• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Super Mario 3D World for Wii U

Yo, the cat suit is great. It gives you a new attack from the ground, covers ground faster, has an air to ground attack, climbs up walls, and it's fricken' adorable. Compare this to something like Bee Mario who just looks cute and trades his jump/offensive abilities for a little flight.
Cat suit is awesome, now they just need to build hard stages around it, requiring skills.
 
A lot of excuses feel like spinning, and that's worrying to me because I usually had no problems understanding the fanbase. In this case however, I feel like many "apologists" (not necessary in the negative sense of that word) don't even try to understand why many people are disappointed with the direction the series has taken.
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.

Also even if the moves wind up being fun the Cat suit is lame as HELL compared to the giant mushroom, fire flower, star, or every other mario suit and it's mortifying they seem to want to market it as a badass powerup.
Er, the giant mushroom is bar none one of the lamest least inspired power ups to enter the Mario pantheon. I'll take the cat suit 1000 times over uselessly stomping through a level with no particular gameplay context or challenge. My only concern is that the cat suit will be easy to acquire throughout most of the levels and suck all the challenge out of otherwise interesting platforming sections.
 
Or Spring Mario. The fuck was that?
Ha, I like Spring Mario, but it's obvious that Galaxy's power-ups are all very situational. If they're not timed, they're always just for that one cool idea some level design guy had and that's it.

Mario Power-ups are kinda hard, because you don't want to make something that's only useful for that one section(the frog suit is great underwater, laughably terrible everywhere else, Giant Mario regularly got stuck in the levels, etc), but you make them TOO useful they just seem to break the flow of the stage(the Cape in SMW, the Tanooki suit trivializes most of 3D Land). The Cat Suit seems to fit the moderate mold alongside the Fire/Ice Flower: an improvement on your base abilities, works in all stages, but still has it's limitations on giving you TOO much power that you're just unbeatable by the enemies and the platforming.

And again, it looks adorable
 
I feel like many "apologists" (not necessary in the negative sense of that word) don't even try to understand why many people are disappointed with the direction the series has taken.
I understand exactly why. I had the same reaction when I first saw the trailer. It was a mix of "this is awesome" and "this is somewhat disappointing."

I just choose not to dwell on it. Might as well focus on what good can come out of the game rather than continually bitch about how it isn't some giant revolution in 3D Mario.
 
Having played this at E3, this game played much better than the 3DS game. Maybe due to the gamepad stick being much better. Also, in person it looks great. Not as great as Mario Kart 8 looks though. You really have to play it to see how much of a big step Nintendo took, graphically.
 
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.

To me it's a matter of presentation along with the overall direction of the new-series, which the land-series shares many similarities with. Uninspired, generic graphics and music with settings that don't even try to be consistent. I want it to feel like a world that I'm having an adventure in, not a collection of platforming challenges. I want an orchestra not horrible midi samplings. I want effort, I want budget or at least something that doesn't feel like the cheapest and easiest way to make a Mario-game.

Gameplay-wise I find myself bored with recent 2d Mario, maybe it's fatigue but it's also because of the way difficulty is handled. Both new and land are made to be as accessible as possible, thus making it really easy to reach the goal. Challenge is then achieved by adding various optional objectives for more experienced players. This doesn't rhyme well with me, it's simply isn't as fun to collect extra stuff as it is to beat the main objective.

I simply cannot understand how the defence-force don't get why many people are disappointed with what's been shown so far.
 
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.

Because it's a concept that was made for the 3DS. This is their first HD console and the first time they didn't come up with a new main idea for their Mario that shows off the console's strength in one way or another (on a console that desperately needs a showcase title, which makes it even worse) Instead, they try to copy the development of the uninspired NSMB series (because finally some 2D Fans in Japan bought 3D Land), which is below this series' standards and certainly not the jump expected from the Tokyo team going into HD development by many.
3D Land wasn't inferior, just like 64, Sunshine and Galaxy before it, it was clearly made specifically for it's platform, but just like those it has no place on newer hardware, considering this was a series that stood highly above your AAA milking in the industry because of obvious gameplay innovations and new concepts that usually went beyond ,,this time with a new hat multiplayer!!''.
 
I just hope the game's really good for the single player, which Hayashida implores will be the case. I guess we'll see.

The Super Mario Galaxy series has a lot of passionate, vocal fans — not all of whom were happy to hear that the next 3D Mario game would have a multiplayer focus. Hayashida directly addressed this with an emphasis on EAD's unique — and often outside-the-box — sensibilities.

