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No GravatarE3 week has rolled around yet again and that can mean only one thing:  It’s the perfect time to look at your backlog!

Wait, what?  But Days Gone is coming and there’s  Anthem from Bioware and Destiny 2 and Super Mario Odyssey and The Last Night looks fantastic and and and ad nauseam!  This isn’t when you want to look at old games!  Or is it?  The average gamer has more games than they have time to play these days.  On top of that, the industry has normalized the idea of preordering games up to several years in advance just to get your foot in the door when they come out, even though virtually no preordered titles get under-printed.  So with E3 just getting underway, I thought I’d take a look at all the things I still haven’t played yet…and that’s a lot.

I’ve been collecting since the mid-nineties, ever since I sold my copy of Final Fantasy III for the SNES, decided I wanted to play it again, and then couldn’t find a copy for months.  Ever since then, if I buy a game, I keep it until I play it and decide if I like it.  But in the 90s, games came out much more slowly.  By the time you’d rented the game (yes, you could rent games at a corner mini-mart or video store back then), played it to death, and moved on to something else, the next game you were waiting for still wasn’t out.  That simply isn’t the case anymore.  There are so many games out and coming out that it’s hard to even keep track of what might be interesting, let alone everything that’s been released.  And that’s why backlogs are such a problem.  There are more good games coming out than most people have time to even try, much less play through.  Most people simply buy what looks good, get sidetracked, and end up with a bunch of things they don’t even have time to open.  It’s a ridiculous consumer feedback loop that doesn’t benefit anyone but game companies and retail stores.

For example, I still have Super Nintendo games that I haven’t gotten around to playing yet.  I bought them in the nineties!  It’s a habit that becomes a compulsion; the fear of missing out on the next Suikoden II or Shantae or Panzer Dragoon Saga.  What if you don’t buy it and when you go to get it, you can’t afford it anymore?  But will you ever play it?  Do you even have the time?  Assuming you work a 40 hour work week or go to school full time, you likely have limited time for gaming.  Add a commute, a relationship, or even a child to that equation and you have even less.  You might get three to five hours of game time in a week.  The average game takes around 20 hours to complete.  That’s ten weeks to finish one game, assuming you don’t play anything else or get bored of it.  You might be able to finish five games a year at that rate.  Round it up to ten for people with summers off or extra free time.  But even at ten games a year, you aren’t remotely scratching the surface of what comes out in any given year, and that’s just looking at mainstream titles!  If you have PlayStation Plus or Xbox Live Gold, you get four to six games free every month on top of what you purchase.  If you have Steam, GOG (Good Old Games), Origin, or uPlay, you might get another 5-10 games free a year if you pay close attention online.  That’s well over a hundred games excluding retail purchases if you use all of those services.  At an average of 20 hours each, you’re looking at roughly over 2000 hours of gameplay, and following our formula that says we have five hours a week, that backlog becomes 7.7 years of gameplay.

Over seven years of gameplay just in random titles from online services.  Then we add in the AAA titles that most people buy and tend to play more heavily and the average serious gamer has a backlog of up to ten times what they could realistically play at any given time.  A quick look at my collection made me nearly nauseous when I used this formula.  On Steam alone, I have 1003 games, many of which I have never even installed.  For the PS2?  128.  The DS?  101.  The PS1?  72 games.  That’s over 1300 games and doesn’t include about two-thirds of my collection.  And don’t forget about flash carts.  I have access to every single US and Japanese game for the NES, Genesis, Turbografx 16, and DS.  Thousands of titles.   My Steam library averages out to about 77 years of backlog.  Statistically, I will literally die before I can possibly play every game on my Steam account to completion.  An actual, honest-to-goodness lifetime of gaming is at my fingertips at any given moment.  And yet I still I buy games all the time, but I literally cannot play them.  I’ve talked to other gamers that have backlogs on Steam of up to 3000 games.  It’s almost a status symbol for them.

