#oneaday Day 401: Kountdown to Kong

I'm looking forward to playing Donkey Kong Bananza. I say this as someone who has always found Donkey Kong himself to be one of Nintendo's least appealing characters, and who has never played any Donkey Kong games past Donkey Kong 3. Yes, that's right; I am a bad enough person to have never played any Donkey Kong Country games, nor did I ever play Donkey Kong 64 back in the day — although there are, I'm sure, some who would say that, DK Rap notwithstanding, I dodged a bullet on that one.

But I'm finding a lot appealing about Donkey Kong Bananza. Chief among this is the fact that it's the Super Mario Odyssey team working on it, and Super Mario Odyssey was superb. Not only was it simply an excellent Super Mario game, but it also remains one of the most technically impressive, visually stunning Switch games. Given how good that game looked on the original Switch's underpowered hardware, I'm confident that Donkey Kong Bananza is going to be particularly pleasant to look at.

It also looks like it's going to be really fun. The super-destructive nature of the gameplay and the fact that you can seemingly smash the absolute shit out of each level is very appealing to me, but it seems like there's going to be plenty of depth and exploration, too. With the various special abilities and collectibles on offer, the game looks almost like it's going to hew closer to a Zelda than a Super Mario game — or perhaps it will be its own distinct thing, which I'm suspecting will be the most likely outcome.

The trailers so far have been pretty spectacular, too, and it sounds as if the music is going to be outstanding. Since the game features a teenage Pauline, whose song Jump Up Super Star! from Super Mario Odyssey was a real highlight of that game's soundtrack, I'm anticipating that there will be at least a few vocal numbers, and indeed the trailers would appear to back that up. In fact, and this feels like a very strange thing to say about Donkey Kong, it looks like this game might actually be quite emotionally engaging.

To be clear, Nintendo is absolutely capable of making a game that can grab you in the feels and make you cry. It's just the absolute last place I would expect to encounter such a game would be in the Donkey Kong series — but you watch the most recent trailers and listen to the soundtrack revealed so far and you tell me that there won't be at least a couple of tearjerker moments throughout.

On top of all that, if the Nintendo eShop is to be believed, the whole thing fits into just 10GB, which is dinky wee tiny by modern game standards, particularly on a 4K-capable console. (For context, Super Mario Odyssey is 5.7GB, so if Donkey Kong Bananza is a project on a similar scale, being roughly twice the file size would track considering the jump in hardware generations. For further comparison's sake, The Legend of Zelda: Breath of the Wild is about 15GB, as is Xenoblade Chronicles X.)

Given modern triple-A games typically break the 70-100GB boundary these days — and even smaller-scale affairs such as the Tony Hawk remakes are pushing 40GB — it's impressive to see what Nintendo is apparently capable of with a fraction of that file size. Because I'm willing to bet that 10GB will have plenty of substance to it.

Having finished the Switch version of Link's Awakening today, I now have a few days to burn prior to Donkey Kong Bananza arriving. Perhaps it's high time I actually tried some of those older Kong games…?


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#oneaday Day 363: It's Switch Twoursday

Come on, Nintendo, "Switch 2sday" was right there and you blew it. Sega had this shit sorted back in the '90s… although given the trajectory they took shortly afterwards, probably best not to take too many cues from them on the hardware front.

Anyway. Yes! It is the Nintendo Switch 2 launch day and I have been fortunate enough to get one on launch day. I ordered from Argos when pre-orders first went up, and I was half-expecting my order to be cancelled. But no! It arrived mid-afternoon today, so I went through the whole "transfer" process from my original Switch, and I've been happily enjoying Mario Kart World and Ridge Racer this evening.

I'm going to write something more substantial about both of those games over on MoeGamer at some point in the very near future, so I thought today I'd talk a little about my initial experiences with the Switch 2 in general.

Overall, my impressions have been very positive. Outside of the thing refusing to connect to my Wi-Fi on one side of my study (a problem that is by no means exclusive to the Switch 2), everything has gone pretty much as smoothly as you would ever want.

If you're upgrading from an original Switch, there's a straightforward transfer process you can run. This involves putting the two consoles physically close to one another, presumably so they can establish a direct wireless connection between one another, and then triggering the transfer process from both ends, perhaps with a login or two along the way depending on how you have your accounts set up. It even asked for the microSD card from the original Switch to transfer over captured screenshots and videos.

When it was finished (about 15-20 minutes later), all of my saves, settings and account details had been transferred over to the Switch 2, and the Switch 2 made a start on redownloading all the digital software I had on my original Switch. This was fine for my purposes, though those who have larger digital libraries may have run into issues, since the largest microSD Express card you can get for Switch 2 (and it will only take microSD Express, except for the aforementioned screenshot library transfer process) is 256GB. OG Switch, meanwhile, would happily take 512GB or more.

The auto-download thing was fine, but for some reason it did stop partway through and didn't resume. I assume this is because I started doing something that talked to online — that's what generally happened with downloads on the original Switch — but I would have expected it to start downloading again afterwards. This didn't happen. Not a huge issue, since I can easily manually redownload anything I want to put back on the system, because the icons for those pieces of software are there, but it would have been nice for that to be fully automated.

