Nintendo Switch 2 - For the Soytendo consoomers to speculate about the successor to the Switch, recently announced for 2025.

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Kirby Air Riders: Sequel to a gamecube game that no one knew about and didn't sell = tons of info, good directs, clear support from goytendo.
Metroid Prime 4: Sequel to one of the best trilogies in gaming = 8+ years in development hell, minimal info, no directs of any substance, minimal support from goytendo.
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Why though?
 
Does the switch 2 get better performance if you intentionally put it at 1080p in the settings and play it on a 1080p monitor? I'm not playing any demanding games, but I feel like the whole upgrade to 4k just isn't worth the cost of the extra monitor hardware and I haven't tried 4k, so I'm not used to it yet. I'm kind of happy with how snappy everything feels compared to the switch 1 and I'd rather have that over a laggy 4k experience. I still have my wii hooked up and play it occasionally and I do notice how terrible it looks going from 1080p to 480p. I have not given into the whole "expansion pass" to play games you already own in higher resolution bullshit yet, as I am not paying a subscription service for a game I already own and can play.
 
Kirby Air Riders: Sequel to a gamecube game that no one knew about and didn't sell = tons of info, good directs, clear support from goytendo.
Metroid Prime 4: Sequel to one of the best trilogies in gaming = 8+ years in development hell, minimal info, no directs of any substance, minimal support from goytendo.
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Why though?
I think its because Metroid isn't as popular in Japan as it is in the West.
 
It only took 5 years, but they finally many of the features back:

Also lmao, you need a Switch membership to play retro games off the game console.

Well they wouldn't want anyone using a free update to try and get around paying a membership to play some ancient games you can just download elsewhere for free.
 
Kirby Air Riders: Sequel to a gamecube game that no one knew about and didn't sell = tons of info, good directs, clear support from goytendo.
Metroid Prime 4: Sequel to one of the best trilogies in gaming = 8+ years in development hell, minimal info, no directs of any substance, minimal support from goytendo.
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Why though?
They’d do the same to Kirby (if not refusing to develop it at all) were it not for Sakurai leading the project. This is a favor for his work slaving away in the Smash development mines before he is promptly reinterred to make the next Smash.
 
Also lmao, you need a Switch membership to play retro games off the game console.
All it's doing is running them off the switch online app, i'm guessing. It's a mostly pointless feature, but it would be cool if you could use it to play co-op games like Mario bros with other people who are on your island,

I think its because Metroid isn't as popular in Japan as it is in the West.
Metroid is a rather minor franchise for Nintendo despite the love it gets with-in indie and internet circles. Kirby games simply sell more and the characters are more marketable for merchandise.
 
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Metroid is a rather minor franchise for Nintendo despite the love it gets with-in indie and internet circles. Kirby games simply sell more and the characters are more marketable for merchandise.
Cept Air Ride didn't sell. And Metroid Prime was the best selling Metroid game in its history until the Switch-boosted Dread finally beat it.

It's been over 4 years since then... there's just 1 Month and 4 days til the next Prime game after 18+ years of waiting (which nears the time gap between Fusion and Dread), and we're waltzing into November like the hottest item for the year is a Kirby game? I don't even have anything against the named-after-a-lawyer character, but the little pink vore blob just isn't a console pusher in my book. Prime was a reason to own a Gamecube, Prime 3 was a reason to own a Wii... yet I know so little about Prime 4 I can't say it's a reason to own a Switch 1 let alone a Switch 2.

After 6 years of owning a Switch solely for the prospect of playing a new Prime game on it - I am disappoint. Nothing new for modern goytendo.
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Cept Air Ride didn't sell. And Metroid Prime was the best selling Metroid game in its history until the Switch-boosted Dread finally beat it.

It's been over 4 years since then... there's just 1 Month and 4 days til the next Prime game after 18+ years of waiting (which nears the time gap between Fusion and Dread), and we're waltzing into November like the hottest item for the year is a Kirby game? I don't even have anything against the named-after-a-lawyer character, but the little pink vore blob just isn't a console pusher in my book. Prime was a reason to own a Gamecube, Prime 3 was a reason to own a Wii... yet I know so little about Prime 4 I can't say it's a reason to own a Switch 1 let alone a Switch 2.

