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Post by jorpho on Aug 18, 2020 13:35:13 GMT -5
I was just reminded of Zack & Wiki again. Now there's a game that deserves a Switch port before motion controls vanish forever. (I guess you could try to make it in VR, but most of the game is suited to a standard screen, so that would be tricky.)
All it really needs is an NPC making it perfectly clear that you should use the lives and hints and that you will not miss anything by using them. And maybe another NPC telling you to go ahead and send whatshisname out on a random treasure hunt even if you have no particular destination in mind.
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Post by lurker on Aug 18, 2020 14:21:16 GMT -5
Godzilla: Domination!
-Larger roster -More stages - Different final boss (Perhaps the originally planned Biollante boss)
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Post by Deleted on Aug 19, 2020 5:55:28 GMT -5
I was just reminded of Zack & Wiki again. Now there's a game that deserves a Switch port before motion controls vanish forever. (I guess you could try to make it in VR, but most of the game is suited to a standard screen, so that would be tricky.) All it really needs is an NPC making it perfectly clear that you should use the lives and hints and that you will not miss anything by using them. And maybe another NPC telling you to go ahead and send whatshisname out on a random treasure hunt even if you have no particular destination in mind. I'm not really convinced Zack & Wiki would work too well on Switch due to it's heavy use of pointer controls. I honestly thought the motion controls could have done with a little work. Really what it needed is a Motionplus version I think.
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Post by psygnosis8 on Aug 23, 2020 10:24:55 GMT -5
Deadly Towers—the entrances to dungeons and shops should be visible, and the dungeons should have an auto map feature. I don’t mind the challenge, but it might be nice if you respawmed at a checkpoint instead of the beginning every time.
The game is definitely not as bad as people say it is, and I loved it as a kid.
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Post by elektrolurch on Aug 31, 2020 5:35:12 GMT -5
Have been getting into vanilla Morrowind aigan during the pandemic;)
Sure, there are a lot of things wrong with it, most of which where helped out by mods these days, but..... i don't think they really need fixing now, they are part of the game experience....yes part of it for me is being annoyed by weird restrictions,minor bugs and a cumbersome interface.Without it,it would not be Morrowind. Flaws are what make the experience stand out.
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Post by ommadawnyawn2 on Sept 12, 2020 5:00:35 GMT -5
Spider-Man 2 (PS2)-Add a dive move (or dive kick move) that lets you quickly go back to the ground from mid-air - alternatively the game could allow stopping forward momentum at will after a jump from a wall, as is possible when performing a ground jump -The camera doesn't go to side view while climbing -Faster camera pitching to behind the avatar while performing a charged jump up to a roof top or faster manual control of it -Larger hint markers so it's possible to swing into them and keep going afterwards instead of landing -Full button config, Can map dodge to a shoulder button (L1 or R1 since spider reflexes is also mapped to up on d-pad) -Better turning controls while sprinting or sprint jumping -Removed delay after breaking during a sprint to go in the other direction (not the break animation itself, just the delay after it) -Somewhat more forgiving hit detection when jumping near platform edges so it's not as easy to accidentally waste a charge jump from taking half a step too far -Upgradeable health bar (3 levels, find or buy at store) -Can sit on top of spires like in the comics and the PS4 game (the pose exists but is only used on lamp posts and flag poles): i.ytimg.com/vi/aYryTSLMi20/maxresdefault.jpgBug fixes: -Sometimes when climbing downwards and jumping off of a wall to the ground, you'll just jump while upside down into the ground -Sometimes glitchy hit detection around rooftop (or other objects like boats) edges - you'll slide along the edge without grabbing onto it -"This marker can't be activated while an event is in progress" - at two points there was no event in progress though it started working again after a while -Spider-man's voice clips during fights can occasionally overlap if you switch between targets quickly (same thing can happen when he's thinking to himself during gameplay if you start talking to an NPC at about the same time)
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Post by Deleted on Sept 26, 2020 4:06:16 GMT -5
Super Mario Sunshine
Run in 60fps - the game was designed and demoed at 60 and released in 30fps, presumably due to rushing to release. Would benefit the sluggishness.
Implement a modern camera system, because seeing helps.
Add a blue coin tracker.
Make Mario slightly less slippery since platforms are often small or rotate it would reduce frustration.
