Ugh this thread. Very mixed opinions. I loved the demo but I'm afraid of the tutorials and repetition.
I don't know what to do.
oddly enough, picking this up is giving me the itch to get sticker star, namely because the 3D is selling me on wanting to see paper mario in the same fashion.
I don't know what they did differently in this game, but I rarely ever counter an attack correctly. Every other game in the series, I had no problem.
Maybe I'm just losing it
I've played about 5 hours of it so far.
I have to say all the whining about the tutorials is way too exaggerated. Considering you're given an option to skip tutorials, I haven't had any issues. For a person like me who doesn't have a deadline and just wants to play, it's really a non-issue. From a critics standpoint, I guess it's different since they have a deadline to meet to review a game, so stuff like that gets in the way, I suppose.
This game reminds me a lot of why I really loved Bowser's Inside Story. I never played Partner's in Time or Superstar Saga so I can't really comment much on how different/similar those two were, but if you liked BiS you'll like this one, at least, from what I've played so far.
I've played about 5 hours of it so far.
I have to say all the whining about the tutorials is way too exaggerated. Considering you're given an option to skip tutorials, I haven't had any issues. For a person like me who doesn't have a deadline and just wants to play, it's really a non-issue. From a critics standpoint, I guess it's different since they have a deadline to meet to review a game, so stuff like that gets in the way, I suppose.
This game reminds me a lot of why I really loved Bowser's Inside Story. I never played Partner's in Time or Superstar Saga so I can't really comment much on how different/similar those two were, but if you liked BiS you'll like this one, at least, from what I've played so far.
Yeah, same here. I'm around 10 hours in and am thinking "OK, when does this get bad?". Haven't experience it yet.
From a critics standpoint, you might be right. But if that's true, that means they are trying to rush through the game, and they are bad critics.
It's not just the tutorials (though they could give us a global option to turn them off), it's all the pointless talking and that many tutorials aren't optional at all. I don't remember getting an option to turn off the Luigi's Stache/Slingshot tutorial, for example. Here's another example,and now they are going to "recap it" for me for a few minutes. This game is full of pointless dialogue. Maybe next they will teach me about the number 2 and drill that into my head too, just like Sesame Street.I just broke those purple crystal things to release a Pillo
Yeah, same here. I'm around 10 hours in and am thinking "OK, when does this get bad?". Haven't experience it yet.
From a critics standpoint, you might be right. But if that's true, that means they are trying to rush through the game, and they are bad critics.
People weren't kidding when they said the game just goes on forever. I think I've run out of steam with it. Every time I go to a new place, it's some big drawn-out affair and I don't think I have it in me anymore. I'm trying to figure out why this game is draining me so much when I loved Bowser's Inside Story so much. I just don't know.
Finished the dream sequence not long after learning the first Luiginary Move (that katamari/ball one). Man, I REALLY wish the gyro controls were optional, considering you can do counter attacks using the analog nub. They're not too bad once you get the hang of it & figure out how much to tilt the 3DS, but the option still would've been nice.
People weren't kidding when they said the game just goes on forever. I think I've run out of steam with it. Every time I go to a new place, it's some big drawn-out affair and I don't think I have it in me anymore. I'm trying to figure out why this game is draining me so much when I loved Bowser's Inside Story so much. I just don't know.
I like to think i have an idea as to figure out where this game goes wrong regarding pacing and where BIS didn't.
This game is twice as long as BIS for one thing, yet if you take a look at the map you'll notice that the game doesn't have double the amount of areas to compensate for it. This leads to sections getting dragged on and on. At first it's not that noticeable but when you hit Mount Pajamaja it's hard to miss, i'm too familiar with the titling rock enemy for my liking which is to say there's not enough enemy variety in each area either.
The plot is also stung by the games length, it doesn't have enough elements to it that warrant such a lengthy outing.
Now i've noticed this thread has been rather occupied with the idea that it's mainly tutorials that are the games big issue but I always held the opinion that pacing was the games true downfall. The tutorials that factor into this aren't the ones at the start of the game but those that come much further in, the only ones that can be skipped are the few battle focused tutorials that come early on, new field abilities however don't get the same luxury and with the many elements introduced as the game progresses (literally all the way to the final area) it really began to chip away at my tolerance level for them on top of the drawn out areas, frequent side character interruptions and so on.
Enemies start getting longer and more elaborate attack phases, more so in the later dream world areas where the pack enemies aren't so easily dispatched, dare I say that nearly every central element of the game falls victim to fatigue in some way.
I agree. 4 hours in sofar. Gonna take my time and not try and plow through it in a week.Hmm Aeana's post and previous impressions on the game's pacing have convinced me to take this game really slow and not rush through it I think. Play it more like I would a SM3DL which took me quite a large number of short play sessions to finish.
Maybe not as short but I'm definitely not going to try and finish this in a few days. Not even in a few weeks I think.
Holy cow is Luigi cute while he's sleeping.
I'm about 20 hours into it, just finished Driftwood Shore. This post, for the most part, pretty much echoes how I feel about it.I like to think i have an idea as to figure out where this game goes wrong regarding pacing and where BIS didn't.
This game is twice as long as BIS for one thing, yet if you take a look at the map you'll notice that the game doesn't have double the amount of areas to compensate for it. This leads to sections getting dragged on and on. At first it's not that noticeable but when you hit Mount Pajamaja it's hard to miss, i'm too familiar with the titling rock enemy for my liking which is to say there's not enough enemy variety in each area either.
The plot is also stung by the games length, it doesn't have enough elements to it that warrant such a lengthy outing.
Now i've noticed this thread has been rather occupied with the idea that it's mainly tutorials that are the games big issue but I always held the opinion that pacing was the games true downfall. The tutorials that factor into this aren't the ones at the start of the game but those that come much further in, the only ones that can be skipped are the few battle focused tutorials that come early on, new field abilities however don't get the same luxury and with the many elements introduced as the game progresses (literally all the way to the final area) it really began to chip away at my tolerance level for them on top of the drawn out areas, frequent side character interruptions and so on.
Enemies start getting longer and more elaborate attack phases, more so in the later dream world areas where the pack enemies aren't so easily dispatched, dare I say that nearly every central element of the game falls victim to fatigue in some way.
Just got to Wakeport and met Lil Massif. I swear I spent like 5 minutes at first just sitting there listening to the music. The soundtrack to this game is just amazing for the battles and really relaxing overworldwise. Some of the themes like mushrise park and wakeport give me some serious Kirby vibes.