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DarkPlasmaBall
Profile Blog Joined March 2010
United States45048 Posts
October 22 2023 12:47 GMT
#3861
I haven't had a chance to play Super Mario Bros. Wonder yet - I've heard amazing things about the game, and it's being universally praised - but one game I have recently played is a little $5 game called Vampire Survivors, and it's oddly addicting. Much like how Hades had that "okay fine, i'll just play through it one more time" addicting cycle, VS is similar. The graphics are very simple, and the objectives are pretty straightforward, but there's a ton of skill customization and unlockable characters and a surprising amount of depth to the gameplay. It especially functions well on the handheld.

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"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Grovbolle
Profile Blog Joined July 2011
Denmark3811 Posts
October 23 2023 06:27 GMT
#3862
Yeah Vampire Survivors is straight digital crack.

I picked it up myself a week ago and I am having so much fun.
Lies, damned lies and statistics: http://aligulac.com
DarkPlasmaBall
Profile Blog Joined March 2010
United States45048 Posts
October 28 2023 16:21 GMT
#3863
Just started playing Super Mario Bros. Wonder, and all the reviews are accurate: It's absolutely phenomenal, and the last time there was a 2-D Mario platformer this groundbreaking was Super Mario World for the SNES. I don't know if it's S tier for me - it'll probably be A+ tier - but I highly recommend it. While TLoZ:TotK is still easily my Game of the Year, SMBW is definitely one of the best games I've played in 2023.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
NewSunshine
Profile Joined July 2011
United States5938 Posts
October 28 2023 18:58 GMT
#3864
SMB Wonder is kind of everything I wanted back when New Super Mario Bros U came out, which turned out kinda like a rehash of the Wii version. The game is loaded with fresh mechanics and bizarre moments that have me laughing the whole time, and the platforming feels great. The controls feel really really good, the new power-ups feel all new and are really cool, and the new enemies feel fresh without feeling contrived, it really feels like a modern refresh for 2D Mario games.

Wonder also just has a fresh new personality, it has a sense of humor and whimsy to everything that keeps it from ever getting boring or repetitive. It's a 10/10 game for me, 100%.

Shout-out to FromSoftware and Nintendo for releasing awesome single player games that are finished and ready to enjoy on day one in 2023. These days that's noteworthy.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Turbovolver
Profile Blog Joined January 2009
Australia2394 Posts
October 30 2023 00:30 GMT
#3865
I really admire the creativity that went into Wonder, but I hate the new school of level design they've fallen into for all their 2D Mario games, ever since the Wii. It feels like all the difficulty has been shifted from "playing through the game" to "collecting all the secret items", and that's not a change for the better IMO. Giving people characters that can't die is a much better option for presenting a lower-difficulty option without compromising the design of the levels themselves.

That said, I haven't tried the game for myself so I can't speak to how it actually feels to play. I've only checked out some content to see what the level design looked like.

I think a lot of obvious love has gone into this one and it's being rightly praised for it, but personally I wish there was some of the rough, naturalistic design from your SMB3's and SMW's that's been lost to this smoothed out, "introduce gimmick that is unique to this level only, iterate through a few takes on the gimmick that gradually increase in difficulty (usually only up to a moderate level at best), flag" school of thought. Even though I acknowledge that this is almost surely a more deliberate approach to design, that most would probably call a good thing.
The original Bogus fan.
DarkPlasmaBall
Profile Blog Joined March 2010
United States45048 Posts
Last Edited: 2023-10-30 01:37:06
October 30 2023 01:35 GMT
#3866
On October 30 2023 09:30 Turbovolver wrote:
I really admire the creativity that went into Wonder, but I hate the new school of level design they've fallen into for all their 2D Mario games, ever since the Wii. It feels like all the difficulty has been shifted from "playing through the game" to "collecting all the secret items", and that's not a change for the better IMO. Giving people characters that can't die is a much better option for presenting a lower-difficulty option without compromising the design of the levels themselves.

That said, I haven't tried the game for myself so I can't speak to how it actually feels to play. I've only checked out some content to see what the level design looked like.

I think a lot of obvious love has gone into this one and it's being rightly praised for it, but personally I wish there was some of the rough, naturalistic design from your SMB3's and SMW's that's been lost to this smoothed out, "introduce gimmick that is unique to this level only, iterate through a few takes on the gimmick that gradually increase in difficulty (usually only up to a moderate level at best), flag" school of thought. Even though I acknowledge that this is almost surely a more deliberate approach to design, that most would probably call a good thing.


