why do people keep saying this like it's automatically a good thing.
Platforming is inherently harder in 3d because you have to worry about another dimension and depth perception and shit. Nintendo knew this and evolved the series around exploration, and adding a higher skill ceiling via maneuverability to compensate for the fact that they couldn't really make mario jump on small tiles barely large enough for him.
3d world shat all over this in order to appeal to nostalgia fags, and in order to compensate for the inherently harder platforming, just made every platform 16 miles wide, and replaced enemies with shit like biddy buds, who literally just stand there in a formation to create enemies that give an illusion of accomplishment, when any brain dead retard could have just jumped on one and let the rest of the formation fall under your feet automatically.
Not him, but I kind of agree. I didn't like how 3d world's level design revolves almost entirely around hiding green stars. 3d land has the star coins, but they truly feel like the level design came first, and then they found hiding spots for the star coins, and the levels regularly give you friction and obstacles to overcome. It's disgusting how many levels in 3d world you can practically make a bee line for the exit with little to nothing standing in your way, and the only incentive to not do so, is to find the green stars. Like I said, the green stars were probably the focus of the level design in 3d world, and vice versa is true for 3d land.
They both have major flaws though, and both have some advantages over each other, I can't say I care for either
Nope, beat champions road, and was the only time I had fun. Even in world flower you are riding in space on GIANT platforms on rails. You'd probably have a hard time naming a platform in 3d world that is as small as a rainbow ride carpet.
But it's true, besides the two new power ups, and the glass pipes that give you a little more agency over screen transitions, most everything in this game is lifted from past mario games. the rhythm bleep blocks or whatever are galaxy. Those platforms that alternate red and blue for every jump is from galaxy, characters are from mario 2, that helicopter block on your head is mario 3d land I believe, those green rail platforms that move in the direction of your weight is 3d land I believe.
Please name some unique level mechanics/obstacles that weren't lifted from other mario games
Excuse my mini-rant, but I need to get this off my chest.
I often come across MANY people who hate 3D World in comparison to Mario 64 mainly because of the mere fact that it's not "open world." Guys, it's a fucking Mario game. Why do so many people neglect to acknowledge what makes Mario so special in the first place? And for the record, not every game has to have some god damn open world. What is up with people feeling that open worlds need to be forced on every game? I play Mario for the brilliantly constructed and well thought out level design specifically created with to embrace the importance of variety and progression. Mario is also about platforming and tight controls. Yes, I WANT to go from point A to point B because I know the developers can design a lot of brilliant crazy shit between point A and point B. I don't need to be lost a huge world with endless things to do, people to meet, things to collect. No, that is not Mario. That's Zelda. Docking Mario 3D world or 3D Land because they're linear is fucking ludicrous on all possible levels. I just don't understand it. Don't get me wrong. I loved 64. I loved sunshine. Those were some really great games, but as Mario platformers, I felt like the focus on what makes Mario so special was lost. With games like Galaxy 1 and 2, 3D Land and 3D World, they were finally able to realize that Mario excels on being linear and they were finally able to nail the proper Mario "theme." Linearity is not a bad thing when you have levels and worlds that are really well designed. Seriously, the developers put a lot of heart and soul into those levels. It just disturbs me how anyone can call that game "soulless"
Opinions are opinions and I've considered all sides of the argument, but I believe that 3D world is the perfect balance of 3D space and what makes a Mario game great which is clever level design wrapped around the sole concept that MARIO IS A PLATFORMER.
>>324151625 >>324151858 It goes further than that. previous 3d marios were very different at the core. 64 introduced the whole 3d platformer stuff, sunshine was flood based and galaxy was all about the planatoids. 3d world just reduces what you can do and makes everything simpler closer to one of the 2D games
>>324152019 Simple answer, people liked what the 3D marios did and as a change from the standard mario. Saying but what made it special in the first place is silly when you look at the amount of spin offs and the saturation of what made mario originally special
I'm using a 1 TB external hard drive for the Wii U, but it keeps making this incessant clicking sound and disconnecting when I try and download shit. It's annoying as hell and I don't know how to fix it
>>324152138 >because it lacks personality of it's own >personality What the fuck are you talking about? How retarded can you get? How can a video game have a human trait? Come back when you have appropriate words to describe the things you're talking about, moron.
