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#1
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| The level design was nowhere near on the level of the Galaxy games, there was no theme per world, tanooki suit was really the only new thing they had and that was placed everywhere, the lives system is still pointless, the boss variety is pathetic, and the levels are way too linear. With Mario I just expect something huge, and it feels like Nintendo just wanted to put out a Mario game so they rushed one out quickly for sales. With Galaxy, Nintendo felt like they were trying to surpass themselves and truly push the boundary of 3D platforming, but I don't think their hearts were in it this time. I also got bored with this one very quickly, the incredible level design in Mario games is what usually keeps me coming back. |
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#2
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Exactly the same here, but probably to a lesser extent. There were some levels that really had that "WOW!" effect on me (ex. Ship level where the spike things pop out at you in cheesy 3D xD) I wish it had more replayability.. such as those MINI-GAMES that were in New Super Mario Bros. DS and Super Mario Land DS.. this game would've been MUCH better >.<
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#3
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There were some parts that felt similar to Galaxy but other parts were new and amazing. Overall I really liked the game.
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#4
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Keep in mind that the game isn't trying to be an Exploratory Platformer like Galaxy, it's supposed to be Open but Linear. Shigeru said it was like this because he wanted to ease in those intimidated by full scale 3D platforming. Also, if each world had a theme there would be no way as much variety between the levels, both in gameplay and scenery. I see what you mean by boss variety, kind of lacking. Wouldn't of hurt to add the odd Tanooki Petty Piranha or Tanooki Kamela here and there. But the final boss was definitely the most epic Bowser fight ever.
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#5
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I would have liked multi- player then it would have been great i finished this game in the weekend i got it felt to easy and short for me levels were way too short so basically what you are saying is pure truth in my opinion
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#6
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The main levels were too easy and the special worlds were (most of the time) the original levels with some cheap twist added to them (like reducing your timer to 30 seconds, adding a lot of enemies, etc) I still like the game, but it wasn't as good as i thought it was going to be. Like someone already mentioned, it felt a little too linear.
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#7
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but in all seriousness....... i can agree with this, i have beat the games plenty of times, i just dont have any game to play that much (then again this game is short and doesnt take that long to 100%) looks like i need to find a new game to play or play skyward sword or minecraft......
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#8
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I think the problem was that everybody was expecting SM3DL to be a direct descendent from SMG2 and be an amazing platformer. Unfortunately, this game was for the 3DS, which doesn't have the technical capabilities like the Wii to do any real mind-blowing stuff with it (other than the added 3D effects) And I agree with the level design being too repetitive and the themes a tad redundant. I also hated the :30 second missions and Cosmic Clone levels because it's just the exact same level with those added twists. Maybe if they added a different part to the level when these obstacles came out, it would have been more enjoyable, but that was not the case. |
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#9
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I liked the game and i wasn't dissapointed (except for the bosses) it was fun fast those replayed levels are the easier ones with a harder twist it was fun and challenging and to be honest they could have never included the special worlds
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#10
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Way too easy and short. Sure, you can try to go for the fastest time on some levels, but what the point? I was very disappointed this time. I was looking forward to this game from the moment it was announced, and got the biggest let down since the insane 3DS price drop. If they can make something as fresh, new and lengthy as Galaxy, I will be pleased. Really Nintendo? I know you can do better than that. |
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