I love when this happens, because it's what keeps each level fresh and not monotonous. That's why some of the greatest 2D platformers of all time (e.g., the Donkey Kong Country series) are as great as they are - because you're not just replaying the same level over and over again. You learn something new while building off previously earned knowledge. I also think it's fair to say that SMB3 and SMW did this too.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Turbovolver
Profile Blog Joined January 2009
Australia2394 Posts
Last Edited: 2023-10-30 02:27:50
October 30 2023 02:27 GMT
#3867
Haha, funny you bring up Donkey Kong Country because I was actually playing some DKC1 just yesterday. I think that's a great example to point out, as I agree that the games in that series tend towards the pattern of introducing a gimmick and testing how the player interacts with different variations on the theme. Much moreso than SMB3 and SMW, which I would describe as having somewhat "uneven" design, but in a good way.

Random example because I was just looking at maps, in Donut Plains 1 from Super Mario World, the player runs into a wall of switch blocks that they can run up if they have activated the switch. Otherwise they just run into a little triangle sitting on the ground and a bunch of empty dotted lines, and it looks very strange. This also happens basically right next to a pipe, for no good reason.

I'm sure if a similar situation appeared in one of the newer games, there'd be more space between it and the previous "moment" of the level that ended at that pipe, and also a series of switch block platforms would be used to create a way to jump up above that would appear much less strange, and more inviting when the player encounters it before getting the switch.

Am I saying it's a good thing SMW has that random moment of clumsy level design in it? No, but I think it illustrates the point that levels were a bit more thrown together, but without losing a focus on what's fun to play. Though actually now I think about it more as I type all this out, what if they actually built it that way to force you to discover the key if you entered with the switch activated, to make sure you encounter the concept of a secret exit?

Gah, I spent all that time typing out that example of my point only to realise it's probably not a good example of it after all.

Aaaaaanyways, although I used the word "gimimck" I didn't mean it in a pejorative way, just as a way to refer to the unique feature introduced by a level that often doesn't stick around past that level. DKC games indeed do this and I enjoyed those a lot, although I would say they tend to feel a bit less one-note to me as compared to 2D Mario since the "New" series. An example I recall from said DKC play session is Elevator Antics, a level where the unique feature is pits that you can only get across by using elevators that keep spawning at the top/bottom of the screen and moving down/up. However, interspersing the elevator sections there are sections where you crawl through tight passages while dealing with the snake enemies, and two sections where you have to dodge the bee enemies while jumping from rope to rope, those two each their own variation on a theme because one uses vertical bees and the other horizontal bees.

I do think that some random variability in challenge level, and in the style of obstacle you encounter, makes levels feel much more organic. More like a place to visit and venture through than a game designer's precisely constructed challenge. Especially if there isn't a ton of challenge because the game is being careful not to be too hard. Still, I know that's mostly just personal preference and others specifically enjoy levels having consistent theming throughout and a ramping up difficulty. And I'm not here to shit on Wonder in particular because I do think it brings a lot of well, "wonder" to the table regardless of how I feel about the level design (and also because I've only seen some smallish fraction of all its levels). I just wanted to put into words some of the thoughts I've had about Mario level design in general.
The original Bogus fan.
DarkPlasmaBall
Profile Blog Joined March 2010
United States45048 Posts
October 30 2023 09:10 GMT
#3868
I think that's fair, and at the end of the day, a lot of it is subjective and comes down to personal preferences Are you planning on buying/playing SMB Wonder?
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
BisuDagger
Profile Blog Joined October 2009
Bisutopia19299 Posts
October 30 2023 10:34 GMT
#3869
I can’t wait to play Wonder, but I’m the meantime I just played Sonic Frontiers (which I beat previously) for the first time since release. The last year of patches significantly improved the game and birthday mode is really fun to play. I recommend going back to the game, even if it’s for an hour. If they released the game in this state, I think it’d be an easy 9+ for most reviewers.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
DarkPlasmaBall
Profile Blog Joined March 2010
United States45048 Posts
October 30 2023 12:14 GMT
#3870
Sonic Frontiers is on my list of games to try again, because I found the game lacking the first time around (when it first came out). Hopefully I'll get to it before the end of the year!
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2023-10-30 17:28:03
October 30 2023 14:17 GMT
#3871
On October 30 2023 09:30 Turbovolver wrote:
I really admire the creativity that went into Wonder, but I hate the new school of level design they've fallen into for all their 2D Mario games, ever since the Wii. It feels like all the difficulty has been shifted from "playing through the game" to "collecting all the secret items", and that's not a change for the better IMO. Giving people characters that can't die is a much better option for presenting a lower-difficulty option without compromising the design of the levels themselves.

