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FFWF

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FFWF last won the day on March 2

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  1. Even assuming that Ken owned everything else - story, characters, art - then I would imagine he'd have to redraw the SEGA characters with his own distinct designs and different names à la K'Nox (or just scrub out any text that actually gives their names, black out the characters into shadows, etc.). Alternatively, if he put the whole thing out for free, there might be an argument that it wasn't a commercial use of the property and thus falls under fair use, like fanart. It would depend, basically. With that said, given Ken's estimated publication date for his "remaster": Then the answer is that we'll never find out.
  2. As it happens, Masuda and Ohmori do discuss the issue further in a new Famitsu interview (English summary via Siliconera) :
  3. This is exactly it. Ian Flynn will never commit to showing the two worlds because even Sonic Team aren't committed to the idea. Nothing in the games, and I don't think even any statement by a Sonic Team member, has ever acknowledged there being two planets or a portal between them. The most you'll ever get, as a player, is "I wonder where all the humans/animals are in this game?", but "Standing just off-camera" is honestly a better-fit explanation in every single instance. It's genuinely not clear if the two-worlds nonsense is even meant to be literal. But this is all related to a bigger problem - that Sonic Team no longer wish to make decisions. Sonic Team are treading water. Is Silver still from the future or not, is Blaze still from another world or not, is this new villain dead or alive... They'll never even address the question in their games because they're terrified that it might limit what they do later. They've put themselves in this paradoxical position where they refuse to make any canon statements in case it contradicts any other canon statements they might want to make in the future. Every single choice they make is dedicated to ensuring that they can continue to make unambitious games without having to think about either the past or the future. The comics will necessarily be the same. So long as Sonic Team wish the comics to remain game-accurate, nothing will be done that cannot be undone in the future.
  4. The game's looking great; my main concern, environmental diversity, has definitely been addressed. I'm glad they were able to create a game which appears to be taking the best of both its predecessors. Yoshi's Island 2 also became Yoshi's Island DS at the last minute... I feel like there might be more examples of this out there. Perhaps NoA thinks that games with subtitles sell better, or that cross-platform numbered sequels put people off. It will have been some calculation based on market research.
  5. I'm not sure if he meant "darker" than MM, or just darker than base BotW.
  6. If I'm honest, I can't blame GameFreak for not wanting to have to remodel and rebalance getting on for a thousand Pokemon every single game, and I've felt for a while now that the games were getting bogged down with minutiae from previous generations like an endless sea of outdated moves and items, classic legendary transformation items, gimmicks like Mega stones and so on. This decision was inevitable, and if Game Freak are finally pulling the plaster off, I hope they'll use the opportunity to make Sword and Shield's gameplay options tighter and more focussed. At least they're still providing a way to carry all your Pokemon forward at all, which has not always been the case; it's easy to envisage a version of the franchise which never allowed such an option. The battle background for the Water gym does look unusually plain, and since we know that backgrounds aren't this blank in the rest of the game then perhaps it's a game-in-development thing, or just a weird stylistic choice for this gym in particular. I'm just glad to see gym puzzles back; they have been sorely missed.
  7. Unfortunately, the U.K. doesn't get a say; only members of the Conservative party..
  8. They aren't ashamed to bring back Zavok, who had a similarly inconclusive fate to Infinite in a game which did not sell that well. But Sonic Team seem to regard Zavok as some kind of contextless monster who can be wheeled out whenever they want, so there is a slight difference to Infinite. Zavok literally tried to kill Eggman, but I guess that's water under the bridge; whereas Infinite raises questions about the Phantom Ruby if you bring him back, so they would have to actually think about it (and we can't have that).
  9. BoxBoy + BoxGirl! (Switch) - The unexpected fourth title in the series, and the first for the Switch! The 3DS trilogy dragged a little in the middle, but was great overall, and this new title carries over the best elements. As ever, on its most basic level, it's a minimalist-aesthetic block-pushing puzzle platformer, but the presentation, side-material, and number of gimmicks manages to keep the game fresh even over a pretty large number of levels; and for long-time players there's the extra challenge of S-ranking, playing each level in as short a time and with as few boxes as possible. And then there's the story - but we'll come to that. There are a few changes overall, the biggest being that the game this time is split into three campaigns - a classic single-player A Tale For One, a two-player co-op that can comfortably be played single-player in A Tale For Two, and at last the ability to play as the bizarrely-shaped third character in the trio in the postgame A Tall Tale. ATF1 openly declares itself the main story, and as such is the longest campaign and the one with the most gimmicks. It's also the mode which I felt was strangely unnecessary. If the series has one flaw, it's that the games can recycle too many gimmicks, and so the campaign at times can feel like a bit of a level pack, slowly reintroducing all the old themes yet again. But there are some new tricks this time, too; a few new gimmicks, some more exploitable than others, and even fresh abilities - which I don't feel are classics, but which I think were worth experimenting with, though I won't cry if they're gone by next time. Notably, not all gimmicks or abilities appear in the other, shorter campaigns, perhaps because the developers thought they'd reached their limits with them in single-player; but this is a bit of a shame, as I think it's the different gameplay offered in ATF2 and ATT that really make this game stand out. There are a few overall changes, such as completion now ranking you according to how many crowns you collected and a target number of boxes, rather than boxes and crowns being interlinked; each rewards you with a separate currency allowing you to buy in-game items. These items now include cheap assist items, which can do things like increase your speed and box limit - cheats, essentially, ones which I won't use but some less able players may need, so that's fine; also the customary music and comics, and the expected bonus challenges, here tasking you with using your abilities to pop balloons within a time limit. Costumes are now split into head, eye, mouth, and body parts, and doled out by a pachinko machine; there's an enormous amount of stock, but not being able to choose your rewards may rankle. Currency carries across between campaigns, costume currency stacking up exactly to how many costume pieces there are, the other currency coming in at well in excess of what there is to spend it on. S-ranking is now based on a single overall score for each level derived from completion time, boxes used, and crowns; this can be rather an annoying change, as it's not always clear whether you need to improve your time or your number of boxes used, but it does help to make clear that you do need to do everything to earn that precious S-rank - and there are ample opportunities to be every bit as devious as you could in previous titles (yes, there are still levels you can complete with zero boxes used!). One thing that hasn't changed is the surprisingly involved story and intricate lore associated with the series. It's not something you'd expect from a minimalist-aesthetic Nintendo puzzle platformer - but it is by the Kirby developers, after all; and there are sufficient developments in this title that it's actually necessary to formulate theories to understand how the game fits into the series overall! This is a real reward for long-time players - and doubtless a big surprise to anyone new to the series. In fact, if you finish all three campaigns and play close attention to all the clues scattered throughout the game, you may even reach awareness of a rather exciting secret... So there we have it: BoxBoy + BoxGirl!, the minimalist-aesthetic puzzle platformer whose generic surface elements belie a genuinely fulfilling experience on all fronts. I had my doubts once, but now I'm fairly sure we'll see more titles in the series in future; and this installment gives me every cause to hope for the best.
