PS4 (gathering dust)
Wii U (playing now)
3DS XL x2 (never use the unboxed one)
Vita (never use)
NES (use a lot)
PS4 (gathering dust)
Wii U (playing now)
3DS XL x2 (never use the unboxed one)
Vita (never use)
NES (use a lot)
@trugs26:
Hehe xD.
Saw the Van Gogh level on an LP a while back. Looking forward to that. Speaking of which, if they brought back paintings in a reboot of Super Mario 64 they could explore lots of different styles...
I saw Rob Zombie, pointed and laughed.
I wasn't going to get this game anyway, but Rob Zombie can't get enough of ruining franchises.
What, Halloween wasn't enough?
F**k this douche.
The lack of loading screens is always welcome though :)
Serviceable level design (the usual tropes and themes, but I expected that), but I don't like how floaty Mario is. 99% of my deaths have been down to how slippery Mario is to control which is rage inducing. What happened to the tight, precise jumping mechanics of old?
I thought the same thing when I first played the game, having memories of doing precision jumps running full speed on mario games for the nes, so I went back to replay them and have decided that I just must have been better when I was younger, because mario played the same for me on my nes as he does on my WiiU in NSMBU. Weird...
Have you re-played the old titles recently? I have all the numbered Mario Bros. games (not the US or Japan variants) for the NES and I find that jumping is springy and more responsive. There's no drift at all unlike in NSMB U. Just try it - run for a bit in NSMBU and then release the analogue stick. Mario won't stop instantly, there's a delay. Thay delay doesn't exist in the classic series.
I also have the emulated version of Super Mario Bros. on the 3DS VC and again, the controls are starkly different. The same applies to Super Mario Land. The float makes speed-running less satisfying because it slows down the game-play. They kind of tried to circumvent that by borrowing the triple jump from the 3D games, but it doesn't quite work. There's not as much open space in a Mario platformer so you end up hitting a lot of objects when you don't mean to. You always have to shuffle back if you see an obstacle ahead of you which slows you down even futher as it ends up killing momentum when the whole idea behind it is to increase momentum.
Ahh well, it is what it is.
@wiiboxstation: Barely used my TV for gaming since I got a Wii U. The gamepad IS a handheld.
The music isn't memorable like the originals. Maybe it's nostalgia, but the 8bit and 16bit tracks are catchy and exciting. The ones here are bland. You won't be humming these any time soon.
lol that probably explains why I have like 70 1UPs o.O I've beaten the first two worlds now.
I also don't like that we have to hold the analogue stick to wall jump. You could say that adds a skill element, but it's clumsy and totally foreign to me. Well I guess it's true what they say, an old dog can't learn new tricks haha.
It's a fun game overall, but it's cookie cutter. There aren't any new concepts worthy of the 'New' title. The baby yoshis are weird to control as is picking up frozen enemies. The d-pad could have been put to good use here. No pixellated progress bar on the gamepad is just absurd to me. What a waste. They didn't have to be unique for every level, but randomised and serve a helpful reminder of how close we are to the end and look cool. I don't know, that attention to detail seems to eroded away over the years or perhaps I'm just looking too deep into it.
The map is nice though, small, but nice.
Serviceable level design (the usual tropes and themes, but I expected that), but I don't like how floaty Mario is. 99% of my deaths have been down to how slippery Mario is to control which is rage inducing. What happened to the tight, precise jumping mechanics of old? This game just goes to show how poor the game-pad's d-pad is. It's way too small. I'm using the analogue stick which just isn't as precise for a platformer like Mario. Also, is it just me who found it super annoying how the course clear flag on start-up only updates when the save pop-up appears and you press okay to confirm? If you use the save-to-menu feature you'll be left scratching your head...and re-playing every single level just to find out what the heck's going on. Annoying. Also, there seems to be no golden flagpoles. Is this true? I've reached the top of every flagpole of Acorn Plains and the next 3 levels in World 2 so far, but there's no way to check if that counts for anything. I don't think the manual mentions it.
Holy balls....add Dear Esther to my list! Mindblock! Pointless walking simulator. My body was not ready for the pretentious presentation. Loved the poetic language, but stick to written form next time...
Amnesia: The Dark Descent - bored me shitless and wasn't scary in the least.
Duke Nukem Forever - ...
Meh.
I'd prefer a 'State of Emergency'-like zombie game where you're be part of a special taskforce team sent to rescue survivors and neutralise the threat in a number of huge shopping malls. Nearly everything would be useable as weapons, there would be environmental kills such as throwing zombies through glass planes to more creative executions like sticking grenades in watermelons and playing fetch with rabid canines...just because. The game would be quite quirky and somewhat like Sunset Overdrive too. You'd be able to play it on your own with CPU team members, locally or online and there would be loads of challenges. The game would feature a deep crafting system so for all of you who ever wanted to turn a tent into a glider, jump off the top of an escalator and unload a clip on the undead this would be the game for you. 'Over the top' would be the game's focus. There would be critical objectives and side-ops that change based upon your actions and if you get bitten or someone else in your team does then you'll have to find a suitable replacement from the survivors as they would have different qualities and/or stats. Essentially the objectives would be dynamic. There would naturally be environmental damage and not just aesthetic either, I mean stuff like blowing up walls to bypass hoards of zombies or access otherwise inaccessible areas, I mean blowing up a staircase so it falls in a spot to let you progress or simply explore. I want to be able to burn zombies with a flame thrower, attach a bomb sachet to them and let then run near their undead pals and...KABOOM! So yeah, all that insanity would be in this game. No path to be seen? Blow up some zombies in a particular configuration and use them as a step ladder World-War Z style (film is garbage). What other weapons would I have? I'd heat up a frying pan with my flamethrower, thats what!
The game would include a combo system which would earn you skill points that in time increase certains qualities. The more daring and elaborate your kills are the more points you'd get. Also bodily dismemberment would also be a thing. See a dirtbike in a showroom? Well there's always time for a few stunts!
There are so many wacky ideas they could include.
I'm pretty sure you can create makeshift weapons in this game if only to create distance between yourself and the alien creature so it's not enitrely like Outlast. I wouldn't buy it otherwise.
I know there are nail guns and flamethrowers, for starters.
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