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Neff
Member
(11-24-2017, 02:35 PM)
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Regarding the Moons, I think the best solution would have been to break them up into currency tiers. 5 Moons for major story tasks, 3 for elaborate tasks like mini-levels, 1 for random 'ground pound'-style foraging, and adjust the Odyssey requirements to reflect that. That way you have an incentive to stay with the more lucrative missions because they're worth it, and can burn through the game solely with them Mario 64-style should you wish to, but you also keep the minute-to-minute harvesting of lesser goodies which is accessible to everyone.

I genuinely think the game is already a masterpiece as is, but the two tiers of Moons don't fully reflect the range of demands of the player. If they'd make the kind of adjustments outlined above it'd improve pacing and satisfaction levels resulting in a pretty much flawless experience imo.
manw20
Junior Member
(11-24-2017, 05:47 PM)
I really loved the 100 jumping rope challenge in Metro.
ChuyMasta
Member
(11-24-2017, 06:19 PM)
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What's the best way to collect coins? I'm randomly going through kingdoms hunting down stacks from secret areas. Doesn't feel optimal.
Andyliini
Member
(11-24-2017, 06:42 PM)
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Originally Posted by ChuyMasta

What's the best way to collect coins? I'm randomly going through kingdoms hunting down stacks from secret areas. Doesn't feel optimal.

There's a certain bonus room in Bowser's Kingdom that can net you coins very fast. I'm quite bad at explaining, but if you remember the place where you had to grow a vine to enter the Bonus Stage, that's where you should go. When you reach the rooms end, you spawn back right next to the vine, so grow it again, and repeat. I did this, and could reach full coins very fast.
Panajev2001a
GAF's Pleasant Genius
(11-24-2017, 10:47 PM)

Originally Posted by tassletine

a) There is no timer, no sense of urgency, no run button.
c) Advanced controls are only ever needed for a very small portion of the challenges, making them almost redundant as far as learning a skillset goes.

The reason Nintendo has marked two separate lines for Mario is exactly because there are two perfectly valid ways to give a great Mario experience, especially in 3D. Exploration protected platforming and more linear level based one. Galaxy was special because it was trying to give a blend of both styles, but maybe the current approach allows each style to have more depth and creativity to it and reach new heights.

In a 3D Mario, as much as 3D Mario Land / World were actually amazing games, I do miss not true analog controls and not being able to run at full speed without a run button. I also see these nice levels that appear full of things to see and places to reach and the game is constantly punishing me with a timer if I try to explore it further. Super Mario Odyssey brings me back to a game where I can also enjoy taking a stroll through the world and go through platfoeming challenges at my own pace.

The game does not force you to explore in depth all of Mario’s moves, but it makes all of his huge arsenal of moves accessible and gives you reasons to attempt them instead of forcing all of them down your throat: try the New Donk City “impossible jump” and tell me anyone can do it effortlessly on their first try.
(mat)
Member
(11-24-2017, 11:43 PM)
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Originally Posted by Andyliini

There's a certain bonus room in Bowser's Kingdom that can net you coins very fast. I'm quite bad at explaining, but if you remember the place where you had to grow a vine to enter the Bonus Stage, that's where you should go. When you reach the rooms end, you spawn back right next to the vine, so grow it again, and repeat. I did this, and could reach full coins very fast.

Here you go.
Refreshment.01
Member
(11-25-2017, 12:46 AM)
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Originally Posted by hellishimp

Repetitiveness is repetitiveness even if you played the game for x number of hours (btw 45 hours is not 100 hours...). Besides, I felt generally satisfied with BOTW since I was actually doing exploration, sidequests and not just korok hunting (just whatever I stumbled on the way). In SMO I finished the campaign in.. 12 hours? And the rest was down to moon hunting and mostly repeating the same set of challenges in different kingdoms.

The kingdoms are TINY.

i've seen various GOTY lists and if we abstract enough we could reduce any one of these games to a very formulaic progression structure, rhythm or flow.

Same applies to the other Mario games Odyssey is been compared to: 64 and Sunshine. So im not sure if singling out Odyssey for repetition is fair.

