This is something I've always wanted to know, and please excuse me if this question has already been answered.
Will we see anti-gravity in future Mario Kart games, or will it stay exclusive to Mario Kart 8, like partners in Double Dash?
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I feel like they'd keep it since they like to throw older courses into newer games.
That is true, it would be a little pointless to develop a method of gameplay for just a handful of retro courses, you might as well use for it all of the courses.
Or, alter the courses so that it doesn't require anti-gravity.
Formally called brewsky before becoming the lovable, adorable Yoshi.
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I hope they keep it. Makes for a lot of really interesting and more creative track designs.
I hope it's not something they feel like they HAVE to use though. I want the next game to have both normal & anti-gravity tracks. A nice mix of both would be lovely.
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I will wait to play MK8 before deciding whether I want more anti-grav
That's fine by me, but that doesn't answer my question.
Formally called brewsky before becoming the lovable, adorable Yoshi.
Now playing:
Final Fantasy XIV (PC) | The Legend of Zelda: Link's Awakening (Switch) | Celeste (Switch)
I have yet to play it, but I don't want it to become an integral feature. Track designs (especially for retro tracks) would be significantly altered to accomodate for antigravity features, which would kinda annoy me. But offering split track segments with both would overload the tracks, and the Spin Boost would be impossible to balance out.
I feel like if Nintendo were to keep it in, retro tracks should include options for classic and antigravity mode, which would also semi-extend the track list without much effort.
Similar to gliders and underwater sections, there is no reason to remove it as it only increases the possibilities for track designs. Keep in mind, they've designed a litany of tracks based upon the MK standards and new gimmicks are helpful in altering course design.
Also of issue here are the track design ethos of the MK series. Compare the tracks to something like SR: Transformed and it's clear that MK's track are far less contrived with much more distinguishable features. It's rare to lose track of your bearings or confuse a band on an MK track.
This is important because I imagine Nintendo will always stick by their design ethos, and in that case these sort of gimmicks expand the design potential without confusing, complicating, or compromising play-ability and "navigablity" (not a word, but you get the idea). I'd be shocked if anti-grav isn't here to stay.
Formally called brewsky before becoming the lovable, adorable Yoshi.
Now playing:
Final Fantasy XIV (PC) | The Legend of Zelda: Link's Awakening (Switch) | Celeste (Switch)
I have yet to play it, but I don't want it to become an integral feature. Track designs (especially for retro tracks) would be significantly altered to accomodate for antigravity features, which would kinda annoy me. But offering split track segments with both would overload the tracks, and the Spin Boost would be impossible to balance out.
I feel like if Nintendo were to keep it in, retro tracks should include options for classic and antigravity mode, which would also semi-extend the track list without much effort.
Nintendo has applied anti-grav sections delicately. Much like how MK7 altered some tracks modestly to include glider and underwater sections, in MK8 the anti-grav features are generally sparsely added to retro courses (with a few exceptions) and rarely deviate greatly from the normal track.
I'd relate the feature to past shortcuts where if you use a mushroom just right, or extend your glide far enough, it will pay off in a shortcut, but if you don't nail everything just right, the risk will not be worth the effort. Generally the main track is the safest, easiest path, but also potentially littered with more traffic and items. The anti-grav sections are trickier to hit, make weapon slightly less effective and can also backfire because if you bump the person in front of you, they will get a boost.
I'm always amazed at Nintendo's ability to balance out varied track designs for numerous purposes. I don't think any other racing game comes close to MK's elegant, yet endlessly playable track designs.
Similar to gliders and underwater sections, there is no reason to remove it as it only increases the possibilities for track designs. Keep in mind, they've designed a litany of tracks based upon the MK standards and new gimmicks are helpful in altering course design.
Also of issue here are the track design ethos of the MK series. Compare the tracks to something like SR: Transformed and it's clear that MK's track are far less contrived with much more distinguishable features. It's rare to lose track of your bearings or confuse a band on an MK track.
This is important because I imagine Nintendo will always stick by their design ethos, and in that case these sort of gimmicks expand the design potential without confusing, complicating, or compromising play-ability and "navigablity" (not a word, but you get the idea). I'd be shocked if anti-grav isn't here to stay.
