So funny how everyone hates 9-volt. He is exactly what he is supposed to be, emulating the timed button pressing microgames from the first game. Personally love the challenge even though that first Wario Cup was a killer. Could only bronze it.
Regardless I'm sure the game is selling quite well and in line with series standards. This is my first game in the series aside from Game & Wario which is more of a spin-off, and I'm having a great time unlocking costumes/concept art and trying to get a passing score on all the mini games!
But I can't help but feel like the simplicity of the previous arrangements allowed for a type of play that really isn't represented here. We'll see if that changes as I play more.
Then including them in the completion stats table as well lolNot letting you pick Spitz or Ana in single player was an odd choice
So I've been a huge fan of WarioWare since the first game. Each entry has been among my favorites for their respective systems.
For me, the story mode was just a little intro that got you to what I assumed most people really found to be the addictive element – the Towers.
You put it on maximum variety and battle for as many consecutive hits as you can. Eventually, you're ending up starting in hard mode and still banging out 200-300 in-a-row, almost entering a trance state as your muscle memory executes on the couple hundred possibilities before you at ludicrous speeds. You get a rush of focus, intensity, anxiety, humor, and excitement all at once. It's great.
Given this, I had assumed that this game would really hit it's zenith with all-characters, all-microgames Towers. Now that I've had some time with that combination, I'm beginning to think I was wrong.
There's several ways in which this game was designed that just don't seem to jive with that:
1) First is just the sheer number of possibilities. Even if you know a microgame's objective, and know the character in question's movement, the enormous amount of combinations the game asks you to process quickly feels a bit too wide. There are thousands of different combinations that can be thrown at you, each with different inputs and actions needed. Just memorizing all of these would be a challenge in and of itself, but factoring in the rapid deployment and chaotic juxtaposion of it all – it frequently leaves the player feeling unprepared to win. Once you get to high speeds, by the time the brain catches up to the information in front of you and what needs to be done, it's often already too late because there is a good deal of execution still needed frequently.
2) The inconsistent rules. As an example, some characters can activate an object/target by just touching it with their head. Others can slam into it with their head only to find out they need to shoot in order to achieve the same thing. Some objects you can move through, some you can't. Sometimes that depends on which character you are using. This combines with point 1 to make it even more difficult than necessary to understand each possible interaction and learn enough to get proficient. You really need to learn a lot of the different microgame/character combos before it even becomes possible to get far in this, and there are TONS.
3) The physics-based puzzles that are implemented fairly liberally. The inputs necessary to complete some of these are not only complex, but precise. Moving something in a circle or manipulating bouncing objects – there's nothing objectively wrong with these, but they make failure states much more common when you're trying to perform these quickly. It's not just whether you understood the objective and hit the object in question, it's hitting in just the right place to propel it in the proper direction, or something similar - even with characters whose movement may be fairly sloppy in itself. This complicates the task and makes it much more difficult to enter into that high-speed fugue state. Occasionally, the game can be downright finicky.
4) Finally, there is the fact that certain character and game combinations are incredibly poorly suited. I feel like this one is fairly obvious to everyone, so I won't belabor it. But it does seem like a lot people are bagging on certain characters instead of hitting on the reality that there are random combinations all over the place that are extremely rough.
Really, it's just the complexity of it all. For a character like 5-volt, you even need to learn her hitbox to understand what will be impacted by her "shock" when jumping in – often different per micrograme and sometimes extremely granular to avoid hitting the wrong thing. For a character like Orbulon you have to understand which objects you can suck up and which you can't – often different per microgame. The list just goes on and on which make it very difficult to get proficient enough to really enjoy that rapid-fire possibility. This all leads to the times that I fail in this game, I am frequently frustrated – very rarely do I have that feeling of just being overwhelmed by speed and processing, it's a combination of the above factors that often create something wholly different. It frequently just feels a bit more out of your own hands than any previous game in the series.