That said, I haven't tried the game for myself so I can't speak to how it actually feels to play. I've only checked out some content to see what the level design looked like.

I think a lot of obvious love has gone into this one and it's being rightly praised for it, but personally I wish there was some of the rough, naturalistic design from your SMB3's and SMW's that's been lost to this smoothed out, "introduce gimmick that is unique to this level only, iterate through a few takes on the gimmick that gradually increase in difficulty (usually only up to a moderate level at best), flag" school of thought. Even though I acknowledge that this is almost surely a more deliberate approach to design, that most would probably call a good thing.

I get where you're coming from, for sure. The most memorable part of New Super Mario Bros. U for me was New Super Luigi U, where you played as Luigi in a remixed and much harder version of the game on short timers, and all the challenge aspects like timers and 1-ups actually mattered. The original game just felt so sanded around the edges to me that there's not very much I go back to. I had similar issues with 3D World, where it just felt "soft", I guess? I remember enjoying 3D Land a lot more, anecdotally.

Wonder is just so goofy and fun and cute that I don't miss the seat-of-your-pants challenge of the old-school Mario games as much as I do in other recent titles. It really is something you should play for yourself without getting spoiled in advance. That's when Wonder is at its best. It's not trying to be SMW or SMB3, but I think that's a very correct decision. Wonder packs in so many surprises that it felt like I was back playing the original SMW again, because like SMW it's so determined in what it's bringing to the table and not at all tied down by what came before. That's the impressive part to me.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Turbovolver
Profile Blog Joined January 2009
Australia2394 Posts
October 31 2023 00:31 GMT
#3872
On October 30 2023 18:10 DarkPlasmaBall wrote:
I think that's fair, and at the end of the day, a lot of it is subjective and comes down to personal preferences Are you planning on buying/playing SMB Wonder?

It really comes down to how interested the kids are. I think my son would rather Kirby Star Allies even though from what I gather it's probably an objectively worse game haha
The original Bogus fan.
Laurens
Profile Joined September 2010
Belgium4550 Posts
October 31 2023 07:55 GMT
#3873
I'm playing through Wonder atm. Only in World 2 so it's still early days.
I've encountered three 4* levels so far and those have been a decent challenge. 'Jump! Jump! Jump!' in particular was a real piece of work, took lots of attempts to beat. If there are 5* challenges too that are even harder, the difficulty is definitely there lol.

Any 1* to 3* levels are pretty trivial so far, but that's ok to me. This is a game that kids should be able to tackle. Having some proper hard, optional, stages is a good compromise to me. Will be a nice challenge to 100%.

Sidenote: the game I was playing before this is Bloodborne on PS5, the difference in theme is pretty hilarious, from an eldritch horror game with tentacle monsters to the acid trip that is Super Mario Bros Wonder XD.
DarkPlasmaBall
Profile Blog Joined March 2010
United States45048 Posts
Last Edited: 2023-10-31 15:28:20
October 31 2023 15:24 GMT
#3874
On October 31 2023 09:31 Turbovolver wrote:
Show nested quote +
On October 30 2023 18:10 DarkPlasmaBall wrote:
I think that's fair, and at the end of the day, a lot of it is subjective and comes down to personal preferences Are you planning on buying/playing SMB Wonder?

It really comes down to how interested the kids are. I think my son would rather Kirby Star Allies even though from what I gather it's probably an objectively worse game haha


As long as he's having fun While most of SMBW is pretty straightforward, there are a few surprisingly challenging areas too. I'm about where Laurens is, in the game, and I know what he's referring to with the occasional Level 4 stage being decently difficult. "Wall Climb Jump 2" - a very vertical stage - ended up being a little hard, especially towards the end/top.

