#Even knowing its not super groundbreaking in architectural terms. I just like seeing it. I have multiple pics from dif occasions
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PAKIGE
#Elk text#Elk lyfe#viscera objectica#Is an interesting read#I thought it was apart from me but i think if i like rearrange my brain a little with respect to me being aro#Like#I get it to an extent#At the very least being excited or feeling a rush at the sight of something...#I wonder if that could apply to me always looking out for the frost bank building when i went downtown bc its so visually interesting to me#Even knowing its not super groundbreaking in architectural terms. I just like seeing it. I have multiple pics from dif occasions#Either way interesting read#This took 40 years to post bc for some reaons it didnt want to work from the camera roll#So i had to screenshot my own photo??? Lmao
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Why New 3D Mario Games Suck
Before I go to bed I want to write a quick article about my opinions of Mario games. Ah, Mario games... I will never tire of you. Crisp and clean, to the point and joyfully so. Just jump, mofocka. Games that revel in the concept of moving around, making it inherently fun. Is there more noble of a proposition in gaming? Has there ever been more lucid game design?
Yet, I think that modern Mario games suck.
Like everyone and their grandmother (and if your grandmother plays Mario send her my regards, she's cool as hell, dude) I've been playing Mario 3D All Stars to have me a nice time. However it does reinforce this idea that I've always had, that Mario games, even though they may share the same broad aesthetic values and mechanics, are different from each other by nature. In this article, I propose that this change over time has actually been for the worse, leading to a loss of complexity in platforming game design with each successive iteration which is being traded away in favor of more cinematics and bombastics.
First things first, we have the beautiful Mario 64. A timeless classic and most of us' first foray into 3D games (yes, this was the very first game I ever played where the notion of the third dimension actually mattered. I had already played Star Fox but in Star Fox you don't really move in three dimensions, you're just in a plane going on rails and you cannot move completely freely). I played this before I even touched Doom or other first person games of the sort.
Minor parentheses by the way: did you know that Star Fox was inspired on the Inari Taisha temple? The beautiful, big long mountain shrine in Kyoto full of orange gates?
Fox translates to Inari and its creator, Dylan Cuthberth, who loved Japan a lot, got inspiration from it which he applied to his new bizarre fucking mind bending 3D tech which he then pitched and sold to nintendo and then became the basis for the Ultra 64, which was to come, and thus one of the main pillars of all modern 3D gaming as a whole? Holy shit, right? In Star Fox you cross gates to gain powerups and to make it fun to maneuver around with your Airwing... How come that I had never seen the connection?
But anyway. Back to Mario 64.
It is commonly told that Mario 64 was created by Miyamoto parting from the concept of a "secret garden". Most of the development time initially, it is said, was spent on Miyamoto and Tezuka, Mario creators, fine tuning the movement system in an isolated garden map without any enemies or hazards.
The purpose of the secret garden was threefold: first, the team was used to designing Mario games as 2d platformers and they were uncertain about how to take Mario games into the 3D era (a literal, flat-out equivalent conversion of classic mario, think Super Mario World, powerups and all, was considered at a certain point in development, creating linear, obstacle course stages with a beginning and a goal, the remnants of which still linger in the final game as the bowser stages, an idea which was finally fleshed out with the Mario 3D series on the Nintendo 3DS and Wii U, 20 years later (!)), so they needed a way to hash out ideas about how to design this new installment.
Second, Miyamoto took as one of the goals of the project to design Mario's movement with a supreme level of fidelity, so he'd use this area to test and test and test all of Mario's acrobatics, to make them feel smooth, convincing and entertaining to play. He'd say that as long as a move didn't feel right in the garden, it couldn't be used in the final game, creating in the end as something that feels a little bit like ninja acrobatics on rollerskates or ice skating.
Third, the team eventually realized that, since 3D content was incredibly expensive to create back in 1995, when commonplace computer 3D animation and design was still quite in its infancy, they needed to develop the skill to design little sandboxes which were good enough to run around in over and over without getting tired of them (think of it as if constructing a highly detailed, complex diorama, an idea fleshed out finally in Captain Toad from Super Mario 3D world, again, 20 years later (!)). This was to create more content for the game while reusing the same architecture and geometry for the levels, since resource usage had to be maximized. The remnants of the garden are still present in the final game, as the Castle Grounds.
So, do you see the level of SOUL invested here? The level of care, the amount of love placed into each and everyone of Mario's moves in Super Mario 64? And the results show it: the game allows the player to tackle all objectives at their own pace, in their own terms, however way they can. The game forces nothing down your throat: blast to the island in the sky? Well, maybe just long jump to it if you're gutsy enough, no need to wait until you unlock cannons. Or get the 8 red coins first if you want. Or just fuck it, and go and release the chain chomp first because he looks very cool and this is probably the first power star that all people who play the game get first. Or just, fuck it, you can skip that objective all together if you want, just collect enough stars for the next door unlock.
