Last week, I was granted the privilege of attending the Mario + Rabidds: Kingdom Battle (MRKB) Summer Games Community Competition finals tournament. This event pitted four finalists against each other in the MRKB Vs. Mode live and in person at the Ubisoft Milan studio in Italy. Ubisoft paid to fly me to Italy from my home in Taiwan and paid for everything while I was there. This was an amazing opportunity and really my first legitimate entry into the world of competitive e-Sports.
This was a great experience. While at the studio I was able to try a prototype for a currently unannounced project from Ubisoft, which I can’t go into details about now for legal reasons. I also got to meet a number of different members of the MRKB development team and pitch my own ideas and feedback about what I’d like to see for the future of the franchise. It was especially informative and inspiring to meet the narrative director of MRKB. He gave me newfound hope that it’s not too late to achieve my goal of writing for a AAA studio. I also got to experience Italian food straight from the source as an added bonus.
While I can’t say much about the things I saw during my visit to the studio, I can talk about the tournament. As I said previously, four finalists, including myself, were invited to compete in a Vs. Mode tournament. It’s important to note that the qualifying challenges were in single player mode and up until I was informed that the finals were a PVP Vs. Mode tournament, I had never played a single round of the Vs. Mode. Luckily for me this was true for the other three finalists as well. At the time I was informed about the tournament, I had played 65+ hours of the single player mode and zero minutes of the Vs. Mode. By the day of the tournament, I had practiced the Vs. Mode for about 20 hours.
Training for/in Vs. Mode was very difficult because it’s a local only PVP mode and I had no one to practice with. This meant playing 30 hours of PVP matches against myself. But thanks to my dedication I was able to use this time productively. I learned all the maps, mastered all the items, and developed a number of strategies for different scenarios. I also came up with what I consider to be the best possible three man squad in the game. According to what the other competitors reported going into the event, I put in more training hours than the three of them combined. And my hard work payed off.
The tournament consisted of six preliminary rounds. Each competitor went up against each other competitor in a single match. Each victory scored you a single point plus they kept track of how many remaining characters you had in case of a tie. The top two scores would go up against each other one more time in the final round for one more single match. Of the four competitors, I was the only one to win all my preliminary rounds, of course taking me to the final round. The second place combatant that I had to battle again was the only one of the three to almost beat me. And if I’m honest he should have beaten me in our first match. I won by a single move. All the preliminary rounds were viewed by a limited number of team members from Ubisoft Milan but for the final round they had the entire staff watch. This added to the pressure considerably. I went on to win the final round and was declared champion of the Summer Games tournament.
Upon winning this tournament, I was informed that I was now invited to Gamescom, all expenses paid, to compete in the Grand Championship. Going into this tournament, I did not know such a prize was even on the line. I was shocked to find out that I would be taking another trip to Europe less than a month later to compete on a stage in front of hundreds to thousands of people for the grand prize. I still don’t actually know what the grand prize is, but going to Gamescom has always been a dream of mine so that’s a prize in and of itself.
This final tournament to decide the MRKB Grand Champion will consist of the first and second place winner from each of the three Community Championship seasons and two community leaders with a new set of match parameters, which have not yet been disclosed to me. To the best of my knowledge, they have not released the match footage of any of the seasonal tournaments so I have no way of knowing how good the competition is going into the tournament other than the second place winner from my season. All I can do is continue training alone for this tournament and hope for the best. I really want to win this. If winning a tournament at Gamescom on stage doesn’t make you a legitimate e-Sports champion then I don’t know what does. So next week I’m off to Germany to compete in this tournament as well as experience everything Gamescom has to offer.
Important Note: Not only am I traveling to Germany to attend Gamescom next week, but I am also getting married exactly one month from the day this post was published. As you can imagine, I am extremely busy both at work and in my personal life. Between all the traveling, planning, and time away from home, I’m barely able to handle all my usual content creation endeavors. I’ve streamed less than five times in the last two weeks and it’s a miracle I haven’t missed any blog posts. That being said, I cannot say if I’ll be able to keep up with everything for the next couple months between Gamescom, my wedding, my honeymoon, and all the work I have to make up from traveling for these tournaments. So while I will do my best to continue posting weekly, as my record has gone untarnished for years, I ask you to please bear with me during this very busy time in my life in the event that I miss a few posts. As always, thank you for your understanding and support.
This is kind of a weird post. It’s honestly more stream of consciousness than me making any particular point or argument. But I’ve been thinking about it a lot recently so I wanted to write about it.
There are so many types of controllers for games these days. When I was a kid, there were very few options for controlling your games. You were pretty much stuck with the controller based on the platform you were playing on. Or a keyboard/mouse when playing on PC. There were a few specialty options like joysticks for flight simulators and racing wheels. And there were some third party controller redesigns, but really these didn’t change the controllers. Just the size and grips on them. For the most part you used a certain controller for a certain type of game or in the case of certain games like fighters, you could play them at home with a controller or at an arcade with the traditional stick and buttons layout. In general though, pretty much everyone moved Mario the same way at any given time.
Today controllers are no longer platform or even generation specific. Between adapters, third party full redesigns, first party specialty designs, and custom made control mechanisms, people can play games with whatever they want now. And by whatever they want I mean there are people who literally play games with bananas. I remember the first time I used an emulator on my PC. I played a Nintendo game on a PC with a PlayStation controller. The whole thing seemed like blasphemy. Now I can play Crash Bandicoot on the Nintendo Switch with a DualShock 4 designed to look like an XBOX 360 controller, completely blending if not all out destroying the lines between platform, generation, and originally intended gameplay design. It’s a beautiful thing. Yet I can’t help but wonder if this level of customization isn’t ruining the experience of at least some games.
When Cuphead was first announced, I really wanted to play it but it was an XB1 exclusive so I was fairly certain that I was never going to get to play it. Then later they ported it to PC. Now you can even get it on Switch. I got it on PC, but I probably would have gone for the Switch version if I had known that was going to be a thing. As a person who doesn’t own an XB1, I opted to try out Cuphead with a PS4 DS4 controller. This was easy for me to do because I have an adapter that allows me to connect my DS4 or Wii U Pro controller to my PC or Switch to use with any game I want. I don’t have any particular rationale for why I chose the DS4 over the Wii U Pro Controller for Cuphead. It was just the controller that was hooked up when I started the game. And I was absolutely not going to play a fast paced run and gun platformer with a keyboard and mouse. Some people can do that. Sadly I am not one of those people.
I connected with Cuphead fairly quickly. It’s a beautiful game with fairly accessible mechanics and difficult but seemingly balanced challenges. I easily cleared the tutorial and even managed to do the jump dash on the first try. I liked it and wanted to beat it. But I struggled so much while playing it. I started with The Root Pack as my first boss. This was very difficult for me. More difficult than a first boss in a game should be. But one of the most widely talked about aspects of the game was its difficulty. So I, like any seasoned Dark Souls player who can’t find any summoning symbols, decided that it was my lacking skills and that I just had to get gud. It took me several tries but I did finally manage to defeat The Root Pack. Then I faced Ribby and Croaks. I couldn’t beat them. I tried and I tried and I tried but I could not bring them down. I continued to blame my own lacking skills, but as an experienced gamer I eventually felt like maybe it just wasn’t balanced properly. Sadly my pride got the best of me and I stopped playing rather than allowing myself to play on easy mode. I said I’d return to the game eventually but never really did.
