Warning: This is gonna be a long one. It's basically me going through SAB and pointing out all the issues with it, and then suggesting how it could have been done better.... so unless you care about SAB or game design, probably best to skip it entirely.
Retro's completely fed up with Anet. This is undeniable proof that they are totally incompetent, GW2 sucked this whole time, and we should have been playing Tera.
Eh, it's really noticeable to me because I get the general impression I'm one of the older members of the guild (at 31), or at least one of the few old enough to have nostalgia boners over SAB. To me, the first one was the right combination of Guild Wars 2 and a sort of "generic 8/16-bit" vibe. Apart from the Zelda "Mystery" chime and Pitfall's Alligators, SAB1 really doesn't make direct references, but instead just captures the sort of logic of that era. You could slap a hat on a snake and that'd be an enemy. You could have weird tools to check your progression, much weirder than anything SAB has had so far. To me, SAB1 was non-specific but captured the
essence of the NES / SNES / Genesis-era perfectly.
It had jumping portions, but not excessively so, and large portions of the SAB (especially World 1-3) had a nice balance of risk vs. reward with the path through the trees (harder to stay up, but with more baubles) and one on the ground (with more predictable hazards). There were no traps beyond the flycatchers, which were only used in a few portions and then reappeared as annoyances you needed to spot later. The levels were designed well and had a nice flow, with lots of recognizable landmarks once you knew where to look (though I will say it was still a tad confusing than I would have liked). Lots of secrets to discover, but in places that felt like there should be something hiding there if you know how things work.
I completed all the Achievements for SAB1 without a guide and played a shitload of it. It never felt like I was farming even though I played it enough it probably should count. I liked trying to beat my previous time (something I wish the mode had built in) and finding the shortest route.
SAB 2 is almost the exact opposite of all that. The Rapids isn't the worst part, and I feel like it has the right notes, just in the worst order. It has the Pitfall alligators, water as a hazard, collapsing platforms, even an on-rails 'ride' section (seriously, every 8/16-bit game had a section where you rode something). References to Frogger, jumping on logs falling over a waterfall (Mario 2)... the right stuff is all there.
I feel like Rapids represents the point of disconnect because the part of it we played in April feels really solid (better now that some of the jumps are cleaner and there are checkpoints) but the part after the raft ride does not.
First, it is almost entirely jumping-based after the raft ride. Apart from torching the dry trees (which was great for comedic effect the first time it happened), it's almost all timed, precision jumping between disappearing geysers, moving platforms and using flowers to cross long gaps. There are turtles to flip, but the geysers become the only method of progress. There's no alternative route, just a straight, tedious shot.
I feel like the Rapids are just a hair too long, and part of that is the pacing. Whereas World 1 was content to spend a level on one thing (1-1 is just getting a feel for the mechanics, 1-2 is all about moving in the trees and 1-3 is mastering the trees), the Rapids after the raft section feels like it has a lot of padding between set pieces that do new things.
Before the raft, you have two new mechanics; moving water is bad, and the collapsing bridges. We've already gotten a taste of traversing alligators and turtles from parts of the last level, and here they are made the core mechanic; hit enemies to create platforms.
Immediately after the raft, you have spinning flowers. Then geysers. Then the Frogger logs. Then the falling logs. Between those big set pieces, there's nothing interesting; it feels like hallways connecting rooms in a first person shooter. It needs to be a tighter experience.
So, for the Rapids, I would have made it two levels and held the raft back for later. The first section, pre-raft, feels like you're constantly heading upriver, climbing ever upwards despite the flow pushing against you. The raft, on the other hand, is going
downriver, with the flow. I would have cut the raft ride out and had that appear later, as a bonus round or as a shortcut similar to the worm.
In place of the long assassin-filled bridge, I'd have...erm... gone with the flow and moved the Frogger Logs section up. Start simple with just a small stream with a floating log (new mechanic), then two logs with a small rock in the middle (new mechanic gets harder). Then another two, with an alligator to smack (old mechanic joins new). You're still heading upriver, still climbing higher, with a new mechanic. In the midst of that, I would introduce the "Waterfall logs" mechanic in a very simple example to give you something new, but not too hard. A nice taste of something new, a hint of more to come. Then end the damn level, without bears, geysers or flowers appearing yet.
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I'd scrap World 2-2 completely and continue the rapids theme, but with some thematic changes. See, World 1 has a nice sense of progression; Happy Grassy area > Forest > Spooky, Marshy Forest. World 2, on the other hand, starts in the rapids, then a bunch of ninja-filled mountains, then a snowy mountaintop. The changes are just too abrupt.