We don’t need this much media.  But as we buy more and more, faster and faster, we show developers that they don’t need to take their time or fully playtest a game for us to buy it.  Half the time, we stick it on a shelf and don’t get to it for six months.  Or a year.  Or five.  Or even ten.  The situation has degraded so much that there are even sites like www.backloggery.com that allow you to track not only your collection but your completion rate as well.  Steam does this for you automatically, and it can be rather disheartening to see right there in black and white.  I’ve been a Steam member for 12 years and I’ve only managed a 13% completion rate.  However, even that is inaccurate because that number is calculated on the achievements you’ve earned, not the games you have finished.  I wouldn’t hesitate to say that most people don’t end up finishing the games they start these days due to the nature and volume of the market, and it almost doesn’t matter that the developers haven’t properly programmed and playtested those games.

So what does all this mean?  To me, it means the market is utterly flooded; inundated with content ranging from indie games to AAA titles to the point where it’s hopelessly diluted and difficult to have a pure gaming experience.  Very few games end up being memorable and at the same time, we’ve created a sub-culture where people brag about all the items they own but never actually use them.  There are too many games and we can’t play most of them.  A lot of the most highly advertised titles end up being terrible too, due to compromises made to appeal to wider audiences.  Reviews are bought and sold like commodities and it’s very difficult to judge for yourself what might be good.  E3 is the perfect example of this, creating massive hype for titles that test well with audiences and critics, overproduced shows of products that won’t be coming out for some time, and generally driving a multi-billion dollar ad campaign that sucks dollars out of the pockets of hard-working people.  As I write this, Xbox has wrapped up their E3 presentations and already most of the bigger titles are available to preorder on Amazon, even though the release dates are as far away as next fall or later.  Money is flying into the pockets of companies as we speak for nothing more than a promise of things to come drifting on the wind.

Gamers need to stop and think about how excited they were for the items that are already sitting on their shelves when they were announced.  We can’t let that feeling of wonder end the second we get the actual product.  If we all stop to play what we already have, perhaps it will make the industry also reconsider the type of games it is releasing and the volume it is releasing them in.  Having a backlog says a lot about a person, but it also speaks volumes to the way marketing and consumer culture affect us as individuals.  That’s a message many of us need to heed more often.   So take a look at your shelf.  Make an effort to try that game you’ve always been meaning to but were never in the mood for.  You might just recapture the magic in gaming by popping in a hidden gem.  And you might find that the entertainment you’ve been scouring the net looking for is something you already had the whole time.

A Contest And An Addendum

In writing the above article and looking at my backlog, I also realized that in addition to a ridiculously large backlog, I also have a ridiculous number of games sitting about unused on my Steam account and other digital accounts.  These are extras I’ve gotten to give as friends, freebies that came with purchases, and just random extra codes I’ve acquired over the years.  I thought to myself, “What better use could I have for all these games than to give them away to people who will play them?”  And so, The Great Real Otaku Gamer Steam Backlog Contest was born!

For those of you that are interested and want to put in a minimal amount of effort, I’m going to give away my extra Steam codes!  But the rules for winning are something a bit different.  The winners for this contest will be the entrants with the smallest uncompleted backlogs!  After all, in this day and age with everyone oversaturating themselves with media, maybe the person who actually finishes what they start deserves a reward!  So please take a moment and head on over to The Great Real Otaku Gamer Steam Backlog Contest right here on Real Otaku Gamer and drop an entry my way!  You might just win a new game to play…and it might even be good!

By Jonathan Balofsky On 22 Jun, 2017 At 09:19 PM | Categorized As Editorials, Featured, News, NINTENDO, Nintendo Switch, Opinion, ROG News | With 0 Comments

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The Nintendo Switch is getting a good amount of fighting games, with Ultra Street Fighter 2 having come already, and Arms having just released, with Pokken and BlazBlue coming. As well, there have been several great Neo Geo fighting games that have come to the Switch via Arcade Archives.  However, there is another fighting game coming to the Switch that people should not overlook, and that is Pocket Rumble.

Pocket Rumble is retro-inspired throwback to the Neo Geo Pocket Fighting games, and it has a lot to offer on its own, as seen in recent builds of the game. Pocket Rumble feels like it will be right at home on the Switch. It has a control scheme with a perfect setup and according to those who have played the Switch port, the game plays well the analogue stick.  Speaking of the analogue stick, this is another game that has built-in multiplayer via the Joy-Cons and that helps increase its value even more.