One of the biggest upgrades is to the eShop. No longer a slow, annoying mess to navigate, the Switch 2's eShop seems perfectly functional, and it already has some hentai shovelware games ready to go. So the curation issue isn't exactly solved, but the painful user experience side of things is, at least, fixed now.

I briefly fired up the new Gamecube app you get with a Nintendo Switch Online subscription, and boy, those games sure do look lovely all HD-ified. I'm looking forward to having a play with Soul Calibur II and F-Zero GX in particular; I'm in no hurry to replay Wind Waker, meanwhile, since I played the Wii U version a few years back and while I enjoyed it, I also don't have much desire to play it again just yet.

Handheld, the screen looks lovely. While not OLED, it's bright, large and smooth. Games look great on it. I haven't tried any original Switch titles on it as yet, but Switch 2 stuff looked pin-sharp and super-slick. It's also a bit bigger than the original Switch, meaning it'll probably be more comfortable to play more complex games in handheld mode than the original Switch was. I will likely still keep it connected to the TV for the vast majority of the time, but I feel more inclined to play handheld with that lovely screen than I do the original Switch. No shade on those who primarily played OG Switch handheld; I just preferred the TV experience by quite a considerable margin.

Thus far, then, I'm happy with my purchase. I still have plenty of concerns about things like Game Key Cards, software prices and suchlike, but we'll see how things pan out long-term. I do find myself wondering if Nintendo will be able to capture the same lightning in a bottle that the original Switch was — historically speaking, they've tended to follow an astronomical success (Game Boy, SNES, Wii) with anything from middling-to-solid commercial performance (N64, Gamecube) to catastrophic failure (Virtual Boy, Wii U), so it will be interesting to see where Switch 2 falls on that spectrum… or if it will continue a run of good luck for the company.

Anyway, it doesn't really matter. I have one, I like it and I'm looking forward to playing with it some more. So I'm going to do just that before I head to bed. Mario Kart World calls me!


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#oneaday Day 350: What I'm doing this weekend

I think I pinned down what I want to do for some videos. As I've noted a couple of times recently, I've been feeling a bit short on inspiration and motivation of late, and I've been wondering how I might shake things up a bit for myself.

The answer is to do something a bit different to usual! So I'm going to do just that. Specifically, I've set myself the goal of doing two main things this weekend: one, a pre-scripted video on the subject of PS3 racer MotorStorm, which I've only just played for the first time and really like, and secondly, an "Exploring Together" Let's Play-type video on one of the Game Boy games that has just been added to Nintendo Switch Online: a Kemco title called The Sword of Hope.

I'm really interested in the latter. I've never heard of it before — although I must confess that's not hard with me and Game Boy games, since I only had a limited library when I was younger — but I saw someone describe it earlier as a cross between a conventional RPG and the Icom Simulations adventure games. You know, Deja Vu, Uninvited and Shadowgate.

I really like those games! And I really like the NES and Game Boy ports of them, even if they lack a fair old chunk of the text found in the computer originals. So the idea of playing something that appears to be inspired by them, but which adds some additional mechanics over the top rather than just killing you every five seconds, sounds very appealing to me indeed.

I'm going in as blind as possible because I want to include my immediate reactions to the game in the video. And I think, long-term, I'd like to cover some more Game Boy stuff — not just the stuff on Nintendo Switch Online, but in general, too. The Game Boy, Game Boy Color and Game Boy Advance each have vast libraries, and there are some thoroughly interesting titles among them. Presumably because development for these platforms was so cheap — and because they didn't have nearly as much critical scrutiny on them as the TV-connected consoles — developers were, seemingly, quite keen to be very creative with their work on the system. So there's some wonderfully experimental Game Boy (Color/Advance) games out there, and I think there's plenty of scope to explore those through both Nintendo Switch Online and the MiSTer Multisystem 2.

So that's my plan for this weekend. Some of it, anyway. It's a long weekend here in the UK, so I can take my time and enjoy it, then it's back to the ol' grindstone from Tuesday. We've been enduring a particularly busy and stressful period at work for quite some time now, so it's nice to have an extra day off to decompress a bit. It'll all be worth it in the end, though.

Before that, though, bed. Sleep! Sleep is good.


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#oneaday Day 321: My Switch 2 concerns

I still have my preorder in for a Nintendo Switch 2 and I'm looking forward to having a play with it. But I am quite concerned about some things that seem to be cropping up in these initial pre-launch months.

Chief among these is the "Game Key Card" thing. For the unfamiliar, this is effectively a replacement for the "code-in-a-box" nonsense some publishers pulled with Switch games, where you'd buy a "physical release" and get nothing more than a box with a voucher for the digital version of the game in it. The box was then completely useless because there was nothing to put in it. The sole justification for this, one might argue, is that it allows "digital" games to be given as gifts. But only the ones that have actually had this treatment, of course.

Game Key Cards is… possibly a step forwards from this, but still not in any way desirable. Effectively how they work is that they're a cartridge you put in your Switch 2, and this then automatically causes the digital version of the game to download from the eShop. There are a few justifications for this: it keeps costs down while still allowing for a boxed release of sorts, which in turn can be given as a gift just like code-in-a-box.

Unlike code-in-a-box, however, Game Key Cards are transferable. They need to be in the Switch 2 to play the game even once it's downloaded, and they can be loaned, traded or sold to others. This is arguably an improvement in that they make digital purchases more portable — you can take a game over to a friend's house, for example, although one might argue the inherently portable nature of the Switch 2 makes this a moot point anyway — but one suspects it is going to be used by a lot of companies as an excuse for cost-cutting.

