• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

The worst type of platformer level

Umbasaborne

Banned
im playing sack boy a big adventure on ps5, and its great until i get to the levels where you are being chased, and don’t have time to explore your surroundings. Usually because it means there are collectibles hidden about that you arent given the proper time to find, and ultimatley i end up missing them in my first run.

My dumb completionist lizard brain then requires me to re do the level some times up to three times to get any collectibles i missed. Its incredibly frustrating. Yoshis crafted world was also frustrating for me with its many auto scrolling levels, or the flowers that require you to complete a challenge to get that you are only allowed to attempt once per run.

For me, auto scrollers in collectathon platformers turn what should be a fun experience into a mind numbingly tedious and frustrating one. What types of levels do you dread in platformers?
 
Last edited:

Diddy X

Member
Chasing or autoscroll can suck especially when they are long and tedious, never forget to make it fun.
 

xrnzaaas

Gold Member
Trine 1 had a horrible final level. Having to suddenly climb under pressure was a very bad idea for a game that's not designed to be played that way in the rest of the levels.
 

Umbasaborne

Banned
I disagree

But Sackboy's Big Adventure is a bad plataformer overall.

its such a stark difference to astro bot which i completed twice, and super mario 3d world which im playing at the moment. I think sack-boy is good, but its no where near as good as those two games. I think its because mario and astro bot never feel frustrating, while sack-boy occasionally does.
 

jm89

Member
God of war 1. Hades level where you had to climb the tower of blades, i can feel a vein bulging in my head as i write this.
 

EverydayBeast

thinks Halo Infinite is a new graphical benchmark
To me little big planet is great sack boy is great and mm has a history of good levels with good soundtracks but I think open world has improved platforming it’s a old concept.
 

Con-Z-epT

Live from NeoGAF, it's Friday Night!
I don't think it is that bad to be honest and you already stated that it is your own personal fault.
You are not forced to collect everything. I played through the whole game in couch coop and thought it was alright in terms of collecting items.

To me the auto scroll levels in Sackboy: A Big Adventure added a sense of urgency that i liked.
Once you played them once ore twice this feeling goes away.
 

Cleared_Hot

Member
Is sackboy using the same floaty innaccurate physics for jumping? It made the previous games unenjoyable for me. Platformers need to be tight, and precise. If movement isn't exact and predictable it just feels off. This also borderline screwed up Infamous, but the rest of the mechanics were great
 
Last edited:

Con-Z-epT

Live from NeoGAF, it's Friday Night!
Is sackboy using the same floaty innaccurate physics for jumping? It made the previous games unenjoyable for me. Platformers need to be tight, and precise. If movement isn't exact and predictable it just feels off. This also borderline screwed up Infamous, but the rest of the mechanics were great
No it is a very good platformer with precise controls.
 

*Nightwing

Member
I don’t know, on the one hand I think it serves the purpose to try and make you want to replay the game but on the other hand I prefer to replay games cause they are fun not cause they trigger my OCD and make me go back and finish it.

Now that I typed that out it makes me think it is a cheap game mechanic if a game isn’t replayably fun to make people replay it. Fuck that noise!
 

Kuranghi

Member
The timer in SM3DW, I don't understand its point when there are things to collect in the level that form part of the 100% completion of the game. The old 2D games had a timer yes, but there were no collectibles in the level in the same way as SM3DW, you were just trying to get to the end of the level.

complaining edit - I was watching EZA play it 4P coop the other week and they were just playing it in a casual way and it doesn't really work for that even though I thought that was what I was missing playing it SP. I thought the gameplay would be more relaxed in 4P as everyone just runs around everywhere separately in an area and you naturally find everything by canvassing the whole area, thats true but then I forgot the camera is tied to P1 so you can only do that to a limited extent but the worst part is you need to either all coordinate what you are going to do for the collectibles that are on moving paths or just follow P1 and everyone else dies and bubbles to them. Its a confusing game to me design-wise, the level design and timer encourages 4P in my mind but the camera encourages 1P.
 
Last edited:

Trilobit

Member
its great until i get to the levels where you are being chased, and don’t have time to explore your surroundings.

I can't describe how much I hated the cosmic clones in Super Mario Galaxy 2. The way you'd not be able to breath for a second as they relentlessly followed your every turn and even copied Marios sounds in their own high pitched version. Disgusting critters!

eStiLMV.png
 
Last edited:
Top Bottom