Most Of The Tracks Are Boring
I mostly disagree here. Sure the tracks aren't as super bright and fantastical as they were in Double Dash, but they're definitely not boring to drive. I will concede that Rainbow Road is a bit of a let down, considering the past versions and the mechanics available, but it's not boring. The game with the most boring tracks, graphic/art/design-wise is probably 64, but I still had a shitton of fun racing on them.
The Gameplay Is Conservative As Fuck
Going by your metric of introduced mechanics, yes, you are absolutely right.
But.
Like people arguing that Miyamoto has to stop trying to force innovation, why does Mario Kart have to be innovated gameplay-wise? I personally don't see much more room for innovation in a series that is pretty much perfect(for how it plays, not in content).
Besides, Anti-gravity is the biggest leap for track design since it went 3d. It really opens up the possibilities with track design.
The Mario Kart 8 Caste System (AKA Items have been RUINED)
I'm not sure if this can be argued without saying something which can be inadvertently condensed to "Git Gud", so I apologise in advance if it comes across that way.
Assuming you're talking exclusively about online play, I don't really play online, so I don't know what it's like there. Against Hard AI and local players(friends), I don't really have a problem, with any particular weight, unless I'm particularly unlucky and the AI is relentless with items.
Some will argue that this is a good thing, and it should be more skill-based, rather than luck-based; but people play it for different reasons and everyone is gonna have their own opinion in that regard. Some will argue that if you're having trouble, you should turn down the difficulty. Others will argue that you shouldn't have to. There's really no winning here.
Items in general don't feel any worse than previous games, maybe just the pools you get in each position. The Star nerf is definitely a thing, and unfortunate. Also, bring back Boo and Fake Item Boxes.
Heavy Characters Are Overpowered
Like the above point, I haven't really experienced any issues? The only real place that Heavies are definitely at an advantage is in Time Trial. I find lightweights have an advantage in 200cc, with better steering and better acceleration after being hit. They probably could balance things better
But then, I only use karts, not bikes.
Tracks Are Wide As Shit
I don't recall noticing the width of tracks, so it's not a problem in my opinion. That said, people have provided plenty of evidence that all MK games have their wide and narrow bits.
The Roster Is Wack
It is somewhat wack. Can definitely do without the Metals(should've been a powerup), some of the Babies(I accept Baby Mario, Luigi and maybe Peach), and definitely Tanooki and Cat Peach. We definitely didn't need 4 different versions of Mario(5 with Green Mario) and Peach, even if they were all different weight classes.
Battle Mode Still Sucks
This is 100% correct though. No one will argue with you here.
You Can't Knock Players Off Track Anymore
Yea, you could argue this as an issue, as it could be said that it's part of the charm of Mario Kart, but it always sucks when it happens to you. Sure it's hilarious to watch, but I'm sure that player was probably just short of an aneurysm when it happened. Besides, you can still knock people off the track, it's just quicker and more streamlined to get them back in the action. Seems like a plus to me.
In Conclusion: The Game Fails On All Fronts
The only place it really fails at is Battle Mode and maybe missing some key characters in the roster, but everything else is either Good to Great.
To reiterate what people have said already, this is definitely not true for 64. Lightweights were definitely the best choice, followed by Heavies, then the hot garbage that were Middleweights. Lightweights had high acceleration as well as the highest top speed. Heavies and Mids had the same top speed, but heavies had a much better accel curve. Proof.Heavy Characters Are Overpowered
This is true and it's been the case in every single Mario Kart game, although in 200cc mode the tables are turned in my experience for many courses.
Honest question, what do you have against wide tracks, exactly?
Is in the op under the Tracks Are Wide As Shit part. I know its a lot to read, but it is there. I'd respond to you in the thread, but I'm trying to keep my posts per day count low
That's pretty abstract. IMO they have the exact same issues, nothing changed, except MK8 is prettier, has much less online options, and is harder for casuals yet without rewarding skill. I ended up uninstalling it from my console, shame I picked it up digital, I could have sold it.That's a reasonable but unfortunate reason to not want to try 8. Wii felt like it came from a team obligated to make a Mario Kart game because the console needed one. 8 feels like a game born from passion.