We're already starting to see a number of games that have announced their "physical" release will be on one of these Game Key Cards, with no other option than the digital-only version. As a collector of physical media, neither of these options are desirable.

Some have conjectured that this situation has arisen because Switch 2 carts are, supposedly, expensive — like, $16 a unit expensive. That means once companies have paid their cut to Nintendo, paid manufacturing costs, paid marketing expenses and everything else that goes into making a game, there potentially won't be much left for games sold around the £30-40 mark. This is, apparently — and remember this is mostly hearsay at the moment — the reason that physical releases like Mario Kart World are £70 or more.

Thing is, I'm not sure I understand why they're so expensive. They're essentially flash carts. Admittedly, in the case of Switch 2, they're high-speed flash carts, which are slightly newer (and thus more pricey) tech. But $16 a unit for something that supposedly only goes up to 64GB seems… high. (Oh yes, that's seemingly the other reason some are going for the Game Key Card approach — games such as Street Fighter 6 flat-out won't fit on one.)

I've long said that if a console generation arose that was digital-only, I would probably bow out and stick to my existing library of games — which, as most of you probably know, is pretty enormous. Nintendo, whose consoles have long been a champion of physical media — Switch 1 carts are the only releases of the current(ish) generation that don't require lengthy installs before you can play — seem to be pushing towards that all-digital future that I'm not sure anyone really wants, particularly those involved in a hobby that has always been, to some degree, about collecting.

I'm willing to give Switch 2 a chance. I'm even getting the bundle with the digital version of Mario Kart World included — I figure as a game with an online component, it's probably going to have regular updates and/or DLC, making the physical edition useless after a while anyway — but I'm still a bit concerned.

I guess one thing worth waiting to see is what the limited-press physical houses do — if anything — with Nintendo Switch 2. A significant portion of my Switch 1 library consists of limited-print physical releases of games that would have otherwise been digital-only. If that situation continues, then I think I'll be all right. I know some folks hate the limited-print stuff, but I suspect it's going to become an increasing reality of video game collecting in the coming years. We'll have to see, I guess.

I wish we could just be excited for New Thing. It feels like a long time since we've been able to be unreservedly excited for New Thing. The last few New Things we've had — particularly in gaming — seem to have had particularly big caveats involved, and Switch 2 is no exception.

Think back to the run-up to the PlayStation 2's launch. Nothing but excitement. A new system that could produce incredible visuals, could take full advantage of the new DVD format for storage, and which was fully (almost) backwards-compatible with the previous PlayStation? Sure, the price was a sticking point for some, but that came down. And the PS2 went on to be one of the most beloved systems of all time, with good reason.

I wonder if the last couple of generations of console hardware are even going to have a legacy to leave behind once their digital services are turned off.


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#oneaday Day 316: Mario Kart World looks like fun!

You will doubtless be aware of the impending release of the Nintendo Switch 2, and its launch title Mario Kart World. You may also be aware of the fact that people are complaining about the price (not unjustifiably). And you may even have sat down and watched the Mario Kart World-centric presentation the other day.

Some people seem to be a bit down on Mario Kart World. I had to banish a video from my YouTube recommendations earlier for it claiming to offer "the unfortunate truth" about the new game, when said "truth" was just that the video maker, who hadn't played the game, didn't think it going open world was a good idea.

I'm not going to get into whether he's right or wrong (he's definitely wrong, though), but instead I want to talk about my own personal response to what I've seen of Mario Kart World so far, with the caveats that I haven't played it, I haven't been to any of the "Nintendo Switch 2 Experience" events, and that have preordered the Switch 2 bundle that comes with a digital copy of Mario Kart World, so I am perhaps predisposed to like the thing I've spent money on.

Basically, I'm well up for what Mario Kart World has to offer. I like common-or-garden Mario Kart to a decent degree, and it usually comes off the shelf any time friends are over. But despite the improving tech, visuals and course design with each new installment, the overall structure of the game hasn't really changed all that much since the SNES original. Mario Kart has always had a bit of a problem with its single-player modes being a bit bare-bones, and this is something that has never really been fixed over the course of 8 mainline installments. It was particularly apparent in the Nintendo 64 era, where Rare's Diddy Kong Racing offered an impressively substantial single-player "Adventure" mode that really made Mario Kart 64's paltry grand prix offerings look a tad weedy.

Granted, today the enduring appeal of modern Mario Kart games is in playing online, where you get the performance and visuals of single-player but the thrill of competing against real opponents. But that's not something that everyone enjoys — particularly since, as a popular game, it's filled with people who have no-lifed their way into mastering the most important "skills" (and/or exploits) in order to win every time. Playing Mario Kart online as a casual player is a great way of testing whether or not you really believe that "it's not the winning that counts, it's the taking part". Because after myriad sessions of seeing the frontrunners scream off over the horizon, never to be seen again, and not really knowing why or how they did that, it gets a bit old.

