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AiddonValentine
Joined: 07 Aug 2006
Posts: 2947
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Posted: Fri Feb 06, 2026 11:43 am |
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-DQVII: Yeah, ultimately RPGs are about resource management more than anything else, and we've more and more times where we've cut out the fatty bits to assure there's less to keep track of. After all, complexity doesn't equal depth. There's always a risk of balance being thrown off, though. Still better than the original DQII's swing in the opposite direction. YEE GADS
-Tsukuyomi: Everyone disliked that. Seriously, if you're using AI in 2026 you're just dumb. If Nintendo isn't on it, that's a warning sign
-Tomodachi Life: Wait until people learn Nintendo acknowledged gay marriage before their own government did.
Anyway, when you're ready for Xenoblade X prepare for it to get wild. Some of those builds are nuts
Last edited by AiddonValentine on Fri Feb 06, 2026 3:41 pm; edited 2 times in total
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Greed1914
Joined: 28 Oct 2007
Posts: 5350
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Posted: Fri Feb 06, 2026 1:25 pm |
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It sounds like Kaneko fell for the promises of what AI could do and dove into the deep end. People would be interested in his art, not what a program cobbles together out of it, and I have to think it would be faster to draw Ganesha right the first time than go back and put his face on his head and not his butt. Even aside for the obvious flubs, just looking at it would make me wonder why it looks so bad compared to his prior work. Maybe drawing stuff for Atlus wasn't so bad?
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ZelosZoidberg
Joined: 23 May 2018
Posts: 1063
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Posted: Fri Feb 06, 2026 3:35 pm |
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Congrats on Finishing Xenoblade 1-3! Nia is my favorite Welsh Cat Girl. Maybe even just Cat Girl. X is the Black Sheep of the 4 games but it does have the best world to explore. It also has the most broken builds with 1 shots on Super Bosses if you build your party right.
Tomodachi Life: I do hope one of you will give us a template for Annika, Nina and/or Jadress if we can't share Mii designs. Would be great for your future review to have them on your island. I'm already prototyping some Characters for my future island.
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LinkTSwordmaster
Joined: 23 Dec 2005
Posts: 815
Location: PA / USA
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Posted: Fri Feb 06, 2026 4:00 pm |
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| Quote: | | Rather than being harder, what I want is for the game to have some friction.
Difficulty is a kind of friction, but so is something like a limit to your inventory or the inability to just teleport willy-nilly. |
I think the best example of a game that flubbed this most-recently is Silent Hill 2's remake. A family member played & finished it recently, and I told her she likely wanted to start the game on Hard and drop it to Normal around the Hospital area, because prior to that section of the game, Hard offers you a good give-and-take level of sponginess vs. resource scarcity in areas where the risk vs. reward of engaging monsters can be taken into consideration.
The game's maps are a lot more linear in the back half of the game, and continuing past the Hospital on Hard only makes the overall time it takes to kill a monster increase with no (measurable) extra benefits to your play experience.
What sucks about how Dragon Quest Reimagined is doing, is that it's actively giving you less and less reasons to engage with the game.
It's a fundamentally different problem to the enemy density/sponginess on RE:Silent Hill 2 - you cannot avoid engagements at a certain point, and there's also likely too many of them. On DQ, a fundamental aspect of a JRPG is the resource management and combat, and if you skip combat and skip resource management, all you're doing is "Twitch Play Pokemon'ing" a story that you may as well just view on YouTube. DQ7 for the 3DS still had monsters appear visibly on the map before you fought them, and a fun part of exploring on there was the risk vs. reward of trying to kite an enemy when you knew your HP was in a risky danger zone.
Super Mario RPG and the Gameboy Pokemon Blue games were the very first JRPGs I ever saw in my lifetime. I had no idea what sort of math was happening under the hood and sucked at them, but I sure as hell learned it fast because the games were so good that to not take the time to engage with both of those games at their level would have meant missing out on something cool.
I feel we're missing out on that a lot lately, as there's this really fuzzy, concerning space where too much compromising of the design means you never have to learn and adapt - you just pay your admission fee and then move on to the next shiny thing after looking around for a few hours. Stopping to learn something new about your hobby or pick up a new skill slows you up from buying the next "experience" you could participate in.