I do wish we could get a Double Dash mode again, though.
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Has anything track design related NOT been a mainstay? Cause like the glider and underwater sections, the new tracks need anti gravity to function. So to allow them to be brought back in Mario Kart 9, it now has to be a series mainstay.
Similar to gliders and underwater sections, there is no reason to remove it as it only increases the possibilities for track designs. Keep in mind, they've designed a litany of tracks based upon the MK standards and new gimmicks are helpful in altering course design.
Also of issue here are the track design ethos of the MK series. Compare the tracks to something like SR: Transformed and it's clear that MK's track are far less contrived with much more distinguishable features. It's rare to lose track of your bearings or confuse a band on an MK track.
This is important because I imagine Nintendo will always stick by their design ethos, and in that case these sort of gimmicks expand the design potential without confusing, complicating, or compromising play-ability and "navigablity" (not a word, but you get the idea). I'd be shocked if anti-grav isn't here to stay.
Similar to gliders and underwater sections, there is no reason to remove it as it only increases the possibilities for track designs. Keep in mind, they've designed a litany of tracks based upon the MK standards and new gimmicks are helpful in altering course design.
Also of issue here are the track design ethos of the MK series. Compare the tracks to something like SR: Transformed and it's clear that MK's track are far less contrived with much more distinguishable features. It's rare to lose track of your bearings or confuse a band on an MK track.
This is important because I imagine Nintendo will always stick by their design ethos, and in that case these sort of gimmicks expand the design potential without confusing, complicating, or compromising play-ability and "navigablity" (not a word, but you get the idea). I'd be shocked if anti-grav isn't here to stay.
It is why the Nintendo ones are so dull.
The Namco Arcade games I have played are better which is the two Triforce ones (As is All Stars Racing : Transformed or F Zero GX).
Mario Kart is like a pedal bike with stabilizers against a moterbike.
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Do you think anti-gravity will be replaced with another gameplay feature in the future?
Probably, but not so soon that we need to worry about it. Not that I want to be speculating too much about future games but I think the next MK will feature anti-gravity while possibly adding something else on top of it (but it wouldn't be too drastic). That's all I'll say about any future MK titles lol let's just enjoy MK8 for a while
Hmm... Well, anti-gravity makes tracks more, "three dimensional", I guess you could say, so Mario Kart 9 will probably have four dimensional tracks! You heard it here first folks!
Do you think anti-gravity will be replaced with another gameplay feature in the future?
Probably, but not so soon that we need to worry about it. Not that I want to be speculating too much about future games but I think the next MK will feature anti-gravity while possibly adding something else on top of it (but it wouldn't be too drastic). That's all I'll say about any future MK titles lol let's just enjoy MK8 for a while
Hmm... Well, anti-gravity makes tracks more, "three dimensional", I guess you could say, so Mario Kart 9 will probably have four dimensional tracks! You heard it here first folks!
Four dimensional tracks are indeed in the future installment of the series. Luckily, they'll be in MK8!
The game hasn't even been released yet! Talking about the future of the series is rather premature. Who knows where Nintendo will be in 5 years time. Their next console could be so far divorced from traditional gaming that mario kart will just move to handhelds.
If Nintendo keeps the antigravity feature (which is likely), they're probably going to only change minor things instead of adding a completely new feature yet again. I mean, we got stunts from MKWii, Gliders & Underwater controls in MK7, and now we get Anti-G features in MK8. If they add yet another major aspect to the formula with the next Mario Kart game, things might get a bit overloaded. Besides, Nintendo will probably wait and see how MK8 works out for the consumer base in general before planning new stuff.
The game hasn't even been released yet! Talking about the future of the series is rather premature. Who knows where Nintendo will be in 5 years time. Their next console could be so far divorced from traditional gaming that mario kart will just move to handhelds.
How is it premature to think ahead? We're not criticizing stuff we haven't played yet, we're thinking about the possibility of a new feature becoming a standard for future entries to a series. That's a simple discussion, nothing else. And we only think about this particular feature, not about the series as a whole.
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Topic: Will anti-gravity be a mainstay in the Mario Kart series, or will it be exclusive?
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