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Negative World Podcast 043 - Frenemies
Podcast presented by 
(Editor)
February 13, 2013, 05:52
 


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Hey guys! It's time again for a brand new episode of the NegativeWorld podcast. This time, NinSage, DrFinkelstein and Zero discuss the news about games and features we got regarding WiiU in the latest Nintendo Direct.

As usual, the theme music comes from Negative World's owner and dictator, Zero. The interlude musics are from Paper Mario: Sticker Star.

Comment on the topics, the podcast, the guests, hosts, etc. on Negative World! You can also reach us through Facebook or Twitter.

You can find an enhanced version of this podcast with chapters and art at Negative World Podcast Enhanced or on iTunes.

Full list of episodes

Enjoy the show!

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02/13/13, 05:52
 
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I hope you guys gave Anand credit for that title.

Posted by 
 on: 02/13/13, 06:01
@Renjaku

Why is that? I'm missing the reference, though I'm sure there is one.

Posted by 
 on: 02/13/13, 06:09
@DrFinkelstein
Anand came up with it in a past podcast.

Posted by 
 on: 02/13/13, 06:22
Anand comes up with everything!

Posted by 
 on: 02/13/13, 06:25
@Zero
lol

Posted by 
 on: 02/13/13, 06:37
Isn't "frenemy" fairly common?


Posted by 
 on: 02/13/13, 07:30
"whaddya do when all your enemies are friends?"

~Foo Fighters-Monkey Wrench

Posted by 
 on: 02/13/13, 07:59
@Guillaume @Renjaku

Yeah, no disrespect to the mighty Anand, but I have heard this term for many years outside of Negative World.

Posted by 
 on: 02/13/13, 13:31
Geez, everyone references Anand.

Posted by 
 on: 02/13/13, 13:39
Hey, I'm not a proud man. I will never turn down free credit!

To be fair, I DID coin 'fremesis' (and 'arch-fremesis'). Also, I've been looking for a chance to work 'best fiend' into an NW thread...

Robbo had a good one to describe Guillaume whipping out Pac-Man: CE and playing it in front of us in New York: Pac-Mansturbation (it was better than my take: Pac-Mananism).


...


Somburnt.


@NinSage
That's 'French'! Dave Grohl is notoriously anti-Gallic.


EDIT: DAMMIT, Fremesis is on Urban Dictionary. Damn you, Urban Dictionaryyyy!

Posted by 
 on: 02/13/13, 17:47   Edited:  02/13/13, 17:56
@Anand

He only says "French" during some live performances. =P

Posted by 
 on: 02/13/13, 19:25
I know this was recorded a while ago and you've probably figured it out by now, but you can use the shoulder buttons in Spin Cycle instead of the touch screen, they just don't bother to tell you.

As for the "360" levels, you can tilt the system forward "Kirby Til N' Tumble style" instead of turning your 3DS upside down. Feels much better.


edit - Oops, I paused the podcast JUST before Zero mentioned that last thing.

Posted by 
 on: 02/13/13, 20:34   Edited:  02/13/13, 20:36
@Guillaume

Thanks for the tips regardless!

Posted by 
 on: 02/13/13, 20:38
I still think that regarding Mario, you don't need the planetoid/gravity aspect to give Nintendo a 'carte blanche' on the level design. They can have a ton of crazy shit in there that's not grounded in reality. They pushed it way too far in Sunshine, but I don't think that means that we couldn't have an incredibly crazy romp through the Mushroom Kingdom.

Basically, I don't think the gravity mechanics introduced in Galaxy are the same kind of 'feature' that a free roaming camera in Mario 3 is. I think they're a fine game element, but I certainly don't think that Nintendo would be moving backwards if this feature isn't featured prominently throughout the game. Actually, I think it would feel much more special if they simply have a world in the game where Mario goes to outer space. That's where they could put some of the crazier levels. I don't think that element of creativity has to get thrown out the window though, in an effort to make the world more cohesive. You guys say there might be a 'balance' in the next game, but honestly, I don't think there really needs to be. Just because a level is on a flat world, doesn't mean that they can't do some incredibly wacky things. I think there are plenty of flat levels in the Galaxy games that show exactly that.

Posted by 
 on: 02/13/13, 20:59
@Guillaume It took me awhile to figure out that the buttons do a lot of what the touch screen does. Although changing between the forms doesn't seem to have any way to do it with buttons? And I'm so used to the touch screen for this game now that I naturally use it, even though I think the buttons make more sense in a lot of ways.

@PogueSquadron Sure, but I'd still see that as kind of limiting. Introduce a totally new way to engage with the environment and then just kind of... mostly take it away? An equivalent for me would be like adding the all-range mode in StarFox 64 and saying well, that worked out nice, let's not do it in the next Star Fox game. I haven't played the next Star Fox games so I'm not sure what they did, but in my eyes any follow-up to Star Fox 64 would need some of that all-range goodness, especially in the dogfights and such.

Even that doesn't seem like the best comparison though, because with Galaxy we are talking about the fundamental way you interact with the ground itself, which is at the core of a platformer. I don't consider this as having anything to do with "outer space", and it may be the case that Nintendo came up with the gameplay before even thinking about how to make it make sense in context. I have a hard time putting it into words what is in my mind here, I just know that taking it away feels not just like a step backwards for "Mario" to me, but for platformers in general. Especially since, as you note, the Galaxy games did still have a bunch of flat areas. So it's not like keeping the gravity stuff replaces the type of stuff you can do in a Mario 64 / Sunshine or whatever. It just adds more potential.

Posted by 
 on: 02/13/13, 21:05   Edited:  02/13/13, 21:15
@Zero
Instead of removing the all-range stuff in the Star Fox 64 follow-ups, they mostly removed the on-rails stuff.

Posted by 
 on: 02/13/13, 21:32
@Anand Well that is also dumb.

Posted by 
 on: 02/13/13, 22:57
Boy, were my ears ever buzzing during the beginning of the second half!

As far as the VC upgrade fee goes, first of all I bought these games over the course of several years. I don't think the "If you have that kind of money, you can't complain" argument really applies, as it's not as if one day I plunked several hundred dollars on Wii Shop cards and went to town. It was a $5 here, an $8 there, over like 5 years.

Now the upgrade fee I guess I could spread out the same way, nullifying the "it's gonna cost me a hundred dollars" complaint. Fair enough. At the same time though, I feel I already paid for these games and don't really feel like paying again. And what is going to happen is what Stephen described: I'll pick and choose what to upgrade.

But I'll be reallll picky, and in the end, will only upgrade a handful of them. So Nintendo would have been better off to just charge me $20 up front as it would have been more money out of me that they'll get with the current scheme.

Posted by 
 on: 02/14/13, 20:11
Didn't I kind of defend your position? I did in my mind, anyway.

Posted by 
 on: 02/14/13, 20:29
Well, I listened to it yesterday so it's not fresh in my mind. You probably did! But I think someone then countered that the games are still playable in Wii mode and that it's smart from Nintendo, which again is fair enough, but it's less convenient than if I had left them on my Wii, and again Nintendo essentially leaves money on the table by not giving me a bulk rate.

Posted by 
 on: 02/14/13, 20:47
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