I feel like seeing the results in Wario Cup clarifies this quite a bit. The vast majority of people are not capable of climbing very many challenges in a row, and certainly not able to hit the peak insanity that I'm certain far more could have in the older games. Getting into the gold-tier puts you ahead of like 90% of players, when it still doesn't feel quite that accomplished by previous standards.
With that said, I'm still enjoying the game a lot. I do think they failed in their primary goal – which I assume was to make an approachable multiplayer game (the above factors make this the least approachable Warioware ever, IMO), but it's still a fun time.
Approaching this game more as a "hardcore" version of Warioware and dispelling what I thought I wanted from this game still leads to some great fun, and some really enjoyable surprises.
And I do respect them figuring out some other "gimmick" now that they've been forced again to not use a hardware factor for differentiation. One thing you can't say is that it is lazy or uncreative. It really is a fun time.
But I can't help but feel like the simplicity of the previous arrangements allowed for a type of play that really isn't represented here. We'll see if that changes as I play more.
Well for the multiplayer aspect, they can just select the easy characters like Orbulon and Ashley to play as for beginners. I think that's the main reason why they have characters such as Orbulon be so broken.So I've been a huge fan of WarioWare since the first game. Each entry has been among my favorites for their respective systems.
For me, the story mode was just a little intro that got you to what I assumed most people really found to be the addictive element – the Towers.
You put it on maximum variety and battle for as many consecutive hits as you can. Eventually, you're ending up starting in hard mode and still banging out 200-300 in-a-row, almost entering a trance state as your muscle memory executes on the couple hundred possibilities before you at ludicrous speeds. You get a rush of focus, intensity, anxiety, humor, and excitement all at once. It's great.
Given this, I had assumed that this game would really hit it's zenith with all-characters, all-microgames Towers. Now that I've had some time with that combination, I'm beginning to think I was wrong.
There's several ways in which this game was designed that just don't seem to jive with that:
1) First is just the sheer number of possibilities. Even if you know a microgame's objective, and know the character in question's movement, the enormous amount of combinations the game asks you to process quickly feels a bit too wide. There are thousands of different combinations that can be thrown at you, each with different inputs and actions needed. Just memorizing all of these would be a challenge in and of itself, but factoring in the rapid deployment and chaotic juxtaposion of it all – it frequently leaves the player feeling unprepared to win. Once you get to high speeds, by the time the brain catches up to the information in front of you and what needs to be done, it's often already too late because there is a good deal of execution still needed frequently.
2) The inconsistent rules. As an example, some characters can activate an object/target by just touching it with their head. Others can slam into it with their head only to find out they need to shoot in order to achieve the same thing. Some objects you can move through, some you can't. Sometimes that depends on which character you are using. This combines with point 1 to make it even more difficult than necessary to understand each possible interaction and learn enough to get proficient. You really need to learn a lot of the different microgame/character combos before it even becomes possible to get far in this, and there are TONS.
3) The physics-based puzzles that are implemented fairly liberally. The inputs necessary to complete some of these are not only complex, but precise. Moving something in a circle or manipulating bouncing objects – there's nothing objectively wrong with these, but they make failure states much more common when you're trying to perform these quickly. It's not just whether you understood the objective and hit the object in question, it's hitting in just the right place to propel it in the proper direction, or something similar - even with characters whose movement may be fairly sloppy in itself. This complicates the task and makes it much more difficult to enter into that high-speed fugue state. Occasionally, the game can be downright finicky.
4) Finally, there is the fact that certain character and game combinations are incredibly poorly suited. I feel like this one is fairly obvious to everyone, so I won't belabor it. But it does seem like a lot people are bagging on certain characters instead of hitting on the reality that there are random combinations all over the place that are extremely rough.
Really, it's just the complexity of it all. For a character like 5-volt, you even need to learn her hitbox to understand what will be impacted by her "shock" when jumping in – often different per micrograme and sometimes extremely granular to avoid hitting the wrong thing. For a character like Orbulon you have to understand which objects you can suck up and which you can't – often different per microgame. The list just goes on and on which make it very difficult to get proficient enough to really enjoy that rapid-fire possibility. This all leads to the times that I fail in this game, I am frequently frustrated – very rarely do I have that feeling of just being overwhelmed by speed and processing, it's a combination of the above factors that often create something wholly different. It frequently just feels a bit more out of your own hands than any previous game in the series.
