[QUOTE="ActicEdge"][QUOTE="elbert_b_23"] thats just a excuse they always could have removed the pointless costumes or even made it into episodes truthfully said they didn't want it on the wii and gave up with the thought" at least we tried just not that hard"elbert_b_23
Uh no, why should they have to release an inferior and stripped down game just to meet some stupidly absurd file size limit? Why should we as buyers have to get our game chopped up in 2 pieces when everyone else gets it in one? Why should the dev team spend eextra time on a wii version wwith virtually no benefit? Nintendo should have just gave them permission to skip the limit or they should push the limit higher so more devs have space to work with. We have SD card support, put your games on that. This 2 man team is not to blame, Nintendo is absolutely at fault here. Nintendo's horrible online service has denied Wii owners the chance at several amazing games that easily could have been on the systemotherwise, Braid, Castle Crashers, Meat Boy. When will people stop defending them for this?
but like i said there are ways around it extra time they started the wiiware version over 2 years ago really there was no extra time needed to make it for wiiware, and a inferior and stripped down game is better then no game but to refuse version is just lazy god knows team meat has nothing else to doThe only way around it was to split a complete game into 2 parts, why on earth should them as a developer who have already made a pretty penny off the game have to now go through the extra work of altering the game even more just for the minimal extra sales Wiiware would add? why should they risk the reputation of their excellent game? The game is massive on the PC, and you expect them to compress the game into 40 friggin megabytes? Are you serious? And no, a stripped down game is not better then no game, no game is better then playing something that has to be so low quality to the point where it doesn't resemble its past self. The fact that you are calling a 2 man team lazy and defending Nintendo's piss poor online service is ass backwards.
http://www.joystiq.com/2010/12/24/super-meat-boy-what-went-wrong-with-wiiware/
If Super Meat Boy were to launch on WiiWare today, it would have no leaderboards, no Dark World levels and no support for downloadable additions. Boss fights and cutscenes would have no musical accompaniment, and only six music tracks (including just one for retro-themed levels) would be present. In the words of designer Edmund McMillen, it would be "a piece of**** version of Super Meat Boy."
When McMillen and programmer Tommy Refenes, who together form Team Meat, tested a version of their loopy platformer that could fit under the (previously disputed) 40MB file-size limit imposed by Nintendo's WiiWare service, they weren't satisfied with the compromises and decided to cancel it. "There is no way to avoid the fact that if we released a 40MB version of Super Meat Boy it would be a**** version of the game," McMillen told Joystiq. "It's a lose lose situation, but the fact of the matter is if we release a **** game, we will have to live with that for the rest of our careers and have to cop to the fact that it is a****** game."
Having grown in size and ambition since it was announced for WiiWare in early 2009, the Super Meat Boy of today would have to shed several features -- picked up on the way to Xbox Live Arcade, PC and Mac -- before it could circle back to Wii. Team Meat wasn't going to budge and, contrary to their early assumption, neither was Nintendo.
"We knew of the limits early on but overestimated our ability to get Nintendo to raise the file size," McMillen said. "It's lame that there is a 40MB cap on WiiWare games ... but it was our fault for blindly assuming this cap wasn't set in stone, and we are sorry for that." McMillen added that the team's finances would take a hit after the file-size showdown, but it wouldn't wither their support of Nintendo platforms in the future.
Team Meat has sought some breathing room on a Wii retail disc, but at least three publishers find third-party success stories a bit too rare. "We assumed our options would be good, and they might get better now that we have won some awards," McMillen said. "Right now we have talked to three larger publishers who have passed on the title because they believe Wii retail is a bad idea profit wise. Most places we have talked to believe that only Nintendo brand games sell well on their system and don't even understand why we want to release Wii retail." McMillen and Refenes will still stalk some smaller publishers, but have expressed concern over the attitudes they've encountered thus far.
There'll be plenty of attitude coming at them from disappointed day-one fans, but McMillen believes they'll understand or play the game on a different platform. And take this advice about assumptions: "Don't let this or the fact that SMB isnt releasing on PS3 or Wiiware fool you into thinking we don't [love] Sony or Nintendo, we love them all," he said. "If we had the ability the game would be released on ALL systems, but it just doesn't seem like that was in the cards this time."
When asked if Super Meat Boy's problematic squishing crisis could have been foreseen back in 2009, Edmund gave us this answer: "Probably, honestly we got so lost in making a cool game we totally forgot about how strict the limitations for the Wii were, we just wanted to make something huge and the game got a little out of control." It's that out-of-control nature -- regardless of WiiWare's limitations -- that has made Super Meat Boy a favorite among critics in 2010.
They tried and are still trying, they made a stupid mistake (that should have never had to happen if nintendo didn't suck at online so much). Now you were saying?
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