And yet the damage was so great its all I can remember when it comes to the camera.
You can actually skip that section of the level entirely!
http://www.youtube.com/watch?v=09AII4XhXuA
And yet the damage was so great its all I can remember when it comes to the camera.
Not entirely true. You were told to fuck off with your No True Scotsman bullshit because you claimed that people only didn't like 3D Land because they weren't true Mario fans.
An overreaction on my part, and I apologize, but let's be accurate here.
Yeah. I understand that some people might be jumping to conclusions about the final game before it's released, but that doesn't mean they can't express disappointment with the general direction of this game. That much can be gleaned from the demo footage we've seen thus far. I get that EAD Tokyo has earned out trust, and because of that I don't doubt that 3D World will be a solid Mario game. That being said, it's clearly not in the vain of Galaxy, which is for a lot of people the best Mario game in existence.
It's cool if you like the style/direction of this game, but it's also completely fine for someone to express disappointment with it after we were expecting something more grandiose or revolutionary for Mario's 3D debut on the new system.
How are you dissapointed when you've never played the game?
It might help if people were offering critiques that made sense, instead of vague generalities or batshit crazy assumptions about what constitutes a "proper" Mario game without any sort of rational explanation. I haven't heard one satisfactory explanation of why the 2D/3D hybrid format introduced in Super Mario 3D Land is inferior or more inherently limiting than any other, just a lot of unsupported assertions that it is..
It wasn't No True Scotsman bullshit (interesting to be called out for that in a thread filled to the brim with people literally saying that this isn't "REAL" Mario), as I explained in the rest of the post that you have still to this point have pretended doesn't exist. I was talking about the base gameplay mechanics being incredibly similar, and saying that the main difference between 3D Land and Galaxy is the graphical presentation. To hate 3D Land, not just be disappointed in it, shows that you don't really enjoy the base gameplay which is shared between the two games, and I stand by that assertion.
You can actually skip that section of the level entirely!
http://www.youtube.com/watch?v=09AII4XhXuA
Did you go to the Best Buy demos? I'm really not trying to be condescending, I just think you're really set on Mario having less speed/athleticism when from purely visual evidence on my part I can hardly tell the difference.This only works if you ignore the differences in Mario's moveset between the two games, the removal of his speed and athleticism, the 8-way movement, the fact that many of 3D Land's best mechanics were toned down and less interesting versions of Galaxy 2's... you just ignore all of that and say that people are in it for the graphics, while ignoring the fact that people who prize a graphical presentation wouldn't go for a Wii game in the first place.
I dispute the idea that the mechanics are identical, I dispute that the gameplay concepts are anywhere near as polished as Galaxy's, and I dispute that people disliking how 3D Land plays aren't Mario fans. Hell, I dispute that there's that much of a graphical difference between the two; the difference in how they play is far more apparent that the differences in how they look.
Also, by-the-by, you may disregard anything I've said if you can point to me saying that 3D World somehow doesn't count as a true 3D Mario game.
Sounds like a question a child in kindergarten would ask. Might as well close down 50% of NeoGAF if you aren't allowed to be disappointed (and hence neither excited?) by game announcements.
Kinda difficult to do that, living in Britain.Did you go to the Best Buy demos? I'm really not trying to be condescending, I just think you're really set on Mario having less speed/athleticism when from purely visual evidence on my part I can hardly tell the difference.
I don't think it's pretty fucking stupid to be disappointed that a game's heading in a direction that you don't like rather than one you do, and to be disappointed with the bits of the game that have been showcased.You're allowed to be dissapointed in a game you've never played, just like I'm allowed to think that it's pretty fucking stupid to do so.
This only works if you ignore the differences in Mario's moveset between the two games, the removal of his speed and athleticism, the 8-way movement, the fact that many of 3D Land's best mechanics were toned down and less interesting versions of Galaxy 2's... you just ignore all of that and say that people are in it for the graphics, while ignoring the fact that people who prize a graphical presentation wouldn't go for a Wii game in the first place.
I dispute the idea that the mechanics are identical, I dispute that the gameplay concepts are anywhere near as polished as Galaxy's, and I dispute that people disliking how 3D Land plays aren't Mario fans. Hell, I dispute that there's that much of a graphical difference between the two; the difference in how they play is far more apparent that the differences in how they look.
Also, by-the-by, you may disregard anything I've said if you can point to me saying that 3D World somehow doesn't count as a true 3D Mario game.
It might help if people were offering critiques that made sense, instead of vague generalities or batshit crazy assumptions about what constitutes a "proper" Mario game without any sort of rational explanation. I haven't heard one satisfactory explanation of why the 2D/3D hybrid format introduced in Super Mario 3D Land is inferior or more inherently limiting than any other, just a lot of unsupported assertions that it is..
