Post by Fryguy64 on Aug 23, 2011 18:23:55 GMT -5
So, today I attended the IGN UK 100th Podcast party, where loads of future 3DS games were available to play. I thought I'd jot down a few of my impressions for you.
Mario Kart 7
While the name is confusing (why start numbering them now? And does this mean the arcade games are "non-canon" Mario Kart titles?! Does anyone want to even get into that?), the game is Mario Kart. The controls are much the same as the DS version, which is good news for everyone. In fact, the whole thing seemed very reminiscent of the DS game. The item use has been toned back to focus on half-decent racing tracks, and while they've rebalanced the Blue Sparks, they work great.
Super Mario 3D Land
What I can't understand is this: after doing an astounding job bringing Mario into 3D in 1996, refining and perfecting it in Super Mario Galaxy, and then recombining that with 2D in SMG2, why has Nintendo completely reinvented the controls?
This doesn't play like a 3D Mario game. It plays like a 2D Mario game stretched into a 3D space. The dash button is there (I'm sure that's what analogue control is for) and it felt odd. It didn't feel much like a Mario game, even though it looked like one.
Nevertheless, I aced the four demo levels quickly. They're really short, and I hope they're not indicative of the level length of the final game, as that would be very disappointing.
Luigi's Mansion 2
Played the GameCube original? Then I have more bad news. Once again, the controls have been shafted. Button prompts have been introduced, you are forced to aim the Poltergust with the tilt controls - especially tricky with a tethered system, but still a pain thanks to losing the 3D effect.
I'm sorry to say, but I actually stopped playing this demo halfway through, as I found the controls were too big an obstacle. Nintendo needs to stop being afraid of using that touch screen!
Kid Icarus: Uprising
OK, this is another one with odd controls, but once I figured them out they actually worked quite nicely. In the air. I challenged myself to the Hewdraw stage (the hard stage). The game is stunning, and the flight controls actually work very well. Move with the stick, shoot with L and aim with the touch screen.
Then I hit the ground, and I had no idea what the controls were. The camera always faced in one direction, even if Pit encountered obstacles. I don't know why this happened... and I tried every button and could only centre it behind Pit temporarily (with R, the wrong button with stick + touch screen control) until changing direction again...
Star Fox 64 3D
Totally forgot to play this, but it's out soon.
I also didn't play the other games, but I got a crapton of StreetPass people! Unfortunately I didn't progress past the room I'm stuck on in StreetPass Quest... Stupid armoured ghosts in dark room... I did complete three panels in Puzzle Swap though! Hoorah!
I must say I'm a little deflated. Nintendo pioneered breakthroughs in 3D game control over the last 15 years, but they don't seem content to stick with what works, always rebuilding from scratch. System on the verge of failure is not a great place to experiment, guys!
Mario Kart 7
While the name is confusing (why start numbering them now? And does this mean the arcade games are "non-canon" Mario Kart titles?! Does anyone want to even get into that?), the game is Mario Kart. The controls are much the same as the DS version, which is good news for everyone. In fact, the whole thing seemed very reminiscent of the DS game. The item use has been toned back to focus on half-decent racing tracks, and while they've rebalanced the Blue Sparks, they work great.
Super Mario 3D Land
What I can't understand is this: after doing an astounding job bringing Mario into 3D in 1996, refining and perfecting it in Super Mario Galaxy, and then recombining that with 2D in SMG2, why has Nintendo completely reinvented the controls?
This doesn't play like a 3D Mario game. It plays like a 2D Mario game stretched into a 3D space. The dash button is there (I'm sure that's what analogue control is for) and it felt odd. It didn't feel much like a Mario game, even though it looked like one.
Nevertheless, I aced the four demo levels quickly. They're really short, and I hope they're not indicative of the level length of the final game, as that would be very disappointing.
Luigi's Mansion 2
Played the GameCube original? Then I have more bad news. Once again, the controls have been shafted. Button prompts have been introduced, you are forced to aim the Poltergust with the tilt controls - especially tricky with a tethered system, but still a pain thanks to losing the 3D effect.
I'm sorry to say, but I actually stopped playing this demo halfway through, as I found the controls were too big an obstacle. Nintendo needs to stop being afraid of using that touch screen!
Kid Icarus: Uprising
OK, this is another one with odd controls, but once I figured them out they actually worked quite nicely. In the air. I challenged myself to the Hewdraw stage (the hard stage). The game is stunning, and the flight controls actually work very well. Move with the stick, shoot with L and aim with the touch screen.
Then I hit the ground, and I had no idea what the controls were. The camera always faced in one direction, even if Pit encountered obstacles. I don't know why this happened... and I tried every button and could only centre it behind Pit temporarily (with R, the wrong button with stick + touch screen control) until changing direction again...
Star Fox 64 3D
Totally forgot to play this, but it's out soon.
I also didn't play the other games, but I got a crapton of StreetPass people! Unfortunately I didn't progress past the room I'm stuck on in StreetPass Quest... Stupid armoured ghosts in dark room... I did complete three panels in Puzzle Swap though! Hoorah!
I must say I'm a little deflated. Nintendo pioneered breakthroughs in 3D game control over the last 15 years, but they don't seem content to stick with what works, always rebuilding from scratch. System on the verge of failure is not a great place to experiment, guys!