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submitted 7 months ago by WIIHAPPYFEW@hexbear.net to c/games@hexbear.net

xinternet not now babe, 4 hour vid abt how fucked sm64’s code is just dropped

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[-] ashinadash@hexbear.net 8 points 7 months ago

i-think-that Super Mario 64 ruined platforming by driving all 3D platformers toward sloppy, non-llinear stage design solely in service of collecting shinies.

Thank you for your time

(Might watch this later Idk. Seeing a little bit of how they did a game gives me greater perspective on its existence I feel)

[-] peppersky@hexbear.net 4 points 7 months ago

Super Mario 64 ruined platforming by driving all 3D platformers toward sloppy, non-llinear stage design solely in service of collecting shinies.

I dunno. Mario itself didn't really go for the non-linear stages for more than a decade after Sunshine and are there really that many collectathons post-N64?

[-] ashinadash@hexbear.net 2 points 7 months ago

They lasted through the PS2 generation, and there are some of them now, but even given that, linear 3D platformers are a very small minority.

[-] peppersky@hexbear.net 1 points 7 months ago

They lasted through the PS2 generation, and there are some of them now, but even given that, linear 3D platformers are a very small minority.

That's really mostly due to the fact that the 3D perspective doesn't lend itself even half as well to platforming as to shooters.

[-] ashinadash@hexbear.net 2 points 7 months ago

And yet the Sands of Time games are really good, but sure whatever. Also it's not like being a collectathon helps at all.

[-] HexReplyBot@hexbear.net 1 points 7 months ago

I found a YouTube link in your comment. Here are links to the same video on alternative frontends that protect your privacy:

[-] dannoffs@hexbear.net 2 points 7 months ago

I don't think I've ever disagreed with a comment more in my life.

[-] ashinadash@hexbear.net 3 points 7 months ago

I see SM64's structure as a product of technical limitation mostly. It's smart the way they maximised use of every map by stretching out play with collectible gates and objectives, but in no way should that have been the platformer blueprint for a decade. Where are my Sands of Time clones?

[-] dannoffs@hexbear.net 2 points 7 months ago
  1. It seems wild to me to complain about sm64's influence by bringing up a lack of games made in a style of a game that came out well after sm64.

  2. There were a ton of sm64-likes on Nintendo consoles but you're forgetting rachet and clank, jack and daxter, and all of the games in that style.

  3. re-exploring the same areas with new power ups and unlocked areas is incredibly satisfying.

[-] ashinadash@hexbear.net 2 points 7 months ago* (last edited 7 months ago)
  1. I mean there aren't zero linear 3d platformers? But by that point stuff like Crash Bandicoot had already been crowded out in favour of infinite collectathons, Spyros & Ratchet & Clanks & Sly Coopers & Sunshines & Blinx-es & Jak and Daxters & Taks & Ty the Tasmanian Tigers & Vexx-es, and shit. This was after your Rareware games and Tonic Troubles and whatever on N64, just an actual ocean of collectathon open-stage-y games, it also became the automatic blueprint for E-rated licensed games. Really it blows me away that no game has really tried following up the Prince of Persia 'thing'

  2. See above, but SM64 presaged every one of the above games as well as almost all collectathons. The game mostly uses "hub castle with a bunch of levels you replay infinitely" for space constraint reasons, you can tell because when Ocarina of Time was Zelda 64, they were gonna do the same thing and have Link travel to dungeons via mirrors in a castle. It's a structure of repetition to make the most of a small cart.

  3. NO IT AINT, like not objectively obviously but I actually wrote an insanity essay under a comment (scroll down) about how much Symphony of the Night sucks, and the "ooooo we gon gate off this area till u get duble jump" thing bores me. Idk why it'd be any better with a Z axis?

this post was submitted on 16 Apr 2024
28 points (100.0% liked)

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