I always like hearing Jean-Karlo's perspective on things, but I also think there's definitely some spots where I'm diametrically opposed & we'll forever disagree - Monster Hunter being something I'm well-versed in, I can say that the HP bars are hidden specifically so that you don't focus too much on them. The HP is never what is important in your fight. It's your intuition, reflex, and ability to observe. I absolutely did not have those skills when I first started playing on PS2 and PSP back in the day and had the pleasure of a friend help teach me things, and I learned a new proficiency/skill from it because it was a cool game.
It worries me that Rise/Sunbreak and Wilds are definitely in the lean towards undercutting that aspect of needing to learn/teach someone else the game. Because Capcom wants paid & doesn't want to turn away players? Because modern life is busier now and free time is less? As an older Hunter, it's a monkey's paw situation where on the one hand, it's cool the series is more popular now and tons of people have easier access to it, but modern Monster Hunter players are also very much not-getting that original experience either. They're playing an almost-fundamentally different game now.
To wrap this up, I recently got to play Pseudoregalia front to back, and it really opened my eyes to a lot of game design wants/likes. The game doesn't tell you where to go, it doesn't tell you what to do. It gives you a set of instructions and skills, it tells you what they do, and then it's 100% up to you to go out and find things in the world and figure out how to grab them on your own terms. By the end of the experience, not only did I get insanely proficient in solving the puzzles and learning how to move efficiently, but unlike a lot of other self-proclaimed platforming games, I was actually enjoying moving simply just for the sake of moving the character. It's something that was very definitely absent from Mario Galaxy and a lot of New Super Mario titles during the Wii era. Being free to move and express my individuality through that movement was insane, in a way that I have not felt since Mario 64 first launched.
Wizardry was exampled in the column - I would like to remind that Wizardry Daphne exists and is amazing. They know that the format of the game is already pretty niche, so they've not compromised an inch on their design after all this time, and I love them for it. Being treated as an adult with reading proficiency and critical thinking skills, and being actively asked to put them to use seems like it stopped being marketable at some point. That's not to say that less people should be allowed to play or enjoy games, it's that I would hope/want more people would actually find the experience of becoming proficient in something to be a worthwhile aspect of the hobby again, instead of leaning towards instant gratification. I taught a friend how Persona works recently and urged her to try it on Merciless while explaining how the math and difficulty balance works. She completely 100%'d P5R, loved it, and now is on her way blowing throw a new series she had never tried before (working on P3R) with better proficiency than her teacher had. I'm very proud of her.
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BadNewsBlues
Joined: 21 Sep 2014
Posts: 7196
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Posted: Fri Feb 06, 2026 4:47 pm |
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| AiddonValentine wrote: | | Tsukuyomi: Everyone disliked that. Seriously, if you're using AI in 2026 you're just dumb. If Nintendo isn't on it, that's a warning sign |
Same Nintendo that when they chose to go their own way for the N64 decided that cartridges were still viable even when most consoles had long started the move to using CD Roms. And figured by guess that DVD and Blu Rays would never catch on when they choose to use their own disc format for the GameCube, Wii, & WiiU.
| Quote: | | Anyone complaining about "modern games" being too easy has never tried maxing out all of the skill hats in Kirby and the Forgotten World.
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Or the first demo of the first Nioh where you’ll die a lot even before you fight the boss who will of course kill you even more times. I mention this if only because I got through the 2nd demo for Nioh 3 with probably like 5-6 deaths much of which involved lack of attention, poor timing, or poor positioning whereas I didn’t have as easy of a time as mentioned when I first got my feet wet.
I expect this to change whenever I full game. Especially since Burst Counters seem to be even more necessary this time around.
| LinkTSwordmaster wrote: | | It worries me that Rise/Sunbreak and Wilds are definitely in the lean towards undercutting that aspect of needing to learn/teach someone else the game. Because Capcom wants paid & doesn't want to turn away players? Because modern life is busier now and free time is less? As an older Hunter, it's a monkey's paw situation where on the one hand, it's cool the series is more popular now and tons of people have easier access to it, but modern Monster Hunter players are also very much not-getting that original experience either. They're playing an almost-fundamentally different game now. |
And that’s perfectly fine. My only experience with Monster Hunter was World/Iceborne and while I didn’t master all of the games systems and mechanics or bothered tackling the more challenging Hunts (Fatalis and Alatreon were enough). I enjoyed my time with it though it hasn’t left me at all interested in trying the games that preceded them bar Stories I don’t feel I’m missing out on anything.
