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New Super Mario Bros. Wii (Nintendo Wii) discussion [game]
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Well, yeah. A lot of reviewing comes down to the bullet-points. If a game doesn't have online, some reviewers will immediately dock it. Although that seems to be relaxing a bit these days. (Maybe not, considering Vanquish, a score-attack game that was treated like a TPS campaign.) Publishers are also pushing for online multi to have the bullet-point on the back of the box to entice consumers, even if they never end up playing it for more than half an hour. It's so weird, since many of these multi-player suites have NOTHING to do with the single-player modes (even though the campaigns often suffer for their inclusion). It's almost like they don't belong in the same box.
As far as 'Splosion Man, I don't know what the online issue is. I feel like it's just sloppy programming, since it works really well for a couple of levels, and then it just totally flips out. Or maybe it's the increasing complexity of the levels that wigs it out. I don't know if smooth online in NSMBW and Brawl would be impossible, but it definitely isn't a trivial addition, especially for a company without much online experience like Nintendo. I haven't played LittleBigPlanet online, but people say that the online in that game is pretty bad, as well, and it is much slower and less collision-y than NSMBW.
Is there a completely successful example of that type of game working smoothly online?
EDIT: Goddammit, Mikey! Now it looks like I copied you! But I agree with the NSMBW online thing, also. Randoms would be irritating beyond belief, and friend play would benefit from Wii Speak, which would make an already dicey proposition even dicier. The competitive modes would be a better bet for online, I guess. But they would still face the same programming hurdles. |
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Before buying KEY or DKCR, I decided to finally finish up World 9. I had gotten stuck on 9-4 (the pirahna plants and bo-bomb level) and put the game aside.
9-4 was definitely the hardest of the bunch for me. You dodge a fireball, only to see it light up a bo-bomb you'd rather not have seen getting set-off. And at the end, took me a few tries to notice how I was supposed to get the last Star Coin (because I usually killed the pirahna plant without knowing it with the POW block.
9-7, at the risk of sounding like one of those people who keep saying "it wasn't as hard as people made it out to be", wasn't as hard as people made it out to be. Well, it was hard, but 9-4 gave me more trouble. Once you figure out you need to waste as little time as possible at any spot in the level, then figure out how to run through the level unscathed, the execution wasn't that hard. I quickly got the "Run jump jump flip jump" at the very beginning of the level, and that helped me concentrate more on the fire bros at the end.
9-8 was fun. The first giant Bullet Bill nearly gave me a heart attack. And how the mini mushroom was actually the best power-up to use in that level is something I hadn't seen coming.
Yeah, I don't know if I'd rank the game amongst my favorite ever, but there are definitely a ton of clever ideas in there. There are tons of challenging indie platformers out there, but I like how NSMBW's challenge comes at you in surprising ways. For instance the bobomb level: you need to keep them on-screen at some points to lower platforms, but they're constantly on the verge of being set off by the pirahna plants.
Great game. Wish I could play the multiplayer more often. |
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