miss you guys <3 i hope your lives are going good! any video games youve been playing lately?
Thank you!! We're still around! A bunch of the people who at one point or another contributed to Oblivian now stream together regularly at twitch.tv/avara_ha (or on Youtube @ourusualspot). We've been playing Bioshock Infinite, What Remains of Eļæ¼dith Finch, ResE 2 Remake, and Life is Strange 2. Come hang out!
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I have a hard time putting my feelings about Dyscourse into words. On the one hand, it's a cute indie adventure game that is inoffensive all in all. On the other, it hardly brings anything new or notable to the table. As far as games funded by Kickstarter go, it's certainly not the worst I've played, but there isn't anything about it that warrants a purchase. Though its minimal choice-based narrative style and cut-out paper aesthetic is charming, the lack of music and overall content makes it hard to recommend.
Bayonetta 3Ā in development exclusively for Nintendo Switch; Bayonetta 2Ā with BayonettaĀ available for Switch in 2018
There were several big game announcements yesterday during and around The Game Awards, but I did notĀ expect this one. Nintendo announced that Bayonetta 3Ā is currently in development for the Nintendo Switch. While we donāt have any sort of time frame in terms of release, itās clear that Nintendo has given developer Platinum Games their full commitment, since the angel-slaying witch will once again only be featured on a Nintendo platform.
Nintendo further announced that Bayonetta 2Ā will be making its way onto the Switch as well. The full retail copy will include a digital download of the original Bayonetta. Bayonetta 2Ā was previously a Wii U exclusive title, and Iām beyond thrilled that more people will be able to experience this incredible game than ever before.
Bayonetta and Bayonetta 2Ā will launch on Nintendo Switch February 16, 2018.
- Jamie Luttrell
@NJOblivian
Sources:
Bayonetta 3 Official Teaser Trailer - The Game Awards 2017 | Nintendo
Bayonetta 2 for Nintendo Switch Trailer - The Game Awards 2017 | Nintendo
We live in a day and age where the gaming climate is slowly but surely bringing indie developers further into the limelight. Indie games tend to have a certain charm that corporate-funded projects often donāt, and thereās genuine appeal is seeing what unique visions smaller teams bring to the table. Many of these games are hailed for individual aspects; Cupheadās visual language was undoubtedly the first of its kind, Bastionās soundtrack blended techno-rhythm with folk and country, and Stick it to The Man reminded us that comedy can coincide with well thought-out gameplay.
Hard hat tester Ray has a bizarre accident and wakes up with a giant pink spaghetti arm sticking out of his brain! With his awesome new powers he can read minds and change the world with stickers, but heās on the run for a crime he didnāt commit. Can you help Ray out of this sticky situation?
Stick it to The Man is a textbook example of the same charm I mentioned in indie games. Itās a puzzle platformer in which Ray, a hard-hat tester (yes, really), accidentally comes into contact with a strange power that gives him the ability to manipulate the world around him by reading minds and using thoughts to create stickers (PUNS). These stickers can be used in various scenarios to change interactions between NPCs or to physically change the world around Ray. All of this is paired with a bizarre sense of humour that you can only expect from Zoink Games.
This isnāt the first time Iāve talked about a title from the above-mentioned Swedish company; Zombie Vikings was an entertaining beat-em-up with similar tone and execution. Though I enjoyed it quite a bit, I mentioned that its appeal was limited due to its backwards sense of comedy. I feel the same way about Stick it.
The humour in this game is, without a doubt, a double-edged sword. It is the titleās strongest aspect, but it isnāt very broad in terms of accessibility. I donāt for a second believe that this game is one I could easily recommend without having a sense of an individualās tastes in terms of gameplay and entertainment. While it more than appeals to someone like me, I recognize that it isnāt for everyone.
That said, from an objective standpoint, I think Stick it to The Man covers all bases. It knows that its comedyās appeal is restricted, but it isnāt afraid to put it in the forefront of all its scenarios. Its platforming is tight and well-constructed. Its cardboard aesthetic is consistent, strange, and unique. Furthermore, Stick it has a strong sense of conveyance; for as odd and off-putting as its puzzles can be, I rarely struggled to understand the directions it wanted me to take.
