MYE said:Maybe not very inspired but bad?
Unless i'm forgetting something
http://www.youtube.com/watch?v=Uatec_J1qN4
MYE said:Maybe not very inspired but bad?
Unless i'm forgetting something
robor said:You know what I could never understand about Super Mario 64? The massive exploitation of the long jump. It completely renders Mario's running void and useless.
apana said:It wasnt really a big deal.
robor said:Yea, it really was.
KevinCow said:At least it's more fun than rolling in Zelda.
robor said:It's more fun not playing either.
Anth0ny said:I don't know about you, but I "exploited" Mario's long jump just as much in Galaxy as I did in Mario 64.
robor said:Of course you can but the level designs prohibit you from JUST using long jump.
redbarchetta said:I just want to note that this is one of the dumbest arguments I've seen.
robor said:Yea, it really was.
There are two very easy solutions to this problem that could be combined.TestOfTide said:No, you can't, because what is "up" constantly changes, leading to situations where the camera isn't oriented the way it should be. Think of it this way: When you're piloting a jet: you have to take into a account what your orientation is when figuring out whether or not pushing the stick forward will make you go down or to the right.
Lamest ideas ever, and only slight variations on stuff that has already been done to death in Galaxy as part of the whole gravity gimmick.Here's a quick list of a few things that haven't been tried yet:
- constantly jumping from a bunch of small cube planetoids that are a short distance from each other so that if you fall between them, you end u being pulled to the side
- something like Galaxy 2's free-fall cylinders only instead of a straight cylinder, it's a donut
- Like the pop-up book, only instead of flat becoming blocks, flat becomes a sphere.
- A 3D version of the gravity changing to a beat
How about an open hub-less world, that still manages to keep tight, content packed gameplay? Transport to get easily from one part of the world to another, could be flying, teleporting, warp pipes, canons etc. But make them all a fun and creative part of the game, not just a passive, boring loading screen masking device, like the shooting stars in Galaxy. And how about non-timed abilities or abilities with generous timings?But lets hear a real counter argument: How would you propose to make a new 64 type game that feels fresh and exciting without resorting to something like sunshine where you completely throw out core mechanics or like in banjo kazooie games were abilities are constantly stacked on top of new abilities? And I mean in a way that couldn't lead to me using the same reasoning to suggest that nintendo should have just stuck with 2D mario.
Again something that only lends itself to a space setting or a very bizarre and sureal universe. It will completely monopolise and dominate the graphical and gameplay style.In galaxy it is done by both blatantly telling you with arrows and blackholes as well as one, subtle yet effective signal: How smooth/round an object as. All the parts of the game where there isn't changing gravity or centered gravity show flat objects with rigid edges.
The more the better right? No! See my answer on complexity below. Less is more when it comes to powerups.no too long, but it doesn't matter because while 64 has gliding and swimming, galaxy has skating, spring jumping, orbiting, floating (boo mario), swimming, floating (pull stars), etc.
Because it slows things down and complicates in a way that really doesn't have anything to do with gameplay. See my answer below.btw, how does it get irritating exactly.
I already gave you a list of just some of the possibilities. There's many more possible because now that we have mario in all 3 dimensions, the next step would be to include all 3 orientations and then see how we could find something that takes only certain aspects of some of those dimensions and some of those orientations.
Funny you say that, I get the same feeling. Could it be something common to all discussions between two persons? ;-)I have a feeling though that at this point you just being stubborn.
Gravity as a very involved and sometimes intrusive part of the gameplay, and it needlessly slows things down and complicates.It's not confusing because stuff like the free-fall cylinder is kept isolated.
No, because metal Mario played along the same rules and premise as the rest of the game. Mario could move in three dimensions, and wasn't suddenly stuck in a weird 2½D universe. The same with the more linear levels in 64, you could still move in the third dimension.So you're complaint is the fact that the game dares to give some variety. Did you get confused when you sank underwater when becoming metal mario?
Did you hear about all the people who read the story book in galaxy or did you hear everyone talk about how great it was that it could be completely ignored? NO ONE plays mario games for the premise or story. They play it for the varied and clever platforming.