To me, it gives me the joy of playing a 2D Mario game in the world I'm familiar with but with more to do and go.
This "unique is good period" meme needs to end. No, it's not as creatively unique as Galaxy but instead chooses to flesh out what you already know in great ways. Sunshine was "unique"ish and turned out to be incredibly mediocre.
My barometer for when someone has shit taste is when they say "MY FAVORITE LEVEL IS MOUNT MUST DASH!"
Of course they'd like this shitty game, because this game requires no skill (except for very late end game), substitutes skill for just collecting, and of course nostalgia panders.
Mount must dash is representative of this entire game, all you do is hold right and occassionally jump when required, and if ANY engagement further than that is desired by the player, the onus of creating their own "challenge" is on them by collecting green stars and coins and shit
>HOW COME SO MUCH MARIO >OMG WHERE IS THE MARIO I realize maybe it's two different camps but still. Just relax. There is no good reason Wii-U needs another core Mario title. It's a fine console but sales wise it's abysmal. Mario is being saved for NX.
>>324153660 >To me, it gives me the joy of playing a 2D Mario game in the world I'm familiar with but with more to do and go. > >This "unique is good period" meme needs to end. No, it's not as creatively unique as Galaxy but instead chooses to flesh out what you already know in great ways. Sunshine was "unique"ish and turned out to be incredibly mediocre.
I'm the opposite. It's why I prefer Sunshine to SMB3.
>>324153738 >skill I've played hard mode in Dragon's Dogma and it doesn't require skill. No games require skill. It's just memorization, which is kind of a skill I guess but it has nothing to do with reaction times or tactical knowledge, etc.
Yeah. I had several anons say "BUT THEY SAID IN AN INTERVIEW THAT A NEW 3D MARIO WAS COMING!"
but I never saw a source for it. As long as zelda isn't garbage, I'll be happy with that and starfox to finish off the wii u.
Of course the new president said it was important to not abandon wii u audience, so maybe they'll throw us some bones, like nx downports or something. But most likely it was just some "third pillar" marketing speak
>>324151636 You were still hypeboling the shit out of everything. Is the game really hurt that much by having big platforms? The game has plenty of platforming as it is. Are Biddy Buds the only enemy type? Are all of the other enemies as weak as the weakest enemy in the game? That's like saying the original SMB is shit because Goombas just walk in a straight line and die if you stomp them once. You could just as easily argue that Super Mario Galaxy or Super Mario 64 are complete shit by using those exact same arguments. Hey, look at this Bob-Omb Battlefield! It's so fucking huge! Those octopus aliens just walk from side to side and don't even chase you? Fucking awful! That's the funny thing about hyperbole. None of these games are bad. You just need to treat each of them as what it's trying to be and not as what you wish it was.
Problem is games like Mario 3, 64 and Galaxy did both. So people hold the series to higher standards. "Fun" on par with a Hollywood blockbuster you shut your brain off for 90 minutes to enjoy and then immediately forget the day after just isn't enough. To me, 3D World feels like a guided tour of Mario history and memorabilia. One that wants to evoke 2D Mario, but then also keeps the 3D staple of locking later levels behind gates of green stars.
>>324154141 >To me, 3D World feels like a guided tour of Mario history and memorabilia This. It's a nice enough trip down memory lane but in of itself the game is just a decent platformer compared to games that truly stood out
>Is the game really hurt that much by having big platforms?
Yes, because there's no challenge to the platforming. which was the whole point of my post. Nintendo realized that platforming in 3d was harder, so instead of just having players constantly hop around on giant platforms that require no skill, they adapted the series to a different type of platforming, where falling into bottomless pits is rarely the problem, but the real challenge is using marios increased maneuverability to traverse the larger worlds.