Iām very pleased that Zoink brought Stick it to The Man to the Switch if for no other reason than it gives me an opportunity to discuss it. If youāre unsure whether the game will be for you, Iād glance at a trailer or two before purchasing it, but I would avoid letās plays simply because the short story is best experienced with no knowledge of whatās going to happen.
Stick it to The Man earns an 85/100.
- Jamie Luttrell
@NJOblivian
(Thanks to our friends from Zoink Games for sending us a copy of Stick it to The Man to review!)
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#OneGameAWeek Challenge Week 2 | Life is Strange (Square Enix, 2015; Xbox One)
Life is Strange is one of the most gripping, emotional, and unapologetically fatalistic games I've played in a very long time. Underneath its stereotypical coming-of-age exterior lies a dark, draining storyline about young love, obsession, fear, and tragedy. I have not felt as invested in a catastrophe narrative since I played Bastion back in 2013. Paired with arguably one of the best soundtracks from any game ever, Life is Strange is absolutely a must-play for anyone interested in the episodic story-driven genre. I cannot wait to fully experience Before the Storm.
I hope things are going well on your end. Itās been a little while since weāve really had a chance to talk text-to-screen, so I wanted to delve into whatās been happening, why I brought Oblivian back when I did, etc. and etc.
I founded Oblivian back in January of 2013 (wow, almost five years ago) as a means of transforming what was originally meant to be a music production label into something a bit more manageable. My friend Jon and I were planning on recording and producing our own albums, but he went off to college and I was still stuck in high school. So, I did something with it. And Iām really glad I did.
Oblivian has provided me countless opportunities that I would have never otherwise gotten. Iāve worked with companies to promote and review their products, Iāve held live shows at conventions, and much more. For me personally, Oblivian -at its core- became less about the discussion of media and more about sharing passion and following a calling.Ā
And then I got kind of worn out.
2016 kind of tore me apart. It was a pretty crappy year for... well, everybody. I had a whole lot of issues come my way. I dropped out of college, I lost a long-term relationship, and I lost focus of what I wanted to do with my life. You can tell, too. The amount of content I produced on a monthly basis dropped significantly starting January of last year.Ā
By middle of 2017, I was failing to communicate with my other contributors about directions for the website, and I decided to, unofficially, put Oblivian on hiatus until I was ready to start writing again.
Over the last couple of months, Iāve felt more of a spark. There have been a lot of industry events/announcements that Iāve wanted to discuss. Destiny 2ā²s launch was very much a catalyst; the first in-depth analysis I wrote for Oblivian was the seven(?) page discussion about what a mess I thought the original game was, and I wanted to see if Bungie learned their lesson. Mind you, I played the first mission of D2Ā and it glitched out badly enough for me to have to back out. Good start.
Regardless, thatās why Iāve started posting again. The website will inevitably go through several changes over the next few weeks as I decide what direction I want to take it in, but for the time being, Iām just glad to be having open discussions again.
For those of you whoāve stuck with me, I canāt thank you enough. Your faith keeps me going. I canāt promise that Iāll be posting daily (Iām 21 - my adult life is starting now), but Iāll do what I can, when I need to.
The Incredibles 2 Teaser | FilmĀ Slated for Summer 2018
There is not a superhero film that has come out in the last decade that could hold a candle to Brad Birdās magnum opus: The Incredibles (and there have been a lot). I could and, knowing me, probably will write a dissertation on why this film is so renown. If you have yet to see this masterpiece, you have some serious homework to do.
Ever since Disney and Pixar announced a sequel to this 2004 movie, Iāve been equally nervous and excited. In my mind, there is no way that I2Ā could top the original, but Iām beyond thrilled to see these characters again. The teaser they put out earlier this morning isnāt much to go on, but it has sparked my enthusiasm for the filmās release once again.
The Incredibles 2Ā is set to launch Summer of next year.