Recently I received a free XB1 controller. I had wanted one for PC gaming for a long time, because many games on Steam, and PC in general, are optimized for XB1 controllers rather than PS4 or Nintendo ones. But seeing as how I had multiple controllers that I could use with PC games, it seemed like a waste of money to go buy an XB1 controller I didn’t actually need. Ironically I ended up having to spend $40 to get a charge pack and wireless dongle to properly use the XB1 controller the way I wanted to, so really I didn’t save any money. But that’s beside the point. In order to test my new controller, I started up Cuphead. This wasn’t because I had a desire to return to the game, but really just because it’s one of the only games on my PC that doesn’t require me to login to a launcher to use, since I bought it from the Microsoft Store and keep it saved in my start menu to motivate me to play it.
I loaded up the game and challenged Ribby and Croaks again. I lost a few rounds but I quickly became aware of how close I was to defeating them. Was it this new controller or had my skills improved with no practice over the last several months? Ultimately I defeated them and went on to quickly defeat a number of other levels before getting stuck again. But now I knew for certain that I was good enough to play Cuphead. Why had my skills improved so much so unexpectedly? It had to be the controller. But why would/should that be the case?
I love the DS4 controller. I prefer it to the XB1 controller any day of the week. I like symmetrical joysticks. I like symbols instead of letters on the main buttons. And though I almost never use it for the games I play, I appreciate having the touchpad. I also liked the DS3 over the XBOX 360 controller. I don’t think it’s a better controller. I just think it feels better to me. I also really like the Wii U Pro controller. It’s the main reason I bought my adapter in the first place. So I can use it on my Switch instead of paying $70 for a Switch Pro controller.
My preference for the DS4 and Wii U Pro is why I invested in adapters instead of just buying an XB1 controller originally. I knew the XB1 controller would be easier from a technology standpoint to use for PC gaming. But I don’t prefer the controller. Yet I have to admit that based on my limited amount of data, I’m noticeably better at Cuphead with an XB1 controller over a DS4. I’ve had similar experiences before. Last year I got The Crew 2 for PC. I first tried to play it with a Wii U Pro controller and it was absolute garbage. Absolutely horrendous experience even though that same controller is great for Mario Kart. Then I tried it with a DS4 and it was great. I also remember trying Hyper Light Drifter for the first time with a keyboard and mouse. It was so bad that I quit the game before even reaching the first boss and never wanted to play it again. This was before I had my adapter for PC. Later I got the game for PS4 through PS Plus and decided to try it again, now with a DS4. That game is amazing with a DS4.
It’s odd to me that the controller matters so much for some games. Especially in 2019 where there are so many varying controller options. You can even get a PS4 controller that’s built to the shape of an XB1 controller. So the fact that games seem to feel wrong when using certain controllers should be considered problematic within the current trend of customized controller options for literally any game. There are definitely some limiting factors to consider. Latency caused by adapters can be an issue. It’s not something I often feel like I’m experiencing but there are definitely times where I do. Button customization is also still not widespread enough within software itself. I often still find games that either don’t have button customization, or the PC version of the game’s button customization isn’t functioning properly with a controller. It could also be the adapter causing the game to not to properly allow the button customization to work I guess. But in my experience, the controller you play a game with can make a huge difference in how that game feels and plays.
If the specific controller used matters when playing a game is it intentional or just a coincidence? I now genuinely believe that Cuphead was made to be played with an XB1 controller. And this makes sense because it was originally released as an XB1 exclusive. But now you can play it on PC or Switch. Is this OK? Is it acceptable for developers to create games to be played with a specific controller and then release those games to other platforms where that controller isn’t a viable option? Of course it’s legal. And obviously publishers will do it because it’s more profitable than a single platform release. But if a studio makes a game to be played with a specific controller, are we not as gamers lowering the caliber of our gameplay experience by using the “incorrect” controller?
Like I said, I don’t really have a conclusive final thought or argument with this post. Just some ideas I was thinking about controllers and the controller ecosystem we have today. I know that I will almost exclusively use my XB1 controller for PC gaming, when not using a keyboard/mouse, from here on out. But at the same time I still favor the DS4 and will continue to do the bulk of my gaming on PS4. What are your thoughts on controllers? Have you had an experience where you tried out two different controllers for the same game and noticed that one seemed superior for that particular game?
A couple months ago, I published a review of my first hours playing Starlink: Battle for Atlas. While I stand by the views expressed in that review, it has come to my attention that it may have been misleading due to information that I was not aware of at the time of writing. So don’t consider this post a retraction of that review but rather a clarification of some specific points.
I praised Starlink and continue to do so. It’s a phenomenal game that I never put down feeling disappointed. But having done more research and now finished the game, my perspective has been altered, or more appropriately refined, slightly. Every play session I had, in the 30 hours it took me to complete the game, was enjoyable. Whenever I stopped playing, I was excited to play it again as soon as possible. While I was playing it, I always felt like there was a lot of content, albeit much of it was repetitive a la the No Man’s Sky formula. It definitely feels like a large amount of fulfilling content tied to a story I found interesting, until I reached the end, which was surprisingly abrupt, even though it was after almost 30 hours of play. While the gameplay can get repetitive due to the farming and planetary take over mechanics inherent to the game/genre, I still think it’s a great overall experience that appeals to players looking for games like No Man’s Sky with more direction. What I was not aware of though is how vastly different my gameplay experience was to that of other players. More specifically to players who don’t also have the Digital Deluxe version of the game.
The review copy of Starlink I received wass the digital deluxe edition on Switch. When I first started the game, I was under the impression that most of the content I had access to was available to all players with the exception of StarFox related content for PS4 and XB1 players. What I learned after already playing 20 hours was that this was/is completely false. Apparently anyone who didn’t buy the digital deluxe edition is playing a completely different game than I did.
My version of the game gives me full, unadulterated access to 10 pilots, 6 ships, 15 weapons (not including the default Arwing lasers), and all the StarFox story content. All ships, including the Arwing, all weapons, and all pilots can be used interchangeably in real time for every single portion of the game. You can even play the StarFox missions without using StarFox. Every pilot, weapon, and ship has independent experience points and can be mastered through use. Each pilot has special abilities and attacks that are useful in specific situations. Each weapon and ship can be modded with four to five mods that drastically affect performance. You can have up to three saved loadouts that can be hot swapped in the menu screen whenever you want, including mid battle. I had full control of my gameplay experience. I could tailor my loadout(s) for each individual enemy to be perfectly suited to take them down.