I feel like seeing the results in Wario Cup clarifies this quite a bit. The vast majority of people are not capable of climbing very many challenges in a row, and certainly not able to hit the peak insanity that I'm certain far more could have in the older games. Getting into the gold-tier puts you ahead of like 90% of players, when it still doesn't feel quite that accomplished by previous standards.
With that said, I'm still enjoying the game a lot. I do think they failed in their primary goal – which I assume was to make an approachable multiplayer game (the above factors make this the least approachable Warioware ever, IMO), but it's still a fun time.
Approaching this game more as a "hardcore" version of Warioware and dispelling what I thought I wanted from this game still leads to some great fun, and some really enjoyable surprises.
And I do respect them figuring out some other "gimmick" now that they've been forced again to not use a hardware factor for differentiation. One thing you can't say is that it is lazy or uncreative. It really is a fun time.
But I can't help but feel like the simplicity of the previous arrangements allowed for a type of play that really isn't represented here. We'll see if that changes as I play more.
Absolutely fantastic entire post - thank you for writing that up.
In regards to the difficulty and the characters that just..don't...work - I adore that about this installment.
Too many of the previous WarioWare games became too easy to master too quickly. The simplicity worked when first playing through the games but, in retrospect, make them a little less interesting on subsequent replays. I don't think Get It Together will have this issue as much.
I still have not found a game (though I know several are out there) where I felt it an insurmountable challenge with certain characters.
Much more difficult, yes. Insurmountable without more practice, no. Not yet, at least.
Once it very slowly dawned on me just how incredibly deep this game actually is, that's when I began to view it as a challenge meant to be overcome with much practice - or perhaps strategies I haven't thought of yet.
I didn't read any reviews thoroughly, but I'm wondering how many reviewers commented on how complex the game can be, rather than comment on what they felt they could NOT do.
Definitely some fair criticism, I find it hard to engage with people who bounce off this sort of controversial change and label it a total failure, but you raise some intrinsic points. Ultimately you sometimes have to concede on something in game design to try something new, but at least we're blessed with piles of classic WarioWare.
So I've been a huge fan of WarioWare since the first game. Each entry has been among my favorites for their respective systems.
For me, the story mode was just a little intro that got you to what I assumed most people really found to be the addictive element – the Towers.
You put it on maximum variety and battle for as many consecutive hits as you can. Eventually, you're ending up starting in hard mode and still banging out 200-300 in-a-row, almost entering a trance state as your muscle memory executes on the couple hundred possibilities before you at ludicrous speeds. You get a rush of focus, intensity, anxiety, humor, and excitement all at once. It's great.
Given this, I had assumed that this game would really hit it's zenith with all-characters, all-microgames Towers. Now that I've had some time with that combination, I'm beginning to think I was wrong.
There's several ways in which this game was designed that just don't seem to jive with that:
1) First is just the sheer number of possibilities. Even if you know a microgame's objective, and know the character in question's movement, the enormous amount of combinations the game asks you to process quickly feels a bit too wide. There are thousands of different combinations that can be thrown at you, each with different inputs and actions needed. Just memorizing all of these would be a challenge in and of itself, but factoring in the rapid deployment and chaotic juxtaposion of it all – it frequently leaves the player feeling unprepared to win. Once you get to high speeds, by the time the brain catches up to the information in front of you and what needs to be done, it's often already too late because there is a good deal of execution still needed frequently.
2) The inconsistent rules. As an example, some characters can activate an object/target by just touching it with their head. Others can slam into it with their head only to find out they need to shoot in order to achieve the same thing. Some objects you can move through, some you can't. Sometimes that depends on which character you are using. This combines with point 1 to make it even more difficult than necessary to understand each possible interaction and learn enough to get proficient. You really need to learn a lot of the different microgame/character combos before it even becomes possible to get far in this, and there are TONS.