Last edited by BadNewsBlues on Fri Feb 06, 2026 5:37 pm; edited 2 times in total
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Uchay
Joined: 27 Nov 2016
Posts: 125
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Posted: Fri Feb 06, 2026 5:26 pm |
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| LinkTSwordmaster wrote: | |
To wrap this up, I recently got to play Pseudoregalia front to back, and it really opened my eyes to a lot of game design wants/likes. The game doesn't tell you where to go, it doesn't tell you what to do. It gives you a set of instructions and skills, it tells you what they do, and then it's 100% up to you to go out and find things in the world and figure out how to grab them on your own terms. By the end of the experience, not only did I get insanely proficient in solving the puzzles and learning how to move efficiently, but unlike a lot of other self-proclaimed platforming games, I was actually enjoying moving simply just for the sake of moving the character. It's something that was very definitely absent from Mario Galaxy and a lot of New Super Mario titles during the Wii era. Being free to move and express my individuality through that movement was insane, in a way that I have not felt since Mario 64 first launched.
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I recently picked up I am Setsuna from a steam sale, and while that game does have a lot of issues, one thing I felt was refreshing was the fact there are no quest markers whatsoever, no mini map, no journal. I just had to get around and talk to the npcs to figure out where to go next, and check each area and nook to find chests. It *is* a different gameplay loop, despite people arguing quest markers and mini maps are just QoL, because instead of looking for the quest marker/staring at the minimap wherever I go, I need to actually look where I am going, and while I always talk to every npc nevertheless of the story ones being marked or not, it feels different going through each and every npc parsing for the info I need.
Obviously, not arguing that markers and mini maps are bad, but they do affect how people play games.
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RDespair
Joined: 24 Apr 2006
Posts: 263
Location: California
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Posted: Fri Feb 06, 2026 6:38 pm |
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I'm playing DQ7 Reimagined with everything on the hardest setting and the challenge seems good to me. Just completed the dungeon right before you get your 4th party member and I actually died on a random encounter & I ended up having to use a lot of my MP restoration items (which can't be purchased at this point) to get to the boss. The special optional monster heart battles have all been difficult and I usually save them until the end of the island when I'm more powerful.
Maybe the game gets drastically easier later when you get some crazy overpowered job combinations, but I'm just wondering why people are finding the game so easy? Are they grinding? Did they leave some difficulty options on easy? For example, the combination of reduced rewards + monsters that chase you means that you're unlikely to naturally get so powerful that you start insta-winning enemies in your current dungeon unless you grind to become overleveled, but it still makes it more convenient when you're backtracking in earlier areas. And that combination also means that each dungeon has a set number of battles that you can't really avoid having to do since some areas are too narrow to really dodge battles.
Anyway, I just think it's odd that I've heard so many complaints about DQ7 Reimagined being too easy when my personal experience has been that on max difficulty, it's much more difficult than DQ3 HD remake was. And I don't remember hearing a lot of complaints about DQ3 HD. And to be fair, the original DQ7 wasn't a particularly hard game - the hardest thing about it was not getting bored at the languid pacing.
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Silver Kirin
Joined: 09 Aug 2018
Posts: 1761
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Posted: Fri Feb 06, 2026 7:18 pm |
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| BadNewsBlues wrote: | | Same Nintendo that when they chose to go their own way for the N64 decided that cartridges were still viable even when most consoles had long started the move to using CD Roms. And figured by guess that DVD and Blu Rays would never catch on when they choose to use their own disc format for the GameCube, Wii, & WiiU. |
Not trying to sound rude, but while Nintendo sticking with a cartridge-based media for the Nintendo 64 hurt them a lot in regards to losing tons of third-parties (especially Japanese ones) they still performed better than the Sega Saturn, a CD-based console, from what I've learned is that most Japanese developers were already planning on stopping making games for Nintendo due to them being very difficult to work with, especially in regards to providing documentation relating to how to develop games for their systems, something similar kind of happened with the GameCube, the Wii was actually a huge success despite not having the ability to play DVDs, though it did have Netflix, and the lack of Blu-Ray was the least of the WiiU's problems. Not to mention that Nintendo did not have any problems in using cartridge-based media in their portable console, in fact, Sony had more problems with their portable optical media, the UMD, that's the PS Vita used game cards.