No it doesn't. I don't go "oh man this is so boring doing different kinds of things" in real life, so why in the fuck would the logic be different in a platformer? I guess if I were some weirdo that gave a shit about the story I would find it monotonous to focus on the gameplay and not give a shit why the levels vary, but who in the fuck actually plays mario games for the story.
Gusty garden was a half hearted level? Was freezeflame spaced themed as well? What about the bowser levels? were those space themed or half-hearted? And what was half-hearted about Beach bowl? Was wall-jumping waterfalls halfhearted or space themed?
Guess what, lava is a liquid. Liquids tend to be flat. Hence the flat surface. Plus N64 probably didn't have the power to do dynamic geometry of this scale.lol no. 64 never had anything like melty molten. It's closest equivalent was a flat lavaland and a single bowser level where once again the lava part is just the flat bottom of the stage.
Can't imagine how that would work. Gravity oriented gameplay would be ok for a single level, but after that, the possibilities and novelty has worn out.I'm talking about stages were different goals put you at different starts. And for the hybrid I'm talking about something that has the gravity and level variety of galaxy while retaining the seamless transitions of 64.
I mean look at all of the above. I address your query there.:lol since when did 64 have anywhere near the amount of level variety of galaxy.
That is one of the most untruthful comments I've read.robor said:When members here mention "tight" platforming in Galaxy that is lacking in 64, they're talking about how the levels are designed: Galaxy pushes for more acrobatics than 64.
Take another note while you're at it and respond with some substance next time.
Oblivion said:How can SMG be both bombastically epic and saccharine?
robor said:When members here mention "tight" platforming in Galaxy that is lacking in 64, they're talking about how the levels are designed: Galaxy pushes for more acrobatics than 64.
Take another note while you're at it and respond with some substance next time.
redbarchetta said:That was not the argument I responded to, the one which was so acutely persnickety, required no further substance to explain its stupidity.
robor said:It IS a part of that argument, it HAS a relationship to that argument, it does not exist in some vacuum where you can criticize and throw insults at whilst claiming there is no relevance to said argument; compartmentalized for your own agenda.
redbarchetta said:Your complaint of being able to long jump in lieu of running has no impact on the platforming element of the game. Your're arguing that the platforming isn't as "tight," which isn't at all contingent on your silly "long-jumps is better than running" point. And if it were, then it would also be applicable to Galaxy, which you've already admitted is a factor in that game as well.
robor said:No, I'm arguing about the level design that results in using such mechanics. 64 has a lot of dead space (hence the long-jumping) while Galaxy has long-jump but the levels are designed in such a way (i.e. lack of dead space) that you can't use it exclusively.
robor said:No, I'm arguing about the level design that results in using such mechanics. 64 has a lot of dead space (hence the long-jumping) while Galaxy has long-jump but the levels are designed in such a way (i.e. lack of dead space) that you can't use it exclusively.
Jea Song said:So mario is going 3d with the 3ds before he goes hd? :lol
KevinCow said:I feel bad for anyone who actually bothered to collect all the blue coins in Sunshine. That must have been really painful.
Jea Song said:So mario is going 3d with the 3ds before he goes hd? :lol
apana said:Mario Galaxy already looks great on an hdtv. Sure there is room for improvement, but the 3DS opens up a lot more interesting possiblities.
Amir0x said:nah it wasn't so bad to get
just mediocre design
Amir0x said:looking "great" with an HDTV is not the same as a game being HD. Which is a significant leap visually. sure you know that but still
It looks fantastic in Dolphin. Upscaled with some AA, it's one of the best looking games ever made.Amir0x said:looking "great" with an HDTV is not the same as a game being HD. Which is a significant leap visually. sure you know that but still
LovingSteam said:A Mario without the waggle set in the Galaxy universe. At least that's what I want.
apana said:In the future all games will have waggle or whatever people call it. Basically what you want is Mario Galaxy 3 on 3DS.
LovingSteam said:A Mario without the waggle set in the Galaxy universe. At least that's what I want.
Busaiku said:The waggle spin was great.
apana said:I enjoyed it but some people definitely had problems, there will always be holdouts who are going to love the traditional controller. It doesn't help that the wii remote doesn't always work the way its supposed to. Gamers should learn to adapt because it is the controller upon which all future controllers will be based. Sony already copied it and I'm sure Microsoft will in the future.
