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Mario Chat / Re: Paper Mario 3DS images
« on: July 10, 2012, 12:02:54 AM »
Mario needing a powerup to stomp on enemies is like if The Flash had a video game and you needed to unlock the ability to run.
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Another analogy I thought of: Super Mario 3D Land is to Mario sidescrollers as this is to nursery rhymes. Eenie Meenie uses elements of the nursery rhyme of the same name as a source, but it is a decidedly different kind of song, and it will not become a timeless piece of culture like the nursery rhyme. It does not try to be a timeless nursery rhyme, and there is no content in it for it to become one. Likewise, Super Mario 3D Land uses elements of the sidescrollers as a source, but it is a fundamentally different kind of game than them, and will not be as timeless as them.See, the issue we haven't covered is WHY were the Mario sidescrollers timeless? gameplay innovation, that's what. And not just the items--the level designs, the enemies, the overworld designs, all that stuff.
Part of the reason Super Paper Mario has such a low rating on Amazon is because it was marketed as a blockbuster reboot when it was really a continuation of the Paper Mario series that was even more fancrufty than Thousand-Year Door. People who hadn't played video games in years bought it because they thought it was Super Mario Bros. with smoother graphics, not a text-heavy action RPG with an unskippable 5-minute intro like its predecessors. This is also, I anticipate, why Paper Mario 3DS is looking so generic, and why the only partner we've seen so far is a generic Chomp rather than an actual character. They want to sell it to everyone who never played a Mario game between SMB3 and NSMBW.I disagree here too.
It's not going to work, though. The people that stopped playing video games from 1996 to 2006 stopped for one big reason:If you were playing games frequently in the 90s and you stopped, you are probably not part of the Wii's target demographic. I don't want to sound elitist or like a nostalgia freak, but the casual gaming library that the Wii's got can't scratch THAT kind of itch.
They came back in 2006 for one big reason:
It's a TV remote that works like an NES controller with a gun trigger and a big round button in the middle. To play the game that comes with it, you don't even use the buttons, you just shake it. That's simple. That's manageable.
Why are they? The Super Leaf hasn't been in a (new) game in ~20 years and it's coming in SM3DLHaven't you noticed how everything that's old is getting remade and rebooted? Not just video games.
and MK7. Same for the Frog Suit in PM3D. Has Nintendo run out of ideas?
Admittedly, I was thinking mostly of SM64 when I wrote that. But even in Sunshine, the courses still felt more like "areas" rather than "courses," where the latter carries a connotation that the goal is simply to get from point "A" to point "B."
In 64 and, to a lesser extent, Sunshine, most Stars/Shines were placed throughout each world rather than at the end of each world. Sure, there are numerous exceptions, but missions like "Behind Chain Chomp's Gate" made for a more open atmosphere.You want linearity though? Galaxy's level design didn't allow for a lot of free roam, and I know why folks hated that. But Sunshine? Sunshine was linear in a WAY more dastardly manner.