"To those people," he said, "I would like to say that we're planning so many interesting new ideas for single player that you shouldn't necessarily feel like you are restricted to playing this game in multiplayer. As we said earlier, we had this kind of Galaxy-style development, where we threw out all sorts of different ideas and what we've come up with is really a lot of fun whether you're playing single player or multiplayer."
 
Because it's a concept that was made for the 3DS. This is their first HD console and the first time they didn't come up with a new main idea for their Mario that shows off the console's strength in one way or another (on a console that desperately needs a showcase title, which makes it even worse) Instead, they try to copy the development of the uninspired NSMB series (because finally some 2D Fans in Japan bought 3D Land), which is below this series' standards and certainly not the jump expected from the Tokyo team going into HD development by many.
3D Land wasn't inferior, just like 64, Sunshine and Galaxy before it, it was clearly made specifically for it's platform, but just like those it has no place on newer hardware, considering this was a series that stood highly above your AAA milking in the industry because of obvious gameplay innovations and new concepts that usually went beyond ,,this time with a new hat multiplayer!!''.
Yeah, people want a concept that was made for N64 instead.

Your insistence that the NSMB games are below series standards is unfounded considering NSMBU is top of its class, and NSMBWii before it was great, too.
 
Mario Sunshine had a completely different focus than 64. The whole gamedesign revolved around what you could do with water and Mario's pump (or whatever that was) drastically changed level design and the player's approach, but the water aesthetics were also clearly showing off the GCN strenghts that wouldn't have been the same on N64. Same can't be said for floating Peach, whose impact will be even smaller if all the levels still need to be solvable with Mario. Mario World might have had the more ,,obvious'' next gen enhancements (bigger, better, prettier - though that wasn't really all), but at least you couldn't possible confuse the game with Mario Land at first sight, like with these two games.

Eh, I think you are overstating the changes in Sunshine greatly. Completely different? The game is Mario 64 with the matured design from a company that wasn't making their first foray in bring a fabled series into 3d for the first time. The pump nozzle did have an improved effect on play though. But, as Nintendo has stated since then, was mostly seen as a 3d cape, or feather. A tool to float players above the ground to aid in platforming. Drastically changing the level design for/because of it? I don't see it, outside of a a few specific parts.

Regardless, lets just say you're right about Sunshine. You're still describing very particular details (or a general since about a game derived from the various details) about one game and comparing those to very broad limited details about another. You're taking your feelings about the game (you've already played) and pointing to some detail about it in an attempt to show that which ever feeling (newness, freshness, amazing level design ect.) came as a direct result of this detail applied generously across the game. I just don't know what kind of meaningful conclusion we can reach here if you try and to do the same with a game if NONE OF US have played it. The assumptions you make for 3d World are really only supported by flimsy details. The path from flimsy detail to your point isn't nonsense or anything. It could be true, but there are a bunch of other half details we've seen about the game thus far that could lead us in the opposite direction.

IDK, you're trying to do too much with too little to come off so certain. At least to me anyway.
 
This kind of game practically screams to have a online drop in/out feature. If you don't want a random guy joining restrict it to only friends added in your list. Maybe even adjust the difficulty of the game depending of how many players join like Heroes of Ruin for the 3DS.
Man if Nintendo ever did that to his coming games like Mario Kart and Smash Bros. it would be very very well received.
 
This kind of game practically screams to have a online drop in/out feature. If you don't want a random guy joining restrict it to only friends added in your list. Maybe even adjust the difficulty of the game depending of how many players join like Heroes of Ruin for the 3DS.
Man if Nintendo ever did that to his coming games like Mario Kart and Smash Bros. it would be very very well received.

I just had a vision of 3D Mario with Souls-style invasions, where the guy can help you clear a level or try to knock you off the stage.
 
I just had a vision of 3D Mario with Souls-style invasions, where the guy can help you clear a level or try to knock you off the stage.
Have the player who "invades" your game play as Bowser, with a unique moveset.

He/She would get prompts on-screen showcasing the players' general direction, and it would result in a cat-and-mouse situation. If Bowser manages to catch his prey and defeat them, they would re-spawn at the last checkpoint [if one was reached]. If Bowser is defeated instead, however, the players might get a score bonus or, perhaps, a one-time Bowser Suit that grants them new abilities.

Actually, now that I think about it, invasion-style gameplay would be fun in the Mario universe.
 
I just hope the game's really good for the single player, which Hayashida implores will be the case. I guess we'll see.

