Galaxy 2 is going to be a challenging game (from Miyamoto himself)

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danger_ranger95

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#1 danger_ranger95
Member since 2006 • 5584 Posts

http://connectedconsoles.com/wii-Myamoto-Super-Mario-Galaxy-2-will-be-a-really-challenging-game.cfm

Well, as far as the challenge of Super Mario Galaxy 2 is concerned, I think it's going to be a really challenging game,..." he said. "...but whether or not we are going to incorporate the Super Guide, I just cannot tell,"

Wasn't the same thing said about SMG though?

Depending on how or should I say who..... is playing the game, he might be right. I thought Galaxy was easy as a cakewalk, but my daughter... found it very frustrating, and difficult. I'm betting that most of us will feel the same about this, but the majority of Wii owners who don't regularly game, will find this challenging in the long run.

Good to hear a I guess

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Head_of_games

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#2 Head_of_games
Member since 2007 • 10859 Posts
Galaxy was plenty challenging, it's just that most of that challenge was optional. Personally I'd like fighting bowser to be an accomplishment, not just another step on the way to the Grand Final Galaxy.
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carter15kd5

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#3 carter15kd5
Member since 2006 • 605 Posts

smg2 will be a great game but it wont be hard

only if they put in the meteor of the 1 hit n your dead inside the entire game but otherwise i have a feeling it going to be easy

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virus1000

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#4 virus1000
Member since 2009 • 10187 Posts

I think that SMG was pretty hard. I hope they put Super Guide in SMG 2 :P

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ct1257860

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#5 ct1257860
Member since 2006 • 4441 Posts

sorry sir are you programming this game? =D Well nobody knows till it comes out i guess :).

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JebranRush

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#6 JebranRush
Member since 2009 • 1401 Posts
I thought Galaxy was quite challenging. :(
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danger_ranger95

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#7 danger_ranger95
Member since 2006 • 5584 Posts

sorry sir are you programming this game? =D Well nobody knows till it comes out i guess :).

ct1257860

no, I'm not.....

but did you read the quote from Miyamoto? I did put it in my first post lol

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chris3116

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#8 chris3116
Member since 2003 • 12174 Posts

sorry sir are you programming this game? =D Well nobody knows till it comes out i guess :).

ct1257860

Miyamoto is the producer. I think he knows what he is talking about. With the difficulty of New Super Mario Bros, it would be an insult to not elevate the difficulty on SMG2.

And off-topic, it's Miyamoto-sama birthday today.

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alexh_99

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#9 alexh_99
Member since 2007 • 5378 Posts

that's good to hear. Hopefully they make it really tough, and add in the super guide so that casuals don't get frustrated

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aransom

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#10 aransom
Member since 2002 • 7408 Posts

SMG was pretty challenging for me, but I wouldn't turn down more challenge.

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bob_newman

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#11 bob_newman
Member since 2006 • 8133 Posts

Easy way to make the game a challenge: A difficulty setting.

I've said this before but it bears repeating. Give us an option to play with 1 or 2 pieces of health. Make it so there are fewer coins, star bits and 1-Ups to be found. Make the enemies move a little faster.

It's all really simple programming and it would give the more seasoned Mario gamers a chance to test their skills.

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BrunoBRS

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#12 BrunoBRS
Member since 2005 • 74156 Posts
i think this is the 10th time he says it about SMG2, so it's old news for me :P
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Sepewrath

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#13 Sepewrath
Member since 2005 • 30712 Posts
He's said this a number of times so its not really news anymore, but playing through NSMB it is safe to assume that he knows what he's talking about when he says difficult. Playing alone alot of those out of reach star coins are nice little puzzles, some of which I still haven't figured out how to get alone. And I have done my fair share of dying, NSMB is certainly not easy but its also not cheap, like alot of you seem to want Galaxy to be. If they can incorporate platforming puzzles and tough platforming situations like the ones found in NSMB then it will be good to go.
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danger_ranger95

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#14 danger_ranger95
Member since 2006 • 5584 Posts

@ Bob

I agree... I think they should do the same thing when it comes to Zelda. Like you said, it wouldn't take that much more work to do so imo

@ Sepewrath

it is old, but I figured people always like hearing Miyamoto, and hearing things that reassure us what we want lol

I don't want it to be cheap. I'm sure you've heard of the oldschool "Nintenhard" form of difficulty. I don't want the games to be cheap like that, I just want them to actually be challenging, at least a little bit. I can't lie, I died while playing through SMG. But the majority of my deaths came from one stage in particular. Luigi's purple coins!