Pocket Rumble has a unique charm that will make it a perfect fit for a game on a Nintendo system. It combines the nostalgic feeling from a retro game along with the excitement you get from modern twists in fighting games. Some have said they feel that the art takes a little too much influence from the SNK games, but I do not feel that is a bad thing. Not too mention, you can alter the scan lines in the game, which does make the art look a lot more unique and offer more visual variety

The game’s simplified yet still intense controls are made even better with the fact that HD rumble is planned for the game to help create a more immersive experience. The multiplayer in the game promises smooth online with GGPO and the local multiplayer opportunities with the Switch will help make this game a fighter that feels like no other. Given the numerous additions since the game was shown in the Nindies direct, I feel this will be a truly epic experience.

I honestly feel this has the chance to help show that there is room for more creative and unique fighters on the Switch and I would like to see some tournaments for this game on the system. Nintendo is building up a roster of games that are outside of their usual titles for their systems and this only helps create more variety for themselves. This game is a match made in heaven.

 

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The above is the opinion solely of the author and not necessarily that of ROG or its staff

 

By Jonathan Balofsky On 18 Jun, 2017 At 06:57 PM | Categorized As Editorials, Featured, Games That Should Be Revived, Opinion, ROG News | With 0 Comments

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SNK made many great games for the Neo Geo, and in many genres such as beat em ups. One of their best beat em ups was the Sengoku series, a series about brawlers taking on specters of the warriors of japans past along with ghosts and demons. In the first game, you could get various weapons and summon others to swap places with, for extra abilities. The series only got better and better, and to be honest, this is one that SNK should really consider bringing back.

Brawlers are making a comeback now, both in 2D and 3D styles and with the various innovations Sengoku and its sequels introduced, this could be a truly innovative open world brawler.  You would travel between worlds/dimensions and fight enemies as you go, but you could also do things like in the original games, like shatter enemies weapons to force them to fight you hand to hand, and swap places with others you meet on the way. The enemy variety and different locales would all contribute well to this, and this could be one of the most unique brawlers ever made.

SNK is slowly getting back into game making after their pachinko era, and games like King of Fighters XIV show they have what it takes to still make great games. SNK could very well make a great open ended brawler for modern systems and PC, or if they want, make a throwback retro style 2D beat em up. They could even work with a company like WayForward to do for Sengoku what was done for Double Dragon with Double Dragon Neon.

The simple matter is, that the Sengoku series offered a great twist on the beat em up genre and this is greatly missed today. A proper return would be welcome and a sign that SNK has more than just fighting games up their sleeves.

 

 

By Jonathan Balofsky On 16 Jun, 2017 At 12:39 PM | Categorized As Editorials, Featured, News, NINTENDO, Nintendo Switch, Reviews, Reviews, ROG News | With 0 Comments

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Mighty No. 9 is an infamous game, there is no denying that. Pitched as a spiritual sequel to Mega Man, the game disappointed many, but that wasn’t the end for the series. Inti Creates had made Mighty Gunvolt as a tie in game to tie into Mighty No. 9, as a crossover between Mighty No. 9 and their own Azure Striker Gunvolt series. Now Inti creates has taken the time to create a second crossover, but this time as a much deeper game and as the main attraction.

Right off the bat, I am just going to say that Mighty Gunvolt Burst is the game that Mighty No. 9 should have been. It is a great throwback to the old Mega man games, while having some great new ideas. I have never played Mighty No. 9 or the Gunvolt series but I instantly fell in love with this game. Excellent artwork helped tickle my nostalgia bone, and the amazing retro inspired soundtrack just created a great feeling. In fact all the sound and art in the game is great, and this is a well put together presentation.

Now let’s talk about the gameplay. Mighty Gunvolt Burst offers a lot of innovations like the burst mechanic, and customization of your characters. Speaking of characters actually, you can pick Between Gunvolt and Beck at the start and there is actually a good narrative here for both. I like the touches Inti Creates put in, to make the game have real depth.   When playing there are numerous elements introduced, such as different ways to traverse the areas, hidden areas and items to find, and of course customization power ups. I found myself replaying this several times and loving it each time. It is a tough platformer that just feels like what the fans of the classic games have been wanting in a successor.  The gameplay can get pretty intense at times but it never stops being fun.

