10 GameCube Games We Want On Switch 2
Summary
TLDRIn this engaging discussion, the hosts explore nostalgic GameCube classics, reflecting on their experiences with iconic titles like *Eternal Darkness: Sanity's Requiem*, *Star Fox Adventures*, and *Fable: The Lost Chapters*. They share their thoughts on the unique aspects of these games, from memorable gameplay to frustrations like the annoying character 'Tricky.' The conversation delves into the history behind the games, the changes in design vision, and the impact they had. The hosts also encourage viewers to share their own memories and favorite GameCube games they’d love to see on Nintendo Switch Online.
Takeaways
- 😀 *Eternal Darkness* is considered one of the best GameCube games for its unique horror experience, despite being a launch title.
- 😀 The game’s atmosphere, especially the locked doors and haunting settings, left a lasting impact on players.
- 😀 *Star Fox Adventures* faced mixed reviews due to the frustration with its companion character, Tricky, who detracted from the experience.
- 😀 *Star Fox Adventures* is described as a Zelda-like game but with less polish, with a strong emphasis on exploration and story.
- 😀 *Dinosaur Planet*, the original version of *Star Fox Adventures*, is remembered fondly for its art direction, but it was overshadowed by the forced Star Fox integration.
- 😀 A desire for *Dinosaur Planet* to be released on Nintendo Switch Online was expressed, as players prefer the original concept over the modified Star Fox version.
- 😀 The strange language choices in *Star Fox Adventures*, where characters speak in a made-up language but use English proper nouns, was a point of confusion for some players.
- 😀 The frustration with excessive cutscenes and long item pickup animations in *Star Fox Adventures* was highlighted.
- 😀 *Fable* was discussed as one of the first games to implement a morality system, offering the player the choice between being good or evil, which had lasting implications on gameplay.
- 😀 The review of *Fable* focused on its depth and simplicity, emphasizing how actions like accidentally killing villagers could affect your reputation and the difficulty of regaining favor.
Q & A
What made *Eternal Darkness: Sanity's Requiem* stand out as a GameCube title?
-The game stood out due to its unique psychological horror mechanics, particularly the 'sanity meter' that distorted the game world and the player's perception. It offered a different type of survival horror experience, which was immersive and disorienting, leaving a lasting impression on the player.
Why did the speaker feel *Eternal Darkness* was a good introduction to survival horror?
-The speaker described it as an innocent and engaging introduction to survival horror due to its unique mechanics, where players didn’t rely solely on ammunition and health pickups but used elemental powers like ice and fire. It also created a sense of tension through atmosphere and exploration.
What was the main frustration with *Star Fox Adventures*?
-The main frustration came from the companion character Tricky, whose annoying voice and behaviors hindered the overall experience. Additionally, the game was criticized for being a Zelda-like game without the polish, with long and repetitive cutscenes and a somewhat janky gameplay experience.
How did *Star Fox Adventures* change from its original concept?
-Originally developed as *Dinosaur Planet*, the game was reworked to include Star Fox characters at the suggestion of Shigeru Miyamoto. This change led to a shift in the game's direction, and while it had charm, it didn't quite live up to expectations, leading to some lingering disappointment.
What was the speaker's opinion on the inclusion of the Sorian language in *Star Fox Adventures*?
-The speaker found the use of a fictional Sorian language combined with English proper nouns to be somewhat jarring. They felt it would have made more sense if the names, like 'General Scales,' were also in the Sorian language, maintaining consistency in the game’s world-building.
What did the speaker mean by 'Dinosaur Planet' being the preferred version of *Star Fox Adventures*?
-The speaker preferred the original *Dinosaur Planet* concept because of its art direction and potential as an original, unaltered game. They lamented that the changes made when Star Fox was added resulted in a game that didn’t fully realize the original vision.
What was unique about the morality system in *Dustin the Giant*?
-The game featured a morality system where the player could choose between good and evil actions, impacting the way villagers interacted with them. Players could either protect or harm villagers, and the consequences of these actions had a lasting effect on the game world, with no middle ground for morally gray choices.
What were the notable flaws of *Dustin the Giant* according to the speaker?
-The speaker acknowledged that while *Dustin the Giant* was a solid game, it was a bit clunky and janky in some aspects, with dated mechanics. Despite this, the game's deep moral choices and unique god-game perspective made it stand out in the speaker’s memory.
What was the significance of the speaker reviewing *Dustin the Giant* on April Fool's Day?
-The review of *Dustin the Giant* on April Fool's Day was intended as a humorous surprise, as many viewers assumed it was a fake review. The joke was that the review was completely genuine, which added an extra layer of fun and intrigue to the content.
What is the speaker's final opinion on *Dustin the Giant* despite its flaws?
-The speaker expressed a deep affection for the game, despite its flaws. They appreciated its unique elements and morality system, even if the game was not perfect in terms of mechanics. The speaker's nostalgia and personal enjoyment of the game outweighed its shortcomings.
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