- Jamie Luttrell
@NJOblivian
Sources:
Incredibles 2 Official Teaser Trailer | Disney-Pixar
#OneGameAWeek Challenge Week 1 | Sonic Colors (Sega, 2010; Nintendo Wii)
(Back in May of this year, I realized that I had too many video games. This is, of course, a logical fallacy, as one can never have too many games. I decided that in my eternal quest to be the Video Game Masterā¢, I would attempt to balance out the amount of games I obtain on a regular basis by playing through one every week.Ā
Itās currently week 24 and I have played through 25 titles ranging from modern releases to games from three decades back. Itās been a whirlwind. Iāll be posting a few abridged thoughts on each game I play here. If you want more infrequent and considerably less official updates regarding the challenge, you can follow me on Twitter.)
If nothing else, Sonic Colors lives up to its title. As one of the admittedly few highly-regarded 3D Sonic adventures, it stands out from its contemporaries by melding a bright, colorful world with decent platforming. I would argue that the game's namesake implementation (that being in terms of the newly integrated "Wisp" powerups/characters) was less than extraordinary, but inoffensive regardless. Sonic Colors has a few fun moments, but I would have a hard time recommending it. Perhaps its my innate cynicism when it comes to modern Sonic games talking, but I've yet to see the series truly excel in a three-dimensional space. There were one too many poor design choices for me to truly enjoy what Sonic Colors had to offer; that said, I do understand why this game gets so much love, especially when stacked up against the other Wii
titles. As far as I'm concerned, though, no recent Sonic game can top the (still relatively mediocre) Sonic Generations.
I love Telltaleās The Walking Dead. Itās the series that made me fall in love with episodic narrative-driven gaming - a genre I have continued to explore over the years. Though itās been a long time since Iāve fully experienced what Telltaleās flagship franchise has to offer, Iām beyond excited that they are releasing all 19 episodes in a single package.
The Walking Dead CollectionĀ includes all three main titles (The Walking Dead, The Walking Dead Season 2, and The Walking Dead: A New Frontier), the expansion for the original season (The Walking Dead: 400 Days), and the little-discussed mini-series (The Walking Dead: Michonne). All of these will be available in a set on Xbox One and PlayStation 4 physically and digitally for $50.
The Walking Dead CollectionĀ launches December 5.
- Jamie Luttrell
@NJOblivian
Sources:
The Walking Dead Collection - Announce Trailer | PS4 | PlayStation
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Itās been almost exactly three years since the launch of Bungieās smash Triple-A game Destiny. I think itās an understatement to say that it was ambitious of the company to attempt to create and maintain a ten-year franchise behemoth. You may recall my admittedly novice dissertation regarding several of the questionable design choices made to the vanilla launch; if not, you can read up on my initial opinions here. Destiny left a pretty sour taste in my mouth, and I all but ignored it up until recently.
Iām currently working a management position at Your Local Game Store⢠and, as a result, I occasionally get access to newly released titles as they come out. I was fortunate enough to get my hands on not only a full copy of the original Destiny with all expansions included, but a copy of the deluxe edition of Destiny 2 as well. This being the case, I feel it only fair to give the franchise another chance. I donāt feel that I can be objective about games unless Iām willing to give them a second look.
Iām not quite sure what to expect, honestly. My memory of my original playthrough is extraordinarily hazy; Iāve played through quite a few games since Destiny launched. Though I was planning on replaying vanilla Destiny through Rise of Iron, my acquisition of Destiny 2 has made me rethink that plan. Against my better judgement (and to compensate for the fact that Iām currently playing through several other titles), Iām going to play through vanilla Destiny 2 first. Whether this will be beneficial to my overall opinion of the series has yet to be seen.
If nothing else, Iām hoping that the franchise has become more complete. I hope it has fleshed out the ideas it introduced upon its conception, and I -really- hope that Bungie doesnāt charge their customer base $180 for a full experience. But most of all, I hope the games are fun. Thatās what games are supposed to be first and foremost, right?