I don’t want to come across as just gushing over the game, and there are some faults with enemy design at times and some levels can be a bit awkward, but these are minor issues. The fact is, that this is a really well designed and developed game and is the successor to the Mega Man series we have been waiting for. Inti Creates just knocked it out of the park with this game and I love it.

I must fully recommend Mighty Ginvolt Burst, both for fans of the classic Mega Man series, and retro gaming fans in general, but also for those who want a challenge. This is a game, where if you put in the effort, you will feel a great sense of satisfaction. And that is a feeling that is missing from many retro throwback games, which makes this stand out even more. This game really just feels right, and I hope you will all give it a try at some point. It definitely makes up for the shortcomings of Mighty No. 9 and is also a worthy game in its own right.

 

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This game was reviewed on Nintendo Switch

No GravatarI recently had the chance to talk with one of the best comic creators working in the industry right now, Thom Zahler. We discussed his comics, his influences and his advice for new creators. have a read below.

 

 

 

 

 

JB: What were some of your favourite comics growing up?

TZ: I cut my teeth on Superman and the Justice League books. Especially when I was younger, the DC stories were 1-3 part stories that ended, which was kinder when you don’t have any control over when you buy your next book. Firestorm became my favorite because that was the first #1 I ever bought. In the world before reboots and constant renumbering, getting a #1 was special. Oddly, Firestorm was a very Marvel-style character.

 

JB: Who were your favourite artists and writers? Who had the most influence on you?

TZ: As a kid, Curt Swan and Kurt Schaffenberger. Curt drew Superman and he was everywhere. Kurt drew so slick and so perfect, his stuff was just gorgeous. Go back and find his stuff. Such a strong and smooth line, and he made simple look good. He wasn’t designed for everything, but his Shazam stuff was transcendent. And Perez took it to another level for me.

 

JB: You went to the Kubert school, what was that experience like?

TZ: I always describe it as boot camp for artists. We had two classes a day, five days a week. I did 100 assignments before I went home for Thanksgiving. Just the volume of work gets you better. I learned a bunch of new methods and materials, grew so much as an artist, and forged some of my closest friendships.

 

Ultimately, I appreciate that Joe was teaching us to be Will Eisner. I can create a book, top to bottom. It gives me a flexibility to produce books that are important to me. I don’t know how much I appreciated it when I was in school, but I’m so grateful for it now.

 

 

JB: Can you describe some of the major influences on Love and Capes?

 

TZ: Darwyn Cooke, Bruce Timm and the DC Animated art style were huge for the look of the book. A cartoony style was something I fought for a long time, but when I got on the right book and I started doing it, I realized it was my wheelhouse. All that time trying to draw like Curt Swan or George Perez and apparently my art brain doesn’t work that way. But cartoony animated stuff, that’s my jam.

 

Writing wise, Berke Brethed’s Bloom County was a giant influence. It may not seem like it, but Love and Capes had a four panel beat structure. Essentially, it was Bloom County comic strip style jokes stitched together. It was also a comedic metronome for me.

 

The banter comes from my love of TV and sitcoms. Aaron Sorkin, Friends, How I Met Your Mother all loomed large in my head. When writing. It’s hard, because words take room and you have to structure them so the cadence is right there, as opposed to delivered by an actor. But I thought I did well with it.

 

JB:  You mention in your books, some of your influences, and how you put one of your pre-professional creations into the comic. At what point did it hit you that you are a professional comic creator? That moment where you felt a sense of wow at the situation. Do you ever stop feeling like a fan, or do you just appreciate being a fan in new ways?

TZ: That’s a great question! I’m not sure. I felt like a professional artist for years, being a graphic designer for an ad agency. But feeling like I was a full-fledged cartoonist, whatever that means, probably not until IDW picked up Love and Capes. Self-publishing was awesome, but when someone else is putting their money into publishing your work, that’s a different level. And it’s been iterative. IDW made the trades, then started publishing new issues, and then hired me on My Little Pony which was my first non-creator owned writing gig. Ultimate Spider-Man was my first animated TV gig. There’s always another rung on the ladder.

 

I don’t think I’ll ever feel comfortable. But I think that keeps me hungry and growing.

 

JB:  Have you ever considered going back to Love and Capes? Maybe a spinoff featuring Charlotte?

