Professor Pumpkaboo
Lady Layton| Trap Queen♥
- Joined
- Sep 10, 2014
- Messages
- 80,708
- Switch FC
- SW: 5586-2837-4585
Well Time for me to pass out. good night you all
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Oh @CliffJumper!Sees feminism-talk and peach censoring.
![]()
Hah, lol.What if we're all merely playthings thrown around by a higher power?
The two she was in previously were rated T. These games were always targeting E10+. That or the pervy Sakurai that came out in the POTD thought of everything.I don't get why the censor Peach now after all of the smash games she have been in? It just looks so weird now that she censor and it not in a creative way like Rosalina is censored just a black hole.
I think that for 60% of Smashboards, being feminist or sexist is moot considering the only woman they have ever interacted with is their mother.Only a sexist male would declare that ladies are either hot and weak, or ugly and strong. In other words, an either/or fallacy. Do not put words into beautiful and independent feminist's mouths.
No. No one in the history of ever didEverything in 50's sci fi is atomic energy this atomic energy that
*Inside an alien space ship*
wow this thing must take a lot of atomic energy
Edit: Did you ever stop and think the ship is actually powered by and Artificial quantum singularity reactor????
Hey, my mother is a classy gal, and don't you forget it.I think that for 60% of Smashboards, being feminist or sexist is moot considering the only woman they have ever interacted with is their mother.
The best evil robot alien thingy from a 50s sci-fi movie:Everything in 50's sci fi is atomic energy this atomic energy that
*Inside an alien space ship*
wow this thing must take a lot of atomic energy
Edit: Did you ever stop and think the ship is actually powered by and Artificial quantum singularity reactor????
I'm not sure if this was posted already, but it's something that caught my attention: http://mynintendonews.com/2014/12/2...-too-many-cut-scenes-in-video-games-nowadays/
Basically Iwata explains that some games have too many cut-scenes and feels people skip over them and wonders that time/energy could be used for something else.
For a game in which the narrative plays an important part, I think it would be interesting to see some games evolve in a way where there's no cut-scenes... because the whole entire game is essentially one interactive cut-scene.
What I mean is, some games it really feels like cut scene > action > 3 min cut scene > action > 5 min cut scene > action > etc., etc., with very little overlap. When the cut scenes happen, they stop the adrenaline rush a player has. The player stops what they're doing and forces them to diverge their attention to something else (unless scenes are skippable, but then important story elements are missed). All interactivity is usually lost during those scenes.
If this is what Iwata's getting at when he says some games have too many cut scenes = bad, then I kinda agree (it's kinda vague, but Iwata does explain that he doesn't mind if scenes are used efficiently. What "efficiently" means to him, though, idk).
What I would like to see though, is more devs being be open to non-traditional storytelling. Some examples of games pulling this off is: Half-Life, Portal and Journey. I'm starting to worry about some future Nintendo games, especially the Mario series after hearing this. Sure, Iwata didn't say he's opposed to non-traditional story telling, but it's just the tone of the article that makes me uneasy. Idk why. Maybe I'm worrying over nothing.
Anyway, I feel like "cut scenes" is the wrong word Iwata used -- storytelling is the core issue here, because how you handle cut scenes links to how you're telling the story. In the end though, I do feel that gameplay, cut scene, game play, cut scene, etc., is starting to be an outdated way to tell a story in such an interactive medium like video games. Not to say devs should stop telling a story in such way -- they should do whatever works for the game (and some people don't mind them). But I would like to see more non-traditional ways (especially from Nintendo). Who knows, maybe we'll see narrative in video games evolve into something else down the road.
The best evil robot alien thingy from a 50s sci-fi movie:
Just causally walks on top of everything not giving a **** while draining Earth of its energy.
Is that seriously supposed to be a robot, or a gorilla wearing a diving helmet? Some "Robot Monster".![]()
I think you mean Robot Monster is the best Robot Alien
Robot Monster: The result of wanting to make a sci fi but only having a gorilla costume and a diving helmet
Robot Monster destroyed all life on earth except for 8 humansIs that seriously supposed to be a robot, or a gorilla wearing a diving helmet? Some "Robot Monster".
Either way, Kronos would just squash this thing like a bug. Wait... suck all its energy, then proceed to squash it.
All hail our robot alien overlord!
![]()
Wait, something's off here...
![]()
That's better! All hail our kawaii robot alien overlord!~
But for some reason it looks harmless now...