I invite you to come along with me on this journey. Iāve missed doing deep-dives into games, and I feel that thereās no better series to get me back into the swing of things. This will likely be a several-month endeavor, so bear with me. If you grabbed Destiny 2 recently, I hope youāre really enjoying it. And if you picked it up from my store, Iām sorry for yelling at you.
- Jamie Luttrell
@NJOblivian
Sources:
Image Source
Destiny Review Part I - Immersion | The Oblivian Studios
Rejoice, retro gaming fans! Sega has just launched a new program to give you free copies of their classic titles on Android and iOS devices. Sega ForeverĀ brings five titles to your mobile device of choice immediately, with more games being added every two weeks.
Right now, Altered Beast, Comix Zone, Kid Chameleon, Phantasy Star II, and Segaās golden boyĀ Sonic the HedgehogĀ are available to download for no charge, though you can pay $1.99 to turn off ads in each game. Every title now supports leaderboards, bluetooth controller support, cloud saves, and more.Ā
This was a move I really didnāt expect from Sega. In this day and age itās unusual for AAA developers to give away classic games for free, let alone an entire classic library. My hope is that this move will introduce gamers to titles they may have never touched before, and that this brings Sega the success and relevancy they so desperately need.
(Love me some free games.)
- NJ
Sources:
SEGA Forever launch trailer (English) | SEGA Forever
Sega launches free retro game collection for iPhone and Android | The Verge
DissidiaĀ Making its Home Console Debut Early 2018
Despite having three titles under its belt, Final Fantasyās unique, over-the-top spin-off has been relatively inaccessible. Dissidia Final FantasyĀ and Dissidia 012 Final FantasyĀ launched as PSP exclusives, and the 2015 arcade game Dissidia Final FantasyĀ never made it to the west. Iām beyond thrilled that Square Enix and Team Ninja are bringing the arena fighter to PS4s worldwide.
Dissidia Final Fantasy NT already has an impressive roster of characters and summons, and Square promises more to come. Hereās a breakdown of whoās being represented from each title:
Final Fantasy:Ā Warrior of Light, Garland
Final Fantasy II: Firion
Final Fantasy III:Ā Onino Knight
Final Fantasy IV:Ā Cecil Harvey, Kain Highwind
Final Fantasy V:Ā Bartz Klauser
Final Fantasy VI:Ā Kefka Palazzo, Terra Branford
Final Fantasy VII:Ā Cloud Strife, Sephiroth
Final Fantasy VIII: Squall Leonhart
Final Fantasy IX: Kuja, Zidane Tribal
Final Fantasy X: Tidus
Final Fantasy XI:Ā Shantotto
Final Fantasy XII:Ā Vaan
Final Fantasy XIII:Ā Lightning, The Emperor, Ifrit (Summon), Shiva (Summon), Ramuh (Summon), Odin (Summon), Leviathan (Summon), Alexander (Summon), Bahamut (Summon)
Final Fantasy XIV:Ā Yāshtola
Final Fantasy Type-0 HD:Ā Ace
Final Fantasy Tactics:Ā Ramza Beoulve
If youād like to learn more about each of the characters, the 10 stages announced so far, or preorder info, you can click here.
(Iām hyped.)
- NJ
Sources:
DISSIDIA FINAL FANTASY NT - Announcement Trailer | PS4 | PlayStation
Dissidia Final Fantasy NT Official Site
Thumper, by Drool. Available on Windows and PS4. Compatible with Oculus VR and PSVR (VR is optional).
Rhythm is a central part of our existence as breathing human beings with functioning hearts. Thereās a rhythm in the movement of the planets, which dictates the rhythm of the seasons; the slow annual rhythm of a forest which pumps sap into dead wood every spring. Thereās a rhythm inside every living creature, not only in the breath and heartbeat but also in the pulse of electrical charge which drives thought and movement. Thereās a reason why percussion is the oldest form of music in the world; we are naturally tuned to find rhythms. Attempt to disrupt a beat and youāll probably find yourself simply creating a new pattern. Syncopation is, after all, simply the intentional disruption of a rhythm to create the desired effect. Rhythms donāt have to be perfectly paced 4/4 affairs. Iām fond of the driving, eternal forward stumble of the 7/8 rhythm myself.
