Some Nintendo haters seem unaware that every single movie ever made has in their filming schedule alliances for âreshootsâ.
When the director starts editing the film together he might need a close up reaction shot of a characters face, or maybe a scene just doesnât work the way he initially imagined.
Sometimes new ideas some up and they simply want to add more to the movie.
The reshoot schedule means actors need to be available to shoot more film, often they stipulate that the actors canât change their look too much til the end of the reshoot period too.
Iâd be more worried if they didnât use the reshoot allowance to perfect the movie.
I think Iâve figured out the best graphics settings for Call of Duty Modern Warfare 4 on Nintendo Switch 2
DLSS (not Filmic SMAA) gives cleaner lines and sharper textures.
Make sure Texture Cache is set to Large for a big jump in detail.
Turn off motion blur, depth of field, eco mode and film grain, and crank up FidelityFX CAS to at least 60. Iâve also set Field of View up to 120, but Iâm still tweaking that.
Fun and frustrating to play, and JoyCon 2 Mouse Mode is a game changer for accuracy.
Are you playing? Iâm not very good but we should do some multiplayer sometime: SW-4504-4427-4511
I think Iâm in love with Nintendo Switch Sports Resort.
Lately my collection has become bloated with massive RPGs that I simply donât have time for, and I find myself defaulting to mindless FPS between meetings that can be fun but arenât exactly inspiring.
But powering up the Switch 2 and getting some beach skateboarding in, or a round of bowling⊠it might be 00âe corporate cliche but this title is already shaping up to help with that work/life balance.
I want to get all the achievements but I also want to just enjoy it over time in my breaks and not worry too much about the collectables.
What sport are you enjoying most so far?
Check my profile for my Friend Code and maybe we can go a few rounds.
cute space buns :3
#NintendoSwitch2 #NintendoSwitchSportsResort
Amazing update on the Croc Collectors Edition preorder debacle. Hopefully copies start shipping soon đ
Replying to @HCK52786910 @AussieGamr
Iâm reminded of the mediaâs âNintendo need third party developersâ narrative and note that BioWare has released a staggering 3 games on Nintendo consoles since the studio formed.
EA bought the studio in 2007 and that publisher has held a decades old grudge against Nintendo because they didnât want to pay licensing fees.
Now, as more and more current day politically motivated narratives and themes no one finds fun are injected into its games, coupled with snubbing the best selling console in Switch 2, the cash has stopped flowing through the halls of EA as they shed 3% of their staff.
Make games fun again, or weâll keep seeing black text rectangles on social media accounts of these studios.
People with no imagination are incapable of enjoying Zelda, because Zelda is a fairy tale and fairy tales need whimsy to inspire the courage of discovery.
Ocarina of Time is about exploration and puzzle solving, expecting it to be an eSport is⊠ridiculous.
The CEO of RockIt Games, who collected full-cost preorders for the Croc: Legend of the Gobbos Collectors Edition in 2024 without shipping the product, remains silent on when the game will actually ship.
The release has been marred by mismanagement and quality assurance failures.
Incorrect box measurements, design and printing of components not even started til late this year, the game not being approved by Sony or Nintendo until recentlyâŠ
The latest update was the slip cover for the game boxes went mysteriously missing.
But fans are told not to worry, they will re-order them if the supplier canât find them.
@ArgonautGames_ has constantly distanced themselves from the product leaving paying customers no viable option but to wait in good faith.
The standard edition is on shelves, it seems the collectors edition preorders helped pay for the production of those.
It took 2 years between collecting money for preorders and actually getting around to designing half the materials customers paid for, that players will ever get their hands on the collectors edition remains anybodyâs guess.
Zelda fans love the classic dungeons because of the immense sense of satisfaction they get after completing them.
Itâs a different feeling to getting through a puzzle by brute forcing physics engine. That can be satisfying too.
But Iâve always believed Nintendo fans love games that push their intelligence over the games that can feel mindlessly simple.
BoTW was fun because it was designed around âmaking your own funâ. Ocarina is fun because itâs designed around âuse your spatial awareness skills to solve complex problemsâ.
Both are Zelda, but I understand why true fans prefer the feeling of figuring out the water temple over figuring out you can run straight to the final boss in 5 minutes.
There are certain fans of game franchises that have a misplaced sense of self-righteousness, Zelda fans are a perfect example.
There are a number of fans who think of themselves as appointed arbiters and get to dictate what is or isn't considered "Zelda".
I remember a time after Skyward Sword's release when Zelda fans were complaining that Zelda was stale and needed to evolve and be more like Skyrim.
