happydolphin said:
@Pie. It's not because Marucha is a girl that I'll treat her any differently than I treat all of you. I didn't agree with the argument she used and I called it as it was. If I offended her than she just needs to tell me what of what I said was offensive and I'll fix it, just like I do with everyone else.
| F0X said:
My impression is that Nintendo is obsessing over keeping a simple, unified image of the NSMB series, hence the re-used art and music assets. A far cry from how the old Super Mario Bros. games were produced, but I suppose that limited technology may have forced Nintendo to think outside the box. Nowadays, the challenge is to stand out among a bunch of very nice-looking titles (Gunman Clive, as you said). Yet with an instantly recognizable look and not much strong competition in the platforming scene, NSMB more or less had it made. Even so, it would be greatly welcomed if Nintendo would utilize ways to step up their game while still pleasing fans. But as it stands, this series is probably one that will evolve at the pace of hardware iteriation, akin to Mario Kart.
|
It would be interesting to see where games like Gunman Clive do it right and see where we could identify where in NSMB we could see improvements made and why, when we play it, we have that nagging feeling that it's stale (what elements, what factors).
Not to pick on NSMB at all, but as an exercise. To be completely fair, I found something I didn't like in Smash Brawl and it would be really interesting to see what exactly it was that turned me off (though I'm a huge Smash fan). Sticking to one game could make it simpler, but my point really isn't to pick on one single game, but to look at how we could demand better from Nintendo, as fans (or once upon a time fans).
|
That's an easy one for me. My issue is that by reusing the same assets, music, and general plotline, a strong sense of deja vu could be created in someone who has played at least one NSMB game in the past. Without having played NSMBU, I can tell that on a presentational level I would most enjoy the levels with expansive backgrounds (the early levels for sure) or rather unusual ones (Starry Night for the win), or the nice expansive world map, because these aspects provide a presentational experience that I have yet to identify with the series. With NSMB2 and Wii, I think the focus was to add new gameplay foibles and see how they work in a traditional Mario format. There's merit to this idea, but little is added to the presentation. The result for me is a game that feels more or less like a level pack. Again, I wouldn't call this a bad thing on the gameplay-side, becuase the games are still typically well-designed and provide entertainment value worth the entry price for millions of people. But I can't help but think that this overall approach might put off repeat customers unless, perhaps, Nintendo really is adopting a Mario Kart-like strategy.
Gunman Clive, as I put it, is designed to stand out. Part of me questions doing a comparison, since Gunman Clive doesn't have the baggage of being a sequel. :/
You could get into the nitty-gritty of specific art choices and try to see what might be an objectively better approach for the series that both Nintendo and its consumers could appreciate, but you're going to have to find someone else to discuss it with. I've been trying to focus on the market aspects of this topic, mainly because I have a feeling that discussing the fine artistic points would lead to splitting hairs, if not splitting atoms, and making broad statements would only do the issue injustice.