Mario Kart World, now, though, that's different. Online is still going to be an important part of the experience, and with the Nintendo Switch 2's GameChat feature, it looks like a potential return to the early days of Xbox Live, when it's easy to get folks together to shoot the shit while you're playing games — and not necessarily the same games. The key difference, this being Nintendo, is that GameChat is restricted to your friends, so no jumping into public lobbies and immediately being screamed at or called a racial epithet, unless that's what your friends are like. In which case you should find new friends.

But perhaps more importantly, judging by what we've seen so far, is that Mario Kart World offers a substantial single-player experience, and it's all down to that open world. Driving games are one type of game where it makes perfect sense to have an open-world map, and theming the game around rough-and-ready vehicles such as go-karts and motorcycles makes it feel less weird to go off-road exploring. One of my favourite games in this regard is Codemasters and Asobo Studio's Fuel, which has an absolutely vast open world filled with events to participate in and things to find. Plus it's just plain fun to drive around and see how a variety of different vehicles handle the various terrains.

Fuel is a semi-realistic game, though; Mario Kart World, meanwhile, is not beholden to the laws of reality, being a game set in a cartoonish fantasy world. That means we can have a map with incredible geographic diversity, weird and wonderful things to discover and a real sense that you might find anything around the corner. For all I love Fuel, its overriding colours are dull green, grey and brown, and any changes in the map you encounter as you pass from region to region are gradual rather than drastic. Not so in Mario Kart World, and I think that's going to be a lot of fun.

One of the things I really like the sound of is how the races link together, with circuit races leading to point-to-point races that take you to the next course in the sequence. I absolutely love point-to-point races — a side-effect of growing up with games like OutRun and Lotus Turbo Challenge — and Mario Kart World sounds like it's going to implement them not only as interstitial races in the main Grand Prix events, but also as non-stop "knockout" rally competitions that unfold as one long race taking you between multiple areas, with the bottom [x] participants being knocked out at every checkpoint.

But then the open world is filled with collectibles to find — the exact function of which we don't know just yet — and "P-switch challenges", which task you with completing various missions that test your driving skills. It's this exploration aspect that I think I find most exciting, particularly as you can not only play it solo, but you can bring friends along, too. Burnout Paradise was excellent fun in its multiplayer free-roam mode — sadly, I only ever really got to play it with friends once — and I can see this being very enjoyable; a great way to virtually hang out with friends over GameChat while having a meaningful, but relaxing and not-too-demanding, gaming experience.

Whether or not all this is really "worth" £75 for its physical RRP remains to be seen, and "game worth" is a completely subjective thing anyway. But I know that after seeing the announcement and the subsequent Direct, I'm very much on board with Mario Kart World, and I'm looking forward to getting stuck into it when June finally rolls around.


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#oneaday Day 300: Paying the tax

I make no apologies for admitting that I preordered a Switch 2 today, even after everything I said yesterday. I thought about it a bit, and I basically came to the conclusion that I was almost certainly going to get one regardless of how much I complained about certain elements of it — and that in doing so I may well be Part of the Problem — and so I might as well just get it out of the way and do it.

So I did. Someone I know happened to spot that Argos had preorders go live today, so I snagged one. I went for the one with Mario Kart World pre-installed, so I basically get that game for £30 instead of £75. Not having a physical copy sucks a bit, but at the same time, Mario Kart World is one of those games that is going to get lots of updates and DLC, making a physical version arguably useless in the long term. That's a thing that happens these days, and that's not going away, so I may as well just enjoy the things while they are current, and I may well be dead by the time it's no longer possible to access the online elements. (Not that I'm planning on being dead any time soon, but you know what I mean.)

There's enough about Switch 2 that I like to make it worthwhile. The "Switch 2 Versions" of original Switch games are compelling, for one; I haven't yet played The Legend of Zelda: Tears of the Kingdom, and now it will be nice to be able to do so at higher resolutions and frame rates. I'm by no means a frame rate and resolution snob — I was eminently satisfied with how Breath of the Wild looked and performed — but if the option is there to make it better officially without getting into hacking, modding and piracy territory, I'm all for it.

There's also some of the multi-format "big" games that are quite appealing. I might finally play Cyberpunk 2077 on Switch 2, for example, or Hitman: World of Assassination. The nice thing about Switch 2 versions of these coming so late is that they should be "complete" versions with all their additional DLC, updates and what have you baked into the Switch 2 version from day one. And hopefully with a physical release.

One thing I'm not super enamoured with is this "game key card" business. If you haven't seen it yet, it's the replacement for the "code in a box" system, whereby you could buy a Switch case that contained nothing more than a download code. This new version actually has a Switch cart in it, but the cart doesn't have the game on it; instead, it lets you download the game and play it while the cart is in. I initially thought this was utterly stupid, but if you read the fine print on the Japanese website (which a pal graciously translated for me earlier) it became clear that this is not the same as redeeming a game on your account from a code; it is transferable, so you can lend it to others, take it round to a friend's house, all that sort of thing. It's still a bit of a weird way of doing things, but I don't hate it as much as code-in-a-box.

(And look, I get why code-in-a-box is a thing; it lets people buy digital games as gifts and give the person something physical to open on their special occasion. But it's still a pisser to find what you think is a physical release of a game only to discover it's… not that.)

I can sort of understand why the game key card thing is being used for stuff like Street Fighter 6, which is a game that gets updated regularly with balance patches, DLC and suchlike, and which has a massive filesize. I'm a bit pissed the Bravely Default remaster is using this system, though; there's no way that game wouldn't fit on a low-capacity cartridge. But oh well.