The Super Mario Galaxy series has a lot of passionate, vocal fans — not all of whom were happy to hear that the next 3D Mario game would have a multiplayer focus. Hayashida directly addressed this with an emphasis on EAD's unique — and often outside-the-box — sensibilities.

"To those people," he said, "I would like to say that we're planning so many interesting new ideas for single player that you shouldn't necessarily feel like you are restricted to playing this game in multiplayer. As we said earlier, we had this kind of Galaxy-style development, where we threw out all sorts of different ideas and what we've come up with is really a lot of fun whether you're playing single player or multiplayer."
i'm just worried there will be a lot of empty space since it supports up to 4 players.
i doubt we'll see anything like the secret secret level in SM3DL. and that makes me sad
 
Have the player who "invades" your game play as Bowser, with a unique moveset.

He/She would get prompts on-screen showcasing the players' general direction, and it would result in a cat-and-mouse situation. If Bowser manages to catch his prey and defeat them, they would re-spawn at the last checkpoint [if one was reached]. If Bowser is defeated instead, however, the players might get a score bonus or, perhaps, a one-time Bowser Suit that grants them new abilities.

Actually, now that I think about it, invasion-style gameplay would be fun in the Mario universe.

That honestly sounds like a great Nintendoland-style battle mode they could add.
 
i'm just worried there will be a lot of empty space since it supports up to 4 players.
i doubt we'll see anything like the secret secret level in SM3DL. and that makes me sad

NSMBWii and NSMBU support 4 players and they were still designed for single player.
 
Have the player who "invades" your game play as Bowser, with a unique moveset.

He/She would get prompts on-screen showcasing the players' general direction, and it would result in a cat-and-mouse situation. If Bowser manages to catch his prey and defeat them, they would re-spawn at the last checkpoint [if one was reached]. If Bowser is defeated instead, however, the players might get a score bonus or, perhaps, a one-time Bowser Suit that grants them new abilities.

Actually, now that I think about it, invasion-style gameplay would be fun in the Mario universe.

Or instead if bowser you were that phantom Mario, or what ever he's called that chases you. So you would have to just out run a random player who if he touched you would take some health away. That would be really fun and stressful.
 
To me it's a matter of presentation along with the overall direction of the new-series, which the land-series shares many similarities with. Uninspired, generic graphics and music with settings that don't even try to be consistent. I want it to feel like a world that I'm having an adventure in, not a collection of platforming challenges. I want an orchestra not horrible midi samplings. I want effort, I want budget or at least something that doesn't feel like the cheapest and easiest way to make a Mario-game.

Gameplay-wise I find myself bored with recent 2d Mario, maybe it's fatigue but it's also because of the way difficulty is handled. Both new and land are made to be as accessible as possible, thus making it really easy to reach the goal. Challenge is then achieved by adding various optional objectives for more experienced players. This doesn't rhyme well with me, it's simply isn't as fun to collect extra stuff as it is to beat the main objective.

I simply cannot understand how the defence-force don't get why many people are disappointed with what's been shown so far.
I think everyone was a little disappointed about not getting another galaxy, but being that they realize one of the world's best devs is behind this, they are giving it a chance. The thing is that mario is not really an adventure game. They tried adding adventure elements, but that became more of a distraction. A great example is mario sunshine: the best parts were the abstract platforming levels.
 
Rereading this Iwata Asks, where the Director, Mr. Yayashida, talks about the difference between Galaxy 2 and Super Mario 3D Land being the difference between an Imperial Feast and a hamburger, based on them being home console vs. portable console experiences gives me hope that they will treat 3D World in a similar way to Galaxy 2 again.

I know some people are disappointed with 3D World still not being revolutionary, but I think that there is potential for this game to sufficiently evolve the formula presented in the first game and ramp up the presentation to that expected of a console title (as they *seem* to be doing).
 
Not this 'my interpretation of Zelda is the only true interpretation' again. I happened to really like the sweeping score and magical mushroom kingdom in SMG1 (and didn't like the disjointed worlds in SMG2). It seemed like the first time Nintendo actually equaled Disney.

Honestly, though, what is the difference? The levels in SMG that no thematic consistency whatsoever. I literally can't can't grasp how you could see them any differently.
 
What 3D World shares with Mario Land is the wide isometric camera angle (to accommodate multiple players and to make the camera secrets discovery a part of the gameplay). The rest is either new or taking the best from other Mario titles. New moves aside (ability to grab/throw items, mid course boost), playing Toad is a new gameplay mechanic for gamers: he's far more agile than Mario in Galaxy.

