Here's a decent article on the topic: https://www.wired.co.uk/article/london-undeground-wi-fi
When I was living in Asia, even in poorer countries and/or rural areas, there was mobile internet. $1/mo for 4G 1GB. People took it for granted at a level that would be impossible in Germany, because here you can still be without even 3G just a few km outside of city centers.
Also, mobile internet repeaters for tunnels are a solved problem. Singapore had no offline areas in their underground metro. Germany has lots of em.
True. Unfortunately in Canada (Toronto at least) the big 4 telco oligopoly can't agree on pricing for this one. The result is a single company offers subway coverage!
Nevermind that data here is more expensive than even the US.
Where's that Silicon Valley disruption spirit for the telco oligopolies worldwide?
It’s also an approach Nintendo has finally begun to avoid in the past few years, with games like Breath of the Wild.
I'll take it you didn't play Skyward Sword? :P
I think Animal Crossing is also a bit different—it's an experience that's designed to slow you down and make you relax. The speed is a part of what makes it comforting.
I think Skyward Sword gets a bad rap. It's one of my favourite games, probably tied for my 3rd favourite Zelda game.
The tutorials are super annoying.
Skyward Sword's overworld is oozing with rich and evocative atmosphere, too. If you take away the Gothic veneer, Twilight Princess is almost sterile in comparison.
It's a great game that gets blamed for small pitfalls.
I do also love the dungeons/bosses and atmosphere in Skyward Sword however, and have to agree that it is where bosses peaked.
Notably, if you read interviews with the developers, this is precisely what they were going for with the overworld.
It was a great idea that didn't pan out because, for whatever reason, the over-world areas simply weren't as well designed as the real dungeons. Fi interrupting you every 30 seconds didn't help either, of course.
It will be interesting to replay the game in Dolphin some day with a more accurate motion controller.
Actually, it appears possible to use Switch controllers with Dolphin using this[1]. I may have to set this up in the near future.
I think if I hadn't been able to do either one of those, I would have gotten really frustrated though.
Between it being incredibly uncomfortable to play (in my situation) and Fi coming up every five minutes to hand-hold me, it was not my favourite thing.
BotW felt freer. I could explore at my own pace and defeat enemies in many more ways than using my weapons. I could use Sheikah Slate abilities, push rocks, send them marching off cliffs, freeze them then plonk them in deep water, etc.
Skyward Sword punished me for sitting still at a desk. BotW didn't. I gave up on Skyward Sword partway during the first temple — which took two four-hour streams to arrive at!
But I miss being able to break into a sprint, then at the right moment, jerk my left hand to roll through an enemy's legs and get behind them, spin around and draw my sword while they're figuring out where I went. Or chase them off a cliff with my little remote controlled dronebug. The combat does eventually get a lot more creative than at the start, and the enemies in Skyward Sword (bokoblins especially) felt like they had a lot more personality.
I suspect Fire Emblem Heroes is a result of competing interests inside Nintendo. Miyamoto has said publically several times that he doesn't think they should be making games like that—even after Fire Emblem's success: https://gamedaily.biz/article/197/nintendos-shigeru-miyamoto...
I think it has been financially successful—but when the WiiU was failing, Nintendo needed a backup plan, badly. Now that the Switch is incredibly successful, they’re not as desperate for a Plan B, and so mobile ports are mostly a distraction, even if a profitable one. But their biggest bottleneck is time and developers, not money.
I'd -gladly- write games (and software) for the switch if it was a more accessible platform to develop for.
Developing software for Nintendos previous platforms was difficult for anyone who didnt have 'connections' in the industry.
> And this is why I like Nintendo games.
I've sold my copy of Animal Crossing because I felt it did just that: wasted my time on meaningless repetitive tasks
I recall reading that preventing 'assembly line' mechanics was a deliberate choice. As a result, in New Horizon you can't do bulk crafting, you need to perform multiple button presses and watch an animation for every single one.
Shopping is equally bad, where buying stock from a visiting NPC takes orders of magnitude longer than it might in an RPG, because you need to button through multiple pages of dialogue after each purchase.
> And this is why I like Nintendo games.
Really? Nintendo is absolutely notorious for stuff like this.
Like replaying entire games because they won't let you back their console up?
And this is why I like Nintendo games.
Miyamoto has had plenty of misses—Star Fox Zero comes to mind—but I never feel as though his games are trying to waste my time, much less manipulate me into wasting my time, as is so common nowadays.
This is also why Nintendo never had much success on mobile. Mario Run was a legitimately great game—it's just that it was short, and cost $10, and we're used to mobile games that are "free" and rely on whales to subsidize the cost.