Nintendo could make a profit from these if they did an Atlus and released a limited run. Or you know, Atlus could pick these up. Or hell, Ignition. In any case, I think Nintendo gave fans the finger because it doesn't want its hand tied. It'd be foolish to assume Nintendo isn't at least looking into releasing these games right now. If they think they can make money, they'll do it. Or they can just ride it out until the WiiU. Or release a triple pack called "The Nintendo Leave Us the Hell Alone Now" pack.
Flabbergastrate's forum posts
Catherine, Bastion, El Shaddai, Silent Hill: Downpour (that one seems questionable), and Zelda, depending on its release date are the non-big games I can come up with.
@ericdrum: The left-hand right-hand thing is something you get used to as you play more PC games. I had trouble with crouching using the Ctrl key when I first played PC shooters. That sounds like I'm apologizing for a poor layout, but keep in mind a lot of people also have to get used to controllers when they first start using them. Non-gamers can't seem to get a handle on using both analog sticks at once.
@nintendoeats: Even in the case you mentioned, I still think you should be able to pause it. I can't think of a reason a game would need cutscenes to play without stopping, unless it's trying to hide load screens. In which case the game could load while the scene was paused.
Most of my things "all games should have" are too specific, but most of the ones that involve understanding different audiences (subtitles for the hearing impaired and so on) seem obvious. I'd love to see every game contain multiple languages, but that's a dream I'm willing to give up for the sake of games actually coming out and fitting on as few disks as possible. Finally, most games could use a quick-save, though I can think a few instances where it's not necessary or counter-intuitive (most masocore platformers, arcade games).
@nintendoeats: You can pause movies. Regardless of how intense a cutscene is, emergencies are likely to come up, in which case someone may end up not watching something you as a designer worked hard to create because they have a kid, or because the pizza's arrived. Not being able to skip cutscenes wreaks of hubris.
You people realize that someone whos experienced with a controller will perform as well on a console as someone whos experienced with a keyboard on PC. There's very little difference.
The ShadowRun guys didn't seem to think so. Regardless of the game's overall quality, they hindered PC players while giving console players an impractical amount of assists. Both kinds of players seemed evenly matched, but from what I remember the PC players felt so hindered they didn't bother playing for too long.
Also see Quake III: Arena on the Dreamcast, where people who plugged in a keyboard could easily overwhelm players using a controller.
As for the general schism in difficulty between PC and Console games, I think it's a matter of control differences. I've played a few games on both console and PC (RE5, Hydrophobia, Left 4 Dead, etc) and haven't noticed anything significant. Though I remember the original Crysis, a PC exclusive, being much harder than Crysis 2, a game designed with both audiences in mind.