Thatās probably the reason why a good many video games out there are based on rhythm. We have the Guitar Hero and Rock Band games made by Harmonix, the indie music-parser games like Audiosurf and Beat Hazard, DDR-style dance pad games, Crypt of the Necrodancer, Osu, a myriad of mobile games like Cytus and Deemo, and many, many more that Iāve probably never even heard of. Even games that arenāt focussed on music can have a rhythmic element to them at some deep, instinctual level. When playing Bloodborne Iāve found that thereās a sort of deliberate rhythm of dodge, strike, and parry when you fight NPC hunters, and thatās when the game is at its best. Rhythm and music, rhythm and action, these are familiar by now. Rhythm horror, though? Thatās a new one.
Thumper has no jumpscares, and though the survival aspect of survival horror is very present this isnāt a slow and methodical creep-around-corners-and-hide-in-closets journey. Thumper is fast and deadly and violent in a metallic and bloodless but terribly visceral way. Thumper deals in the horror of the unknown, a Lovecraftian insignificance amidst the cosmos horror. Here youāll find the creeping dread of uncertainty, of knowing that no matter how strange and unsettling the things just got, what comes next is probably going to be worse in a way that you canāt possibly foresee. This is probably why Thumper is a little difficult to describe.
Youāre a metal beetle, eternally careening along a rail through a hellish void to the sound of thumping, crashing rhythm and electronic drones. The music is difficult to classify as anything that Iāve heard before, mostly percussion. This is fitting considering that one of the developers is ex-Harmonix artist Brian Gibson, the bassist for the noise rock duo Lightning Bolt. The things that you witness on your journey, pointed tentacles and abstract shapes, reflect the darkly-colored void like chrome plating yet move in a disconcertingly organic manner. Sometimes you speed between rows of waving, angular antennae. Occasionally you encounter some strange, otherworldly entity, some fractal thing made out of raw, folded firmament. Each of the gameās nine levels concludes by confronting a giant, increasingly twisted and inhuman skull. H.P. Lovecraft would likely use the word ācyclopeanā to describe what goes on in Thumper, though heād be hard pressed to make any sort of racial metaphors with it. Sparks fly and the screen shakes when you hit corners and break barriers, and the combined music and sound effects fill every wavelength the aural spectrum to complete the utter sensory overload. āRhythm violenceā is the tagline used by the developers, Drool, to describe Thumper, and it fits oh so well.
None of this really captures the full extent of what it is to actually play Thumper. Perhaps we can start again with the controls. Itās simple: one button and four directions. Your beetle will encounter glowing panels on the rail. Press the button when you pass over to create a bass thump. Holding the thump button tucks your shiny beetle body tighter into the track and lets you safely grind around turns and break through barriers. Two levels into the game, you learn that you can leap into the air to hover over spike traps and hit floating rings to snag more points. Three levels in, youāre taught to slam back down onto the thump pads while youāre in the air, sending a wave of distortion down the track. Youād do this to break the barriers some bosses will put up, and to create combos for more points if your timing is good. Later on, the rail will occasionally split into multiple lanes. Youāll need to flit between lanes to hit thumps and dodge obstacles, and jump back onto the right lane when they recombine into one. The controls are simple and the pace at which the game introduces new mechanics is gentle. Itās very easy to pick up and play, but from around Level 4 onwards Thumper takes the kid gloves off and cranks the intensity to the max.