+ Show Spoiler +
This person beat it much faster than I did:

"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
DarkPlasmaBall
Profile Blog Joined March 2010
United States45048 Posts
October 31 2023 21:31 GMT
#3875
Apparently, there are also... Level 5 stages O.O
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
invasioned
Profile Joined November 2023
2 Posts
November 01 2023 19:37 GMT
#3876
--- Nuked ---
DarkPlasmaBall
Profile Blog Joined March 2010
United States45048 Posts
November 02 2023 13:23 GMT
#3877
SMBW speedrunners have already figured out how to glitch past the first half of the game, by using a two-player set-up to walk out-of-bounds:
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Laurens
Profile Joined September 2010
Belgium4550 Posts
Last Edited: 2023-11-03 08:08:31
November 03 2023 08:08 GMT
#3878
Finished my first two 5* stages.
Missed the ones from W1 and W3 tho, will have to go back and explore.
Definitely some difficulty in this game though, it's not Celeste C-side level, but it's not a complete walk in the park either.
DarkPlasmaBall
Profile Blog Joined March 2010
United States45048 Posts
Last Edited: 2023-11-05 16:45:37
November 05 2023 11:21 GMT
#3879
Just finished SMBW; I absolutely loved it. My second-favorite game of the year, after TLoZ:TotK.

Now, I'm trying to give Persona 5 Royal another shot at impressing me. The first time I tried playing it, the multi-hour prologue/tutorial was so boring that I ultimately lost all interest in waiting around for exciting gameplay (which happened for the first 5 minutes of the game, and then simply didn't return). I've decided to break up the beginning into smaller chunks - reading/clicking through 30-60 minutes at a time - to try and will myself through the beginning. The fact that I have to commit to this level of planning just to make it through the introduction is already problematic.

I also think the "plot flashback" / "explanation for why the student protagonist is in his current situation" has absolutely terrible logic, plus the "at-school" story during the first 5 hours is just... bad: + Show Spoiler +
16-year-old boy is walking down the street and sees a man assaulting a woman. Woman cries out for help. 16-year-old boy calmly walks over and places a hand on the assailant's shoulder. The surprised assailant turns, takes a step back, stumbles, falls, becomes embarrassed for falling, and threatens to sue the boy in front of the female victim and other bystanders/drivers who witnessed the entire thing. Apparently, no one vouches for this child or speaks out against the assailant, including the female victim.

This leads to the boy being criminally charged and found guilty of... something, expelled from his school, and automatically becoming a pariah - not a hero - to everyone. He's suddenly hated by every single person. He has to go live with some random adult who hates the boy before even meeting him. He has to go to a new school with a principal, classroom teacher, gym teacher, and students who all hate the boy too. Everyone calls him terrible and pathetic and a waste of space. Everyone wishes they didn't have to be burdened by this literal hero of a child who quietly keeps to himself when he's not busy helping assault victims in a non-violent manner. Even if the general public didn't know the whole story, there's no legitimate reason for this level of negativity towards the kid. Obviously, the magical / mystical / supernatural parts of P5R are areas you should suspend your disbelief for, but this whole justification for how the protagonist got into the situation he's in isn't even remotely realistic. The situation simply wasn't vague enough for it to all be one big misunderstanding, and it makes no sense that all these adults who are in potentially-supportive roles preemptively treat him like he's serial-killer-level scum.

Edit/Update: I'm about 5-6 hours in now, and the only character who seems even remotely complex is the angry, blonde boy, Ryuji Sakamoto. Everyone else seems extremely one-dimensional and transparent. For a game that spends its time focusing more on exposition and drama rather than open exploration or combat, the plot seems pretty terrible so far, especially since these interactions seem to be so black-and-white. I'll be surprised if there's any nuance to the physically abusive gym teacher who tries blackmailing one female student into sex and actually sexually assaults another female student (leading to her suicide attempt), especially since we're also being shown that he dreams of ruling the school, completely naked except for a pink thong, with his female students all over him. Extremely heavy-handed writing.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Trozz
Profile Blog Joined November 2008
Canada3455 Posts
November 05 2023 18:41 GMT
#3880
It’s got great music!
Combat’s good but the rest’s meh.
Liked SMT more.
A build is not a guess, an estimation or a hunch, a feeling, or a foolish intuition. A build is a dependable, unwavering, unarguably accurate, portrayer of your ambition.
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