Like I say, though, there's enough about Switch 2 that I do like to make it, I think, worthwhile. It will be interesting and fun to use the social features if (and that's a big if right now, particularly with the chaos ensuing from Trump's dumbshit tariffs in the States) my friends happen to pick a Switch 2 up; it would be nice to get some sort of regular "game night" going, and the built-in chat features could even be a decent means of recording a podcast or streaming something in collaboration with another person.

Plus Mario Kart World does look good. I'm still not convinced it's £75 good, but I'm sure I can get £30 value out of it.

It's certainly going to be interesting to spend some time with Switch 2 when it arrives in a couple of months. I'm looking forward to it. Yes, I'd love it to be cheaper. Yes, I'd love it if we had a 100% guarantee that original Switch games will work on it (which we don't, yet, but they are supposedly working on it.) Yes, I wish I didn't have to buy a new format of memory card for it.

But I also understand why all these things are the case, and moaning and complaining about them almost certainly isn't going to change anything about them this close to release. So I may as well suck it up, pay the money and enjoy the thing I knew I was always going to enjoy anyway. And so that's exactly what I'm doing!


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#oneaday Day 299: Switch 2 Tax

It was the Nintendo Switch 2 reveal today. And while there's a lot to like about the system — 1080p and up to 120fps handheld, 4K docked, HDR, nifty online socialisation functions, upgrades to certain Switch games that include both a performance boost and new stuff for the games — one thing is giving me a lot of pause that I wasn't feeling before the announcement.

And that one thing is the price of games. As someone who collects physical video games, I naturally will want to continue doing that for any new console hardware I pick up. But the new Mario Kart is seventy-five fucking pounds for a physical version, and the new Donkey Kong game is sixty-six quid.

Donkey Kong is just on the borderline of what I'll consider paying if the game is legitimately good (and it's a real borderline case here as I don't really like Donkey Kong as a character), but more than £70 for a game that will almost certainly also have paid DLC is well over that line for me. I'm sure Mario Kart World, as the new game is called, will be very good, and I'm quite curious to play it — but £75 to have a copy on my shelf (and not much less than that for a digital-only version) feels… excessive. And I'm someone who voluntarily pays £35 to limited-print companies for £10 indie games just so I can have them on my shelf.

This feels like a mistake for Nintendo. It feels like it might put all the goodwill they built up with the Switch at serious risk of unravelling. I'm sure they will justify it by saying the new cartridges are higher capacity, the tech is more advanced or whatever, but it still feels like… a lot.

Couple that with the fact that while the launch lineup looked neat, there wasn't a singular game that made me go "yes, give it to me, I need this right now". We had a bunch of very welcome ports of stuff like Hitman: World of Assassination, Cyberpunk 2077, Final Fantasy VII Remake Intergrade (though no mention of Rebirth, interestingly) and numerous others, a Bravely Default remaster that I've been hoping we'd see for quite some time, the aforementioned new Mario Kart and Donkey Kong games, and a few other bits and pieces that were perfectly nice enough, but not really "system sellers" for me.

Not yet, anyway. I have no doubt I'll probably end up with a Switch 2 eventually. But today's announcement makes me feel like I probably don't need one at launch. Probably. Probably.

There's a few days until preorders open. I will have to mull it over quite seriously. Quite seriously indeed. In the meantime, though, it's not as if I'm short of regular-ass Switch games to play, including a selection of pretty chunky RPGs I still haven't gotten to.

So we'll wait and see, I guess. It was a good presentation, and there's a lot to like about Switch 2. But I feel like a lot of people who were all set to preorder day one are now having very serious thoughts about the situation, just like I am. I feel like this should have been an easy win for Nintendo, but as it stands, they could potentially have a problem here.


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#oneaday Day 293: Nintendo Direct immediate reactions

There was a Nintendo Direct today, almost certainly the last one we'll ever see devoted to the original Nintendo Switch. So it seems fitting to go through the stuff that was announced and discussed and provide my own personal feelings about them.

Note: my own personal feelings. If you feel differently about any of these things, great! You have an opinion and a personality. You are not wrong for feeling differently to me, just as I am not wrong for feeling differently to you.

Standard procedure Internet of 2025 disclaimer over, let's get to it, shall we?

Dragon Quest I & II HD-2D Remake

Brilliant news. I haven't bought III yet, let alone played it, but I'm thrilled we finally have a modern way to play early Dragon Quest games that isn't those fucking awful mobile phone ports with the horrible visuals. Here's hoping they give IV, V and VI similar treatment, because while I'm lucky enough to own the Nintendo DS versions, I certainly wouldn't complain at the opportunity to play them on the big screen.

To date, the only Dragon Quest I've played to completion is IV. I got right to the end of V, but was underpowered for the final boss and couldn't be arsed to grind, so I never got around to beating it. I loved it up until that point, though. Bianca was my waifu.

No Sleep for Kaname Date

HELL YES. I love Kotaro Uchikoshi's work, and the two AI: The Somnium Files games are absolute masterpieces. I'm thrilled that we're getting another one. If you're yet to play the first two, I highly recommend setting some time aside for them (they're both pretty chunky by adventure game standards) and playing them fully. Can't wait to get back into that world with those wonderful characters.

