Samus Aran said:
In a game based around fast twitch gameplay mistakes can happen. That's why it's not very smart to map the ground pound and long jump to the same button. I've watched plenty of let's plays of this game and seen people make the same mistake (it's not a big deal though, just a bit annoying). Just like it wasn't very smart to map the ground pound to the same button as the rolling move in DKC: TF. Though I only died a couple of times because of the latter (wanting to ground pound something while you still have some kinetic energy left). And it's pretty hard to see depth in SM3DW, making it harder to stomp on enemies and to see where you are on the platforms. Thank god for the cat suit. One thing this game does a lot better than SMG is the powerups. The cat suit and cherry are some of the best powerups in the franchise's history. In SMG powerups like the ice flower or fire flower were on a timer and all powerups were very situational. Although I'm probably one of the few who actually liked Spring Mario. :p And the mantaray and rolling ball levels were some of my favorites lol... Motion control done right, though I'm probably in the minority on that as well. In SM3DW you can camouflage yourself as a freaking Goomba to stealth your way through the entire level! You can even ride a giant ice skate. The propeller block, cannon block and spotlight block are also all very cool. And going inside a moving koopa shell is also a thrilling experience. Especially when it's a golden one. They even made the boomerang flower fun with the overhead arcade like shooter levels. In SM3DL it was basically an inferior fire flower the way it was used. And blowing away small goombas is sooo satisfying. I really like the blow feature the game has. I use it a lot to uncover invisible blocks or platforms. And the level in your picture is probably the worst level in the entire game. How that made it past the testing phase is beyond me. |
Massive amen @ the bolded.