It also shares the limited (and inferior) 8-way digital movement and a run button.

It's pretty clear that this game is not what was expected and the arguments in favour of it are reaching at best. (I mean really, "3D Land was 30fps, this is 60fps! It's not the same game!" It reeks of Reggie's "It's not the same content!" line).

When Koizumi & his team made Galaxy, a game that stood up to its peers (on superior hardware) and redefined 3D platforming, with a Gamecube and some duct-tape ;P and the best they could do here is a 3D Land up-port....says it all.

Also having to accommodate 4-players means the levels have to be designed with 4 players, meaning the tight-platforming (that is ironically championed from 3D Land) won't actually be nearly as tight. Or perhaps they did in fact design it with 1 player in mind and added in the extra characters for marketing, in which case they would be undermining themselves. Also the lack of online is hard to understand. Some have said that it's not possible/not same vibe, but anyone that has played either co-op or competitive multiplayer online with friends knows that the "not the same vibe" line is patently false.

It's quite funny that the characters and mechanics for this game, which are being championed as "genuine" Mario experiences, stem from Super Mario Bros 2, which everyone knows isn't actually the real SMB2 game (Lost Levels is), yet are quick to denigrate those that would label 3D World as "not the proper/real 3D Mario game".

Safe and lackluster describe this game best.

A word on the whole themed/worlds level structure topic: one of the best parts of Galaxy 1 & 2 is that they didn't have the traditional 2D setup of a few regular levels >> mini fortress >> ghost houses/regular levels >> main fortress (rinse and repeat for 7/8 worlds). However, 3D Land did, so it would be disappointing if 3D World incorporates this structure. (Galaxy was great in that it created a desire to see what the next level would be, but whilst still including the ghost houses and (mini) fortresses).
 
I'm a girl and I think the cat suit is the cutest and memorable power up addition to Mario in a long time. I play Super Mario 3d Land on my 3ds at work sometimes in between Animal Crossing sessions. I've already beaten post game but I still like to play it and get a few flags. Anyways since this reveal I've been down on it because 3d World has Cat suit Peach and this game doesn't. I may end up getting a wii u due to this game but it doesn't have online play so there's no reason for me to. :(
I wouldn't say that there's no reason to play it due to no-online play. The multi-player is simply another aspect of the game, it doesn't really define it. The developers themselves have said that they're working hard to provide a great single-player experience [the quote was linked earlier in this thread].

I'm the same as you. I don't really know anyone who is interested in this type of game [expect my sister who lives a good 5+ hours away], so I'll largely be playing by myself. I would have loved online play, but I honestly believe I'll still have a great experience regardless. I know I did with New Super Mario Bros. U, and that was marketed pretty heavily towards being a multiplayer game.

Also, I agree about the Cat Suit. Nya Nya!
 
It also shares the limited (and inferior) 8-way digital movement and a run button.

Why is it inferior?

When Koizumi & his team made Galaxy, a game that stood up to its peers (on superior hardware) and redefined 3D platforming, with a Gamecube and some duct-tape ;P and the best they could do here is a 3D Land up-port....says it all.

Unless the word 'up-port' has been recently redefined, you're using it wrong. This is not Mario 3D Land U, this is a sequel. A different game. Presumably all new levels (all the ones we've seen so far have been), new enemies, new suits, and so on.

It's fine if you don't like the game, but I feel you undermine your own argument by saying 'up-port' because it makes you sound like an upset child who is having a fit because didn't get the thing that they want and trying to make themselves feel better by belittling what they did get.

It's quite funny that the characters and mechanics for this game, which are being championed as "genuine" Mario experiences, stem from Super Mario Bros 2, which everyone knows isn't actually the real SMB2 game (Lost Levels is), yet are quick to denigrate those that would label 3D World as "not the proper/real 3D Mario game".

I'm not actually sure what your point is here?

SMB2 might not have originally been designed as a Mario game, true, but it has been adopted into canon, including its enemies (Shy-Guys, Birdo, etc).

3D World is a 'real' Mario game because it started life as one, it is developed by the same people who've been involved with the series back to Mario Sunshine, and because Nintendo says so. There is no more criteria than that.
 
To be brutally honest, I enjoyed 3D Land more than both Galaxy titles. This is coming from someone who thought 3D Land would be nothing more than a "neat romp". I'm not worried in the slightest about this game.
 
I feel like the "console Marios need to redefine what the series is about" argument combined with "Lost Levels was the real sequel to Mario 1" argument is really worth exploring.
 
