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makingmusic476 said:
Words Of Wisdom said:

I definitely agree with twesterm.

The platforming element isn't bad but the direction is. There are some times when you have little to no idea of where the game wants you to go. There are flashing directionals every so often in some levels where it may get a little confusing, but those levels that have them don't have enough and the levels that don't have them in several cases should. I find myself jumping off cliffs in random directions in levels in hopes of discovering a ledge on the other side. Unfortunately that only works 33% of the time. Luckily the game is smart enough to figure out that if you're leaping out into the abyss you have no freaking idea what you're doing and puts you where you should be on respawn.

The other thing that bugs me is the arbitrary things the game does. For example, falling ceilings annoy the living daylights out of me. You can see the ceiling is falling at a constant rate. You see a trophy you want to collect on a platform before the ceiling has fully descended. You have PLENTY of time to get it and get out from under the ceiling. At the halfway point after you've busted the container of the trophy the ceiling's descent speed TRIPLES. There's no warning. There are no other ceilings that do that sort of thing that you run into prior to this one (that I saw). It's just like the game designers decided they wanted you to lose a life here and so you do.

The other thing that becomes annoying is the random difficulty spikes. The game seems like a cakewalk and then you run into an enemy that can obliterate you in 2 hits that hit everything on 40% of the screen (literally - 1st hit 30%, 2nd hit 75%, dead). I generally don't like to fight dirty (reusing the same move over and over), but that kind of difficulty increase warrants it IMHO and it really sticks up as out of place.

And finally there's the stupid teleport to you co-op mode where it's really easy to leave your partner behind and the teleport doesn't kick in. This was ripped DIRECTLY from Kirby Superstar. In Kirby Superstar it was excellent, but also in Kirby Superstar there was a button Player 2 could press to trigger the teleport and go straight to Player 1. Not having that button makes it frustrating at times especially since Player 2's deaths eat into the lives of both players (unlike in Kirby Superstar).

At this point, I'm playing SSE just to see the cutscenes and follow the story. The actual game part of it is not impressing me as much as I would have liked.


I agree with this for the most part.

As for the teleportation system, there is a button. All player 2 has to do is press start, and he'll appear right behind player 1. :P


I'll chock it up to my player 2 being dumb then (and using the Wiimote/nunchuck combo instead of a GC controller).