Mario 3d world threw it all in the trash. "we want to nostalgia pander, but we also can't have the game be too hard with small 2d tier platforms, so we'll just make a dumbed down game where the "platforming" is occasionally jumping from one giant floor to another, and just make people find green stars instead"
Watch a speed run of mario 3d world, and mario 64. You literally can't just "memorize" mario 64's speed running. You CAN memorize 3d world's though. Just long jump here, jump past this enemy go through this pipe, and you're done. Mario 64 you constantly need precise timing and skill to pull off those runs, even when you "memorize" the route (for the sake of this, I'm excluding glitch shit like backwards long jumping up hill, or cat peach momentum preservation)
by default, wii u always saves everything to any external sources. You can manually back up your data to the wii u though.
Unfortunately the wii u has some of the most retarded memory management infrastructure I've ever seen, with less options and capabilities than even the original xbox or xbox 360.
For example, if you have the digital copy of a game, and you merely want to back up the data, you'd have to make an entire copy of the entire game onto your wii u, as all the data (game, saves, dlc) gets lumped together. But that's for another hate thread
Are you fucking retarded? Timing, precision, and coordination is just memorization?
Fuck off, and go memorize how to play the drums.
Even if we are going to say that the brain adapting to new stimuli is just "memorization" mario 64 requires more skill, timing, and coordination than 3d world, so it's more challenging. However you want to phrase it, stop pretending that 3d world isn't completely brain dead for the first 90% of the game
>>324151115 3D Land's linear and compact levels worked because it was on a handheld, 3D World stuck with the linear levels but had to accommodate its level design for the Green Stars and the multiplayer which led to levels having bigger platforms and a whole bunch of nothing.
You're still being retarded. One game requires VASTLY more skill than the other. You can't just say "every game needs some skill so every game is literally as hard as each other"
What the fuck is wrong with this fanbase and not being able to into degrees? It's not just skill. I've criticized 3d land for being shorter than EVERY OTHER 3d mario, and their immediate defense was "every 3d mario is short" which isn't even true, but even if it were, it doesn't change the fact that I'm comparing them directly
It is fun, but too bad it was short as fuck, and it's probably the easiest pikmin which hurts the replay value unless you really get into speed running which requires you to memorize every fruit/obstacle/enemy/bridge piece/etc which doesn't interest me.
I honestly want to say it was shorter than pikmin 1, but it's hard to say because that was so long ago, and i'm now better at the series. There were just so many fruit just sitting out in the open, or just sitting in water, while that rarely happened in past pikmin
>>324154947 The blue coins worked perfectly in Mario 64 don't know why Nintendo mess it up in Sunshine, but secretly I think Nintendo hates that game as well because if it was so good there would of been some sort of remake to it.
but even with less levels, they could have made every single level just platforms floating in space, and make the solid ground very small, and take away all of mario's movement options so they could have large levels with checkpoints, but still stay true to 2d mario. They made the decision that best suited the medium (3d) and built the game with new game design philosophies as a result instead of forcing game mechanics that don't work as well just for the sake of nostalgia.
>>324156349 >The blue coins worked perfectly in Mario 64
How? I mean they weren't broken or anything, but they just appeared for a bit and were only useful for the 100 coin star.
I like the idea of sunshine blue coins in theory, but I just wish they weren't tied to shines. Having a secondary optional obective in every level to search for something else sounds fun, but they were just handled poorly, and maybe they could have tied upgrades like water spray distance and water capacity to the blue coins.
Either way the blue coins were completely optional, as you only had to beat the seventh shine in each level to beat the game, and there was practically no reward for collecting all of the shines other than bragging rights, I don't see what's so offensive about them
Since this game came out, I've played through and beaten it dozens of times and still continue to do so. Ive heard every single argument as to why this far is supposedly shit, but you will never ever in a million years convince me that's true because no matter how hard I try, I cannot not enjoy this game. I've been playing Mario since the 80s and it's just amazing how this became my favorite one so many years later.