Raidou Remastered

I never played the Raidou Kuzonoha games back on PS2, and they're super-expensive to collect today. I remember several folks whose opinions I trust enthusing greatly about them 15-20 years ago though, so I'm excited that I'll finally have the opportunity to check one of these games out. And that Shoji Meguro soundtrack sounds great.

I know absolutely nothing about the game other than it's supposed to be a pretty good time, so I'll likely be going in fairly blind to this. But I will be going in!

Shadow Labyrinth

Pac-Man-themed exploratory platformer? Interesting, and I can see the potential there. The "dark and edgy" thing is a bit of a turnoff, to be honest, but if the game's decent I can live with it. Not something I'm on the edge of my seat waiting to play, but I will follow with interest.

Patapon 1+2 Replay

Yes! Never really played the PSP versions much beyond trying them out at a friends house a very long time ago, but I liked their vibe and their music. Plus me and my wife often tease our cat Patti by going "pon, pon, Patti-pon", so it will be nice to finally educate my wife on where that actually came from.

Story of Seasons: Grand Bazaar

I've played a few Story of Seasons/Harvest Moon games in my time and quite enjoyed them, but my trouble is I've got it in my head that they sort of never end. I don't think that's actually true, and that my opinion is probably largely based on the number of people who have been playing Stardew Valley for approximately 300 years, but it's kind of put me off jumping into any of the more recent ones. I think the last one I played was the one on Gamecube?

Certainly not against this, but not rushing out of my way to pick it up, either.

Metroid Prime 4: Beyond

Cool that it actually exists and seems to be a decent way along. I've still never played a Metroid Prime game, though, so my excitement for this is somewhat tempered compared to many other folks. I do like Metroid from my relatively limited contact with the series to date (mostly Super Metroid) — I just haven't made the time for other entries in the series so far.

Disney Villains Cursed Café

I quite like the concept of this, as the "make drinks for patrons who have their own stories to tell" thing has been done well previously by VA-11 HALL-A and Coffee Talk. I just wonder if the Disney Villains thing won't end up holding it back rather than making it interesting. After all, I suspect there's fairly strict writers' guidelines in place on what these characters are and are not allowed to "do" in narrative terms.

Witchbrook

Well this looks adorable! I have a lot of time for school-themed games, and throw in a bit of magic that isn't the work of a raging transphobe and you have a winner, so far as I'm concerned. Will it beat Mana Khemia? It'll probably be a rather different experience, but I'm very much up for this, particularly with its lush pixel art.

The Eternal Life of Goldman

I must confess, I couldn't remember what this was just from the title as I think I tuned it out a bit when I was watching the show (no shade on the game, I was working at the time) but looking back at it now, it looks kind of neat. The animation on the characters is lovely, but the backdrops look a bit drab. If this has a decent story or some more varied environments, I might give it a look.

Gradius Origins

Yes please. The other Konami collections are excellent, so I will be happy to add this one to the mix.

Rift of the Necrodancer

I like Crypt of the Necrodancer, but my first impression of this is that it loses a bit of its charm by being a more conventional rhythm game rather than a combination of rhythm game and RPG. The visuals are nice, though, and it looks like it plays well enough. I was a bit concerned about the number of times they mentioned DLC, though. Perhaps one to wait for a "Complete" physical release of.

Tamagotchi Plaza

Do not care. Never had a Tamagotchi, have no attachment to them whatsoever, and the dentistry bit looked like one of those spam mobile games. No thank you.

Pokémon Legends: Z-A

I've never been a big Pokémon fan, though I moderately enjoyed Sword/Shield a while back. Another one I'll keep a bit of an eye on, but probably won't rush out to buy.

Rhythm Paradise Groove

I feel the exact opposite about this as I do about Pokémon. A new Rhythm Paradise/Rhythm Heaven/whatever you call it in your neck of the woods is an insta-purchase for me after loving the DS and Wii versions.

Virtual Game Cards

Seems like a decent solution to sharing digital games. A little more cumbersome than it perhaps needs to be, but that's Nintendo for you. I do like that you can "lend" digital games to family members, though; I've been hoping for a way to do that so my wife can play the Atelier Arland series for a very long time.

SaGa Frontier 2 Remastered

I bounced off this hard on PS1 but I'm much more open to it these days. The art is kind of weird though; the heavily pixelated characters on the upscaled backdrops just look a bit odd. Not "ew, I'm never buying this" odd, just a bit odd. Which would be firmly in keeping with SaGa in general.

Monument Valley

Hooray! A mobile game breaking free of its mobile prison! I was always curious about this but had absolutely no desire to play it on a mobile device. Now I don't have to!

Everybody's Golf: Hot Shots

Yes please! Arcadey golf games are very much my jam, and while the Mario sports games are insistent on getting a bit too experimental with their more recent installments, this looks like it will be a good old-fashioned silly golf game. I am definitely there for this.

Marvel Cosmic Invasion

I have zero stakes in the Marvel race, but Tribute Games is always a good time. As someone else pointed out earlier, I hope they don't just get stuck doing licensed stuff until the end of time, though.

Tomodachi Life: Living the Dream

I had zero contact with (and, really, interest in) the original Tomodachi Life, but I know it's responsible for some funny moments. I also remember having some funny times with… what was it called, Miitomo? So I'll have a look and see what this is, but not one I'll be rushing out to buy or anything

Nintendo Today

Sure, Nintendo. Another app just for your news. I'm fine with this.


