Rafaelcsa said:
Well, I do not see how Galaxy leaves those values behind. Exploring new spaces all the time is perhaps Galaxy's strongest point! Each level is totally different from the last one... Hell, each portion of a level is different from the last portion of the same level. The sense of discovery and awe is really something else, I can't think of many games that have all the time so many wonderful and different things to experience.
Exactly. There is no opportunity to explore, as everything is new almost all the time.
It's a breathless staccato way of playing a game that might suit some franchises, but not Mario. You don't discover anything, it's all smacked in your face and controlled from behind the scenes.
What's more, when designers have to come up with that much content, it can not, not affect the quality of the output. Mario 64 had fewer but much more elaborate and well designed and interesting levels.
Galaxy has no secrets for the attentive? Let me ask this, have you found the little, misterious train in Toy Time Galaxy...? Exactly.
It's not as jampacked with secrets as the other games. It's almost as if the designers thought it was waste of time, because their audience never would notice.
I can't think of a Mario game with more atmosphere than Galaxy, other than, possibly, Yoshi's Island. But are you really arguing that Galaxy lacks atmosphere? It may not be the type of atmosphere you are looking for, but saying it gives no importance to atmosphere is insanity.
Most of the atmosphere feels kind of mechanical, calculated and unoriginal. Space and what's connected to it, will always invoke certain emotions. Just like Gregorian monks singing, a beautiful woman moving in slowmotion to soothing piano music etc. etc. There are parts of the Little Prince, Tron and Gulliver's Travels Beyond the Moon etc.
It uses cheap, cliched surefire ways to evoke emotional responses. Not original environment and ideas like in the other Mario games.
This reeks of pure bias against Galaxy.
And you reek of bias against 64. So there!
What does this have to do with anything? He is heavier in Galaxy than in the 2D games as well. The point is, he's not as heavy in Galaxy as he is in M64, so I feel he's much easier and more fluent to control. Many times in M64 I feel like I'm struggling to get him to go where I want him to go. That doesn't happen in Galaxy (nor Sunshine, for that matter).
This is a pure preference thing, though, and shouldn't be important to our argument. I even know many people who love Galaxy but prefer how Mario controls in M64 for some reason. It's just preference.
AFAIR you brought it up, so I answered. And yes it is a minor thing, that I wouldn't have mentioned if not for that.
But it is irritating that they had to kinda break something that was as perfect as the controls in Mario 64.
Why did you bring Ocarina into this? My point about M64 feeling archaic had to do simply with the level design and the controls (and the camera as well, now that I think about it). Galaxy (and other games as well) made all of these much, much better.
Because it is a Nintendo game from the same period in time and therefore it is a good reference point and way to compare.
Nope, it's not the same as swordswinging in Zelda, because that series has always been equaly split between 3 areas: exploration, puzzle-solving and, yes, combat. It's what defines the Zelda series and makes it different from all other series in gaming. Even Metroid focuses heavier in one or two of these 3 elements, depending on the game. Zelda has always kept the balance equal between the 3.
Platforming is the action of jumping from one platform to the other. It's not a game in itself. Just as sword swinging isn't (or pushing boxes). Mario also has and always have had all 3 elements and more. Just in different measure than the other series.
Mario is back to being as relevant as he was 20 years ago.
So you're saying he was irrelevant during the N64 days?
Regulus Tera said:
The Galaxy games are the most saccharine in the franchise, what the fuck is this shit about them being generic vapid dark?
The most saccharine is Sunshine. It should never be saccharine, but apart from possibly certain character designs, I don't see anything saccharine about it.
There is a huge difference between saccharine and cute.
TestOfTide said:
What about for parts where a birds-eye view is ideal? What about transititions from one gravity to another. How would that be handled?
Are you even reading what I'm writing? It shouldn't be there. It doesn't work with the current setup. And it will always be a needlessly confusing way to play a Mario game. It takes focus from the important stuff.
That said with the scheme I'm suggesting, you could do any camera move swiftly and seamlessly (rotate, zoom and rotate around the cameras own view axis).
"ever changing gravity" includes a big spectrum of ideas as proven by galaxy. thats like saying the "use of abilities" is something better left for a single level.
Not at all. There really isn't that many variations possible. Reverse or manipulate the gravity to surprise the player, or let Mario demonstrate two or three body physics. That really is it.
Changing gravity is akin to modes in productivity software, IE *a bad thing*. Unless it's the only thing you focus on, gravity is not your locus of attention and is quite invisible (unless marked with giant arrows and flashing colours, but even then it's easy to forget in the heat of action, and pretty, uninteresting as more than a gimmick, or universally applicable, it ain't).
First off, it was freeform gliding, not free-form flying. And it got old a lot more quickly than getting mario to do full orbits around various objects.
And how is that interesting in the long while? That's just a simple gravity sim. Gets pretty irritating in the long run in fact.
What I meant by flat 3D was the fact that just like how 3D allowed for new platforming scenarios so does including more types of gravity than just the usual kind. Not just gravity centered around an object, but all the different kinds of conditional gravity that are possible.
Define all kinds and how you would use it in a game?
And really the best thing about Galaxy is that it doesn't always rely on the 3D planetoid set-up. Sometimes it does regular old 3D with new abilities and obstacles. Sometimes it does pure 2D to show how the new abilities and obstacles would work in 2D. Sometimes it's 2D planetoids. Sometimes it's a crazy gravity set-up that makes you continuously fall while circling a cylinder. And we know for a fact that there are numerous combinations of gravity set-ups, dimensional freedom, and set pieces that haven't been tried yet.
That seems kind of confused and noncommittal to me. Even the bowser levels in 64 had the same controls and general rules as the rest of the game.
And the regular 3d levels are usually just smaller, mediocre 64 like levels.
Depends on what you mean by "in space".
If by "in space" you mean we keep the whole premise of mario going from galaxy to galaxy instead of jumping into liquidy images cleverly placed in single setting, then frankly I don't give a shit. All that matters is that the settings and design vary as much as galaxy did. Just as I don't give a shit about the storyline of a platformer.
Story or storyline is even though it is usually thought of as one concept, really a lot of concepts merged into one. It all has to do with how the human brain prefers it information served.
With regards to an interactive action games, it is more correct to talk of a premise or a background or a set of rules, protagonists and antagonists. But I digress.
Yes, the premise matters a lot. In fact it is pretty much all that matters. Without premise there would be nothing. It is that which sets the atmosphere and frames the game with rules and world.
And variation for variations sake becomes as monotonous as monotony itself.
If you mean as a theme to the game. Galaxy didn't have "space" as theme in every part and Galaxy 2 had space as even less of a theme. Just because it's got seperated planets doesn't mean it has space as a theme. Gusty garden isn't space themed. puzzle plank isn't. the ghost galaxies aren't. The list goes on because galaxy was just a term used to allow for the inclusion of just about everything.
Space was undeniably the theme for most of the game, unless we are talking the halfhearted 64esq levels.
If you mean in terms of how disconnected each piece of the level is, then as I said earlier in this topic, I think they should make a game with Galaxy style levels as well as 64 style exploration levels and a hybrid of the two.
They already did. It's called Super Mario 64.
Let me flip it and ask you a few question: Do you really give a shit about the plotlilne? Do you really care if it is space themed when there is constant diversity in the levels and goals where even the starting point changes in the same level depending on the goal?
See above.