Christopher
Member
Assuming you have played the game extensively, just how boring is it?
I'm pretty sure we played this game on the wii and the ds and the 3ds so he has a pretty good idea
Assuming you have played the game extensively, just how boring is it?
I think its more of a new "Super Mario Bros." than a new Mario which would have a new title like 64, Sunshine, Galaxy, ???
This is not true in the least. I don't know how committed you are to this view. If its another one of those flippant internet over generalizations then I don't want to waste my time making a long list for you.
The amount of movement in obstacles alone is one of the big new additions. Platforms that rotate or shake, coins that show up out of nowhere and move into specific positions or shoot around as if shot out of a cannon, blocks that fly around...
This wasn't in previous Marios.
I'm pretty sure we played this game on the wii and the ds and the 3ds so he has a pretty good idea
So does the difficulty fall around Wii or higher?
The thing about Super Meat Boy is that its mechanics (and in effect what its level design can do, especially concerning enemies) is far simpler than even Super Mario Bros, which is looked at as the "vanilla" 2D action game series. Your relationship with anything in that game comes off as a simple binary. This is made worse by the fact the endlessly collection of ugly spinning buzzsaws and whatnot lose meaning with no punishment. "Trial and Error" is phase often used to describe a game that is "cheap", but I see it instead as an opportunity to talk about a game which becomes too easy because butting your head against it does work since it functions on very short bursts. Trial and Error basically means not enough complexity or punishment to prevent a human from just trying the same 15 seconds over and over again and greatly increasing his chances of success.
Although something like NSMBW spends a lot of the time not being particularly challenging (I would put where it gets interesting a bit earlier than most, as early as World 3 or 4), it doesn't feature the sterile, unimmersive flash-game nature of Super Meat Boy. Super Mario Bros has this thing called "pacing", and its real nice to have. Looking toward arcade classics or even something like SMB2(JP) which are truly more challenging, clearing them in a 1cc fashion is like a true journey and to some extent that remains true even for the relatively easier NSMB games. Super Meat Boy and any game which is based on that heavy checkpoint/save-state nature just rips the journey out of the game and makes it a marginalized reflex test (which can be played in any order even). Most everything else about it is so repulsive too. Some good music tracks, but that is all I'll give it.
Rayman Origins would be 40 stages of Treasure Box chases, 10 hours of running your head into a brick wall at 90 MPHs until it's over.
It's not the same game. It's not the same content.
I'm glad I'm not alone in the "yeah, fuck Super Meat Boy" club that Amirox is the emperor against. If he had it his way, Rayman Origins would be 40 stages of Treasure Box chases, 10 hours of running your head into a brick wall at 90 MPHs until it's over. Super Meat Boy is an ugly, highly repetitive, draconian little mess of a video game. But in a sea of easy games, it's really hard, so "hardcore" gamers feel good about themselves after they bashed their head through that wall after a few dozen attempts.
So does the difficulty fall around Wii or higher?
The thing about Super Meat Boy is that its mechanics (and in effect what its level design can do, especially concerning enemies) is far simpler than even Super Mario Bros, which is looked at as the "vanilla" 2D action game series. Your relationship with anything in that game comes off as a simple binary. This is made worse by the fact the endlessly collection of ugly spinning buzzsaws and whatnot lose meaning with no punishment. "Trial and Error" is phase often used to describe a game that is "cheap", but I see it instead as an opportunity to talk about a game which becomes too easy because butting your head against it does work since it functions on very short bursts. Trial and Error basically means not enough complexity or punishment to prevent a human from just trying the same 15 seconds over and over again and greatly increasing his chances of success.
Although something like NSMBW spends a lot of the time not being particularly challenging (I would put where it gets interesting a bit earlier than most, as early as World 3 or 4), it doesn't feature the sterile, unimmersive flash-game nature of Super Meat Boy. Super Mario Bros has this thing called "pacing", and its real nice to have. Looking toward arcade classics or even something like SMB2(JP) which are truly more challenging, clearing them in a 1cc fashion is like a true journey and to some extent that remains true even for the relatively easier NSMB games. Super Meat Boy and any game which is based on that heavy checkpoint/save-state nature just rips the journey out of the game and makes it a marginalized reflex test (which can be played in any order even). Most everything else about it is so repulsive too. Some good music tracks, but that is all I'll give it.
So does the difficulty fall around Wii or higher?
The thing about Super Meat Boy is that its mechanics (and in effect what its level design can do, especially concerning enemies) is far simpler than even Super Mario Bros, which is looked at as the "vanilla" 2D action game series. Your relationship with anything in that game comes off as a simple binary. This is made worse by the fact the endlessly collection of ugly spinning buzzsaws and whatnot lose meaning with no punishment. "Trial and Error" is phase often used to describe a game that is "cheap", but I see it instead as an opportunity to talk about a game which becomes too easy because butting your head against it does work since it functions on very short bursts. Trial and Error basically means not enough complexity or punishment to prevent a human from just trying the same 15 seconds over and over again and greatly increasing his chances of success.
Although something like NSMBW spends a lot of the time not being particularly challenging (I would put where it gets interesting a bit earlier than most, as early as World 3 or 4), it doesn't feature the sterile, unimmersive flash-game nature of Super Meat Boy. Super Mario Bros has this thing called "pacing", and its real nice to have. Looking toward arcade classics or even something like SMB2(JP) which are truly more challenging, clearing them in a 1cc fashion is like a true journey and to some extent that remains true even for the relatively easier NSMB games. Super Meat Boy and any game which is based on that heavy checkpoint/save-state nature just rips the journey out of the game and makes it a marginalized reflex test (which can be played in any order even). Most everything else about it is so repulsive too. Some good music tracks, but that is all I'll give it.
Looking toward arcade classics or even something like SMB2(JP) which are truly more challenging, clearing them in a 1cc fashion is like a true journey and to some extent that remains true even for the relatively easier NSMB games. Super Meat Boy and any game which is based on that heavy checkpoint/save-state nature just rips the journey out of the game and makes it a marginalized reflex test (which can be played in any order even).
The thing about Super Meat Boy is that its mechanics (and in effect what its level design can do, especially concerning enemies) is far simpler than even Super Mario Bros, which is looked at as the "vanilla" 2D action game series. Your relationship with anything in that game comes off as a simple binary. This is made worse by the fact the endlessly collection of ugly spinning buzzsaws and whatnot lose meaning with no punishment. "Trial and Error" is phase often used to describe a game that is "cheap", but I see it instead as an opportunity to talk about a game which becomes too easy because butting your head against it does work since it functions on very short bursts. Trial and Error basically means not enough complexity or punishment to prevent a human from just trying the same 15 seconds over and over again and greatly increasing his chances of success.
I feel like I'm reading a opinionated assessment of someone who heard about something rather than direct prolonged experience.
Riposte has a very direct and awesome way of expressing himself, I love it in a poster. You need to roll with the punches![]()