On the whole, I think it was a pretty good presentation! As some folks pointed out, this can be looked on as the Switch's last desperate gasp before Switch 2 shows up, and thus there's a lot of "niche interest" stuff here. But that's good! I like niche interest! I am the niche! So I say bring it on.


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#oneaday Day 266: Beetle Drive

After writing a bit about flash cartridges the other day (and, err, ordering one for my Mega Drive when I saw it was payday) I thought it was probably time I sat and played some of the stuff I had on my Everdrive 64 X7 hooked up to my Nintendo 64. So I did. And I'm reminded that while the Nintendo 64 was a rather odd system in many ways, it also had some great games.

I will probably write some more on these over on MoeGamer at some point, but in the absence of anything particularly interesting happening today, I thought at least a couple of them would make worthwhile blog fodder.

The first one I decided to give a bit of a go was Beetle Adventure Racing, a game which I remember reviewing well back in the day, which I know is often featured in "best of Nintendo 64" retrospectives, which I know my brother likes and which, somehow, I have never gotten around to trying. So I decided I would fix that issue and try it.

Beetle Adventure Racing is really good, you guys. I'm kicking myself for not trying this sooner — and kicking myself for not taking a punt on it back in the days when the N64 was current, either, because I would have absolutely loved this.

For the unfamiliar, Beetle Adventure Racing is an arcade racer from Electronic Arts (boo, hiss, I know, but we still liked them back in the N64 days) and Pilotwings 64 co-developer Paradigm Entertainment. It was created at least in part as a sort of "advergame" for the new-model Volkswagen Beetle, which launched in the late '90s, right when the N64 was in its heyday. It's not obnoxious about it, mind; it's just a game in which all the cars happen to be '90s New Beetles, and apparently Volkswagen weren't all that precious about what EA and Paradigm did to them, because Beetle Adventure Racing sees you doing some ridiculous things with them.

At its heart, Beetle Adventure Racing is a relatively straightforward arcade racer. You can play single events as either full-field races, duels against a single opponent or time trials. There's a championship mode with several difficulty levels, each of which unlocks some new tracks. You can play two-player races. And there's a four-player battle mode that, back in the days when I had three-dimensional friends and we, as a people, went around to each other's houses on a fairly regular basis, I feel we would have had a lot of fun with. One day. Maybe.

The "Adventure" part of the title comes from the design of the courses. While they're relatively straightforward (albeit surprisingly long by genre standards) circuit races at first glance, it won't take you long to notice that there seem to be a lot of scenery elements that just beg the question "I wonder if I can go over there". And the answer, usually, is yes. Track splits in two? Pick a direction. Road goes one way, railway lines head the other way into a boarded-off tunnel? Crash through that sucker and see what's in there! Curious-looking pathway running parallel to the main course, then branching off in a different direction? Check it out next lap.

Now, the nice thing about the course design in Beetle Adventure Racing is that taking these detours doesn't put you at a disadvantage, despite, in some cases, appearing to lead you in a completely different direction to the "official" course. Nope, a lot of them are, in fact, shortcuts that let you skip parts of the track — or at the very least take a different route to get to the same destination.

In the championship mode, they have a secondary purpose, too: they tend to conceal boxes with numbers on them. Crashing into these boxes gives you points. If you get 50 points in a single race, you get a continue that lets you try again if you mess up. If you get 100 points, you get a "bonus" that the game is rather coy about — I believe it's extra stages for the battle mode. There are also, I've just discovered, three hidden "flower boxes" in each stage that unlock "cheats". I haven't even seen one of these yet.

Anyway, the long and short of it is in Beetle Adventure Racing it pays to really explore the different tracks, understand the different routes it's possible to take and practice nabbing the bonus boxes at every opportunity. Because while it's relatively easy to win the novice-level races without putting yourself out too much, combining the point-scoring (and the flower box-hunting) with still winning the race makes things much more interesting than your average arcade racer.

And the tracks! While obviously a little limited by the late '90s tech and the system the game is on, they're proper "thrill ride" courses. One takes you through a not-particularly-subtle Jurassic Park homage, complete with T-Rex bursting through the bushes at the side of the course. One takes you through a volcano. An icy course sees you careening through crystal caves and negotiating huge frozen obstacles. And, as previously mentioned, they're all long, meaning you get plenty of time to enjoy them, and there are plenty of opportunities to spot the different shortcuts, detours and otherwise optional areas.

It's not quite the same as today's "open world" racers, where it's possible to go very off-piste, often to the detriment of your race performance. In Beetle Adventure Racing, the alternative routes are very much designed as integral parts of the courses, rather than simply a thing to go "huh, cool" at, then return to following the guide line for maximum efficiency.

It's a joyful, silly game that I've had a lot of fun with so far — and will likely continue to do so for quite a while yet. In fact, I think I will go and do just that right now.


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#oneaday Day 227: Back on the Bionis

Having finished Fire Emblem Engage and entered my "waiting for Xenoblade Chronicles X" holding pattern in earnest, I couldn't resist any longer and started up Xenoblade Chronicles: Definitive Edition. It's a long time since I played the original Xenoblade Chronicles, and I feel like it will be good to revisit it before playing X, since X was actually the first "sequel" in the series; Xenoblade Chronicles 2 didn't come along until much later.