Jump, double jump, triple jump, dive, dive from jump, punch, breakdance kick, backflip, turn and backflip, long jump, wall jump, grab objects and throw, jump-shortkick, slide down, ground pound, fly from triple jump, swim, crouch... and even crawl. I count a total of 20 possible interactions with the environment, maybe even more I'm missing. All movements completely available to you from the start to mix and match the way you best see fit (except for flying, which is unlocked like 15 minutes into the game). The world is yours and you're free, go nuts son. The only variable is your skill at the movement system.
So you can probably see why this is delicious design. There's never a single way to clear most power stars in the game, instead the decision is left to the player, which the game trusts is smart enough to figure out solutions to problems on their own. Wanna jump for it? Sure, if you can. Want to wait unil you got the powerup? That's cool too. Want to go play another level? Sure thing! OR FUCK IT! JUST RACE THE KOOPA IF YOU WANT!
So you can probably see why I loathe the fact that the sequel was based exclusively on giving people a dumbed down version of the same shit, with a fucking dumb water pack.
Come 2002 and under pressure to perform, the team releases Super Mario Sunshine and it's the most bland, dumbed down sequel ever (though, could anyone really live up to such a predecessor's prowess?). In an attempt to make the game accessible to more players (tm), the game is stripped out of its complexity. Mario no longer moves as a gracious, roller skating gazelle that can navigate the world in the most agile and beautiful way ever. Instead you screech down to a halt the second you stop pushing the direction stick instead of providing people with that most delicious sense of momentum and friction SM64 had. Boo Hoo! Baby think 3D platforming is too hard? BABY CANNOT HANDLE PING PING WAHOO ON THE N64? Then we give babby a water nozzle which will allow them to correct any miscalculated jump ever (it's insulting that this is the best solution they managed to come up with) HOORAY!
But hey! Sunshine has good things about it! Uh... the water is pretty! (that's probably where all the development time and resources probably went anyway).
SAY WHAT? WE GOT TO RELEASE THIS YEAR? AND THEY WANT US TO INCLUDE 120 STARS AGAIN? FUCK! WE RAN OUT OF TIME; JUST ADD BLUE COINS, DUDE! YEAH WHATEVER! SHIP IT! THIS IS THE GAME! I'M GONNA GO LIE DOWN AND HAVE A BEER! FUCK IT!
Mario Sunshine is not a bad game, but it's not a bold, groundbreaking game like its predecessor was. It detests and rejects the fact that you are a competent platforming game player. It nerfs everything down. It makes it almost impossible to lose. It plays things too safe and too easy, replacing action game design with flashing lights, prettier graphics, and an easier experience; it has its moments but it's an inferior game mechanically: jump, double jump, triple jump, hover, rocket jump, turbo run (why), walk on tightropes (why), spin in air (why), spin from ground into high jump, turn and backflip, swim, spray water, spray water and dive, wall jump, ground pound. It's only 16 moves -- less than its predecessor --, and they have less complexity and are easier to execute.
Not only that but you're no longer free to tackle objectives the way you see fit. The world is now a container for several course-clears, and no longer allowing for the freedom of open world games. If you pick Shine 1, you WILL clear shine 1 in that run of the level. If the game wants you to watch a cutscene (of which there were none in SM64), you WILL watch the fucking cutscene. Wash rinse repeat until you get enough shines to clear the lamest end boss in video game history.
Again, it's not a bad game but it reeks of suits getting involved in the process and demanding shit to be made easier because otherwise it wouldn't sell. It reeks of misplaced priorities. It's a pretty game and it's nice for an afternoon, but after that you just have blue coins left and hooooooooooooo weeeeeee I'm not touching that shit. The most asinine side quest I've ever seen in a video game: to find blue coins hidden in random spots, usually by cleaning a spot of graffitti, and exchange 10 of them for a single shine, the collection of which cannot be stacked and forces you to watch a cutscene every time. Reeks of laziness.
Then Mario Galaxy comes out and Jesus Christ. It's like they don't give a shit at this point. Open-world, acrobatics-centric 3D Mario is just fucking gone. This is probably the point where it became cheap enough to make 3D content en-masse that they just started copying the classic Mario formula in 3D to churn out content.
The bad thing, is that at a certain point it feels as if the games play themselves and I've always been against it and will always be against it because I'm into games due to the fact that they're something which engages my brain. I don't like games which just keep me there, passively looking at the screen, reacting to quick time events. I want to be immersed, engrossed and I want to feel that nice sense of exploration and fun experimentation that you only get with open world games.
