A farewell, at least for now.
Back when I first started The Nintendosphere, I had envisioned it only as a temporary archive for my work. As time went on, it became a sort of personal experiment for me, a side project that I could put my heart and passion into. It was a great experience for me, and I certainly do not regret it.
Today, however, I have decided that I am no longer going to be updating The Nintendosphere.
I wrote my 200th blog post on my main blog on IGN today. Usually, as with any other post I write and publish, I would edit it down to a more condense version and post it on The Nintendosphere. Unfortunately, life has its ups and downs, and I am no longer to take care and foster The Nintendosphere as I once could, which is why I am, for the time being, leaving this site as it is.
I would like to thank everyone who has read and contributed to The Nintendosphere, and hope you will continue to follow my works on my main blog on MyIGN. Perhaps one day I may return to this and pick up where I left off, but that will not likely happen anytime soon.
Thank you again for reading.
An analysis of “hard” games and what should be done about them.
From a development perspective, adjusting a game’s difficulty can be, well, difficult. This is because when doing so there are a wide variety of factors that the developer must keep in mind. Firstly, recognizing the audience of your game even before its release is key; you do not want to gain a following only to alienate it due to your game being too hard or too easy. A developer must also consider his or her own personal bias; when testing your own game, you are already familiar with which obstacles to look out for and which strategies work best, because you were the one who designed it. This is where play testing is key – it allows players unfamiliar with the game to try it out for the first time.
Four podcasts to fill up your daily morning commute.
As many of you may already know, I was featured as a special guest on the most recent episode of MyIGN Nintendo Podcast hosted by our very own paleselan, shmuga9,mTroyfullbuster, and fliadaloisio. It was my first time recording something like this, and it was certainly great fun.
Two puzzle-platformers for Wii U.
Toki Tori 2
Two years ago, I took an early look at Toki Tori 2, a puzzle-adventure game developed by Two Tribes. The game has since been upgraded to Toki Tori 2+, which features several new puzzles alongside a few bonus features. The game itself was released in 2013 after being in development for over two years, and was met with notably lower than expected sales numbers.
Two puzzle games for your 3DS: Pushmo and NightSky.
Developed by Intelligent Systems, Pushmo represented one of Nintendo’s early pioneering efforts to make the Nintendo 3DS eShop a name for itself. Released at a time when the 3DS was struggling to find itself a place in the market, the game – combined with big retail releases like Super Mario 3D World and Mario Kart 7 – helped kick start system sales that holiday season and give the fledgling console the momentum it needed to push forward and be the success it is today. Since then, the 3DS eShop has transformed itself into a beast of its own, giving new life to indie titles that might have otherwise been forgotten.