| Mr Khan said: You wouldn't have to remember dozens of options because you make your custom kart once (once you've unlocked all the parts options), save it, and move on, especially since it's a handheld game so you won't have to worry about moving it to a friend's console for local multiplayer purposes, and good balancing will hopefully negate any negative impact on the metagame (else we end up with a kart combo everyone has to use, which i would dread, but a broken kart is something we'd have to worry about anyway). The special attacks in Double Dash were fairly balanced that way too, it just was a matter of play-style. The only thing i didn't like about those was that they prioritized special items like regular items, so that someone using Baby Mario who is usually in first place a lot is fairly screwed, since they set the Chain Chomp on level with Lightning, Star, etc, but otherwise no-one really had a gamebreaker The galaxy v. Sunshine water racing thing should show you that these ideas are not always about hardware features, because surely the one in Sunshine didn't cater to the GameCube's nonexistent unique strengths, sometimes they just throw things in for the hell of it (though these things are not always good), and that was the vibe i was getting from flight and underseas areas in Mario Kart I'll agree to disagree on DKCR. The only motion controls i didn't like there was the fact that blowing was motion-activated, so it took me longer to pull off that move when i needed it (mostly against those fiery enemies). |
So if I have 5 or 6 karts I want to use semi-regularly I have to save all those combinations just to get back to where I start with the selection screen with MK Wii. It's adding a step for no reason. In MK Wii, I'm pretty sure you have 36 vehicles (6 karts + 6 bikes per weight class). If there are 6 options for each of the 3 choices in build-a-kart, that's 216 vehicles. And they'll all look pretty similar, and I'll never ever try them all.
As I recall from my brief, horrible time with Mario Sunshine, it WAS built for Gamecube's unique analog shoulder buttons. Ooh, analog triggers! How did Mario ever shoot his water cannons without them?
DKCR was playable and sometimes brilliant (hello 1st world temple level), but compare the controls to the SNES DKCs and it isn't remotely as tight. Compare NSMBW to SMW or SMW3 and it's way floatier and slower, but it's just as tight.
"[Our former customers] are unable to find software which they WANT to play."
"The way to solve this problem lies in how to communicate what kind of games [they CAN play]."
Satoru Iwata, Nintendo President. Only slightly paraphrased.