3) The physics-based puzzles that are implemented fairly liberally. The inputs necessary to complete some of these are not only complex, but precise. Moving something in a circle or manipulating bouncing objects – there's nothing objectively wrong with these, but they make failure states much more common when you're trying to perform these quickly. It's not just whether you understood the objective and hit the object in question, it's hitting in just the right place to propel it in the proper direction, or something similar - even with characters whose movement may be fairly sloppy in itself. This complicates the task and makes it much more difficult to enter into that high-speed fugue state. Occasionally, the game can be downright finicky.
4) Finally, there is the fact that certain character and game combinations are incredibly poorly suited. I feel like this one is fairly obvious to everyone, so I won't belabor it. But it does seem like a lot people are bagging on certain characters instead of hitting on the reality that there are random combinations all over the place that are extremely rough.
Really, it's just the complexity of it all. For a character like 5-volt, you even need to learn her hitbox to understand what will be impacted by her "shock" when jumping in – often different per micrograme and sometimes extremely granular to avoid hitting the wrong thing. For a character like Orbulon you have to understand which objects you can suck up and which you can't – often different per microgame. The list just goes on and on which make it very difficult to get proficient enough to really enjoy that rapid-fire possibility. This all leads to the times that I fail in this game, I am frequently frustrated – very rarely do I have that feeling of just being overwhelmed by speed and processing, it's a combination of the above factors that often create something wholly different. It frequently just feels a bit more out of your own hands than any previous game in the series.
I feel like seeing the results in Wario Cup clarifies this quite a bit. The vast majority of people are not capable of climbing very many challenges in a row, and certainly not able to hit the peak insanity that I'm certain far more could have in the older games. Getting into the gold-tier puts you ahead of like 90% of players, when it still doesn't feel quite that accomplished by previous standards.
With that said, I'm still enjoying the game a lot. I do think they failed in their primary goal – which I assume was to make an approachable multiplayer game (the above factors make this the least approachable Warioware ever, IMO), but it's still a fun time.
Approaching this game more as a "hardcore" version of Warioware and dispelling what I thought I wanted from this game still leads to some great fun, and some really enjoyable surprises.
And I do respect them figuring out some other "gimmick" now that they've been forced again to not use a hardware factor for differentiation. One thing you can't say is that it is lazy or uncreative. It really is a fun time.
But I can't help but feel like the simplicity of the previous arrangements allowed for a type of play that really isn't represented here. We'll see if that changes as I play more.
I've only played for a few hours but I totally feel you. I wish the characters with specific abilities was its own separate mode and there was just a general / generic microgame collection.
I have fond memories of the original on GBA and multiplayer on the GCN, easy to get people into. Having to explain character moves is a drag.
"Cricket jumps
Kat always jumps
Master Cricket jumps so high he snaps to the ceiling"
look I get people who liked the simplicity of the series before but let's not act like warioware character selection became like picking civs in grand strategy games either. The concepts for the character are still pretty quick to grasp- might not be quick to master, but that's not a bad thing
If anything the characters are not more complicated than TWIST TOUCH MASH before every minigame in gold and nobody complained about it
"Cricket jumps
Kat always jumps
Master Cricket jumps so high he snaps to the ceiling"
look I get people who liked the simplicity of the series before but let's not act like warioware character selection became like picking civs in grand strategy games either. The concepts for the character are still pretty quick to grasp- might not be quick to master, but that's not a bad thing
If anything the characters are not more complicated than TWIST TOUCH MASH before every minigame in gold and nobody complained about it
"Cricket jumps
Kat always jumps
Master Cricket jumps so high he snaps to the ceiling"
look I get people who liked the simplicity of the series before but let's not act like warioware character selection became like picking civs in grand strategy games either. The concepts for the character are still pretty quick to grasp- might not be quick to master, but that's not a bad thing
If anything the characters are not more complicated than TWIST TOUCH MASH before every minigame in gold and nobody complained about it
Keep playing. There's an all mixed up stage.Just beat the story, is there a mode to where I can endlessly play all the games combined or do I have to choose by category?