BOTW comes out and changed a lot of the typical Zelda conventions for the better of the franchise and made Zelda more popular than ever and now you have Zelda purists bitching that BOTW & TOTK "ruined Zelda" and they aren't "real Zelda games".
All I can say is shut up.
Every franchise needs to evolve and can't stay the same forever, why do fans just want to essentially play the OOT Model (which is actually the LTTP Model) over and over, when devs don't take risks you end up with more of the same scenarios like Metroid Prime 4 which I don't want.
Ocarina of Time on Switch 2 looks gorgeous and expansive, theyâve added a lot of new content and some surprises.
I wonder if weâll come to consider this the âdefinitiveâ version, or will the N64 original always stand out as the best?
Biggest question on my mind: do we get Master Quest or not?
When I was a kid I did some work experience with a local web design business (remember those?). The owner had me create a simple webpage and caught me in Notepad writing the HTML.
She asked what I was doing and when I told her I was writing the webpage she said explained that all code is already written, itâs a waste of time to write it out manually. Thatâs why we use Dreamweaver to make the webpages. The software deals with the code, we have to do our best to tell the software our best ideas.
Her lesson that stuck with me was do whatever you can to stop wasting time on problems that are already solved and spend all that time on creativity.
This applies to using SI in game development. But I also think people confusing âdevelopmentâ and âdesignâ. Arranging code (language) in a logical way to be able to express an idea in a game isnât the same thing as coming up with the idea and moulding it into something that is unique and interesting.
SI wonât ideate, but it will and should help build.
I interviewed Nintendo 3DS game Code of Princess Producer Yasuo Nakajima back in 2012, posted here if youâre interested.
The game is well worth a play through, an awesome little gem worthy of a revisit!
Interview: Code of Princess Producer Yasuo Nakajima
Code of Princess is a fantastic action role-playing game developed by an expert team of developers, released in Australia exclusively on the Nintendo 3DS eShop.
The developers include talent from Sega Saturn classic Guardian Heroes, and the gameâs whimsical world is the brain child of famous Street Fighter artist, Kinu Nishimura.
The man who brought this talent pool together and produced Code of Princess is Yasuo Nakajima.
The game marries sexy, ditzy Princess Solange with side scrolling brawler action with RPG undertones. Nakajima revealed to us that the game was well into development before Nishimura brought in the idea for the characters and game world.
âOriginally, we were trying to develop a game for core game users. We had game play and other elements decided.â he said.
âThen, we met Kinu Nishimura by chance. She had an idea for original characters and the game setting, so we put the story on after, on top of the gameplay.â
Developing a core game in a studio most known for its family friendly titles such as Drawn to Life was met with some challenges, from both development and marketing perspectives. Thankfully the team were well versed in developing for the Nintendo 3DS and working with Nintendo hardware systems, which lead to the decision to make Code of Princess an exclusive title.
When asked what some of the challenges were, Nakajima quipped âAll the proceduresâŠâ
âWe are well known for kids titles in Japan,â he continued.
âwe have a cumulative knowledge for kids titles, but a game with an original IP starting from scratch is a totally new experience for us. From the development side to the marketing side, it is a totally new experience for us.â
âWe have been working with Nintendo handhelds since the GameBoy Advance days, so we have knowledge of how-to use their platforms which is why we developed for Nintendo 3DS.â
One of the ideas to break down the barrier of entry into the âcoreâ gamers collection was to develop a multiplayer element. Above all, however, multiplayer came into fruition because it was fun.
âWe are an unknown publisher to core gamers. If an unknown publisher starts a new IP, they need to get attention.â he explained.
âHaving an online multiplayer mode is a great way to get attention!â
Yasuo Nakajima has been working in the video game development industry for a while, however Code of Princess was the first game he worked on as a producer. When deciding to persue a career in video game development, Nakajima drew inspiration from classic arcade games.
âI was a big fan of all arcade games of 80âs and 90âs, like Gradius, Genpei-Touma-Den and others. So when I start to create a concept, it is easy for me to come up with action games.â
Video games have come a long way since the early days, Nakajima told us that the biggest challenges with new gaming styles is the marketing: letting players know how unique features work.
âHardware itself.â he replied when asked about what he feels has been the most revolutionary advancement in video game development since he started his career. âOn top of that, the computer languages and tools. The development environment changes rapidly even now.
âFor the marketing side of things, the way of introducing new titles has become more complex. Nowadays, due to the unique gameplay ideas, we are interested in checking out indie developers.â
Nakajima says there may be a future for the Code of Princess series thanks to the excellent material Nishimura has come up with.
âYes, there might ba a chance. Kinu Nishimura already explored the world more deeply, and we would like to make the world come into life.â
Immediately, though, the publisher is busy working on Sayonara Umihara-Kawase â a sequel to a popular Japanese platform game that featured realistic rope physics on Super Nintendo Entertainment System â on Nintendo 3DS.
