The game just doesn't let you go, because every single level feels wholly fresh and original. That "one more level" feeling is as strong here as it's been in any game I've ever seen or played.
This is what it should look like, if you don't see it, you can go into the WiiU settings and adjust your tv size setting so that all game content appears on screen:
That is a great idea. I love stuff like this. Do you even remember all of them? I forget this stuff quickly a lot of the time. Only the most famous examples from Super Metroid and Mario 1 are cemented into my memory.
I am struggling to remember them, but I made out a list at one point. Like how the first time you use your sword in Skyward Sword (when looking for Loftwing at night), the enemies they give you are designed to teach you various things about how combat works without saying "You can combo enemies that don't die in one hit!" out loud or how the ropes around Loftwing's cage were at angles so you have to suss out that you can swing at angles, as well.
I'm up to World 3 so far. Pretty awesome so far. If I have one complaint so far, it's that it's really hard aiming my jumps. Maybe my spatial judgment is bad, but it was really hard for me to aim my jumps and try to stomp on enemies. Then I switched from the analog stick to the D-pad and it controls a lot easier. Pretty quirky.
I'm up to World 3 so far. Pretty awesome so far. If I have one complaint so far, it's that it's really hard aiming my jumps. Maybe my spatial judgment is bad, but it was really hard for me to aim my jumps and try to stomp on enemies. Then I switched from the analog stick to the D-pad and it controls a lot easier. Pretty quirky.
For the slot machines just pick the easiest symbol for you to see while it spins and jump as soon as you see that symbol come up. Then do the same thing for the other 3. Don't pay attention to all the symbols, just focus on seeing your one.
My favorite hidden Luigi yet is the one in the first level you see those devices that send shockwaves through the ground. It just floats past you like a piece of paper in the wind.
I must say, the ending boss fight is very enjoyable. Very cinematic, but also game-y (if that makes any sense). My only complaint is that sometimes the camera was too slow for me.
Gosh, and look at all this post-game content! So not only am I going to go back and get as many green stars as possible, but I have a whole other world to explore too.
Didn't grab a screen of it, but at the "The End" screen you can see the Comet Observatory in the background up in space. A nice touch.
I'll write a full review later akin to ViewtifulJC's. Gonna let it simmer for a couple of hours.
I must say, the ending boss fight is very enjoyable. Very cinematic, but also game-y (if that makes any sense). My only complaint is that sometimes the camera was too slow for me.
Gosh, and look at all this post-game content! So not only am I going to go back and get as many green stars as possible, but I have a whole other world to explore too.
Didn't grab a screen of it, but at the "The End" screen you can see the Comet Observatory in the background up in space. A nice touch.
I'll write a full review up later akin to ViewtifulJC's. Gonna let it simmer for a couple of hours.
now and I want to know if there is any way to find if I used a character on that stage before, because it seems that we need to finish level with all characters, right?
. Instant classic as far as I'm concerned. I can see myself coming back to this game again and again as the years go by.
It really needs to be reiterated how great the level design is. So much variety and fun not only in the game, but in the levels themselves. Even the first level introduces multiple concepts. The cat suit, clear pipes, chasing rabbits, Super Mushroom. I love how the levels are not only not bound by world themes, but also not by gameplay mechanics. What I found to be a weirdly special moment was when
You go down a pipe in one of the levels, and suddenly there's Plessie and you get a short but fun Plessie ride mid level. Then back to "normal"
. Then there's tight, focused levels. There's huge sprawling levels. There's one-off gimmick levels. There's fast levels where the timer starts at 100. Many levels have multiple ways to complete them and multiple paths to take. A personal favorite is in
Hands On Hall. When you get the propeller box you can propel your way to the top of the flagpole without having to find all the keys
. And there's so many secrets to find. Sometimes they're hidden, and reward your exploration. Sometimes they're in plain sight and you simply need to have the skill to reach them.
To me (and to a lot of people, I'm sure) a sign of good game design is the level of interactivity between the player and the game. I mean, that is what separates video game from other mediums, right? And I think player experimentation is important. When I poke and prod a game in different ways, It needs to react. This game reacts (Sometimes literally when using the gamepad). When you think, "Can I do this?" The game more often than not says yes. The possibility space of the game is huge. So many levels allow for a lot of creative expression in how you tackle challenges. And the number of moves at your disposal plus the number of suits (which you can take to any level), and the majority of levels can be beaten in many different ways. And even in the tightly focused levels like Mount Must Dash and Red Hot Run there are multiple paths to take and multiple ways to find the secrets. And then add multiplayer and bam. Everything changes.
I can understand if people prefer the Galaxy style over this, but personally I do not (Galaxy is still a top tier experience, but if I had to choose between the two, 3D World is my choice). There's something very special about this game to me. I'm obviously going to keep playing and finish everything, but I've played through so much already that I don't feel wrong in saying this is my favorite Mario game ever.
Up to world 3-whatevertheghosthosueis. So far the game is pretty bland and uninspired, but the ghost house was a definite shining moment. Great tune, fun level. Hopefully there are more like it.
Up to world 3-whatevertheghosthosueis. So far the game is pretty bland and uninspired, but the ghost house was a definite shining moment. Great tune, fun level. Hopefully there are more like it.
What I don't get is why he was impressed by the Ghost House in particular. It was definitely a fun level, but there were several much better stages earlier in the game. Like 1-Castle and Double Cherry Pass, for example.
Up to world 3-whatevertheghosthosueis. So far the game is pretty bland and uninspired, but the ghost house was a definite shining moment. Great tune, fun level. Hopefully there are more like it.