I needed a ridiculous amount of experience to max out everything, which I didn’t end up doing due to a lack of content, so I was never needlessly gaining XP. The RPG elements of the game were a critical part of my gameplay experience and added to the diversity and strategy of playing the game. For me, Starlink was a robust, multifaceted space fighter shooting game with RPG elements, a solid plot concerning several playable characters, and an arsenal of weapons at my disposal. I do think it was ultimately too short for the amount of pilots, ships, and weapons available though. But this wass not the game many people appear to be playing.
Something that needs to be noted about my version of Starlink is that the content is all seamless. When I was playing the game, I couldn’t tell what was vanilla content and what was deluxe edition content. There are no content walls. There are no purchase this to unlock this moments. There are no separate menus for DLC content. The story doesn’t break apart for each character. The cutscenes aren’t broken up between different characters. Everything in the game seems like it should be there and the game would suffer if any part was removed. Even StarFox content has been almost perfectly weaved into the rest of the game. Other than the differing art style, the characters appear in basically all the group cut scenes, as do all the other pilots. So I honestly can’t even imagine what this game would look like without all these pilots present. Yet this is apparently how the game is for everyone else.
I had assumed that everyone had access to all the weapons and ships but that some of the pilots may be in the story but not playable without those specific toys. What I have come to learn is that actually nothing is available to vanilla physical edition players except the toys that came with their version. Even worse is the fact that the XB1 and PS4 physical starter packs come with less content than the Switch starter pack for the same price, due to the lack of StarFox.
The Switch physical starter pack comes with two pilots, two ships, and three weapons (not including the built in lasers on the Arwing that don’t take XP to get stronger). The XB1 and PS4 versions only come with one pilot, one ship, and three weapons, don’t have StarFox pilot or content, and don’t have a built in default weapon on the ship. All additional pilots, weapons, and ships have to be purchased separately for all versions. This is ridiculous. It’s literally all my fears for gaming brought to life. People have been making EA DLC jokes for years but this is the extreme version of that.
Playing Starlink with only two pilots, three weapons, and one ship would be like paying $60 for Smash Bros and getting only two fighters, one map, and only hammers, hearts, and bombs as usable items with everything else being available as paid DLC. And these physical starter packs cost $75! That’s insane. Especially when you consider that for $60 you can get the vanilla digital edition and start with five ships, seven pilots, and 12 weapons. You are literally getting bent over by buying the physical edition. Expanding your arsenal of ships, pilots, and weapons is also considerably cheaper via DLC in digital form. You could probably buy a second digital deluxe edition of the game and have change left over with the amount of money you would spend buying all the content in physical form. For just $5 more than the physical starter pack you can get the digital deluxe edition and that’s without taking sales prices into account. As I write this, it’s currently $60 on the eshop.
I think this is a real problem. Not only for the game itself, but for the precedent it sets. This is more predatory than amiibo and that’s already bad to begin with. Not to mention the fact that this pricing scheme ruined the image of a perfectly good game that should have been in the running for Game of the Year. It definitely shouldn’t have won, but the digital deluxe edition would have been worthy of nomination if it was the standard edition.
At first I didn’t understand why this game was being ignored. It was old news just a couple weeks after it released. I was having a blast playing it and I didn’t understand why no one else was even talking about it. Now I do. This is a phenomenal game that has everything I wanted from this genre, but the bulk of players are essentially playing a beta version of the game, and that sucks for the developers too. Their game was ruined by greed. And the gameplay experience is ruined for the players who don’t have all the content as well.
The difference in weapons, ships, and pilots is so severe that it’s honestly like playing a completely different game. For example, I have six ships. That means that in any battle I can have my ship blown up six times before it’s game over. I have never gotten a game over even though I played on hard. But if I only had one or two ships I would have been getting game overs constantly. I have 15 weapons to choose from with elemental properties, range properties, and ammo style properties. Some are rapid fire. Some are burst fire. Some are single fire. Some are short range. Some are long range. I have five different elemental types to choose from, all of which were required to solve certain puzzles along the way. I honestly can’t imagine playing the game without all these options. Elements matter. There are fire and ice type enemies. If you only have one fire weapon, one ice weapon, and nothing else, you are basically playing with one weapon against any fire or ice type enemy because using the enemy’s element powers them up.
Of course people aren’t enjoying the game. They’re not getting to play the full game with the entire experience. Every character can max out each ship and weapon plus their skill tree. I’ve mastered some weapons with StarFox, no ships with anyone, and only managed to max out StarFox’s skill tree before finishing the game. But that’s because I played as all 10 pilots throughout the course of the game. Whenever I maxed out something with a specific pilot, I wouldn’t use it with that pilot anymore so that I never wasted any XP. If I was limited to only one pilot, one ship, and two weapons, I’d have maxed out everything long before the end of the game and would have wasted tons of XP. It’s also important to note that every pilot has a skill that enhances all other pilots. That means that the more pilots you have the more benefits, which I did take advantage of with all 10 pilots, you get for the entire team.
I think this whole thing is a real shame and a scary look at the potential future of games distribution. Starlink: Battle for Atlas is a great game. I encourage everyone to buy it. It’s lots of fun and 30 hours of content isn’t terrible by today’s standards. But please make sure you buy the digital deluxe edition, otherwise you’re not only not getting the full game experience. You’re getting flat out conned into spending more money than you need to for not even a quarter of the experience you get with the digital deluxe edition. It’s a shame this game was ruined this way. It’s a shame most people won’t play it because of this system. And most of all it’s a shame that Ubisoft felt like this was an acceptable practice. I hope they patch it so that everyone can at least get the minimum number of pilots, weapons, and ships that the base digital version offers. Otherwise this is just highway robbery.
Again, I don’t retract my original soft review of the game. Everything I said in it was accurate and I do stand behind the game for its graphics, story, and gameplay. But I now have to qualify it by saying that I was speaking specifically about the digital deluxe edition and that’s the only version I endorse people to buy.
If you’re reading this it means you survived another Black Friday. Congratulations. I hope that you’re not too traumatized, either physically or mentally, from any of the horrors you might have seen while out hunting for deals. As has been the case for a number of years now, my Black Friday was once again a purely digital shopping experience. It wasn’t all fun and games while I sipped cocoa in my pajamas, but I do miss the thrill of being on the ground hunting in the traditional way like the shoppers who came before me.
Let me start by saying that in general this was a much better Black Friday than last year’s. Black Friday 2017 was as bad as the rest of 2017. This year we had some actual deals and even in a fully digital marketspace, like I had, we had to actually shop around and locate the best prices. I bought double the number of games I did last year because there were just so many great deals between the various digital storefronts I visited. Many stores were changing prices throughout the last week through Cyber Monday, so it was imperative to stay diligent in the pursuit of discounts. This is the way Black Friday is supposed to be.
