This guy does really good work. He nails a lot of my opinions on this game here. He was a little more critical about the camera than I would have been, but I think I used it differently. I would actually use the camera to turn Mario rather than the left analog stick, so I always felt like I had control with it.
He also could have been more critical on the lack of variety and that last level. The volcano stage was terrible in every way. However, Mario's mechanics and the controls in Sunshine are, in my opinion, unmatched.
Vert1 said:II. Hover Nozzle - When hovering the camera always redirects behind Mario. This makes sense because if you are turning your direction the camera should too to show you where you are going. You can hover backwards in a straight line only if the camera is directly behind Mario for going in reverse any other way causes camera re-direction which messes up your control. To regain steady control hard-press the L Trigger for immediate camera positioning behind Mario. You aren't going to want to hover toward the camera--it would feel awkward (demonstrated by the swimming areas in Tall, Tall Mountain from Super Mario 64 in which Mario was positioned to swim towards the camera).
It's nice listening to someone who would talk for this long. His complaint at the 18 minute mark on the camera shows he doesn't understand how the camera orientation is to be behind-the-back.
Matthewmatosis is great. I'd love to see him and Campster do a podcast together.Honestly, Matthewmatosis is my favorite video game reviewer out there.
His accent is easy on the ears, his critical analysis is on-point, and he reviews things once the hype train is as close to stopped as it will ever be.
Of course, he isn't perfect - I don't know his age or when he got into playing video games, but nostalgia seems to play a key role in some of his opinions - but overall I feel that he provides one of the most balanced and interesting discussions on game design out there.
I love sunshine. I still play it sometimes. The only reason why i do is because its surprisingly fun to control mario. Nintendo really outdid themselves. Moving mario, jumping everywhere and exploiting all the crazy things that mario can do, can make you forget about the games faults.
In reality, its unbeliable that nintendo released such a bad 3d mario game with so many faults. Its extrange, i can think about many, many things that the games does wrong yet i still have fun each time that i touch sunshine. It really can feel like a great and a bad game at the same time.
If someone asked me about sunshine, i would probably tell him/her that its clearly the worse 3d mario game. But... i come back to sunchine more than to other 3d mario games that i consider better videogames...
The 2nd half of the review, especially the end, nailed it.
You can see how polarizing the game can be just with its begining: after a really short cutscene, you are already playing. Thats the first thing you do. You have the airpor + all the water to try everything that mario can do without the waterpack. It start similar to Super Mario 64. The developers clearly knew how a game should start but... just after that, if you go to a specific place of the airport, an unskippable cutscene starts. The worse cutscene of the game, a cutscene that shows you how to use the waterpack. They dont give you the chance to try it for yourself, a chance to discover it. They chose the most intrusive way. The worse thing about this is that the did let you try mario (without the waterpack) a couple of minutes ago. And it gets worse because, after playing for another minute... a really long, bad, unnecessary unskippable cutscene starts... and you cant play, in a mario game!! After a couple of minutes you can play again. But what could have been a great begining ends up being a horrible 7-10 minutes one.
But i still like how i can move around the airport... before the waterpack cutscene. I hate the begining of that game
Yes, its a bad mario game, but you can have a lot of fun with sunshine
It has good mechanics, open ended level design, and a decent level of challenge going for it, but there's plenty to criticize. It's thematically monotone, and doesn't even take full advantage of the theme it anchored itself to. For example, why is the swimming shit compared to its predecessor when it takes place on an island resort? And why are the levels so limited in their aesthetic choices? They couldn't have done a full cruise ship level, or a serious coral reef level, or a bazillion other resort related things? Beaches, bays, and harbors only go so far. Even when it shifts themes to a volcano (the final level!) it's a bland badly designed stage that hardly does anything with the concept. The worst offense by far though is the excessive coin padding. I've done the breakdown in several SMS thread before, but just as a refresher...Man Sunshine is so fucking underrated.
Sunshine was one of the big games of my childhood, I've played through it at least four times. That said this review is spot on.Man Sunshine is so fucking underrated.
FLUDD is great and I wish there were a way to incorporate him in the following games, but Matosis gets it right in how a lot of the stars in Sunshine really require little platforming in general.
Excited for his Galaxy review.
Wait, I'm confused, how does that show a lack of understanding?
It shows he doesn't get the importance of camera and body alignment; he doesn't understand the core Mario feel. As I already wrote, the camera not aligning behind-the-back of Mario when hover is activated would lead to awkward flight controls. Nintendo was smarter than to let that happen.
Baaah. On one hand I like the in-depth review nature of this, but if this isn't nitpicking to the highest degree, I'm not sure what is.
Maybe the lecture-ish nature that draw me in. There aren't enough serious in-depth review while there are too many reviews made for entertaining (while being informative at the same time). I guess that what makes me can apreciate the design of Super Mario 64 even when I've yet to played it.Although his reviews are informative and in-depth, they aren't particularly entertaining or interesting. His videos are kind of like slow lectures.
Baaah. On one hand I like the in-depth review nature of this, but if this isn't nitpicking to the highest degree, I'm not sure what is.
Although his reviews are informative and in-depth, they aren't particularly entertaining or interesting. His videos are kind of like slow lectures.
Super Mario Sunshine's underwater levels are not The Abyss, nor are there trying to be. There's a grand total of 1 instance in the game where the slow descent speed adds to the atmosphere, the rest of the time it just gets in the way.I don't care if Mario has to descend into deep underwater level slowly and that there's no FLUDD mechanic to make him travel downward faster.. Can you imagine the movie 'The Abyss' if they rocketed to the ocean floor 5 times faster?
Now combine that with the 8 uninspired Shadow Mario shines, for a total of 60. That's right, a full half of the game is pure unadulterated filler. Then there's problems with the blue coins on top of that. Notably, some only appear on a certain episode even though they're in areas accessible whenever you're on that stage. Have fun exploring the same nooks and crannies over and over until you luck upon the right challenge I guess! You can love the game to pieces (I personally consider it the best 3D platformer of that generation in spite of itself), but it's obviously an unfinished product. Kinda reminds me of WW in that regard, actually.
the wind waker, super mario sunshine, and mario kart double dash were this weird trio of supreme disappointments of ead from majora's mask through pikmin 2. there had to have been some sort of mandate set to make sure the extreme delays of the n64 era never happened again, because melee was made in a short period of time, luigi's mansion was made in a short period of time, even metroid prime was essentially rushed to completion, although unlike the ead counterparts of the time, it honestly doesn't come across that way. pikmin 2 was this breath of fresh air despite being a sequel to a 2001 gamecube launch game, and signaled a return to form for ead that i think continues until 2010.
In that exact instance he explains why the camera actually makes hover more awkward than it should be. It's one thing to argue it's a necessary evil but trying to say that shows he doesn't understand is stretching it.
Normal complaint for beginner to intermediate players. Sunshine has the best camera system of any Nintendo game.
Super Mario Sunshine's underwater levels are not The Abyss, nor are there trying to be. There's a grand total of 1 instance in the game where the slow descent speed adds to the atmosphere, the rest of the time it just gets in the way.