The games are back to linear now: even though, in Sunshine, they made an effort to at least make things seem open world, they don't care anymore in this one. It's all just linear levels happening in planetoids which you visit in a sequence, to, yet again, remove all hazards and all notion of challenge and complexity, even more than before. And you have to shake the wii remote to spin to top it off, and this gives you a free save if you miscalculate a jump. The galaxy games were extrapolated through the 3D series: Super Mario 3D Land and 3D World (strong candidates for most bizarre title to a video game ever), to form which is called the "course clear" vein of 3D mario games, starting from the Galaxy games.
See, nintendo themselves differentiate between "Course-clear" 3D Mario and "Open World" 3D Mario. Once Super Mario Oddysey got announced, they came out with this interesting infographic about their classification for 3D Mario games:
Don't get me wrong again, there's nothing inherently bad about these types of Mario game, and Galaxy 2 and Mario 3D World are both some of the best video games ever created, but I think that something got lost in transition when compared to the sublime finesse of the movement system in Mario 64. The way it respects your intelligence, the way it drops you in an open world and gives you freedom, the way that its worlds are built, I think that all of this has never been paralleled, not even by nintendo themselves for some reason, and I think the reason why this happened is that, maybe the excellence of Mario 64, quirks and all, was a product of its time and the limitations in production ability for 3d content and graphics that surrounded its creation at the time.
Yet, Lo and Behold! 2017 is here and Super Mario Oddyssey is in the horizon and it promises to be the Next Big Thing (tm) since sliced bread. A TRUE and HONEST return to form, to the Glory Days of Mario 64! And the game is way too enthsiastic with its embracing of Super Mario 64 nostalgia: there's literally a whole level inspired after the Mario 64 castle grounds in Mario Oddysey and the whole notion of absolute freedom from Mario 64 (somewhat) returns (but not completely because you still are subject to doing a main big event per level, after which the rest of the level unlocks; once you clear the game, the second half of the game unlocks even). And the emphasis is back into acrobatics again, which is a good thing: playing with your hat can get you places if you're handy with it.
But my biggest gripe with Super Mario Oddysey is that it's not completely honest as it claims to be. It's a course-clear game hidden under a coat of paint of an open world-game. It's literally Zelda Breath of the Wild's half-assed design all over again: big empty world full of collectibles, with tiny "levels" to be found. Once you find a game, it's time to do a thing --wash rinse repeat. In Mario Oddysey you explore around until you find a pipe or a door or a character and you get plunked into a Super Mario 3D World style course-clear game with additional collectibles. So it's not really the game which it was told to be. The levels don't feel like beautiful dioramas, and the acrobatics, even if nice, are nowhere near as rich as the SM64 acrobatics. There's infinite lives this time around, so there's no real feeling of risk. The game rehashes its own content, you make a tower of goombas, cool. Then you make it again, twice as long. Then you make it again, in the water. Then you make it again, in the beach level. Then you make it again, in the ice level. Then you make it again. Then you make it again, then you make it again...
You could argue that they were onto something with the capture system, because it's an attempt to enhance the movement system while at the same time it's trying to keep things interesting, but the bad thing is that this is really not the case. Captures are contextual, and you're expected to capture an enemy, do something with it, then leave it behind, so it's not a skillset that you build up on, it's yet another course-clear level in a disguise.
So even though it's a good game, it's not the game that it set out to be, I'm sad to say. The Brilliance of Super Mario 64 is yet to be rivaled, and Nintendo should feel ashamed of it. It's been 20 years, man. Where has your mind been all along?
Alright Nintendo, to conclude, here's a freebie for you. This is how you design your next Mario game so it fucking kicks ass: you bring back the SM64 movement system and ADD ONTO IT. Do NOT take away from it, just ADD. Complexity is good in games. All of your fans are fucking 30 year olds, they can handle a complex game.
Next, you develop a vast, broad, massive open world. Think GTA-size. You set up 1200 stars and you place them all over the world in ways where it is EXCITING by itself to explore the world. Make it so people can collect stars at their own pace, ANY WAY THEY WANT, and expand the world accordingly. Keep the Super Mario Oddyssey persistence, where once you capture a moon you don't have to go back to a menu screen, that was a good addition. Embrace the diorama mentality and go nuts with the world. Fill it with waterfalls, caves, chasms, canyons, and provide the player nothing but their acrobatics to clear everything in the world. Avoid pre-scripted sequences (they can still be good for some things like bosses). And make the world seamless, none of this island in the sky thing anymore. Moving around and getting stars should be their own reward, not "getting to find a course clear level".
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