 

TZ: I think about it all the time. Love and Capes is very special to me, but that’s also why it’s so hard to return to. The birth of their child was the planned ending for the series, and I really felt like I stuck that landing. I don’t want to overstay my welcome or go out on a false note. I think stories need to end.

 

That said, if I ever have the RIGHT story, I’ll come back in a heartbeat. It’s interesting you mention Charlotte, because she might be my favorite character. She never found a boyfriend in the series because I couldn’t manage to write anyone worthy of her. I’ve toyed around with shifting the focus to Darkblade and Amazonia, different love, different capes. But I haven’t felt that inner voice telling me “This story, right now.”

 

JB: Your comic Time and Vine is one of the most intriguing ideas I have ever seen. How did you come up with that idea? How long were you working on it before you made it a comic?

 

TZ: I blame Kurt Busiek. I seem to recall him tweeting something about a wine comic and the idea just came to me. It wasn’t the next story idea I had, but it quickly took over my writer’s brain. I was on a walk one day and the structure of the story just came to me and it was so right. Once that happened, I was committed.

 

The time travel aspect locked down pretty quickly. I knew what the story required and the rules worked pretty well. I don’t think there are any cheats or paradoxes. Magic helps a lot.

 

I hope it’s a powerful story. If I do it right, it’ll be my Up. And if you’ve heard me talk about how much I love that movie, you know what that means to me.

 

 

JB: What was it like working on the My Little Pony comic? That franchise has a very dedicated fanbase, so did that make working on the project any different?

 

TZ: I try to respect the fans for sure. I’m a huge Star Trek fan, so I know about loyal fanbases. But the best Trek movie was written by Nick Meyer, who wasn’t a huge fan. I hoped to bring that outside perspective to it when I started. Now, I am a fan of the show, and I am a fan of the fans. But, if I’m doing it right, I also have the distance from the property to write interesting stories. Using Trek as an example again, I’m not sure I would have been bold enough to write Kirk feeling old, having a child, or killing Spock. But those were all great choices… bold choices… by someone who knew what a good story was and not just what they wanted to see.

 

 

JB: What advice do you have to new writers and artists trying to break into the industry?

 

TZ: Keep learning and be persistent are the big ones. And make something. There are less middle range publishers who would pay you to do sample pages like when I broke in, so you’ve got to publish on the web, or Comixology, or self-publish.

 

But that’s the big thing to me. It’s never a static game board. The rules keep changing. I came out of Kubert with the skill of hand-lettering. But computer lettering was on the horizon. Which meant that I was riding a wave. I could get hand lettering work, but I had to decide if I wanted to adapt to keep getting more work. I’ve learned how to color on the computer, how to draw on the computer and so on. I never wanted to self-publish, but it became the solution to the problem in front of me.

 

Basically, your job isn’t being a cartoonist. Your job is being employed.

 

 

JB: What are some projects you would like to work on, licensed properties or otherwise?

 

TZ: Star Trek, Star Trek, Star Trek! I love Trek so much, and co-wrote a short story for Pocket Books. I’d love to do more.

 

And I’d love to do a traditional superhero book. I think my sensibilities are just enough off-center to do something quirky while still writing a standard superhero book. Superman, Iron Man, Firestorm… I’d love to take a shot at those.

 

 

JB:  Do you have anything you would like to say to the readers of Real Otaku Gamer?

 

TZ: I’ve got a new project that just dropped from Webtoons, too! It’s called Warning Label and it’s about a girl named Danielle who’s been cursed by her ex-boyfriend that anytime she gets asked out, they get a warning label of all the things they need to watch out for. You can check it out at:

http://www.webtoons.com/en/romance/warning-label/list?title_no=1051

 

Time and Vine is in Previews now. And I’ll have a couple more My Little Pony issues coming out this summer, too!

JB: Thank you again for doing this.

 

TZ: My pleasure!

 

 

You can follow Thom on Twitter @thomzahler

 

 

Love and Capes and Long Distance are both available at Amazon.

 

By Jessica Brown On 7 Jun, 2017 At 11:46 AM | Categorized As Editorials, Featured, Opinion, ROG News | With 0 Comments

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While the announcement of Mega Man Legacy Collection 2 only felt inevitable given the success of the first collection, this new package feels a bit incomplete to me. This time we are getting treated to Mega Man 7MM8MM9, and MM10, but where is Mega Man’s other 16-bit outing?

