in any case, i wasnt impressed by this one at all. im sure we all agree that more SMG is a good thing, but this just looks so similar, more like an expansion pack then a new game. not that thats a bad thing in itself, but usually from nintendo you can expect a bit more...
alright, time to update this, ill put in a pic of that new rocksuit, looks pretty fun:
and the new cloud suit is revealed:
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well miyamoto says it was planned to reuse a lot of content form the previous game, luckily the team got so excited that it shoul dbe expected to be 90% new content, with 10% being old levels with new missions.
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SirUltimosDon't talk, Rusty. Just paint.Registered Userregular
I think they have the right idea here. Really, with Mario, we just want more of the same with a few a changes. More platforming goodness, with out any annoying mechanics ,like the water pack, to get in the way. The whole galaxy concept is really the farthest the series can go. I am fine if all of the rest of the games work off this concept.
As long as the platforming is awesome and the levels unique then I'm all for it. Miyamoto already said 90% of the levels are new and from the video they've already added a couple elements (Yoshi, the platforms that switch when you spin-jump (unless that was just a timing thing), looks like there's Giant/Miniature world).
EDIT- I'll never forget the fact that I was playing this in the middle of Astronomy class and it messed with my head. Rosalina's reactor accurately changes color with wavelength intensity!
I just have to wonder what crazy ideas they have this time.
I mean, in that trailer alone I saw the interesting looking flip panels. It seemed to be that you flipped them by spinning. That could create some awesome levels.
I just have to wonder what crazy ideas they have this time.
I mean, in that trailer alone I saw the interesting looking flip panels. It seemed to be that you flipped them by spinning. That could create some awesome levels.
I was more surprised by the shadows of Mario thingy. Maybe you have to mimic them exactly?
I guess Nintendo finally knows a good thing when it finds something. SMG2 should bring some better stuff while still being familiar to people who have played the first one.
I thought the motion controls in the first one sucked pretty bad, but this one looks much more interesting. It seems IR controls are for Yoshi only this time. I applaud this and hope they remove starbits because other than feeding star people starbits, they weren't integral to the game's design.
This one already shows the player jumping and then quickly moving the IR cursor to a point for Yoshi to grab. It's like Lost Woods but in 3D space. Very, very cool. I hope they expand on the idea.
Star bits were useful in some stages (blowing up mines, knocking enemies away, etc.), but they were most useful for shopping. The increased-life mushroom was a goddamn steal for 30. Especially if you were down to one life point.
I thought the motion controls in the first one sucked pretty bad
You mean using the pointer, or actual motion controls (spinning)? I'm curious because the pointer worked flawlessly and the spinning is the only thing I can think of that made you waggle. What about that sucked?
I'm looking forward to this, but I'll have to go back to the first one and finish up the rest of the stars.
How long has it been since there were two Mario platformers on the same system?
I thought the motion controls in the first one sucked pretty bad, but this one looks much more interesting. It seems IR controls are for Yoshi only this time. I applaud this and hope they remove starbits because other than feeding star people starbits, they weren't integral to the game's design.
This one already shows the player jumping and then quickly moving the IR cursor to a point for Yoshi to grab. It's like Lost Woods but in 3D space. Very, very cool. I hope they expand on the idea.
oh right, there is actually no starcursor anywhere, only a red yoshi cursor. i wodner what the starbits are for then...
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Depends on if you count Yoshi's Island as a Mario platformer or not, I guess. Otherwise unless I'm forgetting something it hasn't happened since the NES.
I do not however see the point of reusing old levels, even if they have new objectives. If it's going to only be 10 percent, would it really be that hard to create new levels for that extra 10 percent as well? It just seems pretty lazy, and it would be worth it to put forth the extra effort to make it 100 percent new.
But that's just me. Still, I am happy, just not jazzed.
Who said they're using old levels? I assumed they meant that the 10% is the stuff they wanted to be in SMG but had to be left out, and they were having so much fun with it that they kept adding new shit until they had a fully-fledged sequel on their hands.
By all means correct me if I'm wrong, but that's the impression I got.
Who said they're using old levels? I assumed they meant that the 10% is the stuff they wanted to be in SMG but had to be left out, and they were having so much fun with it that they kept adding new shit until they had a fully-fledged sequel on their hands.
