The same thing happened with Konami Arcade Collection. It even didn't appear at Noon EST but closer to 1pmWhy does the US PR not mention Castlevania Collection? Bit weird.
The same thing happened with Konami Arcade Collection. It even didn't appear at Noon EST but closer to 1pmWhy does the US PR not mention Castlevania Collection? Bit weird.
I'm jobless and broke and still bought this shit. What a deal.
eShop lists English and Japanese as languages, so I assume they're in.Do we know if Konami Arcade Collection is gonna get updated with the JPN roms like the Castelvania Collection will?
Japanese ROM and TATE mode support is on its way to Konami Arcade Classics: https://www.resetera.com/threads/ko...cant-help-you-now.112220/page-4#post-20833925
I'd love to and really wanted to get the digital version thru that weird HK eShop but dunno how.
I'd love to have a physical copy but don't want to fork €80 (import taxes) and then hardly play the game... these super long RPGs I need in digital form otherwise I'm going to play them much, much less
I will, you do the same please :)I'm keen to play it. If anyone figures a way how (without having to pay for an import), please let me know.
They're workin fine over here. Got any browser extensions to try disabling?Okay, this is totally OT, but I can't seem to find anywhere to ask and I basically live in this thread, so...
Is anyone else unable to click any of the icons above the edit post form? I can't format, link, nuthin.
Will PM to avoid contaminating the thread further.They're workin fine over here. Got any browser extensions to try disabling?
Japanese ROM and TATE mode support is on its way to Konami Arcade Classics: https://www.resetera.com/threads/ko...cant-help-you-now.112220/page-4#post-20833925
Guilty Gear original (1998) going for the same price as Guilty Gear XX Accent Core Plus R (2012).
🤔
Can someone remind me why megaman legacy collection is so expensive digitally? Even on sale (and the first collection isn't on sale for some reason) it's just about the price of the physical version. Am I missing something?
You can have up to 4 pairs (8 vouchers) held before redeeming them.
As far as I know you can just buy them and sit on them until the (eligible) games you want are available. It's basically buying two "get a select game for free" coupons. I'm seriously tempted to get a pair and wait for Marvel Ultimate Alliance 3 and Pokemon Sword/Shield.But you have to redeem 1 for an eligible game right away, right? So if I only want one eligible game (preordering Mario Maker 2), I can't buy two pairs?
As far as I know you can just buy them and sit on them until the (eligible) games you want are available. It's basically buying two "get a select game for free" coupons. I'm seriously tempted to get a pair and wait for Marvel Ultimate Alliance 3 and Pokemon Sword/Shield.
They are available until 07/31, and must be used by 07/31/2020Has anyone seen mention of whether there's a time limit on the Nintendo vouchers? As in, will they only be available for a limited time?
Has anyone seen mention of whether there's a time limit on the Nintendo vouchers? As in, will they only be available for a limited time?
Fans with a paid Nintendo Switch Online membership can purchase a pair of Nintendo Switch Game Vouchers for just $99.99 through July 31, 2019.
Has anyone seen mention of whether there's a time limit on the Nintendo vouchers? As in, will they only be available for a limited time?
They are available until 07/31, and must be used by 07/31/2020
also the vouchers can only be used up to a year after you purchase them (so if you don't see a game you want, wait until 7/31)
Thanks all!There is a FAQ page and there is a thread on Era about the topic.
Oh vouchers go off sale 7/31/19?? Better get a couple then. I thought it was a perma thing for NSO subs.
Oh vouchers go off sale 7/31/19?? Better get a couple then. I thought it was a perma thing for NSO subs.
Now I can purchase this without reservation. Flip grip gonna get some love from this one.Japanese ROM and TATE mode support is on its way to Konami Arcade Classics: https://www.resetera.com/threads/ko...cant-help-you-now.112220/page-4#post-20833925
Really tempted to grab Jackbox Party Pack 4 and Shovel Knight Treasure Trove..
I've played 22 hours of Deemo in three days.
Send help. I'm addicted.
Jackbox is great no matter what you play it on. Shovel Knight Treasure Trove is an absolutely brilliant game.
Looks like the Deadcells DLC will go up on the 23rd of May. Saw the page for it on the eShop earlier.
Motion Twin has announced that the free Dead Cells: Rise of the Giant downloadable content will release next week.
To become available on Thursday 23rd May, this will introduce a new biome and boss for you to take on.
Picked up 'Sundered: Eldritch Edition' with the recent sale. While I received a lot of recommendations from friends with a similar taste, my expectations weren't too high.
