Scott wrote:> theJaw wrote:
>> On the topic of Super Mario Bros Wonder: It looks neat. I don't love the overworld
>> map, it still looks sorta cheap like the NSMB or "3D" series maps look,
>
> Out of curiosity, what exactly would you want to be different here?
>
I'm not entirely sure how to explain it, and it's admittedly not the biggest issue in the world. But with the NSBM/"3D" games, the overworld maps just lacked personality. Just a fairly plain board with the levels pasted along the way, and in some of the games (the 3D games mainly) free-walking across the board made it feel like there was no real sense of direction. It just didn't hit the way the maps in SMB3/SMW did, even with the levels only represented by boxes or circles on a linear path. Maybe it's just the pixel art and flat, cartoony nature of the graphics for those maps that I miss.
That said, I re-watched the Wonder trailer and my initial reaction isn't entirely valid. The tiny clip of the map we got is actually a lot more detailed and generally "fun" looking than I originally gave it credit for. I missed a lot of the personality I suppose, so I take back that initial criticism. My bad there.
>
> I've actually been replaying NSMBU on Switch with the kids lately. I guess I know
> what you mean by floatiness, but idk, it's not that bad and really doesn't bother
> me personally. The other end of spectrum would be very stiff controls like SMB1,
> and we definitely don't want that. The "floatiness" allows for better control and
> maneuvering IMO.
If you dig it, more power to you, but (to sound like a broken record using my primary examples) there's totally a notable difference between the tightness of the controls when it comes to games like SMB3 or SMW vs the NSMB series. Having played them all around the same time as each other a bunch of times, it's very noticeable to me. I don't necessarily need the ENTIRE other end of the spectrum, I just want them to feel solid like SMB3/SMW. I could maneuver and control perfectly fine without the added floatiness, and in some cases even better because having to be a bit more precise trains one to control with a higher focus instead of inadvertently relying on the added "float" that sometimes messes up the rhythm of levels. At least that's how it feels to me, like there's a slight lack of gravity in the NSMB games compared to the classics.
That old saying "if it ain't broke, don't fix it", and I think the platforming of the NES/SNES Mario games is about as perfect as a 2D platformer can get so I never saw the reason why they needed to make it more "airy" feeling. To me, it just feels like a knock-off Mario clone's attempt at recreating the classic control schemes and, while it comes close, it's just not as satisfying.