
Originally Posted by
Nieves
Just can't agree with you about the physics. At this point it's not like a sliding scale of 1 to 100 for how close they are; it's a list of pieces. Currently some of the most defining pieces are still absent. Not "close", just not present. This mainly centres around rolling, and 2 key features it provided that are not in the game. It also has Rush controls instead of classic controls. Classic rebounding is missing as well. Again it's not about how close it is, it's just not present. That's why I say - if the absence of these pieces is considered good enough - yes good enough to those who didn't find the uniqueness of classic physics that important to start with. Because it remains true that the most important or unique pieces of classic physics are the ones missing; the pieces that let a player play like it's a classic. At least they got vertical inertia correct from the start, but still I think people who say the physics are good enough are people who just want a smoothly playable platformer, not actually something where you can take a half pipe, use rolling to build infinite height out of nowhere, then rebound for miles off some random badnik.
It's like getting everything else right but taking away Mario's ability to bounce off enemies (he just stomps through them) and to headbutt. You can then look at everything else and say "Well they got most of it right", meanwhile you can't play it like a classic Mario.
I think some of the level design structure is pretty nice. I haven't had a hard look at anything but Sky Fortress seems pretty good and Oil Desert looks ok if not for the rolling combo breaking some of it. Admittedly White Park act 2 looks wtf and I'm not seeing the buzz about Sylvania Castle, but basically I want to say there were at least some acts that seemed ok to me in terms of structure.
As for needing the combo moves, no I don't ask for more places that need them because all such places look very patronising in Ep 2. My complaint was that when they aren't needed, they are too powerful too frequently, as if they weren't remembered for most of the level's design. I doubt this is the case though; I imagine the over-ease is deliberate.
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