Tomous wrote:I do think it's weird how this is priced compared to Metroid Prime Remastered, when they've extremely similar.
Nintendo's attitude to Prime Remastered was weird all over to be honest, shadow dropping it without giving it a proper build up was not the release it deserved.
Metroid Prime is the gold standard of pricing for a remake for me. £35, is pretty fair for a high effort remake and its one of the best looking Switch games.
MKvsDK, the Peach game, Paper Mario, Luigi Mansion 2 - all day one's for me. 3 of which are remakes each at basically £50 a go.
For Paper Mario I'd pay £50, but £40 is definitely a good price. Not sure about I feel for Luigi Mansion being priced £50 when Prime was £35. I'll reserve judgement - My eyes
but is Luigi a prettied up remaster of the 3DS game or are they rebuilding it using Luigi Mansion 3 engine? If the latter - fair enough
Jezo wrote:ITSMILNER wrote: I hope those easy changes are optional
I assume it'll be similar to the difficulty modes they had in Mario RPG - one that allows people to focus on story over RPG
I'm down with this.
Re. Easy modes in general;
- All games should have accessibility modes - Part of an accessibility mode would be to have an easy mode. Easy mode for players for people who are differently abled, kids and people who just do not wish to get too into the game / just enjoy the story etc
- I'd extend the above to 'in most cases having difficulty modes isn't a bad thing' people should be able to enjoy games as they please
- Expert or Hard modes on platformers are always welcome - I generally play harder modes on platformers. Just because platformers are the one genre I am inclined to get git gud at, appreciate others may feel the same about other genres - so they're welcome too
- Party and sports games are ok to have assist modes - Ideally assist on and assist off should be able to play together without one being intrusive to the other group in terms of dis/advantage. MK is balanced well
- Open World Rockstar / Ubisoft type games shouldn't have difficulty modes (other than accessibility) - these should generally be played as the developers intended. Remember Horizons had loads of difficulty modes (if you are going to have loads at least make sure you have an odd number of difficulties so you can pick the one exactly in the middle). You don't play RDR to be challenged - though I did wish it was just a little more difficult or a little more easy to die or fail a mission - put a game in this beautiful world you created! This isn't rectified by difficulty modes - just make the base game harder and give it an assist mode.
- Metroid Prime benefitted from having option of easier settings - Games like TLOU some may just want to enjoy the story (related TLOU games are fantastic for accessibility which is very welcome). Prime I played on normal settings, but Prime 4 I think I would be tempted to use an easy setting (in terms of making enemies easier to kill). Just because, for me Prime should be 'difficult' it should be 'complicated'. For me, Prime isn't a shooting game, it more of a puzzle game - the game was knowing where to go, what to do etc, because of all the backtracking - shooting enemies whilst I was trying to work out puzzles or where to go was just a bit annoying. I would have had more fun if I played on easy, the enemies are still there but as sort of fodder - something to do whilst I enjoy the world and the main game of navigating it.
Anyway, I'd be up for focussing on story rather than RPG.
I am a little concerned how much I'm going to enjoy this game. Mainly because I've always been rubbish at RPG battle mechanics. I loved Origami King, but haven't really played TTYD; it's interesting to me many wish for Paper Mario to return to its more RPG roots. Is this because people preferred turn based battle to the twisty ring system in Origami King? If so is the turn based system (I played a little of Paper Mario 64, which I assume TTYD system is similar too) really more compelling than the ring system? Whereas I found the turn based system a little boring, I liked the ring system, I like little puzzles in general - but also unlike Paper Mario 64 it wasn't as sort of prominent, you could engage with it but the stakes were lower (in general choose to avoid if you wished) but wasn't entirely disposable.
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It's interesting people who loved TTYD dislike the newer games. I enjoyed Origami more as a kind of hang out game with the ring system as a little mini game on top; just walking through this beautiful inter-connected world, enjoying and engaging with the scenery, each area was so packed with things to do and see and explore, watching/playing the set-pieces, enjoying talking to the characters and taking in the story. TTYD seems it had many of these aspects, therefore is Origami not quite a natural evolution of the older games? Other than the battle systems and also the newer ones are set in open 3D spaces you can run around in rather 2D where your game is constantly broken up with being dropped into a samey battles every few minutes (which to me seems like an improvement).
I'll of course reserve judgement until I play TTYD, but interested in how different the newer games are to the older ones and why they are considered better.