Fortunately, itās possible to simply survive your way through this game. Perfection isnāt required to progress, and, besides, perfection is difficult to achieve at the speed at which Thumper moves. Missing the thumps might cause you to lose your combo, but it wonāt kill you. Running into a corner without turning in the right direction or hitting an obstacle, on the other hand, deals damage. In later levels a ring will occasionally appear around the track for short periods of time, zapping you with lasers if you miss a thump. The first hit causes you to lose your outer shell. The second hit kills you. Each of the gameās nine levels is divided into a number of sections, with checkpoints between. You respawn at a checkpoint when you die, so while the game does get very tough near the end itās got a certain amount of leniency when it comes to progression. But then you encounter a boss, an entity of some kind which blocks your way forward. Are these things manifestations of the twisted space itself, are they beings running along the rail in front of you, or are they creating the rail moment by moment, placing the obstacles in your way as their only form of self-defense? Either way, now youāre required to hit all the thump pads in a segment of track that will begin repeating itself until you either get the pattern right or die. Thump all the pads in a segment and you get a special, brightly-glowing one that causes you to fire a blast of energy at the boss. Rinse and repeat until the boss disintegrates into a wash of debris.
The mere mechanics of the game donāt really do it justice either. The tight and simple controls are part of the whole thing, certainly, but itās the gameās unrelenting aesthetic crossed with responsive controls, a visceral sense of feedback, the sheer sense of speed and, most importantly, a rock-solid understanding of rhythm that makes it all work. The beats that you, the player, the beetle are hitting arenāt necessarily going to be āon the beatā with the music. The developer duo Drool know how to play with a rhythm, how to syncopate, sub-divide, and subvert a beat. The thumps, slams, slides and ticks that the player makes as they speed along the track overlay and then weave into not only the background drones and beats but also the sounds that the various obstacles make as they appear on the track. Thereās an important element of call-and-response to this game, with the various obstacles signaling their presence a (musical) bar before you need to react to them. In later levels the nearly-subconscious recognition of these aural cues is essential as obstacles come fast and thick, the track itself twisting, turning and obscuring obstacles until the last moment. It might even be possible to play this game with your eyes closed, though I personally wouldnāt attempt it.
The moment that Thumper really clicked for me, though, was when I returned to earlier levels to replay them with the knowledge and reflexes Iād learned from later levels. It was when I started really playing the earlier levels, not simply surviving them, that I started feeling a mix of apprehension, elation and flow. Thumper is possibly the only rhythm game in the world to make me feel like I was actually performing live music. Performing live music is to pour everything you have into a brief period of time in which everything could go wrong. Preparation can only take you so far. When youāre performing you are not only turning rote-remembered skills into a form of self-expression, youāre reacting and adjusting to your instrument and the performances of other performers moment by moment. Thumper creates that feeling by reducing nearly everything to percussion, thus tying all the sounds the player makes to the gameās simple controls. Playing Thumper means creating a piece of music which corresponds directly to your actions. Thumper builds on this by giving the player leeway to add their own flair, to increase risk and reward by adding aerial thumps and going for perfect turns. The beat will go on whether or not you hit all the cues, but there is a satisfaction in not only playing your part of the music but playing it well. You hear what seemed like a series of random obstacles turn into an entirely new section of the soundtrack, performed by you.
Some might express disappointment that Thumper doesnāt offer the sort of endless replayability that a game like Audiosurf provides. Thumper canāt dynamically parse custom music files, but, really, that misses the point of Thumper. Every element of Thumper, from the oppressive soundtrack to the placement of every obstacle to the responsive controls to the stark and alien visuals is designed to create a singular experience. The end result is something strange and unsettling. Thumper doesnāt gently coax the player into a flow state, it instead pushes you onto the edge of the precipice and challenges you to thrive there. The game may only require gentle taps and presses, but Iād find my thumb getting sore partway through a level through sheer tension and wouldnāt even notice until the level finished. I wouldnāt recommend playing for extended periods of time unless you want your arms to lock up out of stress. The mounting fear of what comes next is countered by the demands imposed by Thumperās speed. You either focus and become one with the beat, reacting to and perhaps even overcoming everything the void throws at you, or else you crash and explode. You may never fully understand the hows, whys, whats and wheres of your situation, but you can still plunge into that abyss and master the rhythm. Perhaps you might even find some sort of meaning in the act of thumping itself.
Oh, and high scores. Thereās a leaderboard for each level and all sorts of little nuances to eking out a high score, just in case you didnāt feel intimidated enough by the hellish void. If you like pushing your thumbs and reflexes to the limit, thatās for you.
