Most Of The Tracks Are Boring
They have little in the way of hazards, unique quirks, or interesting level design. After playing as long as I have, the only two standouts I can remember are Mount Wario and the other wario one, with all the mud and speed jumps.
Of all the courses in this game, you choose Wario Stadium as the standout? Cloudtop Cruise, Bone Dry Dunes, Electrodome are way cooler.
The Gameplay Is Conservative As Fuck
Nothing particularly innovative was added to the formula. ... Antigravity is a primarily cosmetic addition.
Driving on the walls/ceiling and having access to different paths for evasion or better item usage is a cosmetic addition. Got it.
The Mario Kart 8 Caste System (AKA Items have been RUINED)
... 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.
Heavy Characters Are Overpowered
Because breaking away from the rest of the participants of the race is so important to winning, heavy characters are gifted with a pronounced advantage.
You claim that breaking away from the pack at the start is important, and then say the characters with the absolute slowest acceleration in the game have an unfair advantage. In time trials, yes, the heavy characters are overpowered, but in GP- a mode where you're constantly pelted by shells and other items- the frequent momentum halts take their toll. You can avoid a lot of small items in first, but you can't get away from blue shells, bloops, or bolts, and they happen all the fucking time.
Tracks Are Wide As Shit
... It's really noticeable when you play retro tracks like peach's castle or yoshi's circuit (dlc track) and they are so much wider than they originally were, ruining the tightly designed nature of them and sapping the fun they elicit as an outcome. According to the developers, the tracks were given increased width because it needed to accommodate the space needed for 12 players racing simultaneously. I vehemently disagree with this design decision.
You're talking about how badly all the characters are stuck together and fighting it out one minute, then complaining that the tracks
aren't tight enough the next. It's also not just about player count, but the dramatically different drift types that can be selected now. The road has to accommodate inside and outside drift patterns, and the handling variations in general prevents a single type of tight curve from working with all karts/bikes. I personally love the remastered levels and think most of them are the best version there's been; N64 rainbow road in particular blows the original away.
The Roster Is Wack
Its packed with baby characters, metal reskins, and koopalings! None of these characters are particularly interesting or feel like their own original concept. They are a tremendous wasted opportunity. Let's look at all the beloved characters from previous MK games that didn't make the cut so these abominations could be included (shout out to honey queen who I forgot about while photoshopping):
No disagreements there. They did blow a lot of potential with junk characters, but in fairness, the roster is pretty huge and you're bound to find characters you like regardless.
Okay, yes, again, that's right. They obviously didn't give this much time in the oven. If they do an NX re-release, they need to fix this.
You Can't Knock Players Off Track Anymore
Magical moments like these will never happen in Mario Kart 8. Even if it scars the player its happening to, its a part of what makes mario kart special, and I will not stand to see this removed. At the very least, Nintendo could give us the option in a settings menu to disable fast lakitu recovery in local multiplayer.
This is bullshit. I've actually got a few moments like that saved in my MKTV because I was so angry at getting fucked by a half dozen items in a row that I needed to document it. You're not acknowledging the fact that hangliding is a major part of this game and that any small item can cause a drop in midair- including the lightning bolts, which happen fucking every lap in some races.
In Conclusion: The Game Fails On All Fronts
Nope. It's a great game, and handily the best all around Mariokart. It has flaws, and some of them are even very frustrating to me, but I'd still boot it up over any other MK game.