![]() ![]() For all its faults of being a cynical cashgrab and using a lame coin gimmick, the level design was one aspect that was never the problem, far from it. ![]() On top of that, it was a single player experience with a smaller screen on handheld, so you have less to work with and have to laser focus as a result. ![]() NSMB2 had new employees learning to make levels in a "Mario crash course" program, so they had a bit more fresh ideas to bring to the table than Tezuka and his pigeon crew of old farts, with their years of samey level design seared permanently into their memory. It just becomes a factory assembly line instead of a proper obstacle course where skill is a considered factor in navigating the level. I mean, the levels are just really REALLY super shit and empty, with gimmicky floors and walls rotating and sliding all around funneling players to their destinations. That's them trying to accomodate 4 players at once, but that just sacrifices the single player experience. I have a major issue with these console 4 player co-op 2D sidescrollers: All the levels feel samey, super wide and empty a lot of the times. The levels in that one just felt too big imo >Eh, I liked New Super Mario Bros 2 more than New Super Mario Bros U.
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