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LinkTSwordmaster
Joined: 23 Dec 2005
Posts: 815
Location: PA / USA
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Posted: Fri Feb 06, 2026 8:19 pm |
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| Uchay wrote: | | I recently picked up I am Setsuna from a steam sale, and while that game does have a lot of issues, one thing I felt was refreshing was the fact there are no quest markers whatsoever, no mini map, no journal. I just had to get around and talk to the npcs to figure out where to go next, and check each area and nook to find chests. It *is* a different gameplay loop, despite people arguing quest markers and mini maps are just QoL, because instead of looking for the quest marker/staring at the minimap wherever I go, I need to actually look where I am going, and while I always talk to every npc nevertheless of the story ones being marked or not, it feels different going through each and every npc parsing for the info I need. |
I remember hearing good things about it back when it first came out, but I think I wound up stalling buying it because I was hunting down Bravely Default copies, and then Octopath happened shortly after, and might have stolen Setsuna's time in the spotlight a slight bit.
Thank you for reminding me I need to look into it!
| BadNewsBlues wrote: | | My only experience with Monster Hunter was World/Iceborne and while I didn’t master all of the games systems and mechanics or bothered tackling the more challenging Hunts (Fatalis and Alatreon were enough). I enjoyed my time with it though it hasn’t left me at all interested in trying the games that preceded them bar Stories I don’t feel I’m missing out on anything. |
Stories is a really nice way to digest Monster Hunter lore and worldbuilding with a bit of a Pokemon lean.
That: "I don't feel I'm missing out on anything" - is it contentment? Is it that you finished the game and accomplished stuff, so you're good and don't need to spend money on more?
Fatalis in particular is supposed to actually be the big penultimate finale for the game. If you passed it solo, that is VERY impressive, and if you passed it with friends that you'd been partying with the whole while, that's impressive too. Now..... if you happened to join a Fatalis hunt, and everyone else was maxed out, and you whacked it a few times but otherwise stayed out of their way..... You might have left something unfinished. Simply just surviving it is a great first step, but if you can actively contribute and in turn help others to pass it, that experience and learned proficiency can be carried to another Monster Hunter title.
If I have a really big emotional experience with a game, like finishing a Final Fantasy, or a Silent Hill title, I almost feel like I have to mourne the fact that its over and give myself some time to recover/accept the experience is done. In the case of Pseudoregalia, I want more, and I want it now. That's how it used to be when playing Monster Hunter. "New Monsters!? I wanna see!" So it's like, context is lost on the internet and maybe I'm reading things in the wrong tone, but it sounds like you might not have connected with World/Iceborne too closely. If so, was it because it just seemed like any other random action game? Or was it a social co-op/group night sort of thing, and you and three other people just kinda blazed it together?
It's not that either answer is wrong, it's just that circling back around to DQ Reimagined, the folks coming off of the exit ramp for a game like Monster Hunter that had a really lukewarm reaction to it, either didn't find in it a game for their personal taste, or they were presented something like the Defender Armor up front, saw it had the "best stats" on it, and fast-forwarded past like 60% of the entire game while getting lost in a party of four. My worry in either game's case, is that someone new to either series is going to give either title a try, only be made to engage with them at just a surface-level of interest, and then walk off never to be seen again because they just didn't see that spark of inspiration that the rest of us did years ago.
And that's not to say you should rush out and go bash your head against Monster Hunter Tri. It's just that I'd advocate that the original PS2 release of Dragon Quest 8 and the 3DS Monster Hunter 4 Utlimate (emulated on PC, it's nice & fancy) are such high-caliber experiences that walking off of a newer title and saying "I don't feel I'm missing out on anything" leaves me concerned that something threw a wrench into the fun.
