I guess the best way to argue my point would be to bring up the fact that camera control in these games was awful. Or at least it is by today's standards. I actually think that the Ratchet games control better tbh.I'm gonna need some examples.
I guess the best way to argue my point would be to bring up the fact that camera control in these games was awful. Or at least it is by today's standards. I actually think that the Ratchet games control better tbh.I'm gonna need some examples.
I guess the best way to argue my point would be to bring up the fact that camera control in these games was awful. Or at least it is by today's standards. I actually think that the Ratchet games control better tbh.
My vote goes to mario galaxy. Great camera as well. There's something tight and versatile about his movement in those games.
Titanfall. Literally the only flaws are the automatic ledge grabs and titan rodeos.
Mario Galaxy move set was greatly reduced though.
Mario 64:
Mario Galaxy:
http://www.nintendo.com/consumer/gameslist/manuals/Wii_Super_Mario_Galaxy.pdf
(page 4)
16 vs 11 respectively
3D World and Jak 1 are better than both those games.
I loved Jak 1 but I disagree. It was still very bouncy. That typical non-Nintendo platformer where the character is just over-animated and the movement too weighty.
Mario 64 and Sunshine perfected what I would call traditional 3D platformer controls. Obviously the genre has splintered in the years since
3D World can't really be mentioned in the same sentence though. I would hardly say it's in the same class as Jak or Mario 64. It's extremely oversimplified for the benefit of the simplified levels and perspectives. Also, 3D World is much more action oriented so there's less need for the same kind of control mechanics as previously featured.
Ratchet and Clunk
The one thing I love about Mario is that it has contextual animations states that can be modified based on your input system. It's not just a standard texture with 4 cardinal directions mapped to your control stick but something akin to a RC car where you instruct the "object" and allow the physics/animations to flow with your inputs.
Many of Mario's moves expand from the long jump, pound, side-flip all contribute to this "physics" add to the core "jump" system, you have a very dynamic character that exist as an actual physical object in the game world. It's surprising how many other developers can't get that right in their games.
you know, i feel like 3d platformers deteriorated and aren't a thing today, because no one really attempted to emulate/match the movement we are talking about here.I feel like the precise control/speed/options is lost in 3d platformers after, or one is sacrificed for the other, whereas SM64 and sunshine have all three.
Mario 64 and Sunshine are my #2 and #1 respectively, but I'm surprised no one has mentioned rare 3D platformers. I think Banjo Kazooie could be a contender.
this is fascinating what you are saying, i want more
This is one of the reasons why I didn't enjoy Galaxy as much as everyone else. It just wasn't as much fun to simply move around, which is kind of a funny thing to even say. Mario 64 was brilliant not only for its amazing 3D world but because moving Mario around was a lot of fun. It was like an extension of playing with toys but in a 3D world. It gave the player a great sense of agency without sacrificing the gameplay that was core to navigating the levels. That is one big aspect that has been lost in 3D platformers. The simple joy of just moving the character around.
With 3D World that idea was a distant memory. Replaced by an endless variety of action setpieces or one-off ideas that were simply holding the player's attention long enough to get through the level.
The one thing I love about Mario is that it has contextual animations states that can be modified based on your input system. It's not just a standard texture with 4 cardinal directions mapped to your control stick but something akin to controlling an RC car where it is triggered by momentum rather than direct input, meaning a cancellation from the original command for another. (like a pong stick since it has no resistance)
Many of Mario's moves expand from the long jump, pound, side-flip all contribute to this "physics" add to the core "jump" system, you have a very dynamic character that exist as an actual physical object in the game world. It's surprising how many other developers can't get that right in their games.
i agree totally and i think Cave's post is pretty enlightening and interesting
BUT daamn a little harsh on 3D world, no? the one off ideas are fun creative level design imo.
Mario 64 and Sunshine are my #2 and #1 respectively, but I'm surprised no one has mentioned rare 3D platformers. I think Banjo Kazooie could be a contender.