This might be a nitpick, but I could probably only count 5-10 SNES games that would be considered 10/10 IMO, and not many that I think are worth sinking decent time into these days, compared to something like Burnout Revenge - a great game but certainly not a 10/10 game.
Still, I do find the SNES library, and 16bit games in general, quite astounding from a creative and artistic perspective, but not so much from a player’s perspective.
A Link to the Past, Super Mario World, Yoshi's Island, Kirby Super Star, Donkey Kong Country 1-3, Super Metroid, Megaman X series, Dragon Quest series, Final Fantasy series, Chrono Trigger, Earthbound... just off the top of my head, are all very much worth playing today.
The Dragon Quest series, while beloved, is hardly the epitome of peak SNES gaming. It’s always been (purposefully) extremely conservative and dated in its design.
If you’re gonna go for quality SNES RPGs that show the console shining, you’d be better off with Terranigma, the Final Fantasy series, Tales of Phantasia, Chrono Trigger, etc, etc.
There is indeed a very strong and deep library of JRPGs to recommend, but I strongly disagree that DQ is not among the best. I recently replayed two of them in the past two years and both were still 10/10 experiences for me. They are conservative, sure, but that's not a bad thing. One of the points I was making about limited hardware is that polished simplicity can trump overeager complexity, and I think the DQ games are a shining example of that.
I love DQ. My point wasn’t that they were bad RPGs. Simply that they don’t fit within OP’s point.
Most of them could just as easily be NES/SMS games with slightly tuned down graphics; they don’t push the SNES in any meaningful way. As mentioned, that’s an intentional decision and not intended as a slight.
From the context of the conversation, it was clear they were talking about the Super Famicom entries, not saying that DQXI could be demoted to a Famicom game[1]. I don't really agree with them, although I didn't feel like continuing to belabour the point at the time. I think the SFC remakes of the Famicom DQ games (1-3) add an entirely new dimension to them. Despite their influential heritage, I do not think DQ 1-3 on the Famicom stand the test of time, and I don't think they're worth playing other than for the historical value of seeing how the genre developed. Whereas I think DQ 1-3 remakes on the Super Famicom conversely absolutely do hold up as top-notch experiences.
[1] Although notably, they did release a demake of DQXI into a Super Famicom-style game!
Did you just use a Gen 8 (3DS/Switch, PS4, Xbox One) game to make a point about SNES gameplay? Did you intentionally miss the point or are you attempting to obfuscate it?
Obviously a game for modern consoles is going to be far more advanced than an NES game; even while still being quite conservative.
Seiken Densetsu 3 is good too. Only released in Japan but got translated by fans to be played on emulators. Now part of Collection of Mana for Switch and officially remade in 3D for Switch, PS4, XBox and Windows named Trials of Mana.
As a SoM fan I'd hesitate to give it 11/10, mostly due to how the optimal strat for an action game is how you menu through spells, interrupting combat flow.
Yeah, I had great memories of secret of mana and SD3 (emulated in translation, I think that was Aeon Genesis?) and I replayed them with my partner in 2020. For a few hours. Honestly, kinda miserable.
Single player it was less fun than I remembered, multiplayer it was awful. SD3 is a beautiful game, and very overrated.
> This might be a nitpick, but I could probably only count 5-10 SNES games that would be considered 10/10 IMO
firstly, this seems like a pretty flawed standard for evaluating a consoles library, no?
but secondly, "5-10 10/10"s seems like a pretty good amount for any consoles library anyways, unless you value a "10/10" less than i guess i would
I’m not criticizing the library of SNES. I have very fond memories playing SNES games. It was more in response to the statement that there are dozens of 10/10 games on SNES. Let me clarify, there are not many 10/10 games on SNES (or any system for that matter), let alone dozens.
SDL is very relevant. Not just on PC, also on consoles as ports for all modern consoles are available to platform disclosed developers. (See READMEs in SDL repository.) Calling SDL outdated / irrelevant is definitely an overstatement despite most developers using UE or Unity nowadays.
The parent comment was talking about having trauma. They were probably once in a position where they very much weren’t healthy, and through the gradual gaining of awareness came to the realization that they needed help.
If I had a broken leg, it’s obviously not going to help trying to fix it myself. Why would it be a stretch that unhealthy thought patterns, which by their nature are self reinforcing, not require an external influence to help break the feedback loops?
This is tangential to what you are saying, but does it blow any else’s mind that we just so happen to exist right at the start of the universe’s existence? If the universe is going to have a habitable window of however many quadrillion years, what are the odds that it just so happens that our existence falls within the first blink of that timeframe. If life is abundant in the universe it would stand to reason that it will continue to be abundant for a very, very long time. Further, if I am to spawn in the universe as a self conscious being, wouldn’t it be likely I would spawn at a random point on (almost) the total timeline of the habitable universe? So then the odds of existing (basically) right at the beginning of the timeline is exceptionally small, unless there is some factor that influences where on the timeline we must exist.
As someone not really familiar with Rust, this sounds intriguing, but I don’t full understand. Do you have any links that can or examples that could clarify this for someone who is just starting out with Rust?
Also, 2D assets are much more difficult to change later if you decide you need to change the aspect ratio or scaling later on. While a tile map is comparatively technically simple, the initial choice of tile size carries a rather critical importance to how the game development process unfolds. If you want or need to change it later it is likely going to be a fair amount of work, and that friction can hinder a lot of experimentation. Compare this to a 3d camera, that affords you the ability to completely change perspective with a few lines of code, it’s evident that a 2d game is not necessarily simpler to develop in practice.
OP-Z was absolutely garbage build quality. It was so disappointing to bring it out of its box after a year only to discover half of the buttons stopped working properly. Aside from the build quality I love that device,
Still, I do find the SNES library, and 16bit games in general, quite astounding from a creative and artistic perspective, but not so much from a player’s perspective.