I'm not playing Xenoblade Chronicles 3, which I haven't played at all yet, because I will want to give that my full attention when I get to it, and I am reliably informed that with the way I play, I will likely take upwards of 150 hours to fully enjoy it. The original Xenoblade Chronicles, meanwhile, while still pretty massive, is a tad shorter, and I have faith I can get through it to my satisfaction before March 20, when X drops.

It's been thoroughly refreshing to go back to Xenoblade Chronicles, and I'm reminded of quite how much I like it. It really is a game that goes "what if the open-world bits of an MMO, but single-player?" and runs with it. This is a marked contrast from something like Final Fantasy XIV, where the open world stuff is fun while you're going through the story, but it pretty much ceases to be relevant once you get to endgame and spend the majority of your time in instanced multiplayer scenarios.

What do I mean by "MMO, but single-player?" A few things, really. Firstly, a big world to explore, based on roughly level-stratified zones — though each zone does have a few high-level surprises scattered around the place to make later revisits worthwhile. Secondly, a heavily quest-based structure. You probably can blast through the main story of a Xenoblade Chronicles game pretty quickly, but the appeal is in getting to know the world as a whole and all the incidental characters that populate it, so if you don't do a bit of questing, you're missing out on a significant part of the fun.

Sure, some of those quests may fall into the "kill [x] [y]s" or "get [x] drops from [y]s" territory, but what these quests do is encourage you to visit different areas of the world and discover what there is to see. And while you're doing that, you'll almost certainly feel a bit of that "I wonder what that thing over there is" wanderlust… and chances are, you'll find something interesting there. Xenoblade Chronicles' world is specifically designed to reward exploration, so it's worth your while to go poking your nose wherever you can.

The third way that Xenoblade Chronicles resembles an MMO — arguably more so than some of its follow-ups — is in its combat system, which uses a hotbar of abilities (or "Arts", as they're called), which each have a cooldown before you can use them again. The emphasis is less on finding a "rotation" as in some MMOs, however, since your auto-attacks are a lot more formidable than in something like Final Fantasy XIV, and instead on using your Arts as effectively as possible, ideally by meeting additional conditions that allow them to do more damage or inflict status effects on enemies.

Take protagonist Shulk, for example, who is a solid fighter, but not a tank by any means; that role is ably fulfilled by the first party member you get, Reyn. This leaves Shulk free to deal damage while Reyn attempts to keep aggro off him as much as possible, and to further support that, many of Shulk's Arts are positional, meaning that you need to be standing to the side or back of an enemy to make full use of them. Thus you end up taking a very similar approach to how a lot of MMO combat works: the tank stands with the enemy facing them, while the rest of the party stands behind or to the side of the enemy and pelts them from there.

Each playable character in Xenoblade Chronicles handles rather differently despite all using the same hotbar system. The aforementioned Reyn, for example, needs to focus on generating aggro as much as possible, but he's also able of dishing out some decent damage while he's doing so, too. Contrast with Sharla, the second party member you get, who is a ranged combatant with solid healing skills. Sharla is able to disengage from the main melee and hit enemies from afar with her rifle, as well as flinging out healing and buff Arts on her party members. She also has to manage the heat of her rifle; as well as dealing with time-based cooldowns, using her Arts also causes her rifle to overheat, so you have to make sure she takes the time to vent the heat every so often.

The nice thing about Xenoblade Chronicles is that you can play any one of these characters, or just stick with one for the duration, since the AI that controls the other two party members while you fight as the third is pretty solid. There's no need to "program" the AI like in Final Fantasy XII's Gambit system — although fans of that game will probably agree that programming Gambits is fun — as under most circumstances, assuming they have a decent hotbar of Arts, they will perform their role in the party admirably.

Xenoblade Chronicles: Definitive Edition does actually add a little wrinkle to this in the form of its "Time Attack" challenges that are scattered throughout the world. These are strange portals that take Shulk and company to a mysterious temple where a Nopon "sage" challenges them to fend off several waves of enemies as quickly as possible. A selection of these challenges see you having to fight with a fixed party — and with the challenge dictating which character you control. This means that even those who play Shulk for the entire main game will need to take a bit of time to get to grips with the other playable characters, which is nice. The Time Attack challenges are, of course, completely optional — as is a lot of Xenoblade Chronicles — but they do offer some nice rewards, so they are worth engaging with.

Anyway, I'm having a real good time with Xenoblade Chronicles: Definitive Edition. It's a pleasure to revisit this world after more than a decade, and with the enhancements the Switch version offers. The game still looks great, particularly with its landscapes; it was one of the finest looking games on Wii, and the subtle enhancements made to bring it into the HD age on Switch mean that it's still recognisable, but looks better than ever — with only a few slightly wooden animations here and there betraying its real age.

I'm fully intending to play through all of Xenoblade Chronicles before Xenoblade Chronicles X arrives in March, and I will, of course, be writing about both over on MoeGamer, as I think it will be fun to compare, contrast and reflect on the series' evolution. Perhaps I'll revisit Xenoblade Chronicles 2 before playing 3… I'm feeling like we might be in for a good few months of Xenoblade at this point, and I'm not complaining.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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