One Classy Bloke wrote:
Esrever wrote:It sounds like you just didn't dig the more linear obstacle course-style stages...
Yet when Sonic does it, there's constant whining about bottomless pits. I mean sure, there's a serious lack of polish to Sonic games, but why is the same formula considered the downfall of one series considered the saving grace of another?
Also, from what little I've played of Galaxy, it seems overwhelmingly overrated.
Play it further, you'll like it even less. I loved it the first time I played it, then as I started collecting 60 Stars slowly lost interest and after the far too easy and soon Bowser boss fight I began to hate it. I collected all the 120 stars so I could say I completed it and became the jaded hater you read here.
Also about linear Sonic stages being bashed: They weren't like that in the olden days. There were few to no bottomless pits, lots of branching paths and actual platforming parts and so on. The post-SA1 stages ditched all of that, spare Sonic 06 (which still had bottomless pits, but at least open levels with platforming segments).
Esrever wrote:The brilliance of Galaxy is it's ability to constantly surprise you with each new stage. It's just overflowing with an impressive amount of imagination.
Which you'll play once (for each star). I agree with you there, but where's the replay value? My favourite sort of game is the one that you can beat once but then can still go back to, to unlock stuff, to beat high scores/time records, or just to enjoy myself. Galaxy has nothing of any of these.
It sounds like you just didn't dig the more linear obstacle course-style stages...
Linearity and bottomless pits have been components of many of the best Mario games... that kind of design works for Mario because he has solid acrobatic controls and doesn't travel at 400 miles an hour.
In the 2D Mario games (not saying "old" because I <3 NSMB), Mario was fast and agile though, in Galaxy he's clunky and slow. Or it just seems like that because he's constantly on small spheres and flat but small planets which don't even let him go as fast as he could. In the 2D Marios, the level were linear platforming levels, you'd slowly advance forward through them the first time you play them but as you replay them you'd keep getting better and faster, eventually able to gracefully run though them with well-timed jumps and moves. Galaxy always limits you to tiny globes or surfaces with wacky gravity, and you can't really go fast because you're always caught on them before you kill/activate/collect shit. So you can move to the next small planet.
And remember Sunshine had these FUCKING AWESOME, surreal sublevels that you could access in usually 2 missions per main level, which are half the reason I <3 the game so much. They were very challenging, fun, and the closest a 3D Mario has ever come to the 2D ones. Too bad you're given FLUDD from the second time on you enter them. :(
just like many other people didn't enjoy Sunshine's focus on endless, endless non-linear coin collecting.
It had one or two of these per stage. But all Shines of a level were very unique to get, always giving you a refreshing way to the goal that has not been before. Reducing SMS to the (optional) blue coin collecting is just silly. Also SMS's stages were so open and huge that I would often just enter them to explore them, to toy around with FLUDD, or to approach different solutions to a mission I've beaten before. Whereas SMG's levels are more or less always them same when you play them.
EDIT: Also climbing to the very top of Noki Bay, and then diving down into its water, what an amazing feeling.