As far as my personal list going into Black Friday, I managed to snag seven of my hoped for titles. That’s two more than last year but due to the volume of titles in this year’s list compared to last year’s, it’s only a 5% increase in success rate. That being said, I did actually manage to find a couple more titles from my list at the prices I wanted but was unable to get them because of limitations like “in store only”, which I cannot do, or I found the game at/below the price I wanted on the wrong platform. For instance, I wanted to pay $10 for Shaq-FU: A Legend Reborn. I specifically wanted it on Nintendo Switch, for reasons I still can’t summarize or justify properly, and never found the price I wanted. I did end up purchasing the game but I paid $15 for it, which is 50% higher than what I wanted to pay. I found a copy of it on PS4 for $5. That’s a failure on Nintendo’s part for their hubris and mine for my stubbornness. I also found some games at the right price but decided not to buy them yet. Middle-Earth: Shadow of War Definitive Edition is the best example of this. I found it for $20 but chose not to buy it last minute because I haven’t finished the first game yet. Overall though, I managed to pick up a lot of games for great prices.
Crash Bandicoot N Sane Trilogy (Nintendo Switch) – $25
I overpaid by $5 to get the Switch version. I actually did find the PS4 version at my desired price but I really wanted it portable for some reason.
Injustice 2: Legendary Edition (PS4) – $18
I beat my desired price by $2.
Cuphead (PC) – $7
It took some maneuvering but I managed to beat my desired price by $3.
Hellblade: Senua’s Sacrifice (PC) – $15
Shaq-FU: A Legend Reborn (Nintendo Switch Physical) – $15
I overpaid by $5 to get the Switch version. I actually did find the PS4 version at half my desired price after already purchasing but it was an in store only deal.
Just Dance 2019 (Nintendo Switch) – $25
Sonic Mania Plus (PC) – $9.28
I gave up on the Switch version but was able to get the PC version for $5.72 below my desired price by purchasing the game and DLC separately.
I also managed to find South Park: The Fractured But Whole, Middle Earth: Shadow of Mordor, Shadow of the Tomb Raider, Fist of the North Star: Lost Paradise, and Assassin’s Creed: Origins at or below the prices I wanted but was unable to get them or chose not to get them because of extenuating circumstances.
I also managed to find a Garmin Vivosmart 4 Fitness Watch for $99. $10 higher than I wanted to pay but it came with a two year warranty so I felt that it was worth the extra cost in case my girlfriend breaks it.
What is more impressive is the number of games I got that weren’t on my list because of how good the deals were. I bought three times the number of off my list games than I did last year. And I actually wanted to buy more but couldn’t because of in store only limitations and some region locked prices. The one I was most angry about not being able to get was a physical version of The Banner Saga Trilogy on PS4 for $10. Best Buy screwed me with an in store only deal.
Wolfenstein 2-Pack (The New Order + The Old Blood) (PC) – $9.89
The BIT TRIP Collection (Includes 6 games) (PS4) – $0.99
Getting Over It with Bennett Foddy (PC) – $4.79
1 Year PS Plus – $40
While this wasn’t the best Black Friday I’ve ever had, it was a great improvement over last year’s disappointing month of lackluster sales. I’m most happy about the fact that I finally managed to get Cuphead. I’ve been waiting to be able to get that for under $10 since before it released. I had started to lose hope that it was ever going to happen.
One thing that surprised me a lot this year was how vastly different the prices were between the Taiwan and USA digital markets. Because I live in Taiwan but have American accounts that I started when I was still living in the states, I end up looking at both sets of prices for UPLAY, Steam, and a few other digital stores. Taiwan gets considerably better prices. For example, the reason I didn’t buy Assassin’s Creed Origins was because if I had wanted it on PC, which admittedly wasn’t my ideal platform, from the US UPLAY store it would have cost me $39.99 but with the 20% additional discount they were offering for 100 UPLAY coins I could have gotten it for $32. In the Taiwan UPLAY store the starting price was $31.50 and the 20% off dropped it down to about $25.20. I absolutely would have bought it at that price but the Taiwan UPLAY store wouldn’t allow me to claim the additional 20% discount. Issues like this kept me from buying some other games I really wanted as well.
In general, I’m happy to see that Black Friday this year was much better than last year. I saw some amazing deals that were irrelevant to me such as God of War for $17. If I didn’t already own it, I would have for sure purchased it at that price. The Steam sale had a lot of great deals but the store wasn’t organized as well as I’ve seen in past years so I actually missed out on buying some games because some prices were limited time only, causing me not to see some stuff till it was already too late. The PSN sale was fairly decent but the Ubisoft titles, which were some of the most noteworthy in the sale, were not discounted nearly enough.
GOG was a straight disappointment because they really only offered the same sales we’ve now seen countless times. Like The Witcher 3 GOTY for $20. That’s a great game but that price is nothing new. The point of Black Friday is to have the best deals of the year. Not the same deals over and over. And a lot of their prices weren’t even better than Steam and PSN. I was actually going to buy The BIT TRIP collection on PC but the price on GOG for all six games was like three times higher than on PSN. Their price for Runner 3 was way higher than Steam’s limited time promotion for the game and almost three times higher than the Steam Taiwan price.
For physical stores, Best Buy and Amazon had the best deals this year. Best Buy actually had the best deals but because so many of them were limited to in store only, it was impossible to fully take advantage of all their offerings for me. Something I noticed on multiple store fronts, including digital, is that prices weren’t fixed or constantly descending. This is not supposed to happen on/during Black Friday weekend. All prices are supposed to be fixed or continue dropping as demand waivers and supply clears. Some prices went up and that goes directly against the purpose and practice of Black Friday where the main goal is supposed to be clearing stock for the Christmas season and New Year stock.
Of course the most disappointing company for every Black Friday is still Nintendo. Whether it’s physical or digital, their prices are always the highest on the market even with the lowest hardware specs. The fact that I paid three times the value of Shaq-FU: A Legend Reborn is par for the course with them. The only game that was actually properly priced for the Switch was Just Dance 2019 and that only applies to the physical version. The reason I put $25 on my desired price list is not because I was guessing at the price. It drops to that on multiple stores every year and I almost always buy it from Amazon. But I could have gotten the physical version on any platform, including the Wii, for $25 just like with 2018, 2017, and so on. But the digital version on Switch was $28. I’ll never understand why they feel like that’s OK. I had hoped to buy Super Mario Party and possibly even Pokemon Let’s GO Eevee but those prices didn’t move a cent.
I hope this year was the beginning of a trend of making Black Friday meaningful again. Last year was worrying because it showed a continuance of a trend in declining Black Friday deals quality. This year went in the other direction. I hope that continues for Black Friday 2019.
How did Black Friday go for you this year? Did you see any notably great deals? How did it compare to last year for you? Let me know in the comments.
Do you hear that? That sound. It’s the sound of war slowly creeping towards us. The war for deals. Each year we commemorate this time of year with a battle. The battle to end all wallets. It’s a violent day. It’s a mad day. A black day. Black Friday!
When I look back at Black Friday 2017, I am not impressed. In fact, I flat out disappointed. I failed myself in battle last year. More accurately, the deals failed me. Of the list of 15 games I wanted to get during Black Friday deals last year, I only managed to get four of them. The deals just weren’t there. To this day, I’ve only managed to acquire six games from that list total. The prices for them simply will not drop by a reasonable amount. So there’s gonna be some repeats on this year’s list as well as new additions.
