset reuse; weapon skills were already present on certain weapons, but now you can find the skills separately as well. Most, if not all of the summons are also existing enemies or bosses, just with different AI. And a lot of enemies' animations and behaviours were lifted / borrowed from previous From Software games.
But in the end, I enjoyed Horizon’s tight combat system much more than BOTW.
Zelda, I just had to drop. The weapons breaking alone was just so annoying, and most of the shrines feel like a chore. I liked the exploration, but it felt like every game mechanic the game had to offer was here to get in the way of me progressing.
I also really don't like the BotW cooking mechanic, but mostly because it's so tedious to sit through the mini cooking cut-scene.
Cooking and crafting in Stardew Valley have zero ceremony, you just click on the recipe and boom you're done, it's exactly as fast as any other inventory operation.
I don't know why certain cooked foods in BotW stack and some don't. Searing meat is a good way of stacking up a huge amount of cooked food, because it stacks.
If I was designing the Zelda cooking system:
- definitely some sort of bookmarkable known recipes book that gets brought up from the cooking pot instead of paging through the inventory
- asynchronous cooking; I don't mind the cooking animation, just give me multiple cooking pots and let me move around while it (quickly) cooks
- holding more than 5 items at a time, like hold 50 drumsticks to throw all at once onto a firepit to sear
- big batches (upgradable cooking pot sizes), why not throw 100 apples into the pot for 20 servings made at once?
I’ve played Breath of the Wild for many hours. I agree on the weapon breaking thing, probably one of the most frustrating parts of the game and I still don’t understand why they did that.
This new game looks even better too from what I have seen.
Initially, I did not like this mechanism, but I have come to appreciate it. It reduces your comfort, but you experience more of the game.
[1] Fighting a Lynel and "consuming" all your weapons before he even reaches half his health has happened to me a couple of times.
I still haven't picked up BOTW again because of that.
Hope you pick it up again, if you’re at the castle you probably don’t have too much left.
I found horizon to be visually beautiful but the open world aspect not all that interesting personally.
Zelda, I came to it after hearing people praising it as the best game ever made. For me it’s a solid 8/10 game but definitely not all that incredible. Some of the mechanics are frustrating like the breaking weapons as you mentioned. I found the open world lacking in life. You can explore, sure, but there’s not much to do.
Vast parts of it are just empty stretches with enemies here and there and nothing really happens in that world.
I think both are excellent games but neither of them made me want to immerse myself in the worlds they were set in and neither made me want to come back for more.
I guess nostalgia and liking what everyone else says they like is a powerful thing.
This is a cognitive distortion you should be very mindful of.e.g. If X is true for you, X is true in general, and therefore what else is "true" must be so given X.
In this case X is Breath of the Wild being "boring".
By failing to correctly recognize that there can be things about the world other people experience, that you do not, you are forcing yourself to assume others must be
liking what everyone else says they like
Which paints an unnecessarily bleak view of your peers and incorrectly orients you to them.When something is true for you... that's it. You can't draw many conclusions from that single data point. You necessarily need to include the perspectives of others to properly triangulate what might be before attempting to draw any conclusions.
There are so many infinite ways the video game Breath of the Wild could be popular without that negative and misleading worldview needing to be the reason, but you limit your capacity to understand those other reasons, and empathize with others, if everything you subjectively experience must also be objective fact.
BOTW, on the other hand, has the usual Nintendo good-vs-evil story, but everything else is basically perfect. The gameplay is incredibly fluid, the world is immersive, the soundtrack is great. Even "bad" mechanics like the weapon durability one have their place - they force you to experiment in the sandbox and try out more stuff instead of just killing one lynel and keeping his sword.
Tears is an absolutely brilliant game that suffers from 20-30fps and incredibly conspicuous pop-ins.
I’ve been using a PS4 controller which really helps with avoiding cramping on tiny controllers. Though I’ve heard the Pro Controller is great too. But in general I find myself enjoying the game despite the hardware.
Limited-time-only software is completely against Nintendo’s core philosophy of fun. It’s quite shocking.
