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So the best platformers aren't platformers? No wonder you like LittleBigPlanet.
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Tell me to get back to rewriting this site so it's not horrible on mobileThat logic makes no sense at all cause then SMG isn't a platformer either. A platformer should not just be jump over hole, avoid simple enemy moving back and forth, or just timing jumps. It needs to do something more or it gets boring. It should have variety in level design and gameplay, it should keep players on their toes cause who knows what is coming next. DKC has a variety of locations and situations but for some reason everything boils down to the most basic concepts of platforming. If you want that fine, I want more out of my platformers.
Using LBP as an example, there are levels where you do basic jumping over obstacles and enemies. And then there are levels where you need to escort a dog that will light your path. Or a level where you need to play with bombs to create a path, levels that you need to rotate, puzzles integrated into the game. And that is just the main story, the stuff players made are insane.
Back in the day simple platformers worked but today if all you are going to do is give me a set path and ask me to jump over stuff I will get bored.
That yes, its beautiful. And its not a bad game at all. Its probably a speed runners dream come true cause if you are good you can fly through those levels. I just think it is very basic in its structure.
Congratulations you just described SMG
likewise. jaw literally dropped when my friend got that game
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Listen to Wu-Tang and watch Kung-Fu
Except that there is a ton of stuff to do in Galaxy that isn't just jumping over simple obstacles. The levels themselves change, some have gravity that inverts, some have completely new mechanics with the power ups. It has constant changing gameplay or incredible design. Please don't ever compare SMG to DKC you crazy man.
You chose a clip of DKC2 of flying a parrot that shoots coconuts. You have characters with different abilities, you have multiple animal "power-ups." Some levels have wind and storms, others have stop-go lights. You have mine-cart challenges and secret award sections. There are hidden coins to collect. At least make arguments that support your side.
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Tell me to get back to rewriting this site so it's not horrible on mobileYou have levels were you have to cool down lava, so you can swim in it. You have levels, where you have to freeze water. You have levels where you scroll vertically while chased by rising tide of toxic water. Platforming on crocheads, swimming in the dark, flying on hot air balloons while riding a rhino. Yes, when you break it down, it is just avoiding obstacles. Like every other platforming game. An example being SMG
Nope, DKC 2 one of the best platforming games ever. It has earned the right to be compared.
But what do the animals change really, nothing. As the parrot you are still moving down a linear path avoiding simple pattern obstacles. When you get on the rhino, what changes, yay you can ram enemies, what a difference. The snake bouncy guy, ok you can bounce higher, does the level design change at all for these animals, not really. The mine stages, its all about jump timing
How about when you get the parrot you can fly into the air and find stuff above the level. Or have enemies that are can move in a pattern that is not up or down to chase the parrot and shoot it down.
The wind stuff is kind of what I am talking about, at least something different is happening in the level. Mine cart a nice change up as well but when Mario has a level that auto scrolls or you are on something that moves its always far more interesting that the simple timed jumping of those mine cart levels. And yeah the game does have plenty of secrets to find, they play with hidden walls and stuff which is nice. Again it isnt horrible, its just simple.
You move on both the X and Y axis, vertical, horizontal and diagonal. It's a 2D platformer, you can't be any less linear.
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Tell me to get back to rewriting this site so it's not horrible on mobileHoly crap...
Anyway look at the level below.
Freeze water levels... wow hit the conveniently place switch that is right next to the water and then go across simply avoiding the usual boring enemies that do nothing but move side to side or up and down. What if the level actually had branching paths where you had to look for the switch to turn the level to ice. What if when things turned to ice maybe the enemies would do something different. Just change up something, anything.
Now look at that, Mario's snow level. Can't you see the difference. First of all there are actual enemies taking advantage of the ice, the penguins come at you quickly, imagine if this level was populated with normal goombas from the first level, that is what DKC does. You get a powerup that changes the way you can approach the level, now you too can slide under obstacles, find different paths, it feels different. You get to the second part of the level and now you are sliding around like you are on a skating course, a real change up to the gameplay. If you want you can freeze an enemy and use it as an ice platform, you can interact with the enemies and levels in a way DKC never allows you to.
Did you see the path it makes you follow, its a tiny tiny narrow spiked path. It makes sure you have one way to go and the entire obstacle of the level is don't touch the enemies or the wall. Platforming 101. What if when you get the parrot the stage changes to a quickly moving scrolling level where you have to fly up and down through narrow paths as the come, enemies are firing at you from all sides. What if the level actually did something, maybe rotate as you are flying. Anything different, something unique.
Go.
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Tell me to get back to rewriting this site so it's not horrible on mobileNot what I am saying at all. I just want some imagination to the levels. Something outside the expected side scrolling designs introduced in the NES days. Or gameplay mechanics that challenge the simple running and jumping that is the core of most platformers.
See why, cause it completely does something different. An entire level with no floor, just a huge maze of barrels. It takes the timing element of launching yourself in the barrels and gives you an imaginative level that pushes those mechanics to the limit. That is one of those levels you finish and you go "wow that was awesome", sadly this game rarely does that for me. If the game had interesting design like that, something unexpected, something unique on a consistent basis then I would agree with you guys.
You've suggested that a platformer without multiple paths is implicitly poor design. There's little to say other than you're wrong.
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Tell me to get back to rewriting this site so it's not horrible on mobile