Last year I only wanted software, which is always my preference because hardware shopping can be even more troublesome than games. But this year I’m not so lucky. Along with a hefty list of games, I need two items of hardware as well. May the deal gods smile upon me in battle this year.
The rules of engagement, for those not aware, have not changed. There is a list of products I want for prices I have set based on a combination of factors. I will not go above my price range for any product. If I cannot find the deal, I simply take the L and continue waiting for that ideal price point. Once again, I recruit you into my deal force. I need you to help me find the deals I seek. If you see something on my list at or below the price I’ve listed available for online purchase, please, please, please take the time to leave a comment with a link or tweet me directly for me to see it even faster. And of course I shall I assist my comrades in arms as well. Link me your lists in the comments and if I see anything I’ll be sure to send you a link. So without further ado, here are my targets for Black Friday 2018.
Crash Bandicoot N Sane Trilogy (Nintendo Switch) – $20
Injustice 2: Legendary Edition (PS4) – $20
Cuphead (PC) – $10
Assassin’s Creed: Origins Gold Edition (PS4 or PC) – $30
Middle-earth: Shadow of War Definitive Edition (PS4 or PC) – $20
South Park: The Fractured But Whole Gold Edition (PS4 or PC) – $30
Hellblade: Senua’s Sacrifice (PS4 or PC) – $15
Shaqfu (Nintendo Switch Physical) – $10
Super Mario Party (Nintendo Switch) – $30
Fist of the North Star: Lost Paradise (PS4) – $20
Shadow of the Tomb Raider Deluxe/Croft Edition (PS4 or PC) – $20
Just Dance 2019 (Nintendo Switch) – $25
Vampyr (PS4 or PC) – $15
Unravel Two (PS4) – $5
Shenmue 1&2 Bundle (PS4) – $15
Sonic Mania Plus (Nintendo Switch) – $15
Yakuza Kiwami 2 (PS4) – $20
Nintendo Switch Bundle with Any Game – $200
Garmin Vivosmart 4 or HR+ Fitness Watch – $90
Please note that while the platforms aren’t negotiable, the games can be in physical or digital form. They just have to be at or below the prices listed.
Probably the most important item on the list this year is the Nintendo Switch. It’s not for me. I already have one that I bought around Black Friday last year and I absolutely love it. It’s for my nephew. He’s 10 and I’d really like to be able to get him a console that he can enjoy with games appropriate for his age that are fun for the whole family. I’d like to be able to give him the best Christmas ever like when I was a kid and my parents got me a Nintendo 64.
As always, I have prepared a convenient graphic with target prices to make my list easier to reference for my comrades in arms. Save it, share, it, reference it, use it for yourself. Thank you in advance for helping your fellow gamer find and capture his prey. And as always, Happy Thanksgiving to my American readers out there. Happy Black Friday, and may the deals be ever in your favor!
I was unsure about Starlink: Battle for Atlas going into it. The marketing was good but kind of vague. I was getting some No Man’s Sky vibes from it, which isn’t a compliment, but I was also getting some solid story based gameplay vibes from it as well, which is the greatest of gaming compliments. If I’m honest I have to say that the main selling point for me was that Star Fox is in the Switch version. You have to understand how much I love Star Fox and how long I’ve been waiting for a good Star Fox game. Having played every home console Star Fox game on its original release console, including Star Fox Guard and Star Fox 2, it’s my opinion that a good Star Fox game hasn’t been made since 2005. Star Fox 2 is good, but that was made in 1996. I hated Star Fox Zero. It had some good ideas but the controls were terrible to the point where I struggled just to finish the base game and haven’t played it since. So the prospect of a good Star Fox game was very appealing, but not enough to get me to buy Starlink day one, because this wasn’t made in house by Nintendo. Thankfully I received a review copy and I’m glad I did.
Let me be very clear in saying that I’m only about three hours into Starlink: Battle for Atlas at this point. I plan on playing it a lot more and after the three hours I have played, I can already say that I will absolutely finish this game and possibly go for a 100% completion. But I wanted to write something about it now while it’s new so people who are on the fence can get a better understanding of it so they can make a more informed purchasing decision. That’s why I’m leaving this review unscored and I put “Early Impressions” in the title of the post. I also want to make clear that I haven’t looked at the non-Switch versions of the game at all. I don’t even know how they compare graphically so be aware that this review is only talking about the Switch version unless otherwise stated.
Before getting into the finer details of the game, there are two main things that need to be said about Starlink before anything else. The first is that this game essentially took all the good ideas from No Man’s Sky, layered them over a The Legend of Zelda: Breath of the Wild foundation, and then decorated it with Star Fox paint. That’s what this game is in a nut shell. They took the No Man’s Sky open world, resource management, space exploration concept, added an actual story, dialed back the map to that of large, but not infinite, and allowed players the ability to play an open galaxy space fighter game as Fox McCloud with his crew along for the ride. In other words, they did what people actually wanted rather than try to be overly experimental for the sake of grandeur.
The second thing that needs to be said is that this is not a Star Fox game. The PS4 and XB1 versions of the game don’t contain the Star Fox team. They were added into the Switch version similarly to how Link was added into Soul Calibur II (2002) on the Gamecube version of the game. The difference though is that Fox and crew have been added into Starlink with great care and effort. It’s not lazily done last minute. It’s not a few added cutscenes and no direct interactions. From what I’ve seen so far, Ubisoft took the time to weave Fox, Peppy, Slippy, Falco, and it seems Wolf directly into the plot of the story. There are cutscenes where the Starlink regular characters and the Star Fox team interact directly. Fox and crew enter the Starlink team’s ship during cutscenes and interact with them in dialog during normal gameplay. The point is that while this is not a Star Fox game, you’re able to play the Switch version like it is one, and that’s intentionally how I’ve been playing it so far. In a lot of ways, that might be the future of Nintendo games and if so, I’m looking forward to it.
Visually speaking, Starlink is very good, but it’s still a Nintendo game. I do believe it could look better on a more powerful machine. That being said, in true Nintendo style they’ve crafted a game that isn’t trying to look realistic so it’s fine that it doesn’t have super PC Master Race 4K graphics. The graphics are by no means bad though. The landscapes are beautiful and fairly well detailed. Fox and crew look great as far as finer details go, but they don’t really fit into the art style of the rest of the game. And the game runs very smoothly. The cutscenes look surprisingly good. Or at least the present day ones do. There are also some flash back cutscenes that are hand drawn comic strip style art. They look good for what they are, but they don’t match the rest of the game, that I’ve seen so far, in tone. Mostly though it’s one of the better looking games I’ve seen on Switch. It’s up there with Xenoblade Chronicles games. There are definitely some things that I believe are scaled down from what they would look like in the PS4 version, but not so much so that I feel like I’m being cheated playing on this platform.
