- Joined
- Aug 21, 2018
Tbf, who doesn't like tomboys?Damn, the Daisy simping in this thread is insane.
We all know that Nintendo doesn't.
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Tbf, who doesn't like tomboys?Damn, the Daisy simping in this thread is insane.
Lol. Anyways, to answer your question, there doesn't seem to be stage hazards outside of the walls themselves stunning you if you get too close.Tbf, who doesn't like tomboys?
We all know that Nintendo doesn't.
We have yet to summon Memoryman3, call down.Damn, the Daisy simping in this thread is insane.
Rosalina was the secret 5th character as I believe you are forgetting Toad, but I agree. I am surprised that Daisy wasn’t added to 3D World’s port.Man, fuck Strikers. How about putting Daisy in a mainline game for once?! Best Mario Princess gets stuck in Sport/Party Game Purgatory while less-based space bitch Rosalina gets the 4th spot in 3D World. Fuck that shit.
D'oh! Sorry.Rosalina was the secret 5th character as I believe you are forgetting Toad
He's the least offensive character who conveniently doubles as an extra for the good guys as opposed to including someone who had an established backstory.I'm not sure why Nintendo always includes Toad, is he really that popular?
But that would require some VA work and it'll attract the tomboy simps or the furries.At least one of those spots could've went to a more interesting side character like Daisy or Yoshi,
Probably the same reason Paper Mario has devolved into generic Toads galore, Toad is a safe and inoffensive side character to portray.I'm not sure why Nintendo always includes Toad, is he really that popular? I think they included two damn toads in one of their New Super Maro Bros. games, probably due to laziness. At least one of those spots could've went to a more interesting side character like Daisy or Yoshi, but they ignore their side characters a lot.
Then I guess Nintendo is content with mediocrity because thats all their games are forever cursed with if they continue down this path.For Nintendo's logic, why use interesting and unique characters when Toad can serve that same function and be recolored.
A lot of recent Nintendo sports titles just lack meaningful content on launch. Lack of characters, lack of courses, lack of unlockable content. Its so bad, I find myself agreeing with this Tom's Guide article:Also left out are Bowser Jr. and Diddy Kong. Fans are justifying the lack of characters by pointing out that characters are customizable. Still doesn’t seem like there is enough there to justify this in my opinion.
The RPGs have definitely been the greatest casualties of "toad". As much as I want a SMRPG2, part of me knows it'd all be toads. And probably a fucking action game too, why not.Then I guess Nintendo is content with mediocrity because thats all their games are forever cursed with if they continue down this path.
People remeber shit like SMRPG, M&LSS, and PMTTYD because they had FUN likeable characters that made the game more interesting. Only time a fucking toad was interesting was in Super Mario 2 because "oh shit, this little bastard is strong and can hold his own" even if he was just a sprite-swap of a japanese game. Now-a-days it's like "oh we're playing NSMB? Oh wait, I have to be toad? FFFFFFFFFUCK!!!". Doesn't help that they always make him a coward outside of Captain Toad.
This has happened multiple times throughout their history. Gamecube, wii, and especially the wii-u.I think Nintendo have gotten complacent and have entered a "Ship it now, we'll add content later" mindset, which isn't as bad as the more common "Ship it now, fix it later" mindset the industry has, but isn't much better either.
Some GameCube games sure, but to use Mario Kart as another example, I think Double Dash is the peak of the series.This has happened multiple times throughout their history. Gamecube, wii, and especially the wii-u.
Mario kart 8's original battle mode was beyond lazy. Like it's baffling how they allowed it to pass testing. The courses didn't even flow properly for a battle mode.
Many at this point just consider Double Dash a side experiment since the 2 man carting never offered any real benefit and has not returned since.Some GameCube games sure, but to use Mario Kart as another example, I think Double Dash is the peak of the series.
You don't consider holding two items to be a benefit, or having character specific unique items to differentiate them? Aside from a sheer mechanics perspective, it was just plain fun to play cooperatively with someone else on one kart, and they should've evolved the concept rather than drop it.Many at this point just consider Double Dash a side experiment since the 2 man carting never offered any real benefit and has not returned since.
But that's my point stuff like two items didn't need a whole second character and could be accomplished with just one.You don't consider holding two items to be a benefit, or having character specific unique items to differentiate them? Aside from a sheer mechanics perspective, it was just plain fun to play cooperatively with someone else on one kart, and they should've evolved the concept rather than drop it.
They actually brought the two item thing back in MK8D, iirc. They must have thought it was a good and popular enough idea. Maybe cooperative play will return next.
Sure, two items didn't strictly require a second character, but the option took nothing away and added an optional fun factor. They're just too lazy to add that back in.But that's my point stuff like two items didn't need a whole second character and could be accomplished with just one.
There wasn't that much of a difference between playing solo with 2 characters and how mario kart is normally played.
Well the far bigger issue I took with was that the vehicles handling didn't drastically change. Since it's required that you have two characters despite playing solo or co-op the courses should have reflected this better by having sections or opening shortcuts that were dependent on having a specific driver weight class at the wheel if you wanted optimal speed.Sure, two items didn't strictly require a second character, but the option took nothing away and added an optional fun factor. They're just too lazy to add that back in.
The difference wasn't too big, yeah, which is why I said they should have evolved the concept. Example, let the rear player catch certain incoming items like shells, and let both players time their item usage to combine them (so shell + fireball = fire shell).
You're just giving good ideas for the next Double Dash game lol.Well the far bigger issue I took with was that the vehicles handling didn't drastically change. Since it's required that you have two characters despite playing solo or co-op the courses should have reflected this better by having sections or opening shortcuts that were dependent on having a specific driver weight class at the wheel if you wanted optimal speed.
Like if we're talking about ideal co-op vehicle driving, the gold standard is still the warthog from halo. The secondary driver in Double Dash didn't really have that much of a job like being a gunner or something. Any and all weapons were dependent on the mystery boxes and that's if you didn't get something shitty, the mario vehicles never have a general generic weapon like an infinite machine gun equivalent that you can spray other racers with to try and slow them down in between box weapons.
The concept just has too many drawbacks for Nintendo to want to evolve at this point. The need for a large character roster pretty much killed the concept for any portable device prior to Switch. There is also the duo concept in which characters need a partner, and more diverse rosters make it hard to pair characters with a compliment. The unique items also create more work on developers that could probably go elsewhere.Sure, two items didn't strictly require a second character, but the option took nothing away and added an optional fun factor. They're just too lazy to add that back in.
The difference wasn't too big, yeah, which is why I said they should have evolved the concept. Example, let the rear player catch certain incoming items like shells, and let both players time their item usage to combine them (so shell + fireball = fire shell).