Instead, I'd start introducing elements of snow towards the end of World 2-1; snow starts to fall lightly, there's little patches of accumulation. You're constantly climbing higher and higher as you travel up river, so to give you a greater sense that "Hey, you're getting pretty damn high now", you'd start to see the weather change.
So right off the bat in 2-2, I'd start to wrap up the "Frogger Logs" mechanic, but with a thematic change; the logs are swapped out for chunks of ice moving down river instead. That mechanic would start to taper off after a section about as large as the existing "Frogger" section, with the 'waterfall logs' starting to build up, as chunks of ice rather than logs.
As far as enemies go, in place of hillbillies, I'd have Lumberjacks that, instead of shooting at you (as a rough guideline, 8 and 16-bit "Mascot platformers" of this type never had firearms) would chop logs that come flying at you (a direct homage to an enemy in
Mega Man X). Owls could make an appearance here too, along with a few of the Polar Bears.
The level would begin to taper off the 'waterfall ice chunks' mechanic and start building in the geysers. The geyser sections are a classic 'disappearing platform' mechanic and I kind of hope for SAB 3 that they bring them back (obviously with the mechanic fixed). However, I would have made the geysers part of an alternative path; the 'high road' would have lots of geysers, with more baubles as a reward. The 'low road' would have been more ice-floe jumping bits, the 'more familiar' route with less rewards. There would still be sections with mandatory geysers, but they would be
much more forgiving.
World 2-2 would wrap up with another 'preview' of a mechanic; the slippery ice. Introduce it slowly, like a frozen pond you have to cross at first without any peril (maybe an enemy at the other side as bait), then layer it on slowly by having geysers shooting up out of frozen river sections and then start adding a little to sections where you can fall off (not to your death, of course). That's where I'd end world 2-2, honestly; fighting the Cage boss with a few icy patches up on the platform (but still chunks of solid ground).
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World 3-3 would be pretty similar in theme to the version that exists now, but with different mechanics. Icy sections continue, with icy collapsing bridges added to the mix. The bananas start to appear here, as I like the 'ice skating' theme, with polar bears continuing as well. The icy sections would build up to a few tense sections of small, icy jumping sections, and then begin to fall off as the next mechanic starts; wind.
Right now, 3-3 has mouths that open and push you around, but they missed a huge opportunity; see
Ninja Gaiden II's Act 2-2. In this stage, the wind changes direction; sometimes pushing you left and sometimes right. In some places, it can make a simple jump lethal since you're fighting the wind, while in others, you must wait for the wind to be at your back to make a larger-than-average jump.
In SAB, I'd introduce this element slowly. The mouths would remain so you could always see the 'source' of the wind and know when it's going to be present, while the constant snowfall would also provide a visual indicator of where it's blowing. The 'sigh' sound wraps everything up nicely so you should never have a moment where you're unsure what's going to happen. The ice sections move away from platforms and more towards flat sections where you're sliding across with the wind blowing you to the side. That starts in non-lethal ways, then progresses towards making you repeat sections (nothing as bad as it exists now) until the timing is right, and then finally in a few places where you have to time your way past the wind blowing you into pits. Maybe include an alternative route at this point where you have small, icy platforms to jump across while timing the wind gusts.
The ice starts to taper off (but still shows up as an occasional hazard) as the wind mechanic changes from side-to-side to away-and-towards. Now you have sections where the wind blows against you, and you have to stand behind rocks until it dies down. Then sections where you have to make jumps before the wind makes it impossible (again, non lethal, then back-tracking, then lethal, to ease you into it). Finally, the mechanic would shift to have you waiting for the wind to blow you
across gaps that would normally be too large. And that would basically be it.
I'd replace the Storm Wizard with an Eagle Wizard (continue the animal theme from King Frog and reference
Ice Climber, where you always beat the level by hitching a ride on a condor), who flaps his wings to create wind gusts. The mechanic would be fairly simple; something like evading his attacks until he flaps his wings, allowing you to make a long jump to grab an item to make him vulnerable. After each phase, he'd drop an icicle or something into the snow, creating slick spots on the main platform you'd have to avoid.
After you beat him, his icy spell is broken and the snow starts to melt. That creates a huge rush of water, where the raft section is re-introduced as a bonus round; you'd ride the raft all the way back down the mountain, trying to grab as many baubles that hover over the river as possible. As you're heading down the other side of the mountain on your raft, you would start to see Asian-themed buildings, setting the stage for the next section with all the ninjas and assassins. Instead of it being a mountain, it would be a hidden valley (sort of playing on Shangri-la). That would be World 3 though, so you'd only get a preview.
So... erm... yeah. If you read this long, congratulations. I'll have to dig into replies for stuff later.