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Official Super Mario Galaxy Hands-on Thread - ALL Previews Here

it pisses me off a little when journalists ask miyamoto questions about mario sunshine and wind waker like they're things the teams should be ashamed of. i don't like the idea that developers are gradually pushed and pushed into making reactionary games that cater to the fickle tastes of the audience.
 
beelzebozo said:
it pisses me off a little when journalists ask miyamoto questions about mario sunshine and wind waker like they're things the teams should be ashamed of. i don't like the idea that developers are gradually pushed and pushed into making reactionary games that cater to the fickle tastes of the audience.
Uh...yeah. I think Mr. Miyamoto is old enough to make big-boy decisions now. I have a feeling he can talk to journalists and still form his own opinions, believe it or not.
 
i didn't say he wasn't capable of making his own decisions. i'm saying there are elements of those games that were totally worth keeping, and when journalists go into interviews asking questions that carry the subtext, "so mario sunshine/wind waker sucked and weren't as successful as other titles in the series, what have you done differently this time?" it dismisses all the good things those games brought to the table.

it tosses the baby out with the bath water, as the saying goes
 
elostyle said:
This is the kind of game where players and speerunners will be able to pull off some amazing shit.


I agree with this. Watching some of the videos demo'ing the gravitational pull of the landmasses makes me think that creative players will come up with some awesome sequence breaks and general exploitative craziness.
 
datruth29 said:
o..........m.............G!!!!!!
I'm crying tears of joy right now...
The level design freedom the setting provides is amazing. You never know what may come next and judging from this it is full of creativity.

None of the boundaries a fixed setting like "port level", "amusement park level", or "beach level" imposed on the level design in mario sunshine.
 
datruth29 said:
o..........m.............G!!!!!!
I'm crying tears of joy right now...
f_tastethehapm_fcc66d5.jpg

Taste the happy!
 
While watching any footage of this game I literally say 'Wow', not just at the graphics, but at the amazing gameplay mechanics, it looks to redefine the platforming rules which were set by Mario 64.

Whatever trick Nintendo are using, I hope they do the same for Zelda Wii.
 
elostyle said:
The level design freedom the setting provides is amazing. You never know what may come next and judging from this it is full of creativity.

None of the boundaries a fixed setting like "port level", "amusement park level", or "beach level" imposed on the level design in mario sunshine.

We knew that it was a return to form, compared to SMS (which I do like a LOT: impressive graphics engine, really nice gameplay [especially that sand-bird and the pack-less levels stood out as amazing yet tough moments to me], cuteness overload that each Mario game brings to the table, etc...) which was more of a SM64 Mario goes on vacation than the SM64 sequel we had in mind.
I could live with the water-pack: nice idea to add to the table: in part SM64 was so incredible for us gamers because it was a game designed around two key and revolutionary ideas: 1.) bringing the Mario experience into 3D and 2.) Controlling Mario with an analog joypad with 360 degrees smooth motion). These ideas did not limit the game's variety, instead they allowed even more creativity in the level design too: the only limit was the amount of moves you would fit Mario with and how each move could combine with others and the environment to let you surpass obstacles.

SMS, taking advantage of the new triggers in the GCN's controller, devised the FLUDD and had the idea of giving the game a more coherent storyline and setting and this brings us to some key concepts IMHO when comparing SM64, SMS, and SMG:

1.) let's start from the similar-to-FLUDD items such as the Bee Suit and let's compare it to the FLUDD: SMS was mostly, except those few pack-less levels, built AROUND the FLUDD while SMG is clearly NOT built around the Bee Suit and SM64 was NOT entirely built around the flying cap or any single items Mario could use. This certainly did not help, or rather made worse, the problem that afflicts SMS (and makes it a REALLY AWESOME game rather than an INCREDIBLY AWESOME game) and the keyword here is VARIETY or more precisely lack of thereof. SMS inherited the typical SM64's gameplay, but a bit too much emphasis was put on using the FLUDD alone or in conjunction with more classical SM64 moves to proceed in the level and reach your objective.
The variety of moves Mario had in SM64 was quite high in variety and in how flexibly you could combine them to achieve a particular effect (jumping in that hard to reach place ;)) while the FLUDD is much more limited in the actions it can perform. Yoshi's Island was VERY different from taking Yoshi in SMW: they took the idea of pairing Mario with Yoshi and ran fully along with it giving Yoshi all sorts of cool capabilities to make an incredible stand-alone game: IMHO the FLUDD could have worked very well to make a crazy Yoshi's Island kind of game, fully developing the FLUDD's capabilities and giving it a lot of them and building a game around them.
The FLUDD had too limited capabilities in SMS to make the great stand-alone game people expected SMS to be and all the points in which using the FLUDD to move forward came with the same set of constraints limiting how much freedom the designers had when developing those sections around the FLUDD.
IMHO having the FLUDD-less levels empowered the designers to focus more on the FLUDD and its uses in the other levels and together with the island theme this lead to a more limited game experience than it could have been: the limited functions of the FLUDD plus the island theme consistently maintained throughout the game's FLUDD focused levels meant that the variety you could provide to the gamer was a bit limited. Where you could use the great arsenal of special moves SMS inherited from SM64 the designers still limited themselves as far as level variety was concerned in an effort to maintain a consistent theme to the game (you had to feel like Mario was visiting different parts of the SAME island [still considering it is a game based in a purely fantasy setting, I cannot see what's wrong with a tropical island having some snow filled levels, some glaciers, some jungles, some deserts, etc... all on the same island).