By all means correct me if I'm wrong, but that's the impression I got.
That is a pretty bizarre interpretation of "10% old stuff"
I thought the motion controls in the first one sucked pretty bad
You mean using the pointer, or actual motion controls (spinning)? I'm curious because the pointer worked flawlessly and the spinning is the only thing I can think of that made you waggle. What about that sucked?
Well, there was the manta ray surfing. Also the part where you had to use the remote like a joystick to control Mario on the rolling ball.
It's such a beautiful looking game. Why aren't third-parties making games that look as good as that?
Rohan on
...and I thought of how all those people died, and what a good death that is. That nobody can blame you for it, because everyone else died along with you, and it is the fault of none, save those who did the killing.
I thought the motion controls in the first one sucked pretty bad
You mean using the pointer, or actual motion controls (spinning)? I'm curious because the pointer worked flawlessly and the spinning is the only thing I can think of that made you waggle. What about that sucked?
The design. It felt very uninspired to me. Most of what was done is easily translated to a regular controller. I think the Wii can do better.
Functionally, it worked fine. I had no problems.
The new game seems to be more up my ally. Controlling two entities (Mario and the cursor) and having them work together in 3D space is cool design that hasn't really been done before. It's the kind of stuff I bought the Wii for.
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This. So fucking hard. SMG is my absolute favourite game ever, so this is bought on day fucking one.
I have no idea but I was grinning like a fool watching that trailer. It just looked so fun.
EDIT- I'll never forget the fact that I was playing this in the middle of Astronomy class and it messed with my head. Rosalina's reactor accurately changes color with wavelength intensity!
I mean, in that trailer alone I saw the interesting looking flip panels. It seemed to be that you flipped them by spinning. That could create some awesome levels.
I was more surprised by the shadows of Mario thingy. Maybe you have to mimic them exactly?
Even if it doesn't though I'm sure it'll be great.
http://www.audioentropy.com/
Winged Goombas.
Those weren't in SMG that I recall.
I also can't help but wonder what kind of story they're gonna cook up for this one. They already did the peach thing with the first game.
...and what, no pointer for collecting star bits?
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Same here, though I'm betting it'll be more linear again.
I can has cheezburger, yes?
This one already shows the player jumping and then quickly moving the IR cursor to a point for Yoshi to grab. It's like Lost Woods but in 3D space. Very, very cool. I hope they expand on the idea.
Hard to tell, but that was pointer control for yoshi's tongue, which I'm loving.
And this reminded me again how good the SMG music was.
http://www.audioentropy.com/
I think it would be cool if some galaxies had a linear design and some had the bigger, more explorative worlds of 64/Sunshine.
I can has cheezburger, yes?
You mean using the pointer, or actual motion controls (spinning)? I'm curious because the pointer worked flawlessly and the spinning is the only thing I can think of that made you waggle. What about that sucked?
How long has it been since there were two Mario platformers on the same system?
oh right, there is actually no starcursor anywhere, only a red yoshi cursor. i wodner what the starbits are for then...
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I do not however see the point of reusing old levels, even if they have new objectives. If it's going to only be 10 percent, would it really be that hard to create new levels for that extra 10 percent as well? It just seems pretty lazy, and it would be worth it to put forth the extra effort to make it 100 percent new.
But that's just me. Still, I am happy, just not jazzed.
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By all means correct me if I'm wrong, but that's the impression I got.
That is a pretty bizarre interpretation of "10% old stuff"
https://medium.com/@alascii
But I thought those parts worked pretty well.
http://www.audioentropy.com/
Nothing's forgotten, nothing is ever forgotten
Functionally, it worked fine. I had no problems.
The new game seems to be more up my ally. Controlling two entities (Mario and the cursor) and having them work together in 3D space is cool design that hasn't really been done before. It's the kind of stuff I bought the Wii for.
Why do you make my wallet cry in pain!? Whyyyy?
Because it costs less and makes them more money to poop out lots of low-quality games that get bought regardless.
http://www.audioentropy.com/
I had the opposite experience. The ball rolling came naturally, the ray surfing... well... that was a bit more tough on the second course.