I feel like the "console Marios need to redefine what the series is about" argument combined with "Lost Levels was the real sequel to Mario 1" argument is really worth exploring.

Honestly I don't see how Mario Sunshine or Galaxy innovated or changed Mario. Mario 64 was by far the biggest innovator to the series but that had the luxury of being the first 3D Mario. Galaxy and Sunshine were Mario 64 but with better visuals and some different gameplay mechanics and themes. Neither one revolutionized squat. In that sense, Mario hasn't been "redefined" in about 17 years. I'm not sure why the Wii U Mario then should have fingers pointed at it. I guess people were expecting Nintendo to do something beyond insane with the game pad? I'm not sure.
 
Why is it inferior?

I found to be less accurate and more awkward to play than 64, Sunshine and the Galaxies. (It's also having to hold the run button all the time that gets tiresome).

As for the rest, it'll end up going in circles as both points of view aren't going to agree :)



I guess (like Alberto suggests) I just can't still believe that this is the home console 3D Mario game....pretty pathetic (on my part). (Had dem lofty hopes for this to be the game that uses the second screen combined with an amazing art direction akin to Galaxy, as the marquee Wii U title).
 
Why is it inferior?

By way of technicality, I would say it is definitely inferior. "Inferior" is a loose term in this case though, as the way it is being used is suggesting that the game itself is suffering because of it. I would say that, if it's designed with it's control input in mind from the start, it isn't hindered AT ALL by it. Personal opinion about it is a different matter entirely. It's like saying Street Fighter 4 is hindered by the dpad when an analog stick could produce a massive amount of options to the game.

Carefully design it for it's intended input, and there is no inferiority issue.
 
While I respect your opinion, I'm not entirely sure what your point in posting was if you're not going to bother to engage in discussion.

It's more my disbelief and disappointment at this title, which stems from my unfounded expectations more than anything Tokyo EAD have done.

(Up-port in that to me it looks like they took the 3D Land game/engine and ported it to the Wii U and made some new levels).
 
It's more my disbelief and disappointment at this title, which stems from my unfounded expectations more than anything Tokyo EAD have done.

(Up-port in that to me it looks like they took the 3D Land game/engine and ported it to the Wii U and made some new levels).

Eh, we all knew what you meant.
 
It's more my disbelief and disappointment at this title, which stems from my unfounded expectations more than anything Tokyo EAD have done.

(Up-port in that to me it looks like they took the 3D Land game/engine and ported it to the Wii U and made some new levels).

They certainly have taken the basic structure and idea of the 3DS game and applied to the 3D World. I'm sure some coding, maybe even the engine itself is shared or adapted from the 3DS (which was probably a modified Wii engine anyway, since they'd never worked on a handheld before).

Anyway, I was re-watching the trailer and noticed the number of star-coins varies in two places. There's two in the special room with the floor tiles that play musical notes and change color as Mario and Toad stand on them (this was also in the E3 demo) and 5 in the strange section where you appear to be playing as the head of the Toad Brigade. I'm really curious about the latter section because I can't quite fathom what's going on although it might just be a bonus room of some kind.

Eh, we all knew what you meant.

I don't assume to be able to read someone's mind then they use words with incorrect meanings. Besides, more than one person in this thread has claimed this to be a direct port of the 3DS game in some way or another.
 
While I am still rather irritated the constant sentiments of this not being a "real" or "proper" 3D Mario game, I do understand the disappointment. Earlier, I claimed that the source of disappointment probably stemmed from the familiar graphical style and the isometric perspective. I believed that, had the camera been directly behind Mario, the reaction would have been more positive. However, I realized that the camera isn't behind Mario. It's pointless to speak hypothetically. With what we are given, 3D World does certainly look like 3D Land, and it was natural to expect something totally new from Nintendo.

This is the new direction 3D Mario has taken, at least in this iteration. I personally think this is a perfect realization of 2D Mario in a 3D universe. You have flagpoles, time limits, and run buttons. You also have classic little Mario. Previous 3D Mario games used a Life Meter. 3D World breaks the mold. I actually like this particular aspect. I hated Fire Mario being time-based in Galaxy. However, the more I think about it, the more I am uneasy about this change. I prefer my 3D Mario games to contain 3D Mario game elements, not 2D Mario. After all, Super Mario 64 heralded the departure from the 2D Mario limitations. It almost seems regressive if looked in a certain perspective.

I suppose it's up to EAD Tokyo to change my mind.

On another note, I just noticed the reflection of the level in the flagpole's tip.