Iwata simply says what he saw with all the other modern games nowadays : a butt load of cinematics, and less gameplay. It feels more that he's worried about Nintendo going in this way, since he say that Myamoto, the most known employe at Nintendo and in the world in general, starts to go in this direction. He says that probably because of Myamoto going more into 3D animations, wich influence him at making games.I'm not sure if this was posted already, but it's something that caught my attention: http://mynintendonews.com/2014/12/2...-too-many-cut-scenes-in-video-games-nowadays/
Basically Iwata explains that some games have too many cut-scenes and feels people skip over them and wonders that time/energy could be used for something else.
For a game in which the narrative plays an important part, I think it would be interesting to see some games evolve in a way where there's no cut-scenes... because the whole entire game is essentially one interactive cut-scene.
What I mean is, some games it really feels like cut scene > action > 3 min cut scene > action > 5 min cut scene > action > etc., etc., with very little overlap. When the cut scenes happen, they stop the adrenaline rush a player has. The player stops what they're doing and forces them to diverge their attention to something else (unless scenes are skippable, but then important story elements are missed). All interactivity is usually lost during those scenes.
If this is what Iwata's getting at when he says some games have too many cut scenes = bad, then I kinda agree (it's kinda vague, but Iwata does explain that he doesn't mind if scenes are used efficiently. What "efficiently" means to him, though, idk).
What I would like to see though, is more devs being be open to non-traditional storytelling. Some examples of games pulling this off is: Half-Life, Portal and Journey. I'm starting to worry about some future Nintendo games, especially the Mario series after hearing this. Sure, Iwata didn't say he's opposed to non-traditional story telling, but it's just the tone of the article that makes me uneasy. Idk why. Maybe I'm worrying over nothing.
Anyway, I feel like "cut scenes" is the wrong word Iwata used -- storytelling is the core issue here, because how you handle cut scenes links to how you're telling the story. In the end though, I do feel that gameplay, cut scene, game play, cut scene, etc., is starting to be an outdated way to tell a story in such an interactive medium like video games. Not to say devs should stop telling a story in such way -- they should do whatever works for the game (and some people don't mind them). But I would like to see more non-traditional ways (especially from Nintendo). Who knows, maybe we'll see narrative in video games evolve into something else down the road.
Doesn't matter.Robot Monster destroyed all life on earth except for 8 humans
At the beginning of the movie
How long does Kronos take to deal equal damage to earth?
That's true. They also tend to make there games too easy now. Take Super Mario 3D Land, it was super easy. And even when you suck at the game, you have two power ups that just either puts you at the end of level or makes you invicible. And with the ton of lives the game gives you, it's pretty easy to finish it.The biggest problem with contemporary Nintendo games aren't the cutscenes (which I actually think there are too few). It is that they don't take full advantage of their game engine. In Skyward Sword for example, the Beetle, Digging Mits, Whip, Gust Bellows, Sailcloth, Slingshot as well as the fencing, bowling and swimming mechanics were heavily underutilized (as badass as it is to swim around in an underwater forest). I think Super Mario Galaxy 2 might have been the only one to come close but then again, it was basically an expansion on what already existed.
I wish he also gave examples of good story telling. I don't like how he generalizes things. But, I guess that's the point he was getting at.Hello lads, how are you all ?
Iwata simply says what he saw with all the other modern games nowadays : a butt load of cinematics, and less gameplay. It feels more that he's worried about Nintendo going in this way, since he say that Myamoto, the most known employe at Nintendo and in the world in general, starts to go in this direction. He says that probably because of Myamoto going more into 3D animations, wich influence him at making games.
He's just worried, nothing else.
3D Land's easy, huh?That's true. They also tend to make there games too easy now. Take Super Mario 3D Land, it was super easy. And even when you suck at the game, you have two power ups that just either puts you at the end of level or makes you invicible. And with the ton of lives the game gives you, it's pretty easy to finish it.
At least that's for the Mario games.
![]()
Speaking of Zelda, remember when SS came out and Aonuma said that "this is how controls will be done in future Zelda games from now on, we cannot go back to button controls"?The biggest problem with contemporary Nintendo games aren't the cutscenes (which I actually think there are too few). It is that they don't take full advantage of their game engine. In Skyward Sword for example, the Beetle, Digging Mits, Whip, Gust Bellows, Sailcloth, Slingshot as well as the fencing, bowling and swimming mechanics were heavily underutilized (as badass as it is to swim around in an underwater forest). I think Super Mario Galaxy 2 might have been the only one to come close but then again, it was basically an expansion on what already existed.
Go to bed LucarioChocolate chip christmas cookies acquired! All is well!
Actually, in the context on Mario Kart Wii, there would be red AND blue shells all over the place.![]()
Accurate. No blu shells, but very accurate.
too accurate to be exact its a really great game![]()
Accurate. No blu shells, but very accurate.