What’s nice about this galaxy is that it’s both diverse and lived in. There are a lot of different settings and landscapes, even on individual planets. It’s not just dessert planet, lava planet, water planet. One planet, of which there are several, has multiple habitats. Wild life is native to certain regions and not others on any given planet. There are abandoned cities, skeletons littered across deserts, active settlements, roving bands of outlaws, and ancient ruins. It’s not a world(s) that exists for you. They just exist and you happen to be there.
There’s a lot going on in the full HUD. I haven’t turned anything off yet, but I’ve already considered it. It’s all useful information, but it just takes up so much of the screen. Depending on what’s happening, there are times when like 50% or more of the screen is covered in HUD data. Thankfully, you have the ability to toggle off and on each individual part of the HUD and two of the options can be set to appear only at specific times. I like the menus. They’re very simple and easy to understand. They have a very space age tone to them but they still come off very Nintendo. Smooth edges, interactive pictures, and easy to read text. I also really appreciated that you can set the subtitle text size, language, and backing opacity. You can even set the temperature readout to Celsius, Fahrenheit, or Kelvin. I don’t know if I’ve played any other games that have Kelvin as an option. Enemies, target objects, and bases all have floating life bars as well, so you can always see the status of things. This is really helpful and I’m glad it’s there, but it also adds even more HUD to the screen. I guess the best way to describe Starlink overall is that it looks the way it’s supposed to. I don’t think I’d change anything about it visually other than giving it more power so the details could be even crisper in the landscapes.
The sound is solid. The effects are limited to user interactions, which is a bit of a disappointment, but you don’t usually notice it during normal gameplay. What I mean is everything you do has a sound effect, but only certain things you do things to have a reaction sound. For example, if you shoot a canister that’s meant to be shot, you will hear your weapons fire and you will hear the canister explode. But if you shoot a wall, that’s not meant to be shot, you will hear your weapons fire, but the wall won’t make a sound. Essentially there are a limited number of sound profiles and interactions in the game. But again, most of the time you won’t notice this unless you’re actively shooting things you aren’t meant to shoot. Your ship has sounds for everything from boosting and jumping to changing out weapons. And the things you’re supposed to interact with all make sounds as well. The quality is clean and mostly clear, but it can get drowned out by your weapons fire. You do have the ability to set separate volume levels 1 – 100 for speech, SFX, music, and ambient sounds as well as change the audio mix between three sound profile options.
The dialog audio is good. There are many different characters that speak in this game and they all have their own voices. That includes NPCs like shop keepers and outlaws. All speaking characters, including outlaws, have individual names and their talking avatar shows up on your screen during dialog. You will never see any characters walking around though. Every sentient being is in a ship at all times. Only wildlife and enemies are just walking around the landscapes. The wildlife have their own sound profiles as well, which is always a nice touch.
The gameplay takes some getting used to. It’s essentially an all-range mode fighter plane game that takes place both in space and on the ground. You have the option to free fly between space, the sky within a planet’s atmosphere, and at ground level. You are always in your ship, but the way you move is determined by the flight mode/space you’re in. In general, the controls are fairly straight forward. You have up to two weapons mounted at any time, which you control with the triggers. You can boost, shield, jump, and interact with the four buttons (A,B,X,Y) on the right joy-con and you use the shoulders and arrow buttons for special commands. When in ground flight mode, you have a lot more control and don’t have to worry about altitude. But you also have limits to how high up you can jump. What is interesting though is that the game seems to have dynamic jumping, meaning it tends to make you jump as high as you need to go rather than having a limited jump height. There is a max limit though before you have to change to flight mode, which you do by holding the right shoulder. My biggest complaint is that the buttons aren’t customizable. I wish I could swap the boost and jump buttons and make the shield a different button as well. I pretty much never shield during combat because of where the button is placed.
The fact that you’re always in your ship is a good thing. It makes for a more streamlined experience. You travel around planets and mine for resources, among other tasks, but things don’t require as much nitty gritty work. Boxes are scattered around the worlds that contain Electrum, the equivalent of gold/money, mods, and other useful things. You just have to shoot or blow them up to open them. The items contained within the boxes are automatically collected. This saves you so much time. At first I didn’t realize collecting was automatic so I went up to every box and manually collected things. But once I realized I didn’t have to I started sniping boxes from far away and saving tons of time farming. There are also resources that need to be mined from nature like plants and metal ore. These do need to be picked up manually. They can be sold at outposts for Electrum. NPCs will often task you with collecting things for them as well a number of other types of tasks like deliveries, scouting/exploring missions, and hunts for enemies and objects. You use Electrum and special resources to upgrade the main ship, your general skills/perks, and outposts. Your weapons and fighter ships are upgraded through perks rather than individually. But each weapon, ship, and pilot has their own experience gauge and leveling, so it pays to play with various loadouts so you’re developing your entire crew as opposed to just one set. I will admit though that I haven’t been good about that myself just yet. I’m pretty much only playing as Fox in the Arwing and I tend to use the same two guns a majority of the time. In the long run though I will change them once I max them out, otherwise it’s just a waste of XP.
The game lets you change your loadouts, including ships and pilots, on command. At any time, including in mid-battle, you can just go to the menu screen and change your load outs. Ships and weapons also have mod slots, which matter a lot. Mods can affect a number of things like base damage, elemental damage, healing speed, movement, and so on. You have a limited number of slots for each piece of gear, but these can be expanded a finite amount with general upgrades. The ability to change loadouts in real time is useful because you can create loadouts for multiple scenarios and hot swap them based on the situation rather than having to re-spec your ship for every encounter. Loadouts matter because different mods and weapons work in tandem for the best results. For example, using fire and ice weapons concurrently results in a “Thermal Shock” damage scenario. You freeze enemies susceptible to ice damage, causing them to literally freeze in place and sometimes fall over. Then you burn them with fire ammo. The resulting reaction between the two types of ammo causes additional damage and effects to enemies. There are several types of weapons combinations that have special effects. This is why preparing multiple layouts is so useful.
The Ubisoft Club rewards for Starlink are some of the most useful I’ve seen in any Ubisoft game. The four rewards give you a collection of strong mods that will greatly enhance your performance. I don’t know if these mods will be that useful down the road once you’ve started finding higher level stuff and creating your own via mod merging/crafting, but early on the rewards mods are extremely valuable. I recommend buying them right off the bat if you have the Ubi coins to spare. And since the game has more coins to earn than to spend, you still make a net gain if you complete all the rewards tasks, many of which are pretty easy.
The game, at least at this point, is not too difficult. That’s not to say that it’s easy, but more that it’s fair and rewards you for playing both smart and dynamically. If you just sit in one spot and fire away you might win, depending on the difficulty, but chances are you will struggle. To master the game you need to understand how weapons combinations work, which enemies require which weapons, which the game helps you with, which mod combinations work the best for your play style, and you need to master maneuvering. You also need to pick the right pilot for you. Each pilot, of which there are at least 10, some of which I found later in the game, has their own strengths, weaknesses, and special moves. Fox, for example, summons Peppy, Slippy, and/or Falco to battle. They only stay for the duration of the battle, but it’s a useful technique. You can do this at ground level or in space. Once you get the hang of the game, you will push yourself to harder challenges. I started at normal, but after only two hours in I changed it to hard. I haven’t tried very hard yet. You can also turn friendly fire on or off. I keep it off though personally.