I wish I could enjoy it, but I don't get how anyone could enjoy this game, at least after one playthrough.
Like, after you've collected the green stars, you are pretty much just kind of running towards the goal post and ocassionally there are some required jumps or enemies, but there is so much wide open area, that's very rarely a challenge.
I don't mind easy, I don't mind linear, but when both are combined, there is nothing to make me want to play more than once
how do you feel about galaxy games, because those games are kind of hybrids between mario 64/sunshine and flagpole 3d mario
I honestly love both 3D World and the 64-like platformers. They're different takes on what it means to be a 3D platformers in a Mario game and I would like to see more of both types of games. I'd honestly only have a problem if one was dropped in favour of the other.
I was pissed when I found out you also had to get all golden flagpoles and all stamps to unlock champion's road. Green stars I can understand I guess, but what kind of game padding bullshit is golden flagpoles?
Like I said though, I feel like the levels in 3d world care more about hiding green stars, than creating fun and unique levels
>>324158060 The game just feels so incredibly great. Movement, creative level design, fucking music, multiplayer. I'm gonna get hate for this but fuck it, this is Mario perfected in my opinion. Some of my fondest memories playing a video game are from playing this with my family. I'm convinced that not a single person in this thread will ever enjoy this game as much as I did. That perfectly okay. This game reminded me of why loved video games on the first place. I feel like im probably wasting my time expressing how much I enjoyed it because I'll just accused of being a shill, but as someone who used to suffer from anxiety and depression, this game practically cured me I kid you not and honestly, that's all that really matters to me.
>>324158917 >what kind of game padding bullshit is golden flagpoles
Going through levels to find secondary trinkets was acceptable in the pre-PS2/Gamecube/XBox era because limited memory required creative use of assets. And in the case of games like Spyro, it meant more creative mini-games and missions that weren't strictly platforming. To limit progression nowadays when you have more than enough memory - and when your game lacks those fun missions and mini-games that could be an excuse for eating up time and resources - is just unreasonable.
I really don't get the hate for this game. I really don't. Despite what everyone, is saying, I still just don't get it. At this point I am just willing to accept that I have shit taste in games. I don't care anymore.
I didn't bother going for them for a while, didn't care about lives. I would also usually stumble across stamps while looking for the green stars, but if I didn't have any green stars left, I didn't go out of my way for stamps.
Was pissed how much of the game I had to replay just to play the one fun level in the game
Multiple characters bumping into each other and limiting movement range is an issue you can easily apply to 3D World as well - for sections of a level that are more open-ended, there are sections that are linear floating hallways requiring everyone to not step on anyone's toes, or accidentally jump into/onto someone. Which wouldn't be a problem if you were playing the game in a "forced co-operative" manner where the players are trying to screw each other over with ground pounds and throwing players and popping bubbles, except that doesn't work in 3D World because everyone shares the same coin and life pool. NSMB giving each player their own life stock encourages players to gang up on cheaters or screw each other, so there's at least some fun in halting level progression, while the coins allowed everyone a free 1UP to catch up; 3D World carries all of the frustration over but with none of the fun. The crown offers nothing but a points bonus in a game where points have literally never mattered less.
>>324160546 >is an issue you can easily apply to 3D World as well It doesn't really have the same effect because of the entire extra dimension though. It's less of an issue, while still being an issue.
>>324159641 You don't have shit taste. V just likes being contrarian because they're faggots. 3D World is an excellent game from an almost dead genre. It's enjoyable and fun and, even though its more mario for the 30th time, the gaming landscape has changed so much that tightly controlled, primary colored platforming is a breath of fresh air these days
>>324161312 >You don't have shit taste. V just likes being contrarian because they're faggots.
If I made a thread asking for opinions on Rayman Legends, a fraction of the replies would say they dislike the game. But then again I would probably make the first post a non-incendiary, unprovoking and non-faggoty post, completely unlike your own.
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