02_l.jpg
 
This is the new direction 3D Mario has taken, at least in this iteration. I personally think this is a perfect realization of 2D Mario in a 3D universe. You have flagpoles, time limits, and run buttons. You also have classic little Mario. Previous 3D Mario games used a Life Meter. 3D World breaks the mold. I actually like this particular aspect. I hated Fire Mario being time-based in Galaxy. However, the more I think about it, the more I am uneasy about this change. I prefer my 3D Mario games to contain 3D Mario game elements, not 2D Mario. After all, Super Mario 64 heralded the departure from the 2D Mario limitations. It almost seems regressive if looked in a certain perspective.

I don't want to sound rude, but have you played 3D Land? There was no life meter in that game either, power-ups were infinite, and it had run buttons, time limits, and flagpoles.

I think some of the disappointment is that the elements have already been used and thus the mold, in that respect, is already broken, but I do think exploring them in a console setting could lead to some interesting design.

While I will miss certain elements of 3D Marios (the mission structure, mostly) I felt that it was getting too far away from Mario's roots. Maybe this is too close, though.

On another note, I just noticed the reflection of the level in the flagpole's tip.

02_l.jpg

In the full-size screen from the press-kit, the reflection looks quite impressive. Much better than that in the Bulorb's eye-stalks in the Nintendo Land Plaza even.
 
I don't want to sound rude, but have you played 3D Land? There was no life meter in that game either, power-ups were infinite, and it had run buttons, time limits, and flagpoles.

I think some of the disappointment is that the elements have already been used and thus the mold, in that respect, is already broken, but I do think exploring them in a console setting could lead to some interesting design.

While I will miss certain elements of 3D Marios (the mission structure, mostly) I felt that it was getting too far away from Mario's roots. Maybe this is too close, though.
Yes, I have. I meant in regards to console Mario games. I apologize; I should have clarified.
 
I'm sure there will be another Galaxyesque game in the future. But this is the next Mario platformer, and it's going to be awesome.
 
Yeah, people want a concept that was made for N64 instead.

Your insistence that the NSMB games are below series standards is unfounded considering NSMBU is top of its class, and NSMBWii before it was great, too.

Top of what class? I'm not super keen on the New series to be honest. They're okay, but by the numbers in my opinion. There's just so little imagination.

The defense-force is pushing hard for no reason. What we want is a huge epic 3D Mario game that is the evolution of the 64/Sunshine/Galaxy series. We're not saying one style is inherently better than the other. But rather, it's just something many of us enjoy and would prefer to see.
 
I'm pretty certain a sequel to 3D Land was the very last thing people expected, and I mean that in a bad way. Not speaking personally (3D Land is in my top 3), but we've always got 3D Mario in a new setting, with some sort of new base mechanic, and a new theme. 3D World is the exact opposite of that. Sure, abstract alien is hyped, but I can definitely understand why others are not. 3D Land is hardly magical or wondrous(just fun as hell, imo), and that is what people wanted. Getting a sequel to it as the HIGHLY anticipated premier 3D Mario at a crazily hyped E3 was bound to cause this type of reaction.

I suppose I'm happy. Though I did not want a sequel as all, if I had to choose the game to get one...it would have been 3D Land lol
 
Not speaking personally (3D Land is in my top 3), but we've always got 3D Mario in a new setting, with some sort of new base mechanic, and a new theme. 3D World is the exact opposite of that.

Depends on what you mean by "always". Do you mean with each individual game, or with each console generation?

If you mean the former, Super Mario Galaxy 2 exists. Kinda weakens your point.

If you mean the latter, keep in mind that 3d World is the second 3D Mario platformer of the generation. The 3DS is still the same gen as the Wii U.
 
Top of what class? I'm not super keen on the New series to be honest. They're okay, but by the numbers in my opinion. There's just so little imagination.

The defense-force is pushing hard for no reason. What we want is a huge epic 3D Mario game that is the evolution of the 64/Sunshine/Galaxy series. We're not saying one style is inherently better than the other. But rather, it's just something many of us enjoy and would prefer to see.

I don't think the evolution of 3D Mario is that clear, in fact 3D World seems to fit pretty well into the current lineage: Sunshine's void levels > 90% of Galaxy was linear platforming on floating spheres > almost 100% of Galaxy 2 was linear platforming, but this time on flat plains > 3D Land was an extension of G2 with more elements from the 2D series. If you're talking about presentation, sure, I can see the difference. But it terms of gameplay this was an obvious extension of what they've been doing for a decade.
 
Top Bottom