LordTheNightKnight said:
2. That is not the focus of the 2D Mario games, which was getting to the goal any way you could. Stomping and platforming were just some of those options. Options. These levels still look to have too many spots where you are required to do something in a certain way. 3. That is just a scapegoat, as the controls of the Galaxy games were still simple. People didn't have a problem with the controls. They had a problem with a game that didn't feel like a Mario game (even though I like them). 4. A dash button? Last I checked, pushing the analog stick all the way was supposed to be dashing. Plus padded out levels are what makes slower pace, not slower running speed. And adding a clock is not really reducing the padding that much either. It's instead made the level design dumbed down for both the 3D and 2D games. 5. Another scapegoat, as Galaxy found ways to position correctly and it still didn't catch on. Have you forgotten about that? The level design has to play like the 2D Mario games, and if you think they do here, you need to play those games again, and try to see how many ways you can beat a level. |
You're kidding, right? Galaxy actually had some of the most difficult to position situations in the series, especially when the camera would suddenly turn upside down on you. For a new gamer the Galaxies would be far more intimidating than SM64 despite the latter's flaws.
You do not have the right to never be offended.