Maybe later! Sleep can wait! I run on too much sugar to just drop and catch Z's!Go to bed Lucario![]()
The only part of 3D Land that had any difficulty was the level you unlocked for basically doing eveything.I wish he also gave examples of good story telling. I don't like how he generalizes things. But, I guess that's the point he was getting at.
3D Land's easy, huh?
Honestly... my last Mario platformer was the first Galaxy, so I wouldn't personally know the difficulty of later Mario games. At least they should have various difficulty levels.
As long as there is a sifficient amount of gameplay (and decent gameplay for that) between cutscenes than they don't really bother me. When it's 3 minutes of gameplay between cutscenes it sucks. It also sucks when the first hour playing a game contains only 10 minutes of gameplay which most of the time is just a tutorial or a bunch of explanations.I'm not sure if this was posted already, but it's something that caught my attention: http://mynintendonews.com/2014/12/2...-too-many-cut-scenes-in-video-games-nowadays/
Basically Iwata explains that some games have too many cut-scenes and feels people skip over them and wonders that time/energy could be used for something else.
For a game in which the narrative plays an important part, I think it would be interesting to see some games evolve in a way where there's no cut-scenes... because the whole entire game is essentially one interactive cut-scene.
What I mean is, some games it really feels like cut scene > action > 3 min cut scene > action > 5 min cut scene > action > etc., etc., with very little overlap. When the cut scenes happen, they stop the adrenaline rush a player has. The player stops what they're doing and forces them to diverge their attention to something else (unless scenes are skippable, but then important story elements are missed). All interactivity is usually lost during those scenes.
If this is what Iwata's getting at when he says some games have too many cut scenes = bad, then I kinda agree (it's kinda vague, but Iwata does explain that he doesn't mind if scenes are used efficiently. What "efficiently" means to him, though, idk).
What I would like to see though, is more devs being be open to non-traditional storytelling. Some examples of games pulling this off is: Half-Life, Portal and Journey. I'm starting to worry about some future Nintendo games, especially the Mario series after hearing this. Sure, Iwata didn't say he's opposed to non-traditional story telling, but it's just the tone of the article that makes me uneasy. Idk why. Maybe I'm worrying over nothing.
Anyway, I feel like "cut scenes" is the wrong word Iwata used -- storytelling is the core issue here, because how you handle cut scenes links to how you're telling the story. In the end though, I do feel that gameplay, cut scene, game play, cut scene, etc., is starting to be an outdated way to tell a story in such an interactive medium like video games. Not to say devs should stop telling a story in such way -- they should do whatever works for the game (and some people don't mind them). But I would like to see more non-traditional ways (especially from Nintendo). Who knows, maybe we'll see narrative in video games evolve into something else down the road.
The best evil robot alien thingy from a 50s sci-fi movie:
Just causally walks on top of everything not giving a **** while draining Earth of its energy.
I did feel Skyward Sword had made little use of many of it's mechanics (especially underwater mechanics. Underwater areas in SS had potential but got little use. Heck, even the Ancient Cistern, the apparent water dungeon of the game, had very little underwater combat and exploration involved. The only room in the entire dungeon with any underwater enemies is the very first and primary room, even then majority of them lurk lower parts of the pond where it isn't necessary to go. They can be avoided easily.) but I felt most of the items and their mechanics all got a fair amount of use. I do feel there was a lot of potential for every item that could have been put to use, especially if Skyward Sword had a more of a bigger and open world with more to explore and discover, the items and their mechanics could have had a lot more use for getting through optional areas and finding hidden items. At the very least though, they at least made sure every item had a fair amount of use throughout the game. They didn't just introduce the item and then never have you get to use it again. I've always felt that was a big flaw with many of Twilight Princess's items.The biggest problem with contemporary Nintendo games aren't the cutscenes (which I actually think there are too few). It is that they don't take full advantage of their game engine. In Skyward Sword for example, the Beetle, Digging Mits, Whip, Gust Bellows, Sailcloth, Slingshot as well as the fencing, bowling and swimming mechanics were heavily underutilized (as badass as it is to swim around in an underwater forest). I think Super Mario Galaxy 2 might have been the only one to come close but then again, it was basically an expansion on what already existed.
The "what I expected" part has a bit of accuracy to it as well....just look at the game's roster.![]()
Accurate. No blu shells, but very accurate.
Speaking of weird ****....
Chaos energy too stronk, things just happen.
And they change your life forever.Chaos energy too stronk, things just happen.
I think the emwoldz allowed you to feel just a LITTLE too much >_>Chaos energy too stronk, things just happen.