In contrast, in SM3DW we get levels totally suspended in air, with no interconnectedness between them, and obstacles made of arbitrarily placed colorful blocks. This again, feels like a stepback compared to previous 3D Marios.
I will try to explain this in a coherent way.
You forgot the most Galaxy-like stage: the boss battle.Not even 1 level we've seen is entirely made up of coloured blocks, and most of the levels contain a variety of blocks, and more organic platforms and structures. You're over simplifying to support your argument and just coming off as desperate to anyone who's seen footage of more than 1 level of the game.
We've seen ghost houses which look much more interconnected than 3D Land's, the race/dinosaur ride actually takes place in a real location as opposed to Galaxy, which was just water suspended in mid-air. , and this could just as easily have been a level in Galaxy, minus the clear pipes. I'm not exactly sure why 'floating' or 'suspended' is even a criticism. It worked for Galaxy, even the non-planetoids levels. Maybe it's the space thing.
The GamePad actually enhances the gameplay. The 9 axis gyros are in use to offer camera support, while keeping our thumbs on running and action buttons. This is a first in the series. The producer thinks it's an important enough feature to warrant a video about it http://www.youtube.com/watch?feature=player_detailpage&v=57l50e4CZVM#t=20s At 28 seconds you can see he puts the GamePad slightly up, and the camera elevates itself slightly as well, revealing the upper floor.I agree with you on the gamepad integration part. They have untapped potential there.
The thing I don't get about the "Multiplayer doesn't affect me" argument is that it's also allowing multiple characters with different playstyles in single-player and that seems relatively significant to me.
But maybe I can't see why it's actually a bad thing for whatever reason.
We also know the touchscreen is used to discover secrets.
Definitely. Unless proven wrong, I assume this is a feature made for kids.I still think this feature is incredibly lame. Maybe they surprise me with clever secrets, but I'm not holding my breath.
Same levels, slightly different controls. Luigi is in the galaxy games and plays differently, and it's not a significant addition, can't see why this would be for single player either.The thing I don't get about the "Multiplayer doesn't affect me" argument is that it's also allowing multiple characters with different playstyles in single-player and that seems relatively significant to me.
But maybe I can't see why it's actually a bad thing for whatever reason.
Wait, I thought the lack of "overly spacious" levels is what everyone was bitching about this whole thread.Same levels, slightly different controls. Luigi is in the galaxy games and plays differently, and it's not a significant addition, can't see why this would be for single player either.
Also, games designed around multiplayer end up feeling gimped in single player in 80% of cases. See: Zelda Four Swords Adventures, Resident Evil 5. And many of NSMB Wii's levels felt very empty in single player, as they were clearly designed around all the craziness of 4 players at once.
Multiplayer is a negative to me. If it was online maybe, but offline, it's not going to happen, and so I'll get compromised, overly-spacious levels for my single player games.
Same levels, slightly different controls. Luigi is in the galaxy games and plays differently, and it's not a significant addition, can't see why this would be for single player either.
Also, games designed around multiplayer end up feeling gimped in single player in 80% of cases. See: Zelda Four Swords Adventures, Resident Evil 5. And many of NSMB Wii's levels felt very empty in single player, as they were clearly designed around all the craziness of 4 players at once.
Multiplayer is a negative to me. If it was online maybe, but offline, it's not going to happen, and so I'll get compromised, overly-spacious levels for my single player games.
I might have missed it but does the cat suit have some new attack options? Is it a claw attack that makes up for a punch from the older 3D Marios? I know that it adds climbing up walls and stuff.
Wait, I thought the lack of "overly spacious" levels is what everyone was bitching about this whole thread.
No, people want scale, not empty space.Wait, I thought the lack of "overly spacious" levels is what everyone was bitching about this whole thread.
I haven't played U, but it is definitely true in NSMBW. Many levels when played single player have too much space between things because they're designed for four player. And paths couldn't branch as much, because there was always a requirement for four players on the screen.NSMBU did not feel empty or compromised in single player to me, nor did I feel like I required a Gamepad player to help me get the fullest out of the game, so it's difficult for me to understand what you mean about multiple characters hurting a game. Nor did I really feel the level design was being fucked sideways in the demo of 3D World I played because of multiple people playing.
So I guess I don't actually understand why it's a bad thing.
It's all about design and balance, I believe you raise a point they definitely thought about. To counter this they:No, people want scale, not empty space.
It's like racing a car down a four lane highway - it might make for a great four car race, but for one car it's not anywhere near as interesting as a twisting one lane road.
You're allowed to be dissapointed in a game you've never played, just like I'm allowed to think that it's pretty fucking stupid to do so.
I humbly suggest every watch that 8-1 video Calamari posted and then watch the first 3d World trailer. The size and scope of the stages is nigh and day. And that's just the first TRAILER.