Billychu said:It looks fantastic in Dolphin. Upscaled with some AA, it's one of the best looking games ever made.
LovingSteam said:I just despise waggle. I have a Wii and a few games. I sometimes go back to them and give them another try but it just doesn't work for me. I'm holding out for DKC and Zelda but even then I don't have a lot of faith that I will enjoy them, thanks to waggle.
apana said:I enjoyed it but some people definitely had problems, there will always be holdouts who are going to love the traditional controller. It doesn't help that the wii remote doesn't always work the way its supposed to. Gamers should learn to adapt because it is the controller upon which all future controllers will be based. Sony already copied it and I'm sure Microsoft will in the future.
MYE said:And that isnt the case in either Galaxy games, so...
Squeak said:There are two very easy solutions to this problem that could be combined.
An auto correct option is obvious. Let the camera make sure Mario is always "up".
Or use the rotate feature of the wiimote to rotate the camera along the view axis just like you can twist the globe in the Weather Channel.
But Galaxy doesn't really seem that concerned with keeping Mario right side up. I remember numorous occasions where you have to control him walking on the "ceiling", which in turn leads to a lot of confusion with the standard relative control method.
Lamest ideas ever, and only slight variations on stuff that has already been done to death in Galaxy as part of the whole gravity gimmick.
How about an open hub-less world, that still manages to keep tight, content packed gameplay? Transport to get easily from one part of the world to another, could be flying, teleporting, warp pipes, canons etc. But make them all a fun and creative part of the game, not just a passive, boring loading screen masking device, like the shooting stars in Galaxy. And how about non-timed abilities or abilities with generous timings?
Again something that only lends itself to a space setting or a very bizarre and sureal universe. It will completely monopolise and dominate the graphical and gameplay style.
The more the better right? No! See my answer on complexity below. Less is more when it comes to powerups.
Because it slows things down and complicates in a way that really doesn't have anything to do with gameplay. See my answer below.
You didn't give me new possibilites. You gave me lame variations on stuff already done.
That's not surprising as that is the environment we evolved in. Think of the Desent games. They were full 3D and were quite difficult to play and impossible for some people, and there you had the advantage of seeing the world in first person. Imagine adding another "dimension" to control, by adding 3rd person perspective.
Gravity as a very involved and sometimes intrusive part of the gameplay, and it needlessly slows things down and complicates.
No, because metal Mario played along the same rules and premise as the rest of the game. Mario could move in three dimensions, and wasn't suddenly stuck in a weird 2½D universe. The same with the more linear levels in 64, you could still move in the third dimension.
So you'd be happy if Mario was replaced with a coloured block and his enemies was differently coloured blocks and the whole universe was just flatshaded simple polygon surfaces?
Mind, this is still a premise, although an abstract and simple one.
People play games to be active not to sit passively back. Integrating passive story in a game can be done but it takes great skill and care. In Galaxy they did not succeed.In fact read the interviews. They had discussions about whether to put this stuff in the game at all. But Miyamoto gave in to some stupid young punk who insisted. That's what I mean by the whole game feeling coagulated and disjointled. There isn't a common good idea or force or person pulling the whole game together.
Constant change equals noise and chaos. I wouldn't go so far as to say that Galaxy feels chaotic, but it is further along the scale. Noise is monotony's equally ugly twin sister. They are two sides of the same coin. I'd say that 64 strikes a very happy balance.
You want new stuff to do, but you also want to get to know the place and the stuff you do in it, and get good at it.
It's halfhearted in the sense that it's a cocktease of a 64 level without giving you the real thing. And yes, they are space themed in the sense that it has all the gravity stuff going on and shooting stars.
Guess what, lava is a liquid. Liquids tend to be flat. Hence the flat surface.
Plus N64 probably didn't have the power to do dynamic geometry of this scale.
But the two lava levels from 64 you mention, are far from flat. In fact they are some of the most intricate and vertically oriented in the whole game. Just remember going inside the volcano. Play them again and you'll see.
Can't imagine how that would work. Gravity oriented gameplay would be ok for a single level, but after that, the possibilities and novelty has worn out.