Most Of The Tracks Are Boring
The Gameplay Is Conservative As Fuck
The Mario Kart 8 Caste System (AKA Items have been RUINED)
Simply put, items are not good enough to help you make comebacks anymore.
Heavy Characters Are Overpowered
You Can't Knock Players Off Track Anymore
Hasn't it always been this way? At least on the few Mario Karts I've played it seemed less likely you would get something good if in the lead.I dont like that you cant get good items in front.
This, and it got only worse in MK8 when the damn things are able to FLY. I don't even understand why the game warns you a red shell is coming, there is nothing you can do about it. This alone makes Double Dash a better game.One of my biggest complaints about the recent games is that the red shells have gotten too damn good. In DD you needed to at least fire them on a clear-ish path as they could get lost in pits or sharp turns, and it was still somewhat possible to dodge them. Now though, they'll follow someone to the depths of hell and back, the slowdown from getting hit by them is extremely harsh (worse than falling off the map, wtf), and fucking everyone is able to get triples.
How do those answer the "gameplay is conservative" point?200 cc. Change in strategy between antigravity and ground. Seemless online. F-Zero. Waterfalls. Drifting and braking. Zelda. Baby Park. Excite Bike. F-Zero.
How does that answer the "items are not good enough to help you make comebacks anymore" point? The way items work, they screw people in last/medium places without allowing them to actually go forward, it's just a negative force. If you're hit at the very beginning of the race and the leader pack gets away, you have next to no way to reach it again regardless of what you get. All the items make the experience of people around you totally miserable and frustrating, but you won't be able to come back.Isn't pulling away from your opponents--thanks to skill and luck--the reason why we race in the first place?
If you're in front there is a decent chance that when you hit a ? block you're going to get a bananna peel or one of the shells. You can hold these shells or peels at the back of your kart. So when the red shell catches up to you it hits the power up instead of you.This, and it got only worse in MK8 when the damn things are able to FLY. I don't even understand why the game warns you a red shell is coming, there is nothing you can do about it. This alone makes Double Dash a better game.
There's also a good chance you'll get coins you don't need or your protective item will get busted by a previous red shell, and if you're in the middle it's even worse since you can get useless offensive items like Bloopers or BOB-ombs or lightings that will make you defenceless and won't help you gain places.If you're in front there is a decent change that when you hit a ? block you're going to get a bananna peel or one of the shells. You can hold these shells or peels at the back of your kart. So when the red shell catches up to you it hits the power up instead of you.
Obviously this isn't something you can do all of the time, but it happens pretty frequently.
Didnt read but MK7 is GOAT... followed closely by sonic all stars 1... nothing else matters
This, and it got only worse in MK8 when the damn things are able to FLY. I don't even understand why the game warns you a red shell is coming, there is nothing you can do about it. This alone makes Double Dash a better game.
How do those answer the "gameplay is conservative" point?
"Seemless online. F-Zero. Waterfalls. Drifting and braking. Zelda. Baby Park. Excite Bike. F-Zero." - those either were there already or have nothing to do with gameplay, 200cc is a lame add-on that doesn't fit at all any of the track design, and there is barely any change in strategy between antigravity and ground, opponents just become boosters.
How does that answer the "items are not good enough to help you make comebacks anymore" point? The way items work, they screw people in last/medium places without allowing them to actually go forward, it's just a negative force. If you're hit at the very beginning of the race and the leader pack gets away, you have next to no way to reach it again regardless of what you get. All the items make the experience of people around you totally miserable and frustrating, but you won't be able to come back.
Giving you items that significantly help you while asking for skill without frustrating the other players would be ideal, but alas we don't get that, instead we get stuff like bloopers or lightings which don't help the people who use them, and annoy the other players.
Wow, you might literally be the only one. You should make a "am I the only one" thread (don't) just to have it be the one time where you really are.
I actually love that you enjoy it.^^
Biggest revelation from this thread is people thinking MKWii was really good or in any kind of discussion for Best fuckin' anything
Best enraging clusterfuck my friend.
(my deep dark secret is I enjoyed that entry regardless)
200cc is a lame add-on that doesn't fit at all any of the track design
I still have nightmares sometimes of that game's chaotic mess of an online play. 12 people on motorcycles, bumping each other off tracks, with the worst of all time item balance. Nevermind how ugly and sterile looking(and sounding, I hate the sound design) that game was, especially in a post MK8 world.