  10. I didn't follow this business with the so-called "Chinese Riddler" for Sun and Moon, and I'm not about to start if the best they can do is regurgitate stroke for stroke a leak that's practically confirmed.
  11. Zacian and Zamazenta aren't the best designs, to me, but I've been trying to understand them - and I think the commonality between them is very much deliberate. There are a lot of subtle differences between them, from detailing to actual colour shade, but at the end of the day people aren't wrong in seeing them as basically two gold-wielding blue wolves - with red and white highlights, which I suspect is not unrelated to the colours of the Union Jack. But I think the similarity comes from the fact that, far more so than previous legendaries, these two are partners which ultimately come from the same point of origin; and that their golden sword and shield, rather than being true parts of their bodies, have their own distinct history. I'm making some serious speculations about the lore behind them here, but I'm reminded of the way the Beasts of Johto may originally have been different Pokemon which were revived as Raikou, Entei, and Suicune; what I suspect about Zacian and Zamazenta is that they really were once just a pair of powerful wolf Pokemon of a single lost species, and that they were given their crowns and sword and shield by the people of Galar in order to fight against their enemy. Considering the hypothesised colour scheme of the third legendary, I think it's even possible that their sword and shield were originally pieces which they tore off that third legendary, and which were reforged into their present forms.
  12. That is fascinating. And I wonder if it ties into some thoughts I've been having on the theme of the games. I think one of the major themes of SwSh could be fame and celebrity. Look at the emphasis on Pokemon battles as public entertainment; the stadiums, the cameras, the cheering fans. Look at Leon, the champion, who dresses like royalty and is followed everywhere by crowds and clearly thinks he's the créme de la créme. Look at the stuff in the leak, too. I think the games might partly be about fame as a motivating factor, and how it becomes toxic when people focus more on fame for its own sake rather than actually being famous for something. That could theoretically form a motivation to pursue a legendary Pokemon, possession of which would be an instant ticket to worldwide stardom. I've been thinking about the legendaries, too. Zacian and Zamazenta... Partly about their typing; I assume that Steel is going to be in there, but what else? You could make a good argument, but not necessarily a definitive one, for Steel/Fighting for Zacian (maybe something like Steel/Ground for Zamazenta to match); Fire and Ice are also possibilities given the abilities they manifest towards the end of their trailer... but at the end of the day typings and especially legendary typings aren't always obvious. In much the same way, the third legendary in the customary trio isn't always obvious, either. Rayquaza and Zygarde were freebies, sure, but Giratina, Kyurem, and Necrozma would have been difficult to predict. I think there is a sense that the third legendary this time might be more overtly an enemy to the other two, though; not least as, unlike we may have assumed, Zacian and Zamazenta seem on pretty good terms with each other. And I'm not the only one who interpreted the Zacian and Zamazenta trailer as cutting off early, just as they were being spooked by something else. What trumps a sword and a shield? If you put them together as allies rather than enemies they seem pretty knightly, and considering the kinds of legendary beasts the U.K. is perhaps more famous for, then I think we have a good case for what has, at the end of the day, been the typing for every single enhanced version cover legendary since Gen III: A pure, classical Dragon.
  13. Lining up the scenes of it in the trailer against the map, it seems like the Wild Area honestly runs through most of the region; we know it starts in the open area with the lakes in the south, but there's also a shot taken right outside the dragon-wall city with the enormous winged building, and it visibly runs between the two. I'd wager you'll criss-cross the Wild Area through the game, more of it being gradually unlocked as you proceed around the region.
  14. Here's what I think about the leak. Actually, I'm going to post a transcription of the leak in the below spoiler, first, to make it easily accessible; warning to those who haven't seen it yet that everything in it is either presently uncomfirmed or completely correct. And my actual thoughts, which boil down to the leaker not being quite as in the know as they pretend, but still clearly having an awful lot of legit information.
  15. What I like about Dynamax is that it's finally a gimmick which looks tailor-made not to be carried forwards. Unlike Mega Evolution and Z-Moves, the way it's set up makes it pretty clear it's a local-only gimmick for which there'll be no expectation that it'll return in future titles.
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