...how can anybody say this about any unreleased game and be serious.
Same type of people who get angry at review scores for games that aren't out yet, and they haven't played.
...how can anybody say this about any unreleased game and be serious.
Locked digital angles on an analogue stick 3D game is disappointing as, like 3D Land, it's indicative of the level design philosophy. That being platforms, ridges, and obstacles laid out at neat, hard geometric angles.
64, Sunshine, and the two Galaxy games were not like this. They were built in such a way to accommodate true free form movement at the slightest angles, even if levels themselves were strictly linear.
This will be the first home console 3D Mario restricted in this way. Ironic given 64s legacy and what it revolutionised in 3D game design.
And, in turn, why 3D World is a supremely disappointing flagship 3D Mario title, irrespective of how fun it actually is.
Are you saying it is 16-way?
You know what? I AM angry. Breathtaking, awe-inspiring, mechanic introducing, genre transforming, industry leading, system selling, WONDER BRINGING new Mario titles have defined EVERY console transition for me since the SNES. EVERY ONE. Even Sunshine.
This? THIS IS BULLSHIT! This is a fucking microwave meal of a 3D Mario game.
You know what? I AM angry. Breathtaking, awe-inspiring, mechanic introducing, genre transforming, industry leading, system selling, WONDER BRINGING new Mario titles have defined EVERY console transition for me since the SNES. EVERY ONE. Even Sunshine.
This? THIS IS BULLSHIT! This is a fucking microwave meal of a 3D Mario game.
Video is up! Check out that less-than-full-analog-but-definitely-not-8-way movement!
Approximately, yeah. There's at least one diagonal in between each of the main 8 directions, though they seem to be relatively narrow compared to the others.
Are you saying it is 16-way?
Your other buzz word are all up to an individual.
This isn't even a question. Galaxy is god-tier 10/10 masterpiece type shit, 3D Land is good but more suited to a handheld and smaller ins cope.
Video is up! Check out that less-than-full-analog-but-definitely-not-8-way movement!
Approximately, yeah. There's at least one diagonal in between each of the main 8 directions, though they seem to be relatively narrow compared to the others.
Like I said, it depends on your location. Some places it's obviously not 8-way, since you can run in a straight line in more than 8 directions.
so true. Its weird to see some nintendo fans shit talking the galaxy games to make the new 3d mario look better.
so true. Its weird to see some nintendo fans shit talking the galaxy games to make the new 3d mario look better.
OK, tried to face one of the in between diagonals, and it seems hard to face the direction, but it is more clear when you are changing to another direction, but yea, it is 16-way and not 8-way.
Most of my friends and I skipped Sunshine altogether for some of those and other reasons.The lionization of Sunshine as a paradigm shift equal to 64 and Galaxy over the last few days has become hilarious, and I say this as someone who loved Sunshine more than Mario 64.
Do people not remember the furor back when the screenshots for that game were revealed? People said it was Mario 64-2, that it was a disappointment, that it was ugly, that basing the game around one theme was lazy, that water packs were awful and would dumb down the game and weren't a real innovation.
Locked digital angles on an analogue stick 3D game is disappointing as, like 3D Land, it's indicative of the level design philosophy. That being platforms, ridges, and obstacles laid out at neat, hard geometric angles.
64, Sunshine, and the two Galaxy games were not like this. They were built in such a way to accommodate true free form movement at the slightest angles, even if levels themselves were strictly linear.
This will be the first home console 3D Mario restricted in this way. Ironic given 64s legacy and what it revolutionised in 3D game design.
And, in turn, why 3D World is a supremely disappointing flagship 3D Mario title, irrespective of how fun it actually is.
Well, when people have the opinion that they want "Galaxy style open-world levels" they should expect to be challenged because, well, those levels don't actually exist (certainly in the sequel)
Well, people don't have good memories, and should ask for Super Mario Sunshine open-world levels instead, because they exist. CATSUIT.
Well, people don't have good memories, and should ask for Super Mario Sunshine open-world levels instead, because they exist. CATSUIT.
It won't be anything like NSMBU, if that's what you're referring to, rest assured.Really hope there's more to this game than "lol Mario's in a catsuit $60 please"
Have there been any videos posted where Peach uses the fireflower ability?
You know what? I AM angry. Breathtaking, awe-inspiring, mechanic introducing, genre transforming, industry leading, system selling, WONDER BRINGING new Mario titles have defined EVERY console transition for me since the SNES. EVERY ONE. Even Sunshine.
This? THIS IS BULLSHIT! This is a fucking microwave meal of a 3D Mario game.
If there's one thing Nintendo gets right, it's controls.
Also having a time limit automatically restricts the scope because the levels have to be small enough to be able to reasonably complete them in time.
Also having a time limit automatically restricts the scope because the levels have to be small enough to be able to reasonably complete them in time.
Mario seconds aren't full seconds. That would be closer to 5 minutes.You would have a point if they didn't give you 500 seconds, which is 8 minutes and 20 seconds and I can't think of many levels in all of the Mario games that would take up to 8 minutes to finish.
Mario seconds aren't full seconds. That would be closer to 5 minutes.
Honestly, I'm really excited about this game, but the timer is one Mario convention that should probably die. I didn't like it in Super Mario Bros, and I like it even less in games like NSMB and 3D Land because it works against searching for things like star coins.
There have been multiple instances in the NSMB games where I'll have to exit to the map or just rush to the goal and re-select the stage because I was running low on time while searching or dicking around. It's stupid. The timer is supposedly there to keep you moving along faster, but it has the ironic side effect of wasting your time with situations like this.Oh, did not know that.
To be fair, in both this game and 3D Land, you can find the timer things that increase the amount of time.
Personally, I've never had a problem with timers and I always search for Star Coins or whatever the collectible stuff is. I can't really empathize with those who dislike timers like they have in Mario, unless it is those ones where you have only 30 seconds at the start and then you have to collect those time stuff to increase time, I can see how that is annoying.
I think this pretty much nails my thoughts, unfortunately.Locked digital angles on an analogue stick 3D game is disappointing as, like 3D Land, it's indicative of the level design philosophy. That being platforms, ridges, and obstacles laid out at neat, hard geometric angles.
64, Sunshine, and the two Galaxy games were not like this. They were built in such a way to accommodate true free form movement at the slightest angles, even if levels themselves were strictly linear.
This will be the first home console 3D Mario restricted in this way. Ironic given 64s legacy and what it revolutionised in 3D game design.
And, in turn, why 3D World is a supremely disappointing flagship 3D Mario title, irrespective of how fun it actually is.