Iconic representation of the MKWii online experience
didnt even pick the right gorilla
The biggest issue in Blur is the missing drift mechanic of any decent kart racer.
Really weird that it doesn't have one, it would make the game so much better but even without it we like Blur way more than 8.
The Mario Kart 8 Caste System (AKA Items have been RUINED)
The mechanics of the way races occur have evolved into something foreign and disgusting. Simply put, items are not good enough to help you make comebacks anymore. In MK8, if you don't break away from the pack of other players at the first item box, you will spend the whole race fighting the same 3 players to break out of ninth place. While the poor bastards in the back keep belting each other and holding each other back like crabs, the rosalina or metal mario in first place speeds away, never to be seen again. This is allowed because items rarely catapult you to high positions like they would do in past mario karts. In MKWii, getting a star would bring you up four or five places, if you were at least ok at racing and didn't constantly fall off the trac or bump into walls. In MK8, when you use a star no noticeable speed increase happens whatsoever, it functions like a temporary invincibility shield, and you will be lucky to move up one or two places, if that. Hundreds, and hundreds of times I would spend entire laps around the same position I started in, not making progress, because 1) items don't have the potency/game changing factor they used to, like the star, and 2) you and the losers around you will keep smacking each other with boomerangs and shells while the players in 2nd and 1st place get away. If I can be allowed to speak anecdotally for a moment, MK8 allows two players to race 10 other people online from the same WiiU, locally. I played local online with an associate, estimating conservatively, 20 to 30 hours of online races before they came in 1st place ONCE. (It was funny for me to laugh at and constantly tease him that somehow he could never manage to win a race, but it must have been so frustrating for him) And it might surprise you to hear that this person was no novice to mario kart and competed against me tons of times before in the older titles.
didnt even pick the right gorilla
I still have nightmares sometimes of that game's chaotic mess of an online play. 12 people on motorcycles, bumping each other off tracks, with the worst of all time item balance. Nevermind how ugly and sterile looking(and sounding, I hate the sound design) that game was, especially in a post MK8 world.
Iconic representation of the MKWii online experience
Like 10 other people besides me have confirmed what I said about items. It is not a nonsense complaint. Furthermore, this items issue has recurred in literally hundreds, if not thousands of my races. Just because heavy characters have been cheap in every other game, which is demonstrably false because light characters were the best in mario kart 64 and double dash, does not make an excuse for totally unbalanced and overpowered character choices. The underpowered items in combination with the complete domination and cheapness of heavy characters like pink gold peach and rosalina makes for a completely unfair and terrible to play Mario kart game.Also confused about the item thing because it's something that literally never comes up for me. I have plenty of online races where I'm in last or in the back and I make up some ground and come in 3rd or so. So yeah that's a nonsense complaint.
The heavy characters thing is kinda true, but it's true in pretty much every game and also just play 200cc because that's what I do and my Baby Luigi rocks. I even do okay in 150cc with medium characters, so I dunno what to tell you.
Just because heavy characters have been cheap in every other game, which is demonstrably false because light characters were the best in mario kart 64 and double dash
...200cc is a lame add-on that doesn't fit at all any of the track design...
How do those answer the "gameplay is conservative" point?
"Seemless online. F-Zero. Waterfalls. Drifting and braking. Zelda. Baby Park. Excite Bike. F-Zero." - those either were there already or have nothing to do with gameplay, 200cc is a lame add-on that doesn't fit at all any of the track design, and there is barely any change in strategy between antigravity and ground, opponents just become boosters.
How does that answer the "items are not good enough to help you make comebacks anymore" point? The way items work, they screw people in last/medium places without allowing them to actually go forward, it's just a negative force. If you're hit at the very beginning of the race and the leader pack gets away, you have next to no way to reach it again regardless of what you get. All the items make the experience of people around you totally miserable and frustrating, but you won't be able to come back.
Giving you items that significantly help you while asking for skill without frustrating the other players would be ideal, but alas we don't get that, instead we get stuff like bloopers or lightings which don't help the people who use them, and annoy the other players.