I mean look at all of the above. I address your query there.
As you might remember (apparently not) I said that you engage camera mode by pressing B. When not pressing B you are free to move the wiimote however you want.TestOfTide said:If you had twisting the wiimote control the camera then players would get annoyed with having to constantly make sure they keep their hand steady.
Så the concept is so hard that they figured they needed a whole game to train people before the real challenge AND needed to have a spin to win option for the really dense?It minimized confusion by giving the player blatant warnings that the orientation and/or control was going to change. ALso, this is why nintendo made Galaxy 1 so ridiculously easy in the first place: to get players used to the idea of gravity not being like in 64. Just like how MANY people were getting confused when they first tried 3D mario.
No I'm raising points as to why that is. And your ideas were just slight variations on things already done to death in the existing games. I didn't hear anyone cheering for your ideas.You asked me show you that there are still mario different ways to play around with gravity and I did. You're only response is that they are lame. You're in the minority here, and obviously everyone is entitled to their opinion, but all you are doing is insisting that gravity the gravity got old and that's why SMG and SMG2 were meh when:
Little random ideas, detached from the Mario universe as such, only made possible by the card blanche to do what ever the f*ck you can think up in a 10min brainstorm, that the space setting is.. A few of them might have been fun as bonus levels in a real Mario game, but not a whole freaking game of them. The Ice Mountain was just as I said a halfhearted 64 level, and a perfect example of the framing and customization of the scenes to fit the camera. Purple coin levels was just collectatons with almost no emphasis on exploration but more on luck and going over the same damn route a million times to get it perfect before time runs out. OCD for ya!1) The game didn't focus entirely on gravity and had many "regular" 3D sections in which the player played around with new 3D mario concept. Hence things like freezeflame's ice mountain, freezy flake's lava section, sweet sweet galaxy's conveyor belt cookies, the final section of space dust (with the platforms snapping into place), and the infamous liugi's purple coins.
I don't even get what you are saying here. Not tried any of them?! No, because it's all in your fantasy. On the other hand, I did try them already, in the Galaxy games.2) I just showed you just a few of many was of expanding on the gravity concept and you haven't even tried any of them. You just assumed they were lame because you want something more like a 3d super metroid without powerups.
How would you do that if you are not limited to small planetoids and space junk?So EXACTLY what I said earlier (I said that the next mario game should have more seamless transitions). Only difference being that I think they should keep fooling with gravity and dimensions as well while you think that would somehow make the game stale.
AndThis is the stubborn-ness I am talking about. You would rather we not try new things because it'll "complicate and confuse people".
Oh, you're right of course. Why not add even more to the fun by mirroring the controls at random, making Mario invisible, doing the whole levels in psychedelic flashing colours, making the game abide to negative energy universe laws. Wouldnt that be totally kooky?Great idea, and has the potential to be a lot more interesting than yet another castle or some theme that restricts what levels can be done like in sunshine. Hell, that could even allow more new concepts like screwing around with mirrors more than just a single room or having the size of things constantly change.
Oh wait sorry, that too complicated for you we should just stick to making mario 64 2.
It can also become a crutch, instead of just doing a great gameworld. just trow in more powerups that'll hold the little SOBs.Not simply "the more the better", just that with a genre like a platformer, people like the idea that they are trying something new. Adding so much stuff that it becomes annoyingly complicated is what made Banjo Tooie annoying.
You don't have to twist and turn all the time in a desperate struggle to be original. That's the trouble with a lot of media these days. It's like they think the audience has a finger on the remote all the time ready to change the channel if there is even the slightest tingle of boredom. They have flop sweat as they feverishly try to say or do something surprising.Besides eliminating loading times, how do you suggest a fresh, fun mario game be made without screwing around with gravity and/o giving new abilities that completely change the way old things can be approached.
Outside of a few unavoidable pathological cases, that was only for a very short while, until you got used to the controls. That is a problem all 3d games have to some extent, also Galaxy. 3DS should fix that.So it slowed things down to fool around with the game's mechanics? People also found that it was slower to accomplish things in 3D than in 2D due to now having to make sure mario is jumping and moving in the right direction.