Assign the backflip to a button as it's overused in the game and often there's not much space to perform it.
Get rid of the durian lady - being expected to kick three fruits over the water is ridiculous.
The boat and lillies seem to respond inconsistently to Mario's water spray, it needs fixing.
Petey Piranha second fight should be automatically triggered and take place in a small arena.
The Pianta Village can be removed altogether. Every level on it is poor.
Add more coins on each level to make 100 coin collecting less dull.
Inifite lives and add some checkpoints for certain levels.
That's all I've got for now.
Edit:
Get rid of the wind enemies. They are pure hell and no good can come of them.
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Post by JoeQ on Sept 26, 2020 7:15:41 GMT -5
PN03
-Remove the needlessly grindy upgrade system entirely. Instead all suits you buy are fully upgraded and usable from the start. -Related to this, remove the random generated extra levels in between main missions.
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Post by dr_st on Sept 26, 2020 15:41:45 GMT -5
Every once in a while I remember that I would really want Warcraft 1 with Warcraft 2's interface, but it wouldn't be fair to call Warcraft 1 'flawed' because it hasn't reached the elegance levels of its successor.
Then there's Daikatana - terribly flawed at release, but I think the community patch 1.3 already fixed pretty much everything that required fixing.
And I think the flight controls in GTA San Andreas are terrible. I didn't ask for a flight simulator, don't need your stinkin' "realism".
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Post by ommadawnyawn2 on Sept 26, 2020 16:21:59 GMT -5
Agreed though I wouldn't mind an update to War 2's interface either.
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Post by ommadawnyawn2 on Nov 16, 2020 9:56:10 GMT -5
Kirby & The Amazing Mirror (GBA): -Can switch between the Kirbys in SP to use the others as an ability inventory of sorts for ability gated paths -All or most one-way paths between rooms removed so you don't have to replay a level from the entry point if you screwed up a puzzle or didn't happen to have the right ability at the right time (hard blocks for example) -Puzzle elements (chain bomb blocks) reset when re-entering a room so you don't randomly get locked out of a path based on trial & error or from making one mistake -Elements you'd want to keep don't, such as hitting a peg to open a path that doesn't also block off other paths -CPU allies can't trigger chain reaction bomb blocks and ruin puzzles for you nor can they push kirby -Gameplay doesn't pause when CPU allies use abilities -A few chest contents could be replaced with 3 parts for the gold sword (master), or the ability to switch between Kirbys could be unlocked this way, or you could unlock being able to take two hits before dropping a form. This is to give more incentive to explore than the hearts and some collectibles that don't affect gameplay -Better spark and throw abilities maybe? Spark could activate the orange switches for example
This makes better use of the allies and makes the exploration actually fun like in a proper metroidvania game.
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Post by spanky on Nov 16, 2020 10:06:20 GMT -5
Any 8-bit JRPG rerelease would do well copy what M2 did with Phantasy Star
-Double exp and cash from encounters -Increase walking speed -Add an auto map -Include item and spell descriptions in game so you know what you're buying in shops.
I'm sure these things are sacrilege to some but it turned a tedious 8-bit RPG into a breezy, pleasant experience for me.
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Post by ommadawnyawn2 on Nov 16, 2020 10:36:13 GMT -5
Yeah I agree with all of that. When revisiting older JRPGs I've also sometimes been using codes to toggle random encounters so I can explore and then deal with battles. So I think a passive item or skill to let you avoid battle before it happens would help the pacing a lot for many of them, combined with your first three points. Or at least cutting down the encounter rates to more reasonable levels.
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Post by ommadawnyawn2 on Nov 19, 2020 5:30:44 GMT -5
Demon's Crest (SNES): -Form switcing with the shoulder buttons -Some items are better hidden instead of just lying around in easy to get to and unguarded spots, placed sort of haphazardly (for example the room at bottom of plant infested tower, room behind wall in burning forest) -Make it impossible to miss jewels gotten from bosses -Make some of the less used forms and spells more useful
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Post by dsparil on Nov 19, 2020 7:02:22 GMT -5
I think you should have gotten permanent upgrades in Demon's Crest instead of forms. They make the game more annoying to justify a combined "ultimate" form almost no one would actually see and only for a single extra boss battle.
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