I'm gonna hold off on getting this game. I said I would get this during Christmas but right now I got alot things going on in real life. So I'll buy it once I get everything in order.
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Anyone else feel like the movement controls are a bit off? It might just be the animation throwing me off but it doesn't feel like moving around is particularly smooth. I'm reminded of the movement from the Link's Awakening remake in a way.
"Now I have an obligation to tag along and clear the area if Luigi so much as glances at a stiletto."
I keep debating on if I want to play all of the Mario and Luigi games to completion before I touch Brothership or after. I own the remakes, Dream Team, and Paper Jam- and I've played a good chunk of them, but I never actually beat any of them. Part of me really wants to play Brothership as soon as I can though- and I feel like I might be more drained if I play all of the games before it.
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@N00BiSH It's definitely not full 360 movement, but it's somewhere in-between that and the 8-directional movement of Link's Awakening and Super Mario 3D Land/World. Feels in-between those games in terms of how it feels to play as well, honestly - with Link's Awakening it feels jarring (possibly just due to the lack of animation), with 3D World in particular it feels very smooth switching direction, and in Brothership? I feel it, but it feels more "right" compared to Link's Awakening. But the limitation also feels really unnecessary - 3D World makes sense due to the fixed camera angles, while Link's Awakening is a remake of a game that didn't have diagonal movement, so it feels more justified in both
@VoidofLight The lead game designer of Brothership was the director of Paper Jam and the remakes, and one of the two lead battle designers worked on the battle design for every game in the series prior. Like it or not, the change definitely wasn't made because Acquire didn't care enough to acquaint themselves with prior games - it was presumably a call made to streamline the controls.
I feel it, but it feels more "right" compared to Link's Awakening. But the limitation also feels really unnecessary - 3D World makes sense due to the fixed camera angles, while Link's Awakening is a remake of a game that didn't have diagonal movement, so it feels more justified in both
Unnecessary is definitely the right term - I feel it makes the movement slower and jankier than it should be, combined with the odd analog slow buildup.
the change definitely wasn't made because Acquire didn't care enough to acquaint themselves with prior games - it was presumably a call made to streamline the controls.
But did they really need to be streamlined? That's the question. Having separate button commands wasn't hard to understand in any of the previous games since most of, if not all inputs were fairly simple to do. I can understand de-emphasizing Luigi's movement in the overworld - to an extent - but in the battles not so much.
(Also as a result of having all menu commands be done with only the A button, you can't have a Bro jump in the background during the other Bro's turn.)
"Now I have an obligation to tag along and clear the area if Luigi so much as glances at a stiletto."
I'm currently at the point before fighting Gorumbla, the first boss. Here are my impressions so far...
There's plenty of tutorial handholding, but it doesn't feel nearly as bad as it was in Dream Team to me
I love how interacting with just basic NPCs feels a bit more special in this game. Can't exactly pinpoint it, but maybe it's because the camera zooming in and there being more animations makes these seem like mini cutscenes.
Writing seems solid so far.
The battle theme and Twistee Island's theme sound decent enough but I'm sadly not feeling the music so far. It's still early.
I definitely notice a stuttering framerate most of the time. Nothing gamebreaking but it makes me think I'll have to replay this game on Switch 2 down the line.
The battle gameplay is my biggest highlight so far, even before I unlock bros. attacks and battle plugs. Feels so satisfying even just to do basic attacks with both bros.
@Joeynator3000 Yep. Bumbleshoots are evil! Lol. Patterns of attack are not very predictable. They pretty much nearly always get me. Sometimes, just guarding and taking a minor hit is safer!
Though, the orange stripes from the battle transition were a problem for me till I got used to it. To me it looks like an optical illusion that hurt my eyes for some reason. 😅
Btw. The plopping sound when you get coins or items from the ?-block, sounds so familiar. I'm sure Nintendo used that sound in a different game. Do you know what I mean?
Edit: doh... I know what it is! It's the plopping sound from Splatoon Samon Run, when putting a golden egg into the basket. Stupid me... 😂
So I've talked a lot about my issues with the art direction on here to the annoyance of some, and while I have PLENTY more notes on the subject, I'm gonna hold my tongue for a bit. But I will say this: they really should've gotten Masanori Sato (the original lead artist) back to help tighten things up.
Only other thing that's bothering me (besides having to still use A to confirm actions for Luigi. >_>), is the music. Like, the music is still fine, but...I dunno...it doesn't have...Yoko Shimomura, basically. lol
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Keep it PG-13-ish.
@Joeynator3000 If you like it I'm not gonna stop you, but I don't think they took the best approach for translating the art style into 3D and as someone who REALLY admires the style I'm gonna have some issues.
I am 100% in agreement regarding the music. Nothing really as strong as Shimomura's best. Her Bowser leitmotif is definitely missed.
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