Fps view, like in Descent, makes it easier to judge distances, that was my point.First person isn't an advantage nor is third person view "another dimension" of control, especially when third person lets you get a better sense of collision detection from all angles, which I assume would be something to worry about when navigating a spaceship in 3D. BUt of course having the ting you're controlling being able to mario and turn in all directions regardless of the environment is going to be confusing. That' why some people love games like ace combat and others found it too confusing to control.
I'm not sure what you are getting at, but not having control of you're camera in a 3D game is by far the worst option. It makes everything harder.It's funny, because this is EXACTLY what you thought the camera should be like, yet have now explained why that type of camera would be too confusing to work. Thanks for proving my point.
3D like colour and sound is something that ads to the sensory experience at a low level. Gravity not at all.While we are at it, lets take away the 3D because it needlessly slows down and complicates part of the gameplay.
Not something that amounts to a change in the laws of the universe. A sudden and inexplicable change from 3D to 2D is something Nintendo just pulls out of their ass. Ass pulls is a no go in any kind of media, where you rely on humans inherent want to believe and go with you, you could say it's a betrayal of trust in some way. Just like that irritating kid that always changed the rules of a game when you were playing with him.Except for two differences, which were the fact that he sank underwater and he was invincible.
What is it with the freefall cylinder as you call it, that makes it so wonderful and new?The only difference between the freefall cyllinder and a regular 2D section was that instead of a bottom, the vertically stage looped back like how the main levels in Mario Bros looped horizontally.
Which is why off course no good game tries to throw too many new concepts to the player at once. They introduce a new concept, then introduce another new concept, and THEN in a later level combine the two concepts.
Mario should at least be something with that looks like he can jump and do different acrobatic tricks. A block suddenly jumping would come off as both a glitch and disconnected from its world (unless this was some weird block themed game).
Enemies should, like in mario be able to give you a hint as to ho they hinder the player from getting from A to B. A simple block does not do that.
And I don't want another mario 64 (a bunch of flatshaded simple polygon surfaces) because such a thing would lack variety.
:lol no one gives a shit about the storyline of a mario game. In fact, the one area where the galaxy games were inferior to 64 was that 64 had a lot less story. It gave a simple letter, put you the world, and then you got to immediately play the game.
64 doesn't strike a balance when the player is constantly going through the same parts of the level just to get to the new stuff in each and every level. That's real monotony. This is why people hate when a game makes you back track while love getting to constantly try new levels.
Again, space themed in that it has gravity, small planetoids and freefloating pieces of rock as the world.No, i's not space themed. Space Dust galaxy is space themed. Battlerock galaxy is space themed. A bunch of nature related stuff isn't space themed. It's just a surreal a nature themed world where you see stuff like giant apples and moles leaving burrow trails.
And that is inherently good how?And luckily the galaxy games don't try and be realistic with anything, they let you platform in places that are physically impossible.
PS: liquid forms spheres when it is in an area of insignificant gravity
That is the lamest excuse as to why Galaxy should be linear that I have ever heard. Bububu the graphics would be worse.And you don't think console limitations has anything to do with galaxy's linearity? No, clearly the wii could make a game as smooth and deliberate looking as galaxy while making it as open as a GTA game. And I'm sure a console that can't handle the havok engine in 3D could handle intricate gravity in a more open world. :lol
Again, inside the volcano and the building you have to negate to get the last star.How in the fuck was lavaland vertically intricate. Literally everything was on the same altitude.
You mean explaining to me that you would rather limit the possibilities for levels than try and evolve the series (and I mean by doing more than just the obvious minimizing the in between crap). You definitely made that loud and clear.
Of course, we are working on a Mario product for the Nintendo 3DS, I can tell you that. One of the things we have looked at, you know when you are in a 3D world but on a 2D screen it is difficult sometimes to tell distance, whether an object you are looking at is in the foreground, in the background, is the object above you? Sometimes its a little bit harder. So its going to be really exciting for us to make that easier for the player to understand using the Nintendo 3DS technology. And for the first time ever Mario will be on a handheld system with an analog stick for controls. Thats new. Source. (Nov 8, 2010)
The one thing I agree with most.Gravijah said:No more Galaxy, please. Something new.