With the advent of the 3DS, it seems like Nintendo started to enter a new mindset with its handheld line of games. When playing on a portable console, people enjoy it in short bursts, not long hours on end game sessions. It may not seem that bad or note worthy but it's actually quite a big decision when you realize how many games its affected. It's the reason why Super Mario 3D Land was broken up into bite sized levels, or why Luigis Mansion Dark Moon was given a mission based structure instead of a big mansion. or why the dungeons in Zelda: A Link Between Worlds are notably shorter than in past Zelda games. All based on this one notion.
Personally, I both love and hate this approach to handheld games. the formula works for games like 3D Land but I don't like it being applied to almost every game that Nintendo makes for the 3DS. Luigis Mansion would've been perfect it we were allowed to explore every mansion as one big mansion rather than being pulled out by E. Gadd midway only to be thrusted back in. It really broke up the immersion. Same thing with A Link Between Worlds. It has brilliant level design and a gorgeous world to explore but the shorter dungeons really halted some of the brilliance that could've been expanded upon if Aonuma decided to make it a bit longer. Not to mention, being asked to take a break every two to three saves is really quite annoying. I understand why they do that for obvious legal reasons, but I really wish they made an option for you to turn the notification off. Simply put: I feel like this approach breaks your immersion, limits level design creativity and makes the game generally harder to get into.
But what do you think? Is this a good or bad trend? Let's discuss!
Want an awesome Let's Play show to watch when you're bored? Check out my new show, Alternate Buttons where we play games for your viewing pleasure! https://www.youtube.com/channel/UCG0IbzMJDa9hZJFTGOB8Vug/feed
3DS Friend Code: 4983-5439-2641 | Nintendo Network ID: Guitardude7