Enemies have levels and you aren’t aware of how big a difference those levels can be until you challenge something way out of your league. My Fox is level four and I haven’t struggled much, but I have had a ship blow up a few times in the normal course of play. But when I discovered a level 16 special enemy, it whipped my ass. Something to come back to later. That’s the nice thing about the game. There are things you know you’ll want to come back to later. The death system is interesting in Starlink. I think it works well for the type of game it is. Your ship has a life bar that heals automatically after a certain amount of time without taking damage, but if you take too much damage too quickly your ship will blow up, but this isn’t game over. You have a total of at least six ships. Each one has its own stats as one of four classes that I’ve seen so far. When you lose a ship, you can just swap out another one and use that one for as long as you want or until it also blows up. Then the next time you get to a repair shop you can spend Electrum to repair all your damaged ships. This system is really convenient because it means you rarely have to stop play even if you got a ship blown up. This also means that there is no stoppage in normal play. You can get hit with multiple battles back to back. Outlaws can attack at any time. You can fly into a nest accidentally. When you go to the menu the game is paused so you don’t have to worry about dying while trying to re-spec. But you never truly know what you need to be prepared for.
There are also a number of mini-game and puzzle mechanics scattered throughout the game. Some are quite simple like pulling/plucking things. When you want to harvest plants or open doors, you have to grab them with your ship’s cable and then pull. But you have to pull the right amount. There’s a meter that you need to fill with enough pull pressure before the object will release. You aren’t allowed to over pull it though. It has to be properly measured or the object will remain attached. It’s hard to explain in text form, but as you find more important items, the pull min-game becomes harder. Some puzzles involve shooting targets with certain types of ammo or in a certain order. There are door puzzles that require you to figure out a sequence of locks in a specific order. I also really enjoy the ways you can interact with wildlife. You have to scan them to add to your database and learn more about them. Scanning one isn’t enough though. You need to find and scan three or four of the same species to get full data about it. You can also help animals, which I really like. Sometimes you find animals that have infections and you can help remove them. This will make that particular animal act friendlier towards you. To be honest I have yet to see any wildlife act with hostility towards me unprovoked, but I have had them show fear. The game is so much more than just flying around, collecting, and shooting.
While Starlink is a story driven game, it’s also an Assassin’s Creed style open world game. There are tons of side activities, special requests, hidden treasures, and random encounters you can seek out. You can spend a seemingly unlimited amount of time developing your team and resources without touching the main quest. It’s like No Man’s Sky with the option of meaningful gameplay. Overall, I’m very happy with the gameplay experience. There are some control issues you have to get used to and as with all resource games, mining will most likely get old. But as a whole, this is a great experience that I’ve only scratched the surface of.
As I said, I’m not super far into this game yet. Less than four hours total. So my understanding of the story is still very limited, but I can say that unlike with No Man’s Sky, this is a narrative driven open world(s) game. And that includes Star Fox’s role in the game. You are actively pursuing narrative based goals. You meet characters and develop relationships with them. Outlaws have grudges against you and/or members of your team that they’ve had past interactions with. You’re not just flying around space collecting resources so you can build better ships. The game does have lots of mining opportunities and developing/upgrading your ships and other things in the game are a core part of the gameplay, but this is a single player, story driven experience with a finite amount of content. That more than anything is why I like this game and was almost completely disinterested in No Man’s Sky at release. The story is what makes the game worth playing.
The writing works. It’s not Naughty Dog level storytelling, but it’s a fairly large cast of characters, real social interactions between them, developing relationships, villains, heroes, mysteries, and side characters that you grow fond of. Now again, I’m still very early in. It’s quite possible that this is all just strong foundation to hook the player in early and then it will eventually devolve into a boring mining collectathon with little story. But it doesn’t seem to be going in that direction at this point in the game. So far I’m happy with the characters, I’m happy with the plot, and I’m especially happy with the fact that all the Star Fox team members are an active part of the story, even though they were added in later.
I’m not gonna speak much on the replay value of a game I’m only three hours into of this seemingly high amount of content. What I will say is that there appears to be quite a bit of content and I assume there will be some future DLC as well. Because of the way the game is structured, there are multiple ways to play and approach things, which means there is the potential to want to replay the game using different pilots, load outs, and tactics. You also have four different difficulty levels. But because you can change difficulty, loadout, ship, and even pilot at a whim, I see no reason to replay the entire game at this point. It makes more sense to just change things around as you play your first playthrough fairly often and make the most out of a well-rounded experience. So at this point, I can’t say whether or not the game makes sense to replay, but in general there appears to be a lot of content anyway so that’s fine for me.
I’m really happy that I’m playing Starlink: Battle for Atlas. I’m not far in yet, but I’ve enjoyed it a lot so far. I’ll admit that my bias towards Star Fox plays a factor. It’s the game that I think many people wanted No Man’s Sky to be with the tradeoff of a finite amount of content. Finite doesn’t mean lacking amount though. A game doesn’t have to be infinite and in my opinion shouldn’t be. I enjoy the fact that the game has a lot to do but still has defined end goals. As I said, I’m not going to score this game so early in my experience with it, but I do recommend it for people who like open worlds, space fighters, and customization options in games. You can also check out some gameplay on my YouTube channel. I’ll be streaming the game via Twitch on weekends as well.
If you read my blog regularly then you know that I am very big on consumers taking control of the gaming industry through organized management of our spending practices. I often write pieces calling for people to actively take charge of the industry’s general direction through boycotts and selective support of certain products and practices. I have on more than one occasion been accused of hyperbole and over dramatization of the situations I write about. Part of the reason for this is that I’m usually looking at the big picture which means predicting long term repercussions that can and often do take years and even multiple generations to manifest. All the way back in 2013, when my blog was still hosted on IGN, I wrote a long post where through thorough analyzation and educated guesses based on past events, I predicted that SONY and eventually Nintendo would ultimately do exactly the same bullshit that Microsoft was doing at the time with XBOX. This post was focused mostly on practices surrounding things like paid online multiplayer access, paid DLC content, and the general direction of all three companies. At the time, many people viewed SONY as the player friendly company that had our best interests in mind while Microsoft was the greedy, evil corporation who only cared about profits. Nintendo was the good egg that would never betray us. Now, five years later, SONY is pretty much the equivalent of Microsoft when it comes to management of their platform and Nintendo is steadily following suit with paid DLC, season passes, and literally this week they will be implementing paid online multiplayer subscriptions. I was right on literally 100% of my predictions about the way the industry was going five years ago. They called me a madman. They called me paranoid. But I knew I was right. Sadly the post no longer exists because IGN removed all user blogs from their website, but I probably have the original draft in a Word document somewhere if anyone really wants to read it.