2.) SMS's theme was a bit too restrictive to provide a good variety to the levels you could play around it and this was because the designers did care about the consistency of the Island setting they established in the game. The game was set on a tropical island and in a tropical island and the designers while could have had snow filled levels, or other crazy odd themed levels, they wanted to maintain the illusion that Mario's adventure was not broken in small levels all over the place, but really was in a specific place and all locations on that island were thought the way they were to intentionally maintain a certain consistency. Also each level was really huge (which was a good thing but took away a lot of their resources).
A different way to go would have been to have a multitude of islands Mario could travel to, islands that were set in different geographical locations and each one had a different theme to it: each island would have probably had way less levels than SMS's island did have or maybe one large level or two levels each with several goals to achieve in each level that forced you to explore different parts of each level (just like you did in SM64).

3.) SMG not only goes with the idea of a multitude of Galaxies to provide good variety to the player (Miyamoto said that they followed the NSMB formula and went, compared to SMS, to TONS of smaller levels compared to FEW larger ones), but has a lot of variety inside each Galaxy/level which really makes me feel anxious about playing SMG.
Those of us who like huge levels (which was something that was partly well realized going from SM64 to SMS) might be a bit disappointed at first, but if they stay at least around SM64's size or a tiny bit bigger then there will be nothing to complain about and lots to get excited about.

4.) SMG is again a game, similarly to SM64, which takes advantage of pushing controls forward in a significant way compared to the jump from the N64 joypad to the GCN joypad to stimulate creativity in the game design and the idea of multiple suits (temporary abilities enabled by special mushrooms) is IMHO a better way to give variety to each game's level compared to the way the FLUDD was handled (hopefully there will be at least 3-4 suits and I mean crazy ones too :D).
 
Panajev2001a said:
We knew that it was a return to form, compared to SMS (which I do like a LOT: impressive graphics engine, really nice gameplay [especially that sand-bird and the pack-less levels stood out as amazing yet tough moments to me], cuteness overload that each Mario game brings to the table, etc...) which was more of a SM64 Mario goes on vacation than the SM64 sequel we had in mind.
I could live with the water-pack: nice idea to add to the table: in part SM64 was so incredible for us gamers because it was a game designed around two key and revolutionary ideas: 1.) bringing the Mario experience into 3D and 2.) Controlling Mario with an analog joypad with 360 degrees smooth motion). These ideas did not limit the game's variety, instead they allowed even more creativity in the level design too: the only limit was the amount of moves you would fit Mario with and how each move could combine with others and the environment to let you surpass obstacles.

SMS, taking advantage of the new triggers in the GCN's controller, devised the FLUDD and had the idea of giving the game a more coherent storyline and setting and this brings us to some key concepts IMHO when comparing SM64, SMS, and SMG:

1.) let's start from the similar-to-FLUDD items such as the Bee Suit and let's compare it to the FLUDD: SMS was mostly, except those few pack-less levels, built AROUND the FLUDD while SMG is clearly NOT built around the Bee Suit and SM64 was NOT entirely built around the flying cap or any single items Mario could use. This certainly did not help, or rather made worse, the problem that afflicts SMS (and makes it a REALLY AWESOME game rather than an INCREDIBLY AWESOME game) and the keyword here is VARIETY or more precisely lack of thereof. SMS inherited the typical SM64's gameplay, but a bit too much emphasis was put on using the FLUDD alone or in conjunction with more classical SM64 moves to proceed in the level and reach your objective.
The variety of moves Mario had in SM64 was quite high in variety and in how flexibly you could combine them to achieve a particular effect (jumping in that hard to reach place ;)) while the FLUDD is much more limited in the actions it can perform. Yoshi's Island was VERY different from taking Yoshi in SMW: they took the idea of pairing Mario with Yoshi and ran fully along with it giving Yoshi all sorts of cool capabilities to make an incredible stand-alone game: IMHO the FLUDD could have worked very well to make a crazy Yoshi's Island kind of game, fully developing the FLUDD's capabilities and giving it a lot of them and building a game around them.
The FLUDD had too limited capabilities in SMS to make the great stand-alone game people expected SMS to be and all the points in which using the FLUDD to move forward came with the same set of constraints limiting how much freedom the designers had when developing those sections around the FLUDD.
IMHO having the FLUDD-less levels empowered the designers to focus more on the FLUDD and its uses in the other levels and together with the island theme this lead to a more limited game experience than it could have been: the limited functions of the FLUDD plus the island theme consistently maintained throughout the game's FLUDD focused levels meant that the variety you could provide to the gamer was a bit limited. Where you could use the great arsenal of special moves SMS inherited from SM64 the designers still limited themselves as far as level variety was concerned in an effort to maintain a consistent theme to the game (you had to feel like Mario was visiting different parts of the SAME island [still considering it is a game based in a purely fantasy setting, I cannot see what's wrong with a tropical island having some snow filled levels, some glaciers, some jungles, some deserts, etc... all on the same island).

2.) SMS's theme was a bit too restrictive to provide a good variety to the levels you could play around it and this was because the designers did care about the consistency of the Island setting they established in the game. The game was set on a tropical island and in a tropical island and the designers while could have had snow filled levels, or other crazy odd themed levels, they wanted to maintain the illusion that Mario's adventure was not broken in small levels all over the place, but really was in a specific place and all locations on that island were thought the way they were to intentionally maintain a certain consistency. Also each level was really huge (which was a good thing but took away a lot of their resources).
A different way to go would have been to have a multitude of islands Mario could travel to, islands that were set in different geographical locations and each one had a different theme to it: each island would have probably had way less levels than SMS's island did have or maybe one large level or two levels each with several goals to achieve in each level that forced you to explore different parts of each level (just like you did in SM64).

3.) SMG not only goes with the idea of a multitude of Galaxies to provide good variety to the player (Miyamoto said that they followed the NSMB formula and went, compared to SMS, to TONS of smaller levels compared to FEW larger ones), but has a lot of variety inside each Galaxy/level which really makes me feel anxious about playing SMG.
Those of us who like huge levels (which was something that was partly well realized going from SM64 to SMS) might be a bit disappointed at first, but if they stay at least around SM64's size or a tiny bit bigger then there will be nothing to complain about and lots to get excited about.

4.) SMG is again a game, similarly to SM64, which takes advantage of pushing controls forward in a significant way compared to the jump from the N64 joypad to the GCN joypad to stimulate creativity in the game design and the idea of multiple suits (temporary abilities enabled by special mushrooms) is IMHO a better way to give variety to each game's level compared to the way the FLUDD was handled (hopefully there will be at least 3-4 suits and I mean crazy ones too :D).

architect20close.jpg


Change your avatar.
 
Another great Matrix character :D.

(IMHO it was full of awesome characters, such as Sati's father in the following picture)

rama.jpg



(I'll alternate between the two avatars, thanks for the avatar of The Architect)
 
rdellw said:
While watching any footage of this game I literally say 'Wow', not just at the graphics, but at the amazing gameplay mechanics, it looks to redefine the platforming rules which were set by Mario 64.

Whatever trick Nintendo are using, I hope they do the same for Zelda Wii.
Well apparently they are using this trick for Metroid Prime 3 and maybe Brawl too. Pretty awesome methinks.
 
I finally cracked and watched some videos. Looks amazing. Both visually and conceptually. The blue star planets were interesting. You grab the blue star with your pointer and it puts a sphere around Mario and since its a planet he begins to orbit around it as if he were a moon. That they even bothered to add that is great.

Its a good thing they're incorporating the black holes more. I was worried the game would just be about running around spheres without a way of falling and dying.
 