That's how WarioWare is lolI've only just started this and my god it doesn't give you any time during the mini games. They literally give you seconds and by the time I realise what I need to do the time is up and I lost a life!
That's why they're called microgames, you have to focus on knowing which character you're playing as and hearing/seeing the goal prompt before the microgame appears. They can also give you more time to complete them depending on the complexity.I've only just started this and my god it doesn't give you any time during the mini games. They literally give you seconds and by the time I realise what I need to do the time is up and I lost a life!
I have fond memories of the original on GBA and multiplayer on the GCN, easy to get people into. Having to explain character moves is a drag.
These are my two main gripes with the game so far. Only tried Multiplayer with a good friend that also plays video games a lot, but I have fond memories of the Gamecube multiplayer that was easily approachable by people with little video game experience. There was even a sort of handicap giving more experienced players higher level challenges. Haven't had the chance to play in a bigger group, but the sheer amount of characters adds to the confusion not by design, but by lack of having played the storymode that gives time to familiarize yourself with the characters more, making it even more uneven.Also only lowkey disappointments about this game:
1. Lack of silly toys to mess with. I'm talking things like the Brine Buddies or Grandma Simulator on Touched. They were pretty pointless, but fun additions. Not many of the side games have single player options too.
How do I access this menu? Got the game last tuesday and only unlocked Wario Cup a day later (when the first challenge was already over). The one and only challenge I can see and play is the survival one. Does the menu only pop up after the next challenge unlocks? I have the hunch, that the challenges will loop after one year, so one challenge per week for a whole year.So the new Wario Cup is live. Called Survival Training, you pick a team of 5, and if anyone dies they are out until all 5 are dead. This is where character difficulty multipliers come into effect, so picking harder characters can lead to higher scores assuming you can handle the games.
Also the new menu, Previous Challenges, is open.
There are 52 slots here, and you can replay old challenges just for fun, which is how you can always do any Missions related to them.
I think that you should play 1 challenge (and end the challenge deadline) before unlock this menu.How do I access this menu? Got the game last tuesday and only unlocked Wario Cup a day later (when the first challenge was already over). The one and only challenge I can see and play is the survival one. Does the menu only pop up after the next challenge unlocks? I have the hunch, that the challenges will loop after one year, so one challenge per week for a whole year.
Theres not, me and my gf got the 6-volt for that boss twice (which makes it trivial). Got all the yoshi coins AND coing from the first level and second level, and nothing. Maybe its singleplayer only challenge, maybe they want you to use the character, maybe you need to get the coins for the 3 levels, but it doesnt seem to give you anything right now. We tried to read about it but we didbt find anything thoughThere's totally a mission for the Mario World Boss stage where you gotta collect the Dragon Coins right? I'll be disappointed if there's not.
Missions are really fun in this figuring out the little tricks for them.
Theres not, me and my gf got the 6-volt for that boss twice (which makes it trivial). Got all the yoshi coins AND coing from the first level and second level, and nothing. Maybe its singleplayer only challenge, maybe they want you to use the character, maybe you need to get the coins for the 3 levels, but it doesnt seem to give you anything right now. We tried to read about it but we didbt find anything though
That's because unfortunately this game is exceptionally lacking in this regard. There's the standard character stages, mix stages and the classic 3 towers (all microgames, super speed and 1-life at highest difficulty). Then for extra modes, there's 3 minigames focused on the character-based gameplay (a volleyball minigame, a sidescrolling platformer minigame, a combat survival minigame kinda like Smash Bros) a single microgame turned into an endless challenge (keep juggling a sportsball and don't let it touch the ground), plus a variety of multiplayer-only games I haven't touched yet.It's surprisingly hard to find any info online about the challenge modes that are back. Are there any new challenges? Is Sneaky Gamer back? Loved it in WarioWare Gold and really want it to be back, lol.