(10-18-2012, 07:58 AM)Mighty Jetaku Wrote: Why is MKW bad again...? You have a wheel to play with which feels more natural than a controllerwhat
Quote:and you can do tricks!Driving now is so boring we need to do tricks at ramps every few seconds to spice it up!
Quote:The addition of Rosalina was also great.Uh
Quote:I think the physics are too different for me to really get used toI'm sure if the new games handled the same, the physics would be second nature to everyone (it wasn't a problem in 1992, or with MK64 back then), it's just a matter of change and adaption. I dislike when people rush into SMK and expect to come first in 150cc when the game handles totally different.
Quote:I know Iceman's probably gonna maul me for thisNow why would I do something like that? :V
I'd rather wait till you're asleep to maul y--
What I hate about the new games is the severe shortage of skill required to play. Driving is so tight, stiff, and easy, that the only challenge are the computers or other players. I never have fun in time trial because the new games' physics are so Zzz... The new iterations rely so heavily on items as a satisfactory gameplay mechanic, without them it becomes a chore for me to play. The games used to be about actual good driving, with items being second on that list. The enemy actually used to be the tracks and not the items. It isn't just the physics that do this, but the hilariously large/open track layouts that will even cater to people who hold nothing but hold accelerate with their face and manage to win.
Other little nitpicks I have are things like redshell AI. Redshell AI in SMK was the best. It wasn't "press L to win", you had to be in range to hit the person, and make sure it didn't hit a wall. Players could even angle their karts to shoot it at different trajectories, and it ONLY went after the next ranked player, not following the track (making it an auto solution). I miss when you actually had to time laying down items to block other players' shells and whatnot, and when items used to match the current MPH of the kart (stopping people from "tag-backing" as soon as they're hit, to the person who hit them); or when you could actually skillfully trick red shells by hopping.
Although slightly brutal (due to conservative CPU AI, yes I HATED the computers so badly I got to the point where I could punch baby kittens in the eyes with my fists on fire), the game had a fair deal of challenge (even making you UNLOCK 150cc). 150cc used to be so fast that even skilled players would sometimes go back to 50cc or 100cc to take it easier, giving the other modes replayability rather than a 1st time thing to introduce new players. The new games just go so slow in comparison (besides MKDD somewhat), that EVERYONE just plays on 150. Lastly, literally everyone in MK7 is a SKIN. No one feels different, there's only 3 CLASSES.
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tl;dr
Items are unbalanced, physics aren't fun, and it's too easy. SMK did have many flaws, but it would have been a better way to go than what we have now.
A perfect Mario game for me would be one with SMK's controls, an option to play with 2 people in a kart like DD (different characters in a kart would combine stats as well), the new game's elaborate tracks and much better scenery, MK64's knockback, and more of a focus on good driving rather than items at every square inch.
Not attacking you Jetters, just wanted to say this for about 10 years.
EDIT: also, bikes in Mario Kart. Sure they looked cool, but that isn't what it's about, plus they were slightly better than karts in the longrun altogether because of handling, smaller hit-boxes, and the D-Pad up thing. MKWii is the first game I've willingly sold in my life out of boredom.
EDIT2: Also, Mario Kart U will need something besides race and battle. Maybe a CTF mode or something with elaborate and HUGE courses for everyone to roam through.
EDIT3 (welp): Also, another problem about the new games while I'm at it. Battle mode is literally sleepable now. The modern tiny-tumble, unexciting, anti-climatic knockback of the newer games is driving me crazy because of how boring and frustrating it is to get hit. It feels like I'm watching my player spazz in place for hours after getting slapped by a shell. MK64, SMK, and MKDD had great and satisfying knockback, even to the person that got hit. SMK's was in-your-face (and yes, maybe slightly disorienting too...), MKDD's was the modern games' but to the point (you only rolled once, without the stupid shivering in place for forty years after thing), and MK64's was literally the perfect baby out of them all. In MK64 you didn't totally lose speed for it, and flew up in the AIR, SPINNING (though leading to some dicky Rainbow Road kills).
EDIT4 (last one I promise asdfgey4fmqk2;l): The start up boost. This is proof of the decline in competitive balance in the new games. SMK's boost was ALL timing. Literally perfect timing that took effort because of the fact that you needed to pay strict attention. It was the FIRST light, the very first one; if you missed it by a nano second you would severely mess up yourself for about a lap or so, but if you made it you would have an amazing advantage. GREAT risk vs GREAT reward. The new game's start up is just slamming your fist on the accel button during ANY time on the 2nd light. Not only can a monkey do it, but you get items so much and so early (along with acceleration being easy to come by), that it doesn't mean anything. It's just 3, 2, 1, GO!, "Oh I missed it somehow, darn--- oh a mushroom!".