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BadNewsBlues
Joined: 21 Sep 2014
Posts: 7196
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Posted: Fri Feb 06, 2026 8:51 pm |
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| Silver Kirin wrote: | | Not trying to sound rude, but while Nintendo sticking with a cartridge-based media for the Nintendo 64 hurt them a lot in regards to losing tons of third-parties (especially Japanese ones) they still performed better than the Sega Saturn, a CD-based console |
To be fair the failure of the Saturn was never because it’s decision to use CDs over cartridges but things like it’s price and underwhelming library at least in the U.S.
| LinkTSwordmaster wrote: | | Pokemon lean.That: "I don't feel I'm missing out on anything" - is it contentment? Is it that you finished the game and accomplished stuff, so you're good and don't need to spend money on more? |
The former I completed the main quests of both the base game and Iceborne made what few armors and weapons I wanted to craft and moved on. I left a number of the side quests not finished and never could master the other weapons. But I finished it satisfied.
| LinkTSwordmaster wrote: | | Fatalis in particular is supposed to actually be the big penultimate finale for the game. |
Doesn’t mean it was fun having to survive for 5 minutes (or whatever the time limit it was) failing numerous times before you can then hunt it with the help of other players where of course you’ll still fail a few times but succeed.
Funny thing is the Fatalis hunt isn’t even the hunt I hated the most in the game that was the Raging Brachydios Hunt I’d be willing to do the survive phase of the Fatalis hunt a 100 times or suffer through Alatreon’s raid esque mechanics before I’d ever willingly play that again.
I know ANN has a profanity filter but that fight can f all the way off.
| LinkTSwordmaster wrote: | | My worry in either game's case, is that someone new to either series is going to give either title a try, only be made to engage with them at just a surface-level of interest, and then walk off never to be seen again because they just didn't see that spark of inspiration that the rest of us did years ago. |
While that would be unfortunate not much you can do. Between lack of patience and time not all gamers have enough of either to spend learning these games. That being said to to back into DQVIIR maybe some of those QoL features should be optional instead of permanent. Like I scoffed at some of the complaints people had with the 3DS game ‘a changes complaining it made the game too easy or straightforward I can only imagine how their heads would explode if they saw the current remake.
Last edited by BadNewsBlues on Fri Feb 06, 2026 10:40 pm; edited 4 times in total
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AiddonValentine
Joined: 07 Aug 2006
Posts: 2947
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Posted: Fri Feb 06, 2026 8:53 pm |
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| RDespair wrote: | | I'm playing DQ7 Reimagined with everything on the hardest setting and the challenge seems good to me. Just completed the dungeon right before you get your 4th party member and I actually died on a random encounter & I ended up having to use a lot of my MP restoration items (which can't be purchased at this point) to get to the boss. The special optional monster heart battles have all been difficult and I usually save them until the end of the island when I'm more powerful.
Maybe the game gets drastically easier later when you get some crazy overpowered job combinations, but I'm just wondering why people are finding the game so easy? Are they grinding? Did they leave some difficulty options on easy? For example, the combination of reduced rewards + monsters that chase you means that you're unlikely to naturally get so powerful that you start insta-winning enemies in your current dungeon unless you grind to become overleveled, but it still makes it more convenient when you're backtracking in earlier areas. And that combination also means that each dungeon has a set number of battles that you can't really avoid having to do since some areas are too narrow to really dodge battles.
Anyway, I just think it's odd that I've heard so many complaints about DQ7 Reimagined being too easy when my personal experience has been that on max difficulty, it's much more difficult than DQ3 HD remake was. And I don't remember hearing a lot of complaints about DQ3 HD. And to be fair, the original DQ7 wasn't a particularly hard game - the hardest thing about it was not getting bored at the languid pacing. |
In DQVII's 3DS remake it was easy to break the game by keeping your level below 15 until you got to Alltrades Abbey and then you could grind slimes using a Traveler's Tablet which meant you could endgame jobs in a few hours. Another interesting note of Reimagined is you can beat monsters instantly, but if you do that you receive far less experience and job points to balance it.