Originally Posted by Shotgun Kiss

That's undermined by the fact that the "fluff" moons only appear after beating Bowser. I would rather have them there on the first playthrough of each world. That way, they wouldn't feel so much like busywork, as I could grab them as I'm going about exploring the worlds for the first time. Having them only be available afterwards means I have to re-explore worlds I've already fully explored. Also, I think more casual gamers are even less likely to be willing to go back to worlds a second time.

That is not factual. "Fluff" Moons are also at the first stages of a level. Remember those are there to let players of different skill levels to make progress in the game.

Originally Posted by tassletine

I didn't say Arms wasn't fast paced, I said it wasn't fast paced enough for me. The video's you've provided all bear that out.

"For me" it's basically the get out of jail card to get away with any claim. I.E: 6 + 4 = 0 ... for me.

See, you basically said Odyssey is slow and that you are not into ARMS for similar reasons.

Here's the substantiations to my claim about Mario being too slow, or lacking drive.

a) There is no timer, no sense of urgency, no run button.

The timer is not in 64, Sunshine or Galaxy either.

b) Coins are abundant. There's almost no penalty when dying.

Penalties when dying were severely reduced since the inception of Mario into 3 dimensions, this was a rather commmon complain when 64 was the latest Mario game. As 1 concrete example, remember how a respawning 1 Up mushroom is sneaked in paltforming areas.

c) Advanced controls are only ever needed for a very small portion of the challenges, making them almost redundant as far as learning a skillset goes.

As far as i remember the Mario games are designed to be completed with the basic move set. Leaving that aside, i don't how you can even make the claim about the relevancy of advanced move sets in Odyssey when you have one of the most active speedruns communities of any game right now.

e) You almost always have to walk (and look) to find something to do. The only time you don't is during the main quest, when the levels are easy.

i don't even know what to say with this one when Odyssey is tied or close to the Galaxy series in terms of variety.

Are you keeping track of the discussion? You began saying the game had "pace problems", that it felt disjointed and that collecting moonshines don't alter the levels. But now the problem is that is too easy. Then you have another group complaining there's too much Moons to collect.

im not surprised since that's the issue i predicted it would hapen with these Moons. Fore what ever is worth here are the perks of this system:
  • Everyone independent of skill level can complete and access most of the game's content.
  • Experienced players in replays have complete control of what type of moons they want to collect while progressing through the game.
  • Rute planing gets a lot more interesting and runs are way more flexible.

f) The game has an easy mode, when it really needs a hard mode.

Difficulty was also a complain when 64 was released, now people are more accepting of it.

Funny enough your complains in regards to Odyssey are a mirror image of the ones labeled at 64, to the point it wasn't considered a "pure" platformer back in the day.

However, 64 teached us a lesson in that respect. Makes one wonder if this game will do the same.
00stevenm
Junior Member
(11-25-2017, 05:04 AM)

Originally Posted by ChuyMasta

What's the best way to collect coins? I'm randomly going through kingdoms hunting down stacks from secret areas. Doesn't feel optimal.

Wooded Kingdom, vine
cereal_killerxx
Junior Member
(11-27-2017, 05:00 PM)
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Now that I've completed Odyssey, I'm tempted to go back and replay Galaxy 2.

For those that have completed Odyssey, how does it compare to Super Mario Galaxy 2? Better? Worse?
tkscz
Member
(11-27-2017, 05:09 PM)
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Originally Posted by cereal_killerxx

Now that I've completed Odyssey, I'm tempted to go back and replay Galaxy 2.

For those that have completed Odyssey, how does it compare to Super Mario Galaxy 2? Better? Worse?

Odyssey and the Galaxy games feel like two different forms of platformers. I only went back to Galaxy 1, but if 2 is like 1 than it feels more linear and obstetrical based, instead of opened. Because of that I feel you can go back to the Galaxy games and not need to compare them as it's more "what suits you better" type of thing.
Manus
Member
(12-06-2017, 04:12 PM)
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Just got my Switch and Mario Monday and I'm loving this game so far. Usually smiling the entire time while playing. Just got to the second part of New Donk City.

Do most kingdoms tend to change kinda after doing certain things inside of them? Like the flowers blooming in the Wooded Kingdom and the rain stopping in New Donk City.
Refreshment.01
Member
(12-06-2017, 10:37 PM)
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Originally Posted by tkscz

Odyssey and the Galaxy games feel like two different forms of platformers. I only went back to Galaxy 1, but if 2 is like 1 than it feels more linear and obstetrical based, instead of opened. Because of that I feel you can go back to the Galaxy games and not need to compare them as it's more "what suits you better" type of thing.