If a game offers 1-5 stages that are difficult, and most of the game is relatively easy, it's a joke to me. I feel like I wasted $50

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BrunoBRS

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#15 BrunoBRS
Member since 2005 • 74156 Posts

I'm sure you've heard of the oldschool "Nintenhard" form of difficulty. I don't want the games to be cheap like that

danger_ranger95

cheap like... that?

http://i41.tinypic.com/i6iept.jpg

sorry, couldn't resist. i just had to use this pic somewhere :lol:

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Sepewrath

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#16 Sepewrath
Member since 2005 • 30712 Posts
[QUOTE="bob_newman"]

Easy way to make the game a challenge: A difficulty setting.

I've said this before but it bears repeating. Give us an option to play with 1 or 2 pieces of health. Make it so there are fewer coins, star bits and 1-Ups to be found. Make the enemies move a little faster.

It's all really simple programming and it would give the more seasoned Mario gamers a chance to test their skills.

Not sure why people enjoy cheap difficulty. I like difficulty in a game that test my wits and dexterity, not my patience. Putting in a difficulty that makes it so that when a Goomba touches you, you lose 3 lives is lame. I would rather them spend time crafting a true challenge, that artificial difficulty of an unbalanced game is not a way to test your skills, because all it does is force you play a very specific way. Take NSMB world 2-1 at the end of the level there is a star coin below a platform, now on multiplayer its easy to get, sacrifice someone, but on single player it takes a bit of thought, careful timing or a little trick I will try later to see if it works. Thats what I want to see in Galaxy 2, I don't want CoD on veteran where every enemy is a perfect shot and are tanks while your as brittle as glass. Thats not a challenge that is laziness. @DR I remember old school Nintendo games but that was not because they wanted to punish players with a cheap difficulty it was just due to the limitations of hardware at the time. The reason games have gotten easier over the years is because the players have gotten smarter and the game allows you to do more things. Take Megaman known for its crushing difficulty back in the day, the X series was much easier because of things like wall jumping and dashing and things like that. Even Mario became easier because the controls became tighter, the power ups more varied and pertinent to the level, the ability to save. So its not that Nintendo games were really that hard back in the day, they were just limited. I don't want them to enforce those kind of limitations again; sort of like what Capcom did with MM9. I want them to craft a really challenge that makes me stop jumping for a second and think "well how the hell am I going to get that?"
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#17 BrunoBRS
Member since 2005 • 74156 Posts

[QUOTE="bob_newman"]

Easy way to make the game a challenge: A difficulty setting.

I've said this before but it bears repeating. Give us an option to play with 1 or 2 pieces of health. Make it so there are fewer coins, star bits and 1-Ups to be found. Make the enemies move a little faster.

It's all really simple programming and it would give the more seasoned Mario gamers a chance to test their skills.

Sepewrath

Not sure why people enjoy cheap difficulty. I like difficulty in a game that test my wits and dexterity, not my patience. Putting in a difficulty that makes it so that when a Goomba touches you, you lose 3 lives is lame. I would rather them spend time crafting a true challenge, that artificial difficulty of an unbalanced game is not a way to test your skills, because all it does is force you play a very specific way. Take NSMB world 2-1 at the end of the level there is a star coin below a platform, now on multiplayer its easy to get, sacrifice someone, but on single player it takes a bit of thought, careful timing or a little trick I will try later to see if it works. Thats what I want to see in Galaxy 2, I don't want CoD on veteran where every enemy is a perfect shot and are tanks while your as brittle as glass. Thats not a challenge that is laziness.

but you have to agree that the first mario galaxy was unbalanced too. coins and star bits everywhere, and every 50 of them you get a new life, not to mention the 1up shrooms. i didn't have one single game over screen on luigi's purple coins. actually, i got out of it with more lives than when i came in. and there's hardly an excuse to take damage in the game.

but still, they managed to come up with some pretty interesting challenges, gotta give them that.

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Pyro767

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#18 Pyro767
Member since 2009 • 2305 Posts
I hope they don't give you a billion lives this time, because aside from the occasional minor frustration, I found Galaxy fairly easy.
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danger_ranger95

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#19 danger_ranger95
Member since 2006 • 5584 Posts

@DR I remember old school Nintendo games but that was not because they wanted to punish players with a cheap difficulty it was just due to the limitations of hardware at the time. The reason games have gotten easier over the years is because the players have gotten smarter and the game allows you to do more things. Take Megaman known for its crushing difficulty back in the day, the X series was much easier because of things like wall jumping and dashing and things like that. Even Mario became easier because the controls became tighter, the power ups more varied and pertinent to the level, the ability to save. So its not that Nintendo games were really that hard back in the day, they were just limited. I don't want them to enforce those kind of limitations again; sort of like what Capcom did with MM9. I want them to craft a really challenge that makes me stop jumping for a second and think "well how the hell am I going to get that?" Sepewrath

Oh I completely agree.... but it wasn't just Nintendo games being the hard ones. Contra, Ninja Gaiden, Mega Man, etc all come to mind as well. I agree with what you were saying though. They could only challenge players that way due to the hardware at the time, but it also made players use their brains like you said as well.