Not even 1 level we've seen is entirely made up of coloured blocks, and most of the levels contain a variety of blocks, and more organic platforms and structures. You're over simplifying to support your argument and just coming off as desperate to anyone who's seen footage of more than 1 level of the game.
We've seen ghost houses which look much more interconnected than 3D Land's, the race/dinosaur ride actually takes place in a real location as opposed to Galaxy, which was just water suspended in mid-air. , and this could just as easily have been a level in Galaxy, minus the clear pipes. I'm not exactly sure why 'floating' or 'suspended' is even a criticism. It worked for Galaxy, even the non-planetoids levels. Maybe it's the space thing.
These tiny, restrictive, slower, random themed 3D Levels with the Tanooki suit blowing past all the elementary level platforming...
Eh, the Tanooki suit is like the cape in Mario World. I don't understand the "slower" complaint though, can you point to some non-Yoshi Galaxy levels that are faster? They seem pretty similarly paced to me, especially the lava levels.
Also, "tiny and restrictive" is a bit of an exaggeration, but that comes with the territory of being a portable title designed to be played in short sessions. 2-1 of World has already been shown to be bigger in scale than any of the World 8 levels that I posted. Again, I posted them to demonstrate the gameplay mechanics.
It plays and animates so smoothly, at 60fps as well. It's not just the scope of the levels and the forgettable music in 3D Land that bugged me, but the actual traversal on a moment-to-moment basis getting neutered to fit into 3D Land's teeny tiny little scope of mechanics. It's like an uglier, slower, smaller, even easier, more forgettable and less athletic version of SMG. The straight to DVD sequel with a much smaller budget and ambition.
No, the cape is super broken. The tanooki suit is like the tanooki suit in Mario 3, just without having to tap jump.
Watching these old SMG2 videos, I forgotten how much I really miss Mario's moveset in this game. The triple jump right into a Star, the backflip over lasers, that great controlled long jump, the spin attack that vibrates in your hand and feels far better than the standard "am I close enough to hit him or" SM64 melee combo.
It's one of the few games where I actually loved most of the motion controls, even though you could theoretically it could probably work with just buttons.Take the area transition feature. In Galaxy, you have that star you shake to load and it flies off. A little personal addition I always added myself was an extra forward shake when Mario launches. Now you don't HAVE to do this and I'm not sure how many people did that, but it feels really good to me. It's like loading an arrow, then letting it fly, controller rumbling in your hand when you do it. 3D Land you just...jump in a box and the game does it for you. Functionally the same, but doesn't feel as good to me.
It plays and animates so smoothly, at 60fps as well. It's not just the scope of the levels and the forgettable music in 3D Land that bugged me, but the actual traversal on a moment-to-moment basis getting neutered to fit into 3D Land's teeny tiny little scope of mechanics. It's like an uglier, slower, smaller, even easier, more forgettable and less athletic version of SMG. The straight to DVD sequel with a much smaller budget and ambition.
We know that 3D World is keeping the run button, the 8-way movement and the 3D Land feel. The levels can be as long as they want, but they aren't going to be as fun for me as they would be with Galaxy's control scheme.I see and understand this, and agree (though I don't think it's quite as extreme as you do). My argument is that the "straight to DVD"-ness of it is a function of the fact that it is a handheld game, and the full console sequel will see a massive expansion. We will see though! A good way to think about it is if you imagine them combining a couple of a few of the 3D Land levels together to create one big level. That is what I am expecting to see.
We know that 3D World is keeping the run button, the 8-way movement and the 3D Land feel. The levels can be as long as they want, but they aren't going to be as fun for me as they would be with Galaxy's control scheme.
That's fine, even though it's 16-way movement, but it's not like they're giving us Monster Hunter controls all of a sudden. I like the controls personally, but I can see the preference for Galaxy's controls. To me it doesn't seem like a game-breaking issue, but to you it may be.
I personally can't see any problem with having a run button. I don't see what that hurts at all. Can you explain?
Nope. It's the trick where you did a spin at the apex of a jump and immediately did a butt-stomp, giving you a more powerful homing butt-stomp.3D Land had both the turn-around backflip and the spin stomp (that's the butt-pound, right?) It also had the backflip from crouching, but you had to charge it first because the game allowed you to crouch-jump as well.
I do see that 3D World has brought back his turn-around backflip, so there's a step in the right direction.
3D Land had both the turn-around backflip and the spin stomp (that's the butt-pound, right?) It also had the backflip from crouching, but you had to charge it first because the game allowed you to crouch-jump as well.
It takes all the subtlety and analogue control out of the movement. The whole point of an analogue stick is there are many degrees of control you can have, and ripping all of that out and replacing it with a single digital button is, I find, reductive and unnecessary. I have the run button held down all the time in 3D Land anyway, so why not just get rid of it?