Mega Man & Bass (originally released in 1998 in Japan on the Super Famicom) takes place directly after the events of MM8 and gives players the ability to play as either of the two titular characters. Featuring some unique robot masters, 100 CDs to collect to unlock profiles on all of the characters in the franchise to date (since the game was released in honor of the series 10th/15th anniversary), a fantastic soundtrack, and a solid level of challenge, MM&B is perhaps one of the best entries in the classic series. Leaving it out seems like a big mistake.

However, we also know that at this time Capcom is passing on Nintendo platforms, so that feels like a bit of a double-whammy. Still, there’s always the possibility of MM&B appearing later on in another special collection of Mega Man titles.

Time will tell!

Mega Man Legacy Collection 2 is coming to the PS4, XBox One, and PC on August 8.

By Jonathan Balofsky On 4 Jun, 2017 At 04:12 PM | Categorized As Editorials, Featured, News, NINTENDO, Nintendo Switch, Opinion, ROG News | With 0 Comments

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Indie Games have become a major part of the industry in recent years and in many ways they are affecting the entire direction of the industry.  All of the big three console makers have worked directly with indie devs such as Microsoft buying Mojang, Sony publishing games like Journey  and Nintendo buying the rights to and then publishing Snipperclips.

As a result of this, I began thinking about what potentially may occur in the future. I think that in the future, companies like Nintendo should expand themselves by acquiring indie studios and/or indie games. This isn’t an insane idea like some may think, given that its already happening, such as with the above examples.  These studios can often bring something to the table that companies like Nintendo themselves are lacking.

Let’s look at Foxbat.  the company developing Unholy Night: The Darkness Hunter. This is a retro fighting game being made as a new Super Famicom game and is being localized as a SNES game by Retroism. Foxbat is made up of ex SNK developers who worked on King of Fighters and more.  Were Nintendo to work with them, they could help give Nintendo an edge into fighting games which Nintendo is currently lacking in. Yes they have Arms and Smash but those are not traditional fighting games.

We could also consider Yacht Club Games, who have made one of the best retraux games in recent memory with Shovel Knight. This critically acclaimed gem wowed critics and gamers alike, and if the developer were part of Nintendo, then they could help to make revivals of older IP in that same style. Of course there is also the fact that by that same logic, Inti Creates should also be looked at. After all, they created Azure Striker Gunvolt, an amazing Mega Man successor, and made the excellent Blaster Master Zero. Having them would be a way to experiment with older IP done in new ways.

However, these are just some examples.. The truth is, many indie companies would  actually love to form partnerships with big companies and this could be a way for them to expand  them and for companies Nintendo to get some new blood working on new ideas. This is especially true for expanding outside of their talent in Japan.  The fact is, the Big 3 and other big companies are going to try and make moves to acquire indie developers soon. The industry is not what it once was and maybe this is actually going to turn out to be for the better.

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The above was the opinion solely of the author and does not necessarily reflect those of ROG or its staff.

 

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One party that has really been talking up their relationship with Nintendo when it comes to Switch is surprisingly Bethesda. Obviously this relationship will depend on how well Skyrim sells on the Switch but I can see that game appealing to Switch owners and people who just want to buy it again. The thing is, when it comes to Bethesda, there is another game that can bring to the system. More specifically they can bring Doom 64 to the eShop as a retro game.

Doom 64 was  a game that was overlooked by many at the time of its release,. This was due to it being dismissed as another port of Doom, when in reality,  it was a brand new game with its own plot, layout, enemies and weapons and so on. It may not be as iconic an FPS for the system, especially compared to Goldeneye and Perfect Dark, but it definitely is a quality game.

This game had great music, of its own and had darker visuals which gave the game a creepy tone.  The controls were spot on for the N64 to an extent that is almost shocking.. More importantly,  this is the true Doom 3, with the official Doom 3 being the first reboot of the series. Doom 64 actually carried on the plot from the first two games, so it is very surprising that it hasn’t ever seen a re-release.

