cyberninja45 said:
LordTheNightKnight said: "Flagship Mario game being bundled with the system." To the vocal minority, but sidescrollers are still the killer app. Adding a timer and a flagpole does not make it one. |
If you are compare galaxy sales to NSMB games sales. The reason why galaxy sold less is ass follows:
- Mission base system in open worlds makes it overwhelming to some players, having to 'search' for the goal.
- Proir 3d Marios, and galaxy, core gameplay is different as its focus less on stomping on enemies and actual platforming, but exploring.
- Games that requires nunchuck+ wiimote controls is very intimidating, especially to 2d Mario fans.
- Prior 3d Marios( including galaxy) tend to be slower paced than 2d marios.( No dash button)
- Positioning can be difficult at times for 3d games because you are basically watching a 3d world with one eye open.
SMB3land seems to remedy all of these. Just because its a indeed 3d mario, doesn't mean its the same situation as before.
But we'll just have wait and see how long its legs are saleswise
|
1. Swapping that for level linearity is not a good remedy, as it just becomes a set of tasks instead of a level to play.
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.