Afraid of scratches?
Get a cozy:
https://www.etsy.com/au/shop/TinckoyMakesitSew?ref=l2-shop-info-name
Get a cozy:
https://www.etsy.com/au/shop/TinckoyMakesitSew?ref=l2-shop-info-name
Afraid of scratches?
Get a cozy:
https://www.etsy.com/au/shop/TinckoyMakesitSew?ref=l2-shop-info-name
How much $$$ for a bit of fabric
I think Nintendo might have something to say about one of two of them (Mario n Pokemon comes to mind).
How much $$$ for a bit of fabric
I think Nintendo might have something to say about one of two of them (Mario n Pokemon comes to mind).
I'm rotting for Nintendo,
Meh, par for the course. Companies like Nintendo are always playing whack-a-mole with people creating unlicensed merchandise. They can't, to borrow a phrase, catch 'em all.
Well, hope you don't decompose while waiting for them to improve on things![]()
I'd be more concerned about the Switch being the final nail in Nintendo's coffin.
So, what did you think?
I feel like I'm the only one who has a Switch that still posts in here.
When you purchase a physical copy of a game, you don’t normally anticipate needing to download much data. But in the case of LEGO City Undercover on Switch, that apparently won’t be the case.
LEGO City Undercover’s new version is starting to show up at retailers, and it gives us a final look at the box. The big takeaway is that up to 13GB of storage may be needed for “game download.”
We reported yesterday that LEGO City Undercover on Switch is 7.1GB. That may have seemed strange given how the original Wii U version is 19GB. What we’ve learned today may clarify the situation. The initial download could be about 7.1GB, with another 13GB required for extra data – bringing it about 20GB, which is closer to the Wii U edition.
Also, we don’t want to make too much of this yet as we’re not entirely sure what it means, but the front of the packaging says an internet connection is required. It’s highly unlikely that LEGO City Undercover will require a constant connection.
Well, it says that the original Wii U version was 19Gb, so i guess most of the game...That's strange. I wonder what it needs all that space for?
Recently, the developers of the colourful adventure game Rime announced that it will be out on May 26 for PC, PS4, Xbox One. It will also come to Nintendo Switch, although you'll have to pay an extra $20 for the privilege.
Rime, which was originally announced as a PS4 exclusive before the developers at Tequila Works pulled the rights from Sony and turned it into a multiplatform game, will be $49.95 on PC, $59.95 on PS4/XB1 and $79.95 on the Switch. It's not clear why we'll have to pay a premium for the Nintendo version, and the explanations from both parties have been vague.
"We set prices for our products based on the costs of development and publishing for each specific platform," said a representative for Grey Box, the publisher of Rime, when I asked what the deal was.
Yup, my experience was rock-solid, though I did notice others drop out mid-match a few times.I enjoyed it. Save for a few random disconnects it was a pretty smooth experience. There was no in-game lag at all, which really impressed me.
There are those that are really good (see anyone with a charger), but as long as your inking the ground whenever you can, you're helping out.As for the game itself, it felt really easy to pick up and play, but I imagine to get really good at it will require lots of time and effort.
Well, this should suck for some people...
http://nintendoeverything.com/lego-...to-13gb-of-space-for-game-download-on-switch/
I realize Disc's are cheaper to produce than cartridges, but the advances in flash memory in the past decade should've made those a bit cheaper to produce as well, unless Nintendo is asking very high license fee's from 3rd party developers...
Yeah, but having to download the majority of the game before you can play it because you only get 1/3rd of it on the card is a bad decision...Not an unusual size for a game these days. Huge downloads suck though.
This only works if you are planning on using the switch in docked mode only...I think it may have something to do with how Android handles data and downloads in general. You see that kind of behavior a lot in mobile games, where the initial download will be much smaller and it then it goes to download much more for it to even be functional. Maybe the same kind of thing is happening here? If that's the case, it's only going to get more annoying in the console's lifecycle when the games get even bigger.
What I can't figure out is why console manufacturers, especially in the case of the Switch not having much space onboard, haven't made usb ports available for external drives. It would so ease a lot of the suffering people are having. And Terrabyte drives are so cheap now.
That would've been my biggest priority if i bought a Switch, a big SD card...1 and 2 TB microSDXC cards do exist though (rare and very expensive but still) with 256GB cards out there for about £80-90 (not sure that is in dollars).
Those will fit in the card slot, greatly expanding it's storage.
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