However, I have to say that should Bethesda do a  re-release and also bring it to PC as well, where it will quickly gain  modding scene, I would like them to make mods available for a potential Switch  port as well. It would help sales and also ensure the series would develop a true following on Nintendo systems. Additionally , given how creative some Doom mods are, this would help open Nintendo’s eyes to what fangames can do for sales.

This would be a great way to cement a relationship between Bethesda and Nintendo and would help develop a new fanbase for their games on Nintendo systems. I just feel this is a good idea for all involved.

 

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The above was the opinion solely of the author and does not necessarily reflect that of ROG or its staff.

 

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RPG games are amazing and Nintendo and Camelot made one of the best series ever with Golden Sun. This is a series I have fond memories of playing, as I first played it after a relative rented it for me when I was sick. It was so different from other RPG games to me and it had such an amazing charm that others didn’t.

The series has a massive amount of fan support behind it, even more now than ever, and I feel it is the right time to revive the series. Nintendo needs a good RPG series for their library, as while Xenoblade is amazing, Golden Sun will be better for more traditional JRPG fans. That style of gaming still has a lot of support and Nintendo and Atlus did come out with Tokyo Mirage Sessions #FE on Wii U which was in the classic style of gameplay. Golden Sun would be perfect for Nintendo to revive on the Switch, and it should remain like a the classic games but take influence from Tokyo Mirage Sessions #FE.

Besides the fan support behind the game, there is also another reason the game would be great to revive. There is a very detailed battle system that would transition very well to modern gaming and HD resolution.  The use of summons, and stacking your attacks for more offense was a great system and the psyenergy used outside of battle to interact with the world game a strong puzzle feel to the game as well. Golden Sun has an epic scale to it, and the summons alone were enough to put this on a high level. There was also a plot that actually has a lot going for it and there were  likeable and engaging characters.

, Golden Sun: Dark Dawn, ended on a cliffhanger and there is a strong demand to see where the series would go after that.  Considering that each game became more epic in scale than the last one, a Golden Sun game in HD on the Switch would be absolutely amazing.  Camelot has been somewhat low-key as of late and their last game, Mario Tennis: Ultra Smash,  was a greatly  stripped down experience from their usual sports game standards. It felt like a rush job made to familiarize with HD gaming. Perhaps  it was a test to see how well to do a full HD game.  If that is the case, then hopefully a modern Golden Sun game is not an impossibility.

By Jonathan Balofsky On 30 May, 2017 At 01:20 PM | Categorized As Editorials, Featured, News, NINTENDO, Nintendo Switch, Opinion, ROG News | With 0 Comments

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The Nintendo Switch is  a few months old now and we have still heard little about the virtual console, although we can expect to hear more at E3. I have recently realized, that the Switch has a major ace up its sleeve when it comes to the virtual console and that is a unified virtual console. The Switch is in fact the successor to both the Wii U and 3DS and will likely have a virtual console library consisting not only of games from consoles but also handhelds. This can lead to playing N64 and Gameboy games on the same system, and if Nintendo makes the right moves, Sega Genesis and Sega Game Gear games on the same platform.

Classic gaming is an increasingly big draw these days and having access to classic handheld games like the Mario Land/Wario Land series on the same platform as Majora’s Mask and Donkey Kong 64 is a major attraction.  Nintendo is actually in a  position they have never been in before when it comes to virtual console, and that is to unify their entire retro library for one system’s online service.  If they do this and also market it correctly, it will be extremely attractive for gamers who haven’t yet picked up the Switch.

Nintendo should go all out for this, they should get Sega systems like the Game Gear as mentioned but also Neo Geo  handheld systems. After all, they already have Neo Geo games on the Switch now.  By expanding the service to have as many systems as possible all in one, Nintendo can corner the market for retro gaming. I am speaking of getting Turbo Grafx-16 games at the beginning instead of the end, of getting MSX games and bringing them to a worldwide audience, and maybe getting commodore 64 games back on the system like they had briefly on the Wii. if anything else I would suggest getting classic computer games onto the service as well. Bother keyboard games and point and click games would work, especially since the Switch has a touch screen.

I truly feel that the Switch can in fact be the ultimate system for classic gaming and have the best of modern gaming as well. This is something Nintendo must look into, because it can guarantee ongoing success for the Nintendo Switch.

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The above was the opinion solely of the author and does nit necessarily reflect the views of ROG or its staff.