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Nekbone
Joined: 28 Dec 2023
Posts: 210
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Posted: Fri Feb 06, 2026 10:58 pm |
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The removal of any challenge or difficulty is often why I struggle to engage with most modern video games, especially remakes and remasters of older ones where we have the older games to directly compare them to. I always find it funny when people blamed older game design on the fault of hardware or technical limitations, but the modern remakes of said games seem to have less content than the originals despite all this vast new technology and knowledge available to them. If games like Dragon Quest and Resident Evil were the way they were in the 90s due to "limitations", what does that say for their remakes that somehow have even less content? Seems like the real technical limitations are you need 100GB to render each individual tree leaf or character's hair follicles and it takes up too much room you don't have enough space to put in all the gameplay modes and segments you removed in the process. There's no more room for the Sunken Citadel because we need all the polygons for Kiefer's chin, sorry.
| LinkTSwordsman wrote: | | I feel we're missing out on that a lot lately, as there's this really fuzzy, concerning space where too much compromising of the design means you never have to learn and adapt - you just pay your admission fee and then move on to the next shiny thing after looking around for a few hours. Stopping to learn something new about your hobby or pick up a new skill slows you up from buying the next "experience" you could participate in. |
I always think about the comments the Pokemon's devs made on why they omitted the Battle Frontier from ORAS and it was literally just because kids have phones now so they can do other things and are likely to move on after beating a game than sticking with it. Media in general does feel a lot more disposable these days. When you can get instant gratification elsewhere from many other avenues either watching the game being played by a streamer if you just want to see the story or doing something else entirely it makes sense most modern media in general is designed this way. I remember reading that movies were being shot and filmed in a way to make people make Tiktok edits of them easier and bait engagement and that's something filmmakers focus on now and I imagine video games are being designed similarly now.
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BadNewsBlues
Joined: 21 Sep 2014
Posts: 7196
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Posted: Fri Feb 06, 2026 11:59 pm |
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| Nekbone wrote: | | If games like Dragon Quest and Resident Evil were the way they were in the 90s due to "limitations", what does that say for their remakes that somehow have even less content? |
Having extra rooms, locations, segments, boss encounters, extra modes, or costumes in the original game doesn’t necessarily equal more or rather better content.
The orignal version of Resident Evil 4’s castle section had a number of rooms and encounters that I’m sure fans liked but factually speaking were either superfluous at best like the room with the Pendulum Blades that you practically have to intentionally get hit by or were utterly obnoxious Gallery, Fire Dragon Room, or the mines.
Whereas Assignment Ada wasn’t canon unlike Separate Ways.
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groovysunbeam
Joined: 21 Jun 2023
Posts: 82
Location: Belgium
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Posted: Sat Feb 07, 2026 5:11 am |
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| AiddonValentine wrote: | | If Nintendo isn't on it, that's a warning sign |
Like stable online servers, convenient online features, disc based media, or multi-platform releases, questionable content creation guidelines, and other notable flaws they routinely display?
I mostly kid but this kind of thinking seems easily disproven by just a vague gesture at all the games selling like hot cakes or winning awards left and right that do use AI. Nintendo is not the be-all judgement of games. Thankfully we have a lot of diverse companies out there willing to experiment and be creative.
Anyway, the funny thing about that clown Hugh Morris is he doesn't exist in the Japanese direct. The Japanese direct for Tomodachi Life was quite different. Most notably was it was a lot more.. uh, silly. Japan doesn't have the "non-binary" option they have an "other" option for your Mii's sex, and the example they used to showcase that was an Alien. Seems like the Japanese side didn't take it quite as seriously as they also focused on the romance between an old teacher and his student which the English direct omitted. Seems the English localizers took a bit of liberty with the direct and the option names and presentation.
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Handyman 68
Joined: 05 Jul 2025
Posts: 37
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Posted: Sat Feb 07, 2026 6:34 am |
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| BadNewsBlues wrote: | | Whereas Assignment Ada wasn’t canon unlike Separate Ways. |
I mean the RE2 Remake still had Tofu mode in it so clearly they weren't opposed to a silly little bonus mode based on whether something is "canon" or not. Do people actually care about canon that much? Canon is probably the least important thing to me in a video game. All I care about is which version of a game is more fun for me to play or which story and characters I like more so those will always be my personal canon. Like how Mr. Freeze from Batman the Animated Series will always be my favorite version of the character with my favorite backstory same with Harley Quinn so no matter what DC says or some new comic or movie says those will always be the versions of the characters I like so it's my canon. The only thing canon is good for is for people arguing online or for companies to use it as an excuse to sell a new version of a story to you by saying this is how it really happened to get people obsessed with canon to buy the same thing again. All I know is the cast and story and gameplay of the original game is a lot more fun and interesting to me so that's the one I'll always talk about and refer to.
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