It forced players to practice if they wanted to get better, and beat the game. While some of it was just plain out hell, you had to have precise hand-eye coordination, smarter thinking, and a good memory. You also weren't guided like most newer games tend to (at least imo).

The original Zelda was not really combat focused, but that doesn't mean enemies didn't deliver punishment for not paying attention either. It was a dungeon crawler, an adventurer, and a survival game at the same time. Look at what the series has come to. Even the bosses (which Zelda has become to known from) are easy on you.

Again, I agree... you don't want to just up the difficulty for the hell of it, but there also needs to be a balance. If Twilight Princess wouldn't been balanced, and increased the difficulty chronilogically.... it would've been even better. Take the Cave of Ordeals, it's a perfect example of how the entire game should've been difficulty wise. It's easy at first, and nail bighting at the end depending on just how good you are, and I've heard it caused even the best of players greif.

Just my 2 cents

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#20 Sepewrath
Member since 2005 • 30712 Posts

Megaman, Contra, Ninja Gaiden etc weren't really head stratchers, they were more trial and error, thats not something I like to see often, espeically in platformers. That trail and error nature is what ruined Mirrors Edge for me, it prevented me from ever getting a good flow in the game, trail and error is the last thing I want to see in a platformer which is all about getting a good flow. And I would say TP did have a cascading difficulty curve, it just wasn't a drastic one, the ending stages were harder than the beginning ones but not bitterly harder like the cave or ordeals and of course the big reason for that was; the cave was unlike dungeons, healthy wasn't readily available. It was the same with the original Zelda, health did come easy and also the massive limiatation of the game, defense wasn't very intuitive or useful against a number of foes and you could only attack in front.

but you have to agree that the first mario galaxy was unbalanced too. coins and star bits everywhere, and every 50 of them you get a new life, not to mention the 1up shrooms. i didn't have one single game over screen on luigi's purple coins. actually, i got out of it with more lives than when i came in. and there's hardly an excuse to take damage in the game.

but still, they managed to come up with some pretty interesting challenges, gotta give them that.

BrunoBRS

Well platformers have never really been about taking damage and I didn't consider getting a bunch of lives being an imbalance, especially since they reset after every reboot. Whether you had a bunch of lives or lost a bunch, when you started the game over you had 5. But personally I don't play for the game over screen, I would rather not see the game over screen for the entire game. I don't want difficulty that will make me just die alot, thats not fun like I said in my statement above this, trail and error in platformers ruin them. I wanted platformer puzzles, some that require some smooth moves, others that require some quick timing but most of all, ones that require you to think about your next move.

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danger_ranger95

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#21 danger_ranger95
Member since 2006 • 5584 Posts

Megaman, Contra, Ninja Gaiden etc weren't really head stratchers, they were more trial and errorSepewrath

people probably played those games with the same thought "well, if I beat it I got lucky"

in reality....those games all required what I said before... precise hand-eye quardnation, quick reflexes. Those two points along with knowing exactly how the input system worked was what was required to actually beat those games.

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ct1257860

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#22 ct1257860
Member since 2006 • 4441 Posts

[QUOTE="ct1257860"]

sorry sir are you programming this game? =D Well nobody knows till it comes out i guess :).

danger_ranger95

no, I'm not.....

but did you read the quote from Miyamoto? I did put it in my first post lol

Ah , sorry but i was talking to carter15kd5 because he was saying what the game was already going to be like lmfao :roll:

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danger_ranger95

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#23 danger_ranger95
Member since 2006 • 5584 Posts

[QUOTE="danger_ranger95"]

[QUOTE="ct1257860"]

sorry sir are you programming this game? =D Well nobody knows till it comes out i guess :).

ct1257860

no, I'm not.....

but did you read the quote from Miyamoto? I did put it in my first post lol

Ah , sorry but i was talking to carter15kd5 because he was saying what the game was already going to be like lmfao :roll:

whoops...

I've been doing that today a lot! my apologies

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ct1257860

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#24 ct1257860
Member since 2006 • 4441 Posts

Lol its ok i should of said the user name :P

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#25 KzJoe
Member since 2009 • 626 Posts

The original wasn't hard, only the side missions were hard its one of the only mario games I have finished

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#26 the_wet_mop
Member since 2006 • 7518 Posts

The original wasn't hard, only the side missions were hard its one of the only mario games I have finished

KzJoe

this. im playing through NSMBWii, and i feel like its average difficulty is on par with some of the most challenging stars in galaxy. i loved the game, and collected all the stars, but i never found it incredibly difficult.