Tune in next time when Taihus dedicates his life to the glory of mankind.
-Taihus āI am a space beetle hurtling towards infinity; shiny and chromeā @raincoastgamer
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I played a great many disappointing games back in 2015. Naturally, the titles I wanted to thoroughly critique ended up here on Oblivian; Destiny, Animal Crossing: Happy Home Designer, andĀ Final Fantasy XIIIĀ each gave me something to talk about. One such disappointment I didnāt touch on, though I had every intention to, was the PlayStation 4 launch misstepĀ Knack.
KnackĀ was, in a word, underwhelming. Despite its plethora of decent ideas, its lack of content, nonexistent story, uncomfortable voice acting, and overall monotonous design made it a serious trudge to play through. Itās been too long since Iāve played it for me to do a serious deep-dive discussion on the game, but I may do so at some point in the future.
I bring all of this up because I just recently learned that KnackĀ was getting a sequel (though Iām honestly not sure how I missed it; apparently Knack 2Ā was announced back in December of last year). Knack 2Ā looks to take strides where its predecessor took baby steps; highlights include a more fleshed-out combat system, greater focus placed on Knackās ability to change size and how it can affect level design, and multiplayer.
In all honesty, I welcome Sonyās decision to make a sequel to Knack. Despite what it may seem, Iām actually all for games constantly improving (shocking, I know). I canāt say I have incredibly high hopes for it, but Knack had tonnes of good ideas that it just never expanded upon. My hope is that, with the insight the development team got from the original game, Knack 2Ā will be what they originally intended Knack to be.Ā
(Hereās hoping.)
- NJ
Sources:
Knack 2 - PlayStation Experience 2016 Trailer | PS4 | PlayStation
Knack 2 is an atonement | Polygon
Iām a big believer in the Nintendo 2DS console. As someone who initially dismissed the handheld (Iām not proud of that first impressions post), Iāve come to learn that the 2DS is by far the best way to introduce newcomers to the 3DS family. I love my New 3DS XL (and I loved my New 3DS and 3DS before it), but there is no denying that the 2DSās $80 price tag is appealing. While the console most certainly has its flaws, notably its cheap-feeling chassis and its lack of a hinged design, the 2DS is less than half the price of its alternative, the New 3DS XL.
Thatās why Iām not pleased to see the New 2DS XLās announcement.
Donāt get me wrong, Iām not opposed to seeing a new, considerably less flimsy version of the 2DS hit the market. In fact, I think that introducing a better built, improved design could potentially help the 2DS brand be taken more seriously. What I donāt like is the implications the update brings.
Nintendo has been playing this game for a longĀ time, and Iām confident in saying that the introduction of the New 2DS XL means the end of the standard 2DS. I seriously doubt that Nintendo will continue to send retailers base 2DS consoles when they could save more and make more by just supplying 2DS XLs.Ā
I donāt want the base model 2DS to become unavailable.
The 3DS, while loved by many age groups, is actively marketed towards younger audiences, at least in the United States. When you compare the advertisement runs between the Switch and the 3DS, itās obvious which group Nintendo wants to buy each respective console. In my experience, parents are the ones who end up purchasing 3DSs, simply because the handhelds are too expensive for kids to buy with just their allowance money.
Thatās why Iām such a big supporter of the 2DS. While it is definitely the most inferior 3DS console, parents are much more willing to drop $80 on a system (that comes with a game, mind you) that plays the same games as a $200 system. With the introduction of the New 2DS XL, I doubt there will be a viable way to join the 3DS family for less than $150 (and, at that point, Iād personally just drop the extra $50 for the far superior model).
All in all, I canāt see the New 2DS XL as an improvement. It may make Nintendo more money on a system-to-system basis, but it also will turn some people away from the 3DS family as a whole. Unless this is an intentional move by Nintendo to kill the 2DS line, thereby forcing people to upgrade to the New 3DS XL, I donāt think itās the most wise system launch. But, hey, Nintendoās been doing this a lot longer than me.Ā
Thoughts?
(Also I donāt like the design. At all. Is that just me?)