So in that context, we really need to talk about Nintendo Switch Online. Last week, Nintendo published their latest Nintendo Direct. Overall it was pretty solid. But with less than a week prior to going live, they finally gave some actual concrete details about their new subscription based online service. It is in every way a tragedy. It’s insulting to gamers. It’s not offering anything of value that we didn’t already have for free. And it doesn’t even compare to its competitor services in application or value. Similar to when Nintendo replaced Club Nintendo with My Nintendo, it’s a total shit show.
Let me quickly summarize what the service looks like. For $20 a year, or $35 a year for a family plan, which still needs to have more concrete details published, you get cloud saves, online multiplayer, the ability to use your smart phone to talk to other people in the games you’re playing multiplayer with (you know because it’s a phone), access to a supposedly constantly growing library of NES games, most of which you already own in some other form or have already played and don’t care about anymore, and you get access to “special offers”. These offers currently include the “opportunity” to pay $60 plus I assume shipping (and possibly tax) to buy NES themed Joy-Con controllers you don’t actually need to play any of the NES games and a special Splatoon 2 skin representing an e-Sports team you don’t care about or probably even know. New offers will supposedly be added in the future but for now that’s all there are. It’s objectively a bad service. Not to mention it’s on a platform with a very limited library of popular multiplayer games. If you don’t include Splatoon 2,Mario Tennis Aces, and the unreleased Smash Bros. Ultimate there’s almost no reason to even care about multiplayer on the Nintendo Switch. There are a scattering of games here or there that have multiplayer. Like I play Just Dance online all the time. Some people still play Mario Kart Deluxe and even ARMS online. There are some indies like Overcooked 2. But for the most part the Switch is not a multiplayer platform. You’re buying games like The Legend of Zelda: Breath of the Wild and Super Mario Odyssey. Remember that even the upcoming Super Mario Party won’t have full online capabilities. You’ll be able to play a select list of mini-games against other players online and nothing else.
The Switch simply is not a platform that has enough dedicated AAA multiplayer value to warrant charging people for the service. And the other benefits are so minuscule and in some cases downright insulting that charging anything for them is egregious. You can’t even send messages to people directly through the console. You have to use your phone. Who in their right mind thought it was acceptable to charge people a fee to use their phone, which they’re already paying a fee to use, to send messages? That would be like buying a soda from McDonald’s and then being charged an additional fee to drink it inside the McDonald’s. To top it all off, Nintendo has decided that they can get away with this because they’re only charging $20, which is cheaper than PS+ or XBL. That’s not a justification. You don’t get to offer a shitty, totally unwanted service at a lower price than a competitor’s service and expect people to be OK with it. Because as much as I hate paying for PS+ at least it’s a subscription that actually provides me with services. I get free current gen games with the service. I get discounts on new games with the service. I can do things like send messages, send pictures, and create chat lobbies with friends on the console with the service. I can even shareplay with the service. It’s overpriced for sure. The games they’ve been offering in the last few years are much lower in value than in the PS3 era for sure. But it’s still a service that has general value above what I was getting when it wasn’t a mandatory service. Nintendo Switch Online offers none of that except cloud saves, which I don’t need in the first place on a portable console with an SD card memory system. My saves are fine. So we need to fix this.
Usually when I write posts like this it’s about long term issues concerning specific games or services that will have an effect on the future of gaming. But in this case, we’re literally talking about today. Yes there are long term repercussions for supporting Nintendo Switch Online, but the short term effects are just as noticeable and important. The service goes live tomorrow. I don’t want to be insensitive about the fact that the Direct was postponed because of a natural disaster, but it’s very suspect that we were given actual details about this new online service less than a week before it goes live. By all rights I should have published this post days ago but I didn’t even have enough time to properly analyze the details of the service and get the post prepared until now. Usually I publish my blog posts on Wednesdays but this was too important to delay till after Nintendo Switch Online goes live.
Just like we did with XBOX One when it first announced always online, or with Star Wars: Battlefront II, we need to actively and loudly boycott and publicly declare our disgust with Nintendo Switch Online in its current form. Do not give them the ability to take this service forward in this way. Yes I understand that I’m asking you to not enjoy some of your games that you’ve already purchased to their fullest extent. I too own ARMS and Splatoon 2. I too plan on purchasing Smash Bros. Ultimate day one and realize that the experience will be crippled for many people without the ability to play online. But we need to think long term here. This is a crucial moment because it will shape the way Nintendo handles online service forever. With this platform and all future platforms, this is a watershed moment. A moment that we didn’t properly handle when XBOX Live Gold was first announced. A moment that we didn’t take seriously enough when PlayStation Plus was turned into a mandatory service. We have an opportunity here to tell Nintendo an emphatic NO. That we will not allow ourselves to be taken advantage of simply because the price is lower than what Microsoft and SONY are charging, which are also overpriced services we shouldn’t be paying for in their current form either by the way.
I’m not saying we should never be willing to pay Nintendo for an online service. I don’t want to pay for such things and I genuinely believe we shouldn’t have to pay an additional fee just play the games we already paid for. But I already pay and have paid SONY for online multiplayer for a number of years. So it would be hypocritical for me to deny Nintendo the same privilege. But I’m not going to just hand them money for a subpar service just because they’re charging less for it. I’m calling for a boycott to incite change to the service. Not a permanent decision never to pay them for online multiplayer. What we need is to hold out as a group of concerned and conscientious gamers until we get a service that works for us and compares to the other services we’ve already been paying for. That means the essentials of course such as working online multiplayer with better servers than we were already using when multiplayer was free. It means a working messaging and voice chat system that doesn’t require us to own other forms of hardware that have nothing to do with the console we’re playing our games on. It means cloud saves that aren’t deleted when you unsubscribe or let your service lapse. It means not having to check in every week. You will literally lose your service continuity if say you got married and didn’t take your Switch on your honeymoon. That’s absolutely ridiculous. It means a library of current gen games made available as part of the service at no additional cost. It means noteworthy discounts on new games from the e-Shop. And yes that $20 price tag needs to remain consistent even with these additional aspects of the service. Especially considering the lacking multiplayer library to begin with.
As a Switch owner myself who uses my console literally every day, I implore you to stand with me on this. Do not sign up for Nintendo Switch Online when it goes live tomorrow (September 18, 2018). Hold out. Demand a better service and refuse to settle for the time being just so you can continue playing Splatoon 2 or Mario Tennis Aces. Make a small sacrifice in the short term for much better results in the long run. Tweet about it. Post about it on Reddit, Facebook, and every other platform you use. Make YouTube videos declaring your decision to boycott and why. Discuss it while you’re streaming on Twitch. Do not give in to Nintendo’s clear betrayal of their values and user base. This is not the service that the late, great Satoru Iwata would have wanted. We NEED to boycott Nintendo Switch Online right now and not let it even start to get a footing. This is not just crucial for Nintendo users, but for all console gamers. If this service is profitable, it will only serve to show Microsoft and SONY that they can lower their service quality, even more, and still get away with it. Now is the time for action. It may only be $20 today but that $20 means a life time of regret for gamers present and future.