It will be the first game in the series to launch outside of Asia. The main character uses a fishing rod to grapple around the level and reach the end, avoiding enemies and pitfalls along the way.
âWe would like to present Sayonara Umihara-Kawase at E3 this year, an N3DS action title.â he said. âThis is a sequel of 20 years old game released on Super Nintendo Entertainment System. It is a famous title in Japan for its rope gameplay.â
Nakajima also wanted to give AussieGamr readers a special message:
âWe might be an âunknownâ Japanese publisher however!! we will develop titles for gamers. So, please stay tuned to us! Thank you very much!â
Code of Princess EX, a remastered version, is available on Nintendo Switch.
Note: This interview was originally conducted in 2012 prior to the launch of the Nintendo 3DS original version. I'm eternally grateful to Agatsuma Entertainment General Manager Rica Kuno Matsumura who not only was extremely generous with her time setting this chat up but helped with translation and some interesting photos including an exclusive look at a prototype statue!
#Nintendo #Nintendo3DS #NintendoSwitch #CodeofPrincess #CodeofPrincessEX
Satoru Iwata started a program of work at Nintendo to catalog and document the design documentation of ALL Nintendo published titles so that they can re-release them on modern consoles, either through platforms like Virtual Console or through full scale remakes like Ocarina of Time.
I believe what weâre seeing lately is Nintendo 3DS games getting the remake treatment, rather than Nintendo 64 games. I expect Majoraâs Mask, then, but also wouldnât be shocked to see Metroid: Samus Returns showing up
I am going out on a limb here but I think Nintendo is going to remake every 3D Zelda in the same way Capcom is remaking every Resident Evil game.
Majora's Mask makes sense since its an asset flip, there are times in the OOT trailer where the art looks like Twilight Princess and Skyward Sword definitely needs to be remade cause that game is mediocre, the only anomaly is Wind Waker.
Wind Waker's art style is timeless.
In the post BOTW era for Zelda, new entries will be even more ambitious and take longer to make so it makes sense to have these remakes released in between them.
Capcom put three Resident Evil remakes on the Switch 2 eShop this morning. The boxed versions turn up on 29 January 2027, roughly fifteen weeks later.
The digital launch comes with a sweetener.
On the Aussie eShop, RE2 Deluxe Edition is $47.21 (down from $62.95) and RE4 Gold Edition is $62.36 (down from $77.95).
Capcom is paying people not to wait.
The January boxes look set to be Game Key Cards, judging by the retail listings so far. So collectors who hold out until summer could end up with a case holding a download key anyway.
The three games come to about 56GB combined, which probably would have fit on one cart.
I'm fine with Capcom testing the water digitally first. Their own press release says the goal is to expand the user base.
What bugs me is the message it sends Nintendo players, plenty of whom still care about owning the cart.
Show up early and get the discount. Wait for the box and pay full price for a key.
Im supportive of Game Key Cards because it gives the best of both worlds for most people, something sits on the shelf to display and gamers donât miss out on third party titles (it seems file compression is a magic only Nintendo has access to anyway). But launch delays between digital and physical puts us collectors in an annoying position.
Are you grabbing these on the eShop today with the discount, or holding out for the January boxes even if they're Game Key Cards?
Raccoon City this weekend if the discount gets me. My Switch 2 Friend Code is: SW-4504-4427-4511 if you're surviving it too.
The Crew Motorfest on Switch 2 is a fun racing game. It tries to be Forza Horizon and is respectful of cars and car culture, though the dialogue seems out of step with the target audience.
Unforgivable, though, is the game crashes when you open the Home menu, or put the console in standby.
This is likely because you need to be always online to rank against other players. A fun feature, sure, but its 2026. Iâm playing on a hybrid console. I should be able to put the console down and eat without being booted out of whatever I was doing.
The UI is also cumbersome and confusing, you need to invest a lot of time into understanding what all your options are for racing, driving, customising, or shopping.
The player avatars are horrible, like the developers forgot what humans looked like or, designed the characters via a committee of doorknobs.
Fun, expensive, annoying and painful are all accurate descriptions of this one. But we donât get Forza Horizon on Switch (yet) so itâll have to do.
Nintendoâs QA process is something devs seem to fear. Not sure why - sure, itâs lengthy but Nintendo tend to find bugs that would otherwise go unnoticed.
The problem comes from the project managers who donât scope the budget properly. Marketing 100% want this game on the best selling console.





