Galaxy and Odyssey have so much variety in them that some times they can crossover, making one feeling like the other.

For example, Bowser's Kingdom feels like a Galaxy and it's very linear in progression.

Originally Posted by Manus

Do most kingdoms tend to change kinda after doing certain things inside of them? Like the flowers blooming in the Wooded Kingdom and the rain stopping in New Donk City.

Yes, what one would consider "main kingdoms" all have the world changes you speak of.
RSP
Member
(12-07-2017, 11:37 AM)
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My girl got me Mario Odyssey for my birthday. I haven't been keeping track of the game at all, so I'm really looking forward to find out what it's all about.
jmoe316
Member
(12-07-2017, 05:11 PM)
Beat the game 100%. I probably won't play this for a few years. Thinking of selling this to re-coup some money while it's still fairly new.

I am guessing at this point we would have heard if there was any planned DLC?
RCU005
Member
(12-07-2017, 07:02 PM)
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Originally Posted by cereal_killerxx

Now that I've completed Odyssey, I'm tempted to go back and replay Galaxy 2.

For those that have completed Odyssey, how does it compare to Super Mario Galaxy 2? Better? Worse?


I liked Galaxy 2 more! Odyssey was great and very fun, but I think what makes a Mario game good is the platforming and not the exploring part. The best Mario Odssey level was the last one Darker Side of the Moon

I really prefer those kinds of levels, than just go an explore to get collectibles. Maybe there can be a game where both exists in equal parts? IMO, Mario Galaxy 2 (and 1, too) felt much more satisfying, than Odyssey. Also, the controls are horrible in Odyssey! While Galaxy 2 used the Wii Mote, it only used the Wiimote and it was focused soely on that. For me, the focus on several controller options on the Switch harm the games.

Another thing, is that many of the stars in Super Mario 64 felt satisfying to get, but many of the moons of Odyssey sucked. I had a good time, but I really wish that they do another platforming-focused Mario like Galaxy 2.
tassletine
Member
(12-08-2017, 10:45 AM)
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Originally Posted by Panajev2001a

The reason Nintendo has marked two separate lines for Mario is exactly because there are two perfectly valid ways to give a great Mario experience, especially in 3D. Exploration protected platforming and more linear level based one. Galaxy was special because it was trying to give a blend of both styles, but maybe the current approach allows each style to have more depth and creativity to it and reach new heights.

In a 3D Mario, as much as 3D Mario Land / World were actually amazing games, I do miss not true analog controls and not being able to run at full speed without a run button. I also see these nice levels that appear full of things to see and places to reach and the game is constantly punishing me with a timer if I try to explore it further. Super Mario Odyssey brings me back to a game where I can also enjoy taking a stroll through the world and go through platfoeming challenges at my own pace.

The game does not force you to explore in depth all of Mario’s moves, but it makes all of his huge arsenal of moves accessible and gives you reasons to attempt them instead of forcing all of them down your throat: try the New Donk City “impossible jump” and tell me anyone can do it effortlessly on their first try.

The problem I have with Odyssey approach is it's kind of an illusion. Taking a game at your own pace is actually something that you can do with most games. I often replay levels over and over just for that reason just to see what tricks I can pull off. It's that Odyssey pushes this over the platforming that I have a problem with, and that it's being defended as being as important as gameplay.

I like exploring but find that walking between action, in all sandbox games, feels like a long loading screen. An interesting loading screen, granted, but not much is actually happening. Personally I find a game like Bloodbourne, a mostly linear game, far more rewarding in it's level design. It feels richer, you still want to explore, and it's secrets are many and varied. But it offers up a challenge.

Now, I don't expect Mario to be as hard as Bloodbourne but I do expect it to offer something new beyond just more of what we've had before, spread out. The only mechanic it does offer, which is the cap's platforming abilities, it barely uses. Instead falling back on the cap basically just being Kirby.
The brilliant tricks that people have learned with the cap after the main game has ended are just expressions of them wanting more gameplay once the main game has finished. It's cool to leave people wanting more, but not to this degree.

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