AniHawk said:
I mean it can't be just me. Are CoD4 and Killzone 2 ACTUALLY black and white? I swear to god there's no more than 4 colors in those games.

wrong!

killzone 2 actually has 4 million colors!!

it has 1 million different tones of gray, 1 million of white, 1 million of black and 1 million of light brown.

look:

kz5.jpg
 
sphinx said:
wrong!

killzone 2 actually has 4 million colors!!

it has 1 million different tones of gray, 1 million of white, 1 million of black and 1 million of light brown.

look:

http://i181.photobucket.com/albums/x40/jinn-/kz5.jpg[IMG][/QUOTE]
so like, black and white!
 
Flakster99 said:
The last portion of the video absolutely blew my mind. :D

After seeing how far the game has progressed, all the interviews and previews, all of it, it's time to go on a media blackout. Can't wait.

I went on a media blackout after that initial trailer. I'll take everyone's word for it that the other videos are pure win.
 
the androgyne said:
Source? My memory was always been that he said they were disappointed with the reception it received, not that he dissed it directly.

I thought that's what he meant. I don't recall Shiggy ever openly stating something sucks, but considering there are very few instances where he felt the games disappointed says a lot, I would think.
 
This will truly be the game that justifies my Wii purchase. I just keep looking at some of the vids and thinking how much I want to play this. But yeah it's probably wise to go on a media blackout starting now.
 
Amazing. Again, game of the show. Plus, I think I got to play more than other people, but I can't say anything about how... :X

I'll post detailed impressions later!
 
Panajev2001a said:
Another great Matrix character :D.

(IMHO it was full of awesome characters, such as Sati's father in the following picture)

rama.jpg



(I'll alternate between the two avatars, thanks for the avatar of The Architect)

I agree.

Also, is it true they're preparing the 4th film and waiting for Reeves "yes"?

sorry for the OT.
 
othersteve said:
Amazing. Again, game of the show. Plus, I think I got to play more than other people, but I can't say anything about how... :X

I'll post detailed impressions later!
So is there an embargo on some things that gets lifted tonight?
 
Armada said:
Held down A + B and 1 + 2?
Is that how they did it? I didn't read this entire thread, but our rep told me to keep quiet about what I saw.

If everyone already knows about it, I suppose it doesn't really matter. :D

No embargo per say, just an agreement not to talk about it. But let me just say that the game is downright incredible. You've seen all the videos; it plays as well as it looks. My personal favorite part found in the four traditional levels they showed was the part with the space debris that collects to form platforms as you run. Second favorite was probably the bee stuff. So much fun, seriously! Talk about a true successor to M64.
 
othersteve said:
Is that how they did it? I didn't read this entire thread, but our rep told me to keep quiet about what I saw.

If everyone already knows about it, I suppose it doesn't really matter. :D

I think that was the combination used. Unlocked 2 new galaxies, if that was what you were referring to. :D
 
Armada said:
I think that was the combination used. Unlocked 2 new galaxies, if that's what you were referring to. :D
Yup. Guess I should never doubt gaf. You guys are 1337... have the two galaxies already been discussed at length here? I loved the music on one of them, if anyone noticed...
 
othersteve said:
Is that how they did it? I didn't read this entire thread, but our rep told me to keep quiet about what I saw.

If everyone already knows about it, I suppose it doesn't really matter. :D

No embargo per say, just an agreement not to talk about it. But let me just say that the game is downright incredible. You've seen all the videos; it plays as well as it looks. My personal favorite part found in the four traditional levels they showed was the part with the space debris that collects to form platforms as you run. Second favorite was probably the bee stuff. So much fun, seriously! Talk about a true successor to M64.

What media outlet are you from, if you don't mind me asking?
 
Speedrunners are going to have a field day with this game. There was one section near the waterfall you didn't even need that bee suit.

You guys didn't find Luigi? JK.
 
****ing hell, gonna be on media black out for this game now.

must resist watching vids.
 
othersteve said:
Yup. Guess I should never doubt gaf. You guys are 1337... have the two galaxies already been discussed at length here? I loved the music on one of them, if anyone noticed...
The cookie one and the beach bowl one? Yeah, we've heard lots about them, though not as much about the beach bowl one, care to share anything?
 
I hope they have a mini planet for every Koopaling.

They don't have to try to stuff every Mario character into it, ala Sonic with his hundreds of friends, but the "Galaxy" element means that they could throw in past characters.

I hope we get a Tatanga boss fight =X
 
Holy ****ing shit. There was more moments of pure awesome in that 5 min of footage in that last video than any other video Ive seen, and in other entire games for that matter. Just.. no words. Looks fun as hell, nevermind the fantastic visuals.
 
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