After 6 years of owning a Switch solely for the prospect of playing a new Prime game on it - I am disappoint. Nothing new for modern goytendo.
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the solution is simple - get Sakurai to direct the next one
 
Cept Air Ride didn't sell. And Metroid Prime was the best selling Metroid game in its history until the Switch-boosted Dread finally beat it.
The last mainline Kirby game, Forgotten Land, sold 7 million, while Dread, the highest selling in the Metroid series sold 3 million. At this point in time, Kirby is a significantly bigger series and really has been since Super Star Ultra revitalized the franchise in 08. Maybe OG Airride didn’t sell, but it has a pretty good chance these days in comparison to the GC era. This is without mentioning Sakurai and how he has become an extremely well-known dev since Brawl.

Sakurai is a big factor in this as he clearly likes to do big directs. Smash had a lot of him explaining the game, so makes sense he would do the same for his next project. Even the character reveals mimmic Smash.



Also, Airride sold more than Prime 2, and did a little under 3. For an underbaked Kirby spinoff when the series had middling popularity, it did fine.
 
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I'm gonna add in that Kirby has always been pretty popular in Japan and has basically be a popular cute mascot character there for a long time. In fact, it might even be correct to say he's always been the #2 scrimblo over there just after Mario. Kirby was more middling in the rest of the world until relatively recently.

Metroid was actually pretty popular in Japan for the first three games. In fact, Super Metroid sold more copies in Japan than in America. It's true, look it up. The series seemed to fall out of people's minds there by the time Fusion came out, plus GBA games that aren't Pokemon have weirdly low attach rates in general. It was Metroid Prime that was really popular in the West but Japan didn't care about, and that popular probably by extension helped Fusion and Zero Mission's sales outside Japan. While it didn't reach what Super sold back in the day, Dread sold fairly well in Japan compared to what the GBA or Prime games did.
 
Pokemon Company reporting 5.8 million copies of Z-A sold, half on Switch 2. This launch doesn't really make sense to me, but big N seems to be doing it somehow.
Z-A is the only Pokemon game I've been excited for the launch of for like 15 years, and that's only because it shares its series with Arceus, which is easily the best Pokemon game. I don't actually care enough to learn whether or not I want it right now, but if I'm gonna buy any Pokemon game in the foreseeable future it's this one. Assuming I like what I see when I research it, anyway.
 
Yeah, when a company hides behind largely meaningless cope numbers and adamantly refuses to give actual sales figures, even as investors openly demand them, while firing most of the employees and selling off chunks of their business while the actual release quietly fades into obscurity, I'd call that a flop.
I sperged out about the numbers recently to someone who tried to tell me it was a success, so I've got the data. Let's look at it like this. The last big milestone they bragged about was in July/August, where they said they reached "5 Million players." The budget for Shadows is reported to be anywhere between $180,000,000 and $350,000,000. We'll split the middle and say it was somewhere around $250,000,000 marketing included. This means that they'd have to sell 3,571,429 copies at the full $70 asking price to break even. A midwit may look at that "5 Million Players" statistic and think they turned a huge profit, but the reality is that "Players" are not the equivalent of sales. In fact, they didn't even specify "Unique Players", so in all reality, that "5 Million" could easily have been a meager 1 million people who booted the game up on 5 occasions. And while we can't know how often each player booted up the game, it's safe to assume 5 times is actually a low estimate.

But it gets WORSE. Ubisoft has a subscription service, and for $18 a month, you can play every first party Ubisoft title on day one. So, if someone for any reason had any reservations about AC Shadows and didn't want to pay full price, there was nothing stopping them from paying for the $18 subscription, beating the game, and canceling. They experienced the whole thing for only 25.7% of the full cost. This means that even if the game did reach 1 million unique players, there's no shot that every single one of them even paid the full price.

There is literally no way you can analyze this data and spin it in a way which makes it seem like Shadows was a financial success, or even that it broke even. Add on the fact that there was a mutiny against the CEO and the company is selling large portions of itself to China in the wake of Shadows, and all signs point to "It fucking flopped harder than my man-boobs on a jog".

Granted, if Shadows were an indy game that was developed on a much, much lower budget, that 1 million sales estimate would make the game a huge success. But devs like Ubisoft have so many bullshit "positions" for employees who literally do nothing all day, and such an intense focus on graphics (Which drive the cost of a game up immensely) rather than gameplay, that their expenses are absurd and every game they release would have to be a classic like AC II in order to keep them afloat. It's an unsustainable business model.
 
This means that they'd have to sell 3,571,429 copies at the full $70 asking price to break even.
And that's not to mention that all the digital storefronts take a 30% cut of each digital sale too, and physical sales also have console makers take a small cut + manufacturing, so really even a full price $70 sale only makes Ubisoft a little less than $50. So even if every one of those 5 million players was a full price sale (X to doubt), they still wouldn't have broken even unless Shadow's budget was at the lowest end of the estimate.
 
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