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Swimming In Games... Why does it pretty much always suck? [roundtable]
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Oddly, while I normally agree that swimming in games is lame, I really enjoyed 5-4 in TF. I thought a couple of its world 4 swimming stages were weaker (Shoal Atoll and Current Capers), especially the boss level. But 5-4 was a very clever mix of land and "water" (juice, technically) that was very memorable for me.
Water levels are also lame in Sonic. But they kind of rule in Mega Man.
Mostly, I agree. In the entire NSMB subseries, as far as I'm concerned, water stages are just dull filler. You move slowly, the controls are limited, there's not much dynamic stuff going on.
Water stages really have to nail down the controls to work well, which is tricky. They can't feel too slow. And they shine to me when they stress the atmosphere, such as in DKCTF's Amiss Abyss (4-3), DKC2's Lockjaw's Locker, Banjo-Tooie's Atlantis (bonus, no air meter), SM64's Jolly Roger Bay, and Super Metroid's Maridia. I remember Rayman Origins having some good ones too, and some pretty great controls. |
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TriforceBun said:Rayman Origins Ooo nah nee nah noo naaaaaaaaaaaaaaaah
Ooo nah nee nah nooooooooooo |
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I don't feel really strongly either way. But, I would like to point out that, as humans who are not particularly well suited for effective maneuvering underwater, I think most underwater levels are designed to make us feel that lack of completely control. In that regard, these levels often succeed. Whether or not it yields fun, and whether or not it is always executed perfectly as designed, is another story. Now, if someone were to do something crazy like have a game star an aquatic creature, or, even crazier, one with rhythm, the control in that game would/should likely be far easier. But, I mean, who would do something so crazy?!!? @TriforceBun? Ever heard of a game like that? |
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