I’ll get the popcorn for the Nintendo apologist responses. But this is silly, foolish, and absolutely anti-Nintendo when it comes to it games being about fun and not about collecting or scalping. I’m not paying $159 for it. I’ll just pirate it.
https://www.polygon.com/2020/9/3/21213766/super-mario-3d-all...
you're acting as if this was some sort of rug pull.
again, if you want it you can still buy it - just not from nintendo directly. I fail to see the issue.
And the fixed the performance issues too, even Digital Foundry was impressed at how drastic of a change the day one patch was compared to the cartridge version.
For people wanting to see spoilers and the cool craziness that can be achieved in the game: https://old.reddit.com/r/TOTK/
(0) Not sure if this is going to change immediately after release
"But why are you here on Hackernews idk1?"
Well let me tell you, according to a text message, Terry from DPD is delivering my game between 9:53am and 10:53am so I'm currently perched in my front window waiting for it.
(I'm not a digital copy person for all the normal reasons, I can't lend it out, I can't re-sell it in a year, I lose it if I lose my Nintendo account, etc.)
The Switch was underpowered at launch, but that kept it affordable I guess. I hope they do a revision, they tried that with the "New Nintendo 2/3DS" but I don't believe that was very successful - only a handful of games came out targeting the hardware refresh. No games company wanted to leave the millions of regular 2/3DS consoles behind.
One quote from a reviewer that I remember - “I didn’t know other games had me in shackles until Breath of the Wild set me free”.
The reviews claim that TOTK has only improved in the immersiveness aspect as well.
The fact that it runs on the switch (and they managed to fit it in 18 GB) is a huge feat.
The thing I didn’t like was its easy to get off track and laborious to get places super quickly.
Also I didn’t really get the food/items/combinations system at all, it’s quite unexplained as far as I could tell.
I also like that some games like Disco Elysium, Neverwinter Nights, etc. - these older PC games which work fine on Switch are being ported over. Happy to pay a little more to get the physical cartridge and play it on the Switch - though paying $55.99 for Skyrim seems a little steep to me so I'll continue playing that on Gamepass.
Waiting for my copy of Tears of the Kingdom to arrive today. In the meantime I'm finishing up Metroid: Dread and enjoying that quite a bit too!
Maybe we are not looking at the same games but the ones I’m looking at are significantly cheaper as cartridge than download (Zelda and Mario, fx)
I genuinely enjoy the cartridges themselves, the very act of inserting them into the system, they're really cool and nostalgic to me.
I couldn't care less whether the graphics are hd, 4k, hdr, dolby whatever, 120fps.
The game is fun on the Switch.
Also, the bike is only unlocked after all the divine beasts, when the game is already "over" and you're just trying to complete all the shrines and quests. I'm so happy to have it in order to help me get around faster for those things.
But yeah, I can't deny it felt weird at first :)
The "vehicles" in this are more like platforms and scraps that you string together to create something that moves by itself.
Why are you upset/sick?
All of the reviews, including the Digital Foundry one were playing it on the OLED model, which - including the 2nd gen one, have higher clock rates and improved many FPS dips in BOTW.
https://www.eurogamer.net/digitalfoundry-2019-new-nintendo-s...
The OLED model has the OLED screen, more internal storage, Ethernet port in the dock, and a better kickstand.
That's it — they are all equally powerful.
https://www.eurogamer.net/digitalfoundry-2019-new-nintendo-s...
Suspicions confirmed. It runs a bit worse.
Nintendo's ability to make games is undeniable. Their raw numbers hardware though has been lacking for every generation starting with GameCube. I just don't get it.
This and breath of the wild are completely different games when played at 60fps and a reasonable resolution.
It's not that I can't find this news elsewhere, and how does it gratify my curiosity? It's the most discussed news item today.
Demanding that things should justify their existence to you is a symptom of main character syndrome.
Shockingly, different people have different experiences and as a result different curiosities.
HN just likes some games more than others. Will we see a thread for Horizon Zero Dawn or Last of Us? No. Will we see one for a Factorio sequel? Definitely.
Especially since a lot of people here who are interested in it are probably not interested in participating in gaming-related social media.
Same goes for huge news events where loads of people here who usually don't pay attention to news suddenly all want to pay attention to one item; it's natural to do so on the only news community they usually engage with, even if it doesn't actually make sense for that community as a whole (as this community is largely defined by NOT having that content.)