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#27 feryl06
Member since 2006 • 4955 Posts
What was the producer suppose to say about his game---'yea it's a cake walk".? People, please stop falling for things that devs/producers say about THEIR OWN GAME. [QUOTE="chris3116"]

[QUOTE="ct1257860"]

sorry sir are you programming this game? =D Well nobody knows till it comes out i guess :).

Miyamoto is the producer. I think he knows what he is talking about. With the difficulty of New Super Mario Bros, it would be an insult to not elevate the difficulty on SMG2.

And off-topic, it's Miyamoto-sama birthday today.

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#28 BrunoBRS
Member since 2005 • 74156 Posts

[QUOTE="BrunoBRS"] but you have to agree that the first mario galaxy was unbalanced too. coins and star bits everywhere, and every 50 of them you get a new life, not to mention the 1up shrooms. i didn't have one single game over screen on luigi's purple coins. actually, i got out of it with more lives than when i came in. and there's hardly an excuse to take damage in the game.

but still, they managed to come up with some pretty interesting challenges, gotta give them that.

Sepewrath

Well platformers have never really been about taking damage and I didn't consider getting a bunch of lives being an imbalance, especially since they reset after every reboot. Whether you had a bunch of lives or lost a bunch, when you started the game over you had 5. But personally I don't play for the game over screen, I would rather not see the game over screen for the entire game. I don't want difficulty that will make me just die alot, thats not fun like I said in my statement above this, trail and error in platformers ruin them. I wanted platformer puzzles, some that require some smooth moves, others that require some quick timing but most of all, ones that require you to think about your next move.

hey, just to make it clear, i'm one of the biggest supporters of the new PoP "no game over" system :P

but again, SMG offered few challenging moments, and throwing you all those lives made it feel like you didnt have to worry about anything. "what if i die? oh, never mind *kills mario*". now apparently we'll have more challenging platforming, and that means more gameovers too.

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#29 MrDziekuje
Member since 2004 • 7730 Posts

that's good to hear. Hopefully they make it really tough, and add in the super guide so that casuals don't get frustrated

alexh_99

This is a great idea Nintendo had. Not enough people appreciate it.

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#30 bob_newman
Member since 2006 • 8133 Posts

Not sure why people enjoy cheap difficulty. I like difficulty in a game that test my wits and dexterity, not my patience. Putting in a difficulty that makes it so that when a Goomba touches you, you lose 3 lives is lame. I would rather them spend time crafting a true challenge, that artificial difficulty of an unbalanced game is not a way to test your skills, because all it does is force you play a very specific way. Take NSMB world 2-1 at the end of the level there is a star coin below a platform, now on multiplayer its easy to get, sacrifice someone, but on single player it takes a bit of thought, careful timing or a little trick I will try later to see if it works. Thats what I want to see in Galaxy 2, I don't want CoD on veteran where every enemy is a perfect shot and are tanks while your as brittle as glass. Thats not a challenge that is laziness. @DR I remember old school Nintendo games but that was not because they wanted to punish players with a cheap difficulty it was just due to the limitations of hardware at the time. The reason games have gotten easier over the years is because the players have gotten smarter and the game allows you to do more things. Take Megaman known for its crushing difficulty back in the day, the X series was much easier because of things like wall jumping and dashing and things like that. Even Mario became easier because the controls became tighter, the power ups more varied and pertinent to the level, the ability to save. So its not that Nintendo games were really that hard back in the day, they were just limited. I don't want them to enforce those kind of limitations again; sort of like what Capcom did with MM9. I want them to craft a really challenge that makes me stop jumping for a second and think "well how the hell am I going to get that?" Sepewrath

Maybe you didn't notice, but I said to make it optional. As in, you don't have to do it.

See my problem wasn't that they gave you too many lives/pieces of health. My problem is that the game was too easy, on top of too many lives.

Obviously I want the game to be harder through challenge. And hopefully the next game will be (although I doubt it will be much more challenging, seeing as Nintendo's strategy is to make games that anyone can play). But on top of that, I want a difficulty setting.

Just because you don't like how "cheap" it is, doesn't mean that everyone thinks the same way. You keep talking about what you want, but it's not all about you. Lots of people like a difficulty setting, and it's incredibly easy to implement that in a game. Why not give us an option, as well as a little more challenge in the gameplay? How does that hurt anything?

Most games today have a difficulty setting. If you're not comfortable playing with less health, play at the beginner difficulty level. That's just how the system works. It makes the game more accessable to everyone. If they made Galaxy 2 as challenging as, say Sunshine, you're alienating half your install base.

That's just how the system works.