Nothing tells that AI is a clever use of your ressources like enforcing a mandatory AI query quota for your employees, and having them struggle to find anything it's good at and failing.
The thing is, the engine not being natively supported on Wii U was already true and known from the beginning. It was part of the Kickstarter campaign. The version of UE they used had no official Wii U port (so no, it was also suposed to be 3D from the beginning too).
They even said that Armature studio, which had people formerly from Retro Studios, so who were supposed to know a thing or two about optimizing on Nintendo consoles, would do that mapping, and release their development for other devs who might need it.
The project took a bit more time than expected, the Wii U was a commercial dud and the Vita was long past its prime, so they cancelled those about a year and half before release, IIRC. And they told us, we're doing Switch instead, if you don't choose another platform now we're transfering Wii U rewards to Switch.
In theory, it should have been easier. Switch didn't have the unsupported engine problem, and it's more powerful than a Wii U.
Then, very close to release, surprise KS update, we've upgraded all visuals! By the way, Switch is delayed. Not a year, not 3 months, no. One Week.
To this day, I'm still convinced they specifically delayed that version just so they could get the good reviews from other platforms running before shit hit the fan.
That cycle was artificially squeezed into one year though.
If we're staying in the area of games that don't rely on story or lots of new manually crafted environments, a game like, say, SimCity could have had a minor update and be released slightly better every year. That didn't happen, it got 3 games in ten years despite being quite popular.
Not tried the outer worlds yet, but if it's anything like Bloodstained... yeah, I'm definitely not getting it on switch.
What a mess it was. I can accept a trade-off in visuals, but Bloodstained Switch went from completely unplayable to technically working but still unenjoyable, many months later. This thing was originally supposed to run on a Wii U and a freaking Vita. After that I think nobody can convince me to back a kickstarted game again.
Finally got a cheap PC version on gog, but, they should never have allowed that port to release in this state, nevermind making it a backer option.
They litterally did 4 years of re-releasing the exact same FIFA on Switch with only a roster update, just slapping a "legacy edition" on them for good measure. If it's the same game, by comparison, making it a DLC of the previous edition is slightly more honest.
Annual sports game editions are just a wet dream a marketing genius had back in the 90s. A shame that it must still work on a significant part of their audience.
Fish are generally harder to relate to, especially compared to mammals. Lots of people eat anglerfish and... well to each their own but I'd say it's not easy on the eyes.
I have absolutely no interest in playing this, but fuck Sony. If you're killing your own game after one week, you could at least let people have fun with it.
I have done semi complex move combos with Cappy in SMO, not sure what you consider "the" tech though.
Doesn't matter. It's cool to pull off, but it's not required in any way. And most importantly in the end those combos are not programmed that way, they're a string of independent moves that are directly associated to their button.
I have no idea what is supposed to connect "get a boost" to "rapidly alternate left and right direction buttons while you drift".
The way to make MK more skill based was to balance item distribution, which they started doing decently after MKDS.
It's not like drifting is automatic in modern MK (well, it is in auto mode, but it's meant for complete beginners and it sucks for anyone who knows how to play). You're still calling all the shots regarding when to drift and for how long. It's just less annoying to do.
You're calling that "dumbed down", but I'd call the old input arbitrary. I don't see the point of hiding a major gameplay mechanic behind a complex input. You don't use a cryptic button combo to jump in a platform game.
I like how they got rid of the left-right bullshit on drifting after it. It's just annoying and achieves nothing. And it's especially bad having to do that on a d-pad.
I also think Wii is the one that really started balancing items a lot more fairly, though 7 and 8 refined it even more.
I see. Those crafty little bastards.