The first half hour was really boring, until the point of thinking that this was one of the worst designed games that I have played in a long time. A game inspired in 'Metroid', but with long and boring empty rooms without secrets, simply randomly throwing at your face waves of dumb enemies, without even thinking in how to use the scenario for the balance of the combat.
But once the game starts to reveal all its mechanics and the scenarios start to evolve, in the same way as the enemies and the combat... this has become one of the essential games of this generation.
And a genre defining game, giving clever answers to the question of how to construct an open world with randomized parts.
It's half 'Super Metroid', half 'Binding of Isaac', with a progression system looking at 'Diablo' and other looting games.
But the impressive part is how every convention from a genre serves to strengthen the weakness of the other genres.
Every time that a new world is generated, the rooms are rearranged. But in the map, you can see in a dark tone the already visited sections, and in a white tone the ones that you still haven't explored.
In this way, they solve the problem of the backtracking in open world designs, and at the same time the problem of repetition and permadeath in roguelikes.
Because when you die, this feels like an opportunity to explore the map reaching new sections, eliminating the backtracking.
The map is masterfully integrated in the UI of the game, in a way in which you don't even need to push a button and is always active.
So at the end, the game loop is immensely addictive, dying, using the collected orbs to upgrade your character with a skill tree inspired in 'Final Fantasy X', and quickly starting other run looking through the map for rooms and sections that you haven't visited yet. It simply works: it's fun and satisfactory.
And at the same time, the scenarios and the enemies will evolve with your progression.
In a way in which new elements and traps will appear.
And the previous big open and empty rooms will reveal as carefully designed arenas, in which every element or platform has a purpose to make interesting the combat.
I hate action games heavily relying in a loot/farming system to improve your character, even more if they are roguelites. And I hate roguelites with the basis of constructing big open worlds looking at 'Metroid', because at the end the permadeath part lends to repetition. Or it becomes a weakness, because this limits the possibilities of the level design through the placement of enemies and platforms.
But thanks to how each element interact with the others in 'Sundered', at the end it feels like a cohesive and unique experience.
It's up in the US, I can tell you that much.Does Guilty Gear XX Accent Core Plus R go up in the eshop today. Can't see it and nothing comes up when I search for for it.
Hmmm maybe it's time for me to finally pull the trigger on Dead Cells.
Picked up 'Sundered: Eldritch Edition' with the recent sale. While I received a lot of recommendations from friends with a similar taste, my expectations weren't too high.
The first half hour was really boring, until the point of thinking that this was one of the worst designed games that I have played in a long time. A game inspired in 'Metroid', but with long and boring empty rooms without secrets, simply randomly throwing at your face waves of dumb enemies, without even thinking in how to use the scenario for the balance of the combat.
But once the game starts to reveal all its mechanics and the scenarios start to evolve, in the same way as the enemies and the combat... this has become one of the essential games of this generation.
And a genre defining game, giving clever answers to the question of how to construct an open world with randomized parts.
It's half 'Super Metroid', half 'Binding of Isaac', with a progression system looking at 'Diablo' and other looting games.
But the impressive part is how every convention from a genre serves to strengthen the weakness of the other genres.
Every time that a new world is generated, the rooms are rearranged. But in the map, you can see in a dark tone the already visited sections, and in a white tone the ones that you still haven't explored.
In this way, they solve the problem of the backtracking in open world designs, and at the same time the problem of repetition and permadeath in roguelikes.
Because when you die, this feels like an opportunity to explore the map reaching new sections, eliminating the backtracking.
The map is masterfully integrated in the UI of the game, in a way in which you don't even need to push a button and is always active.
So at the end, the game loop is immensely addictive, dying, using the collected orbs to upgrade your character with a skill tree inspired in 'Final Fantasy X', and quickly starting other run looking through the map for rooms and sections that you haven't visited yet. It simply works: it's fun and satisfactory.
And at the same time, the scenarios and the enemies will evolve with your progression.
In a way in which new elements and traps will appear.
And the previous big open and empty rooms will reveal as carefully designed arenas, in which every element or platform has a purpose to make interesting the combat.
I hate action games heavily relying in a loot/farming system to improve your character, even more if they are roguelites. And I hate roguelites with the basis of constructing big open worlds looking at 'Metroid', because at the end the permadeath part lends to repetition. Or it becomes a weakness, because this limits the possibilities of the level design through the placement of enemies and platforms.
But thanks to how each element interact with the others in 'Sundered', at the end it feels like a cohesive and unique experience.
I just noticed and I would also like to know.Bloodstained Curse of the Moon just updated on my Switch. Not sure what it did?