Post by
MinisterofDOOM »
https://forums.nicoclub.com/ministerofdoom-u16506.html
Fri Dec 22, 2017 7:48 pm
Both DLCs are lame. However, the 2nd one did get me playing again. And the One-Hit Obliterator challenge taught me to be way better at combat, which carried back into the main game. The horse fast-travel teleporter should have been in the game from the start (makes horses far more useful).
Oh, and the new armors are fantastic. The Ganondorf one lets you play with some fun new tactics and the Midna and Phantom hats let you take some risks you might not have been able to pull off before.
Odyssey had SO MUCH potential. The stuff all the reviews rave about: the dense, small, detailed open-world levels, the replayability, the freeform goalsetting, the huge diversity in level content and design...it's all there.
However, Mario strangles itself by building a lot of its goals upon its platforming elements, and there's a disconnect there. The controls are not suited to the things you're expected to do with them. There are games that have superb controls that are difficult because of what you're asked to do, but when you fail, you know it's because you did it wrong.
There are also games with crappy controls that are difficult because of what you're ALLOWED to do, and when you fail, it's because the controls let you down and didn't do what you asked of them.
Mario is the latter. His movement is weird and numb and lacks feedback. His initial acceleration is VERY slow, then ramps up steeply, and there's a weird threshold in between where you can execute compound moves like crouch jumps, long-jumps, rolls, etc. But because everything's so sloppy and numb and slow and there's no feedback, it's hard to know when you've got the timing right. I've many times accidentally jumped off a cliff when trying to roll, or rolled off a cliff when trying to jump a gap because both use the same button combo but with VERY slightly different timing. The game is awful at intuiting which you want and that narrow margin of "not stopped, just started moving, but not full speed" where some of those moves live is so hard to find that it's often just trial and error.
And therein lies the rub: there's a LOT of Mario that's trial and error, but not in way of good modern challenging games. It's oldschool "you failed, try all over again" and it's discouraging. Having to start all the way from the beginning again if I fail makes me just want to rush through a segment, not slow down and explore and enjoy. This is what Mario and Zelda both have in common. Zelda outgrows it (fight a Lynel early on and you get one-shotted at the slightest mis-step; not exactly a teaching pattern--but fight one later and you can make mistakes and learn from them). But Mario doesn't. There are so many instadeath scenarios that any good game following rules taught by modern games would follow up with an insta-respawn right where you failed. Death as punishment is something videogames outgrew a long time ago. We've evolved to death as instruction: that didn't work, try a different way. But instead, Mario teaches: that didn't work and this other thing might not either, and neither is worth the cost of failure so just don't bother.
That's the big flaw. That's the thing that kept me from surfing the wave of awe that everyone else managed to catch abreast all those gorgeous levels and creatures.
Nintendo needs to learn an important lesson if they're going to remain relevant as a first-party dev and not just a purveyor of quirky console homes for Indies.
That lesson is that experimentation in games is only enjoyable when not punished. By definition, experimentation includes failure, so punishing failure is dangerous if you want to encourage experimentation. Modern game design has realized that failure is its own punishment when needed but, far more importantly, games don't need punishment to be challenging. They just need to be challenging. Building a tough puzzle is the challenge, and punishing the player for not getting it right the first time with excessive consequences undermines the value of that challenge in exchange for something artificial and unrewarding.
I've gotten pretty far in Odyssey (unlocked both secret levels, gotten nearly all the stars, etc.) but the remaining stuff is just tedious, so I won't be bothering with it. Boss challenge modes have never made sense to me (hey, more in common with BotW) and generally feel like lazy additions (Binding of Isaac's Boss Rush and Greed Modes are a rare exception where rehashed serial boss fights have been turned into a rewarding experience) and dying 50+% of the way through one is yet another of those punishing-in-the-wrong-way things.