I'm convinced that a large part of this board's Nintendo fans grew up on GameCube games. There's no other way I can explain the shockingly bad takes surrounding blatantly unfinished games like Sunshine and Wind Waker.
I'm convinced that a large part of this board's Nintendo fans grew up on GameCube games. There's no other way I can explain the shockingly bad takes surrounding blatantly unfinished games like Sunshine and Wind Waker.
There's a difference between direction and execution. Mario Odyssey is a top quality, insanely polished children's game. I would probably have more fun replaying Sunshine, despite its flaws and technical issues.
I don't think the point is to collect all 900 Moons in Odyssey
I feel like I explained that. Levels are larger than ever and the point is no longer about 6 objectives per level, it's about exploring every nook cranny and finding something everywhere. If you want to put yourself through the effort of finding all of them then you can but I don't believe that's the point of the game.er... if it's not the point.. then why put it in the first place?
you know, you can call a spade a spade: it's bloated to hell and back to give people more bang for their buck and get that plus 90 metacritic score, that's all there is to it and there's nothing wrong about it.
"Super Mario Sunshine is a better game than Mario Odyssey, if you ask me"
No, not really..
really?
This is exactly what will/is happening with Super Mario Odyssey:
Year 1 - SMO releases. Critical acclaim. Game of the year awards. People love it.
Year 2 - 5 - People sour up on SMO, comparing it to every other Mario experience including the one in their dreams and the one they played on Christmas as a 10 year old kid - even making wild and crazy nostalgia-driven nonsensical claims like Super Mario Sunshine is better.
Year 5+ - People will remember SMO fondly. A classic. People will beg for a re-release/remaster/port.
I'm gonna blow your mind when I tell you all Mario games are for children.
The complexity is what determines if something is specifically made for children to enjoy, because for an adult this exercise is painfully obvious and offers no satisfaction upon completion:
whereas this one is an interesting challenge, especially when you impose extra conditions such as to solve it as fast as possible or to solve it in the least amount of moves, then it becomes an insanely deep and mentally stimulating intellectual exercise:
Both objects have the appearance of a "childish toy" but only one of them has lasting appeal (depth) and the capacity to entertain adults (complexity).
This comment is going to go unnoticed and it's a shameOdyssey is a disappointment in general, not just in comparison to other Mario games. It's basically baby's first console game, designed with the simplicity of the mobile platform in mind, and the game insists on being friendly to casuals until the credits roll.
There are many neat ideas in the game and some pretty decent sub world courses, but the overall execution is lacking because the game is tuned for people with very little gaming experience. Quickly you find out that there really isn't much going on in these levels at all: what you see in front of you is literally it, and it takes a handful of seconds to evaluate the situation and know exactly what needs to be done.
The clever and sometimes mindblowing revelations of past Mario and Zelda games cannot be found here. Stuff like how the game first conditions you to think lava is a bad thing you want to avoid, only to turn that perception around by letting you become a blob which can move through the lava but dies if it touches ground. So now you think "lava is good, ground is bad" which is fine until you hit a roadblock and you think "there's no lava here but I need to remain a blob to enter the cauldron, hmm", only to realize that by appropriately positioning the lava pools created when you kill the tomato enemies, then you can move through what is effectively ground as the blob! This kind of complex, multilayered design that results in the heureka moment as everything clicks inside your head is missing from Odyssey, and that fact is the fundamental reason why I don't get much satisfaction from the game. The whole game should be like this, but the reality is that only indie games like Celeste and The Witness offer this type of experience nowadays, when the main provider of it used to be Nintendo themselves.
I feel like this goes both ways. The majority of Sunshine's complaints on this board stem from blue coins and a small handful of levels - just about all of which aren't actually necessary for completion. You don't need a single shine from Delfino Plaza or any blue coins to beat the game.I don't think the point is to collect all 900 Moons in Odyssey, the point is the abundance of them. To go in basically any direction and have something to do. You only need like what, 250 to finish the game? Less than that?
Most of Sunshine's challenges are very easy to solve, though. Not exactly intellectually stimulating. They are generally more frustrating because of issues with the camera and level design, not because they are especially complex. Unless you think sitting on a boat and waiting for it to take Yoshi to an island has lasting appeal...
Indeed but you do lose the non linear approach to Sunshine's progression that Mario 64 had. You can still jump from level to level but a lot of the Shines are mandatory this time. You have choice in both Odyssey and 64, in the case of the latter you can avoid entire levels if you want.I feel like this goes both ways. The majority of Sunshine's complaints on this board stem from blue coins and a small handful of levels - just about all of which aren't actually necessary for completion. You don't need a single shine from Delfino Plaza or any blue coins to beat the game.
False. Read a lot of the complains.I feel like this goes both ways. The majority of Sunshine's complaints on this board stem from blue coins and a small handful of levels - just about all of which aren't actually necessary for completion. You don't need a single shine from Delfino Plaza or any blue coins to beat the game.
I haven't played Sunshine since the GC days, but you said "all 3D Marios"
Going through some Youtube clips you can see though that there's alot going on even in the first area of the first level in Sunshine, in terms of gameplay possibilities. I can spot at least 5 distinct ways of climbing to the roof of the first house. There's so much going on in terms of things for your mind to process as you look around. The act of climbing up the house and finding a blue coin or whatnot is easy, but still the situation is infinitely more interesting to approach than the things you find in Odyssey because the level design is so one-dimensional and there is literally only 1 more you use as Mario when platforming.
Then there's also the fact that water is a resource in the game, so thinking about ways to optimize your platforming such that you conserve as much water as possible is a constant thought process. It's very much like how in BotW you constantly need to evaluate whether you have enough stamina to climb a cliff so you look for paths leading up to see which one is the best suited. In the case you do have enough stamina, you still ponder whether you can use it to jump and get up faster or slowly walk up which is the more stamina conservative, so there's always a tradeoff present because if you jump too many times you risk not having enough stamina to make the climb. It's these types of thought processes and things in your environment that your mind is processing that makes Sunshine's level design more engaging than Odyssey's.
I dont know how to feel if I take this statement in combination with your avatar... :D
My original point is the idea that Odyssey is somehow more for children than previous Mario games is false. There is nothing inherently more complex or adult-aimed about the other Mario games compared to Odyssey. It's a pointless argument because all of these games are designed to be accessible from 5 year olds to 50 year olds and there is nothing wrong with that.
I don't agree either that Mario has significantly less options in Odyssey or things like FLUDD and water management make it a better game. More is not necessarily better. Mario has less movement options in Super Mario 64 compared to Sunshine but the game is designed infinitely better to compliment his toolset and it's overall the superior game.
Levels like this are an example of the problems that plague Sunshine's design. You are constantly fighting against the game, rather than having a dialogue with it.
There are many areas in Odyssey where you can optimize your route with different pathways and techniques; one look at its speedrunning community would tell you that. You're simplifying Odyssey greatly, especially because Sunshine's areas are generally small and not very complex at all. Most of the time it's just a matter of traveling across a relatively harmless terrain until you get to a challenge room or boss battle. One of the best Sunshine missions is actually the third Shine in Pianta Village where FLUDD is taken away and you have to navigate the burning village with nothing but your platforming. The level takes advantage of its multilayered setup and offers some challenging segments without relying on awkward FLUDD puzzles or overly punishing platforming sections with bad camera movement.