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Joined 10 months ago
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Cake day: September 3rd, 2023

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  • Both screens were also just awful about blurring during fast movement. Nintendo wisely avoided it altogether,

    While mostly true, they should have told Rare too. Between blurring and bad contrast, Donkey Kong Land was almost unplayable.

    (By the way, screens with bad blurring from fast moving stuff were still a thing for a long time after that. Dracula X Chronicles for PSP had the original PC-Engine Rondo of Blood in it. Small, fast black bats on a bright background were almost perfectly invisible)




  • A good score can definitely change a game to me, but yeah if you’re going to claim “staff” from legendary games I’d assume more than one guy, and people who had a hand in design.

    I know and like lots of games scored by Sakuraba, and not that I don’t like his music but… I don’t know, it tends to sound very same-y and almost random at times. Especially in that 00’s era. There was a corny melody pattern he put in all of his big themes at the time, Tales of Symphonia, Baten Kaitos, Golden Sun all had it somewhere, and I couldn’t hear anything else when it happened.

    That said, when it works, it works and it’s pretty unique. True Mirror and Valedictory Elegy from Baten Kaitos are very good, and a perfect fit for their games.






  • To be fair, Nintendo 3DS shells aren’t exactly very high quality either.

    I have an original Majora n3DS XL. After a few months, the golden paint started disappearing around the borders, where my palm/fingers would rest.

    To their credit, I could get a free replacement shell (with the right colour and pattern) from customer service when I asked about it. But after this I just resorted to using a clear rubber outer case to keep the paint from rubbing off again.




  • Don’t care about emulation performance, it’s apple and oranges. Lots of games more impressive than Bloodstained have been adapted successfully to the Switch. Compromises exist but they don’t include making them almost unplayable.

    Anyway, regarding why Bloodstained specifically should have been easier on Switch than Wii U, it’s not only about the Switch being more powerful or a more modern architecture than a Wii U or a Vita (though it is).

    It’s also that the version of unreal engine (4) they were developing the game on wasn’t even officially supported on the Wii U. They made a point in their crowdfunding campaign that they were enlisting the help of Armature, former Retro Studios Devs with experience in porting. They needed them to do the necessary development to adapt a UE4 game to Wii U. Back then Armature were even proposing to release their work once done for other studios wanting to do the same.

    Development went longer than expected, Wii U was a big commercial failure and its life was cut short, so I can see why they cancelled that and went to Switch instead. But UE4 is officially and fully supported on Switch, so that barrier didn’t exist anymore.