https://www.twitch.tv/videos/42574278 around 4 hours, 8 min mark. Pretty sure this is the one you mean.
Yes! That's the one. Thank you.
In addition to being unskilled and not using the game mechanics well, (which is whatever, some people aren't as good at games then others) watching him play highlights the opposite of what he's claiming. During the choppers part you can always see 2 conveyor belts ahead so you not only know what the pattern of the one you're about to jump on is, but the one after that as well. There's a long enough pause between strikes that you can sit on the one you just landed and clearly survey what the next couple conveyor belts are going to be too. All of the unique map mechanics are introduced in a relatively safe environment before getting ramped up. The pumpkin propeller part is pretty easy to get first try. Before you even jump on the first platform it's really easily telegraphed that they spawn a bit after you see chunks on the bottom in the gears. Even the part where it doubles back can still be gotten first try if you have Dixie/Diddy and use their hover abilities and jump late as the platform that continues forward will spawn underneath you. (Which is likely what you would do if you're confused and don't know where the next platform is) Additionally the backwards platform can actually be seen from the ledge right next to where they are so you can observe that before you even start jumping. The only really sketchy part is when it doubles back when the giant gears are chasing you, because it establishes that time is of the essence and then has you move backwards to live.
Well said. As with the whole hubbub over the Cuphead/pigeon video last year, the issue isn't really that reviewers are bad at games; everybody's bad at something, and there's a market for casual dabblers who write for an audience of other dabblers, cost-conscious about their limited purchases. The issue is that some of them are just flagrantly bad at
learning. They don't regard themselves as people who should have to learn, and prematurely blame the game—mis-assessing it for all their readers in the process—instead of taking responsibility for personal limitations that even children know how to surmount. There's no shame in being a floundering novice player who takes stock of their own ability, adapts to the signs and patterns by which one "reads" a game, and improves. But failing at pattern recognition and complaining loudly about it when the evidence of fairness and clarity is right there for everyone else to see—well, that tells me a lot more about the player than about the game.
NSMBU/Luigi u, 3d world, wooly world, starfox zero without motion controls, color splash, w101, WW and TP hd, xbx. I could see them porting some or all of those.
At risk of dragging this off-topic: I know you mean well, and I'd love to see a ton of ports myself, but it makes me sad to see people actively ask for Star Fox Zero to be gutted to the point where it really would just be a pale retread of SF64. There's a case to be made that maybe the dual-screen precision targeting was a bridge too far for many players, and could be rendered more accessibly in a potential port with a single-screen focus/targeting overlay (like in Rogue Squadron II), but that's not at all a problem with motion controls. And it pains me to see Zero so misunderstood when it's a game that is all about learning and mastering new toys in the familiar framework of the Star Fox format, as it's
so rewarding when it clicks, something that most players apparently never experienced. It's an attention-management game at its core, like the dogfighting equivalent of an RTS, and there's honestly nothing like it once you get what it's doing.
Not that it will happen, given the hard separation of the Labo brand from everything else, but if Star Fox Zero ever receives a Switch port, I'd actually want it to take the form of a Labo set. It's a better fit than anything else I can think of, and perhaps that would entice players to go in with the right mindset for the game: that at its heart, it's a remote-control vehicle variety kit. Nothing reminded me more strongly of Star Fox Zero than the Labo robot. This isn't even a case like Skyward Sword where there's a familiar Zelda format with some outstanding dungeon designs to be experienced with or without the motion controls (although I think Nintendo should stick to their guns there too). A gutted Star Fox Zero, the way that its detractors imagine a 64-like port to be, would be a substantially worse and less interesting game than it is.
I've said all that before and would be happy to hash it out elsewhere, of course. DKCTF had the good fortune of being the easiest no-brainer of a port there was, and I regard it as a missed opportunity that we're not getting DKCR HD alongside it (packed in or not), as that's a game where the waggle of the original release really was extraneous. And it would be nice to see that game make a comeback in a more appealing frame (and with better controller hardware) than the expanded port on the 3DS.