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File: 1629396707209-0.jpg ( 116.39 KB , 640x908 , Super Mario Sunshine.jpg )

File: 1629396707209-1.jpg ( 71.11 KB , 640x908 , Wind Waker.jpg )

File: 1629396707209-2.jpg ( 83.29 KB , 640x652 , Metroid - Fusion.jpg )

 No.11769

Why do people seem to like these games so much? For me they were some of the biggest disappointments Nintendo ever crapped out.
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 No.11770

>For me they were some of the biggest disappointments Nintendo ever crapped out

Why
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 No.11771

Fusion is really bad
but whats wrong with sunshine, besides he puzzle sections ?
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 No.11772

>>11771
Sunshine had way less content than SM64 and took the emphasis squarely away from platforming with its water gun.
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 No.11773

>>11769
Sunshine and Wind Waker were released as part of the great water physics upgrade that occured at the time. Another highly notable example is Final Fantasy X but there are dozens more contemporary games where the main selling point was the splashy realism of the water physics and graphics when compared to the telegraphed spritework or harsh polygons of previous generations. Dramatically reducing the agony of water levels in vidya was no small thing.
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 No.11774

>>11773
>Dramatically reducing the agony of water levels in vidya was no small thing.
How exactly does water physics do that? Majora's Mask did it by actually making swimming fun instead of slow and awkward.
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 No.11775

>>11774
>>11774
>Majora's Mask did it by actually making swimming fun instead of slow and awkward.
MM is one of my favorite’s but their solution to the water level angst was to create the zora mask rather than give link a better form of swimming superior to the deep breath dive. Beyond that even with zora flippers the water dungeon was still a tangled mess that was anticlimactic when compared to the espionage of penetrating the beach fortress.

>How exactly does water physics do that?

The key thing to remember in general was how much more realistic and dynamic the effects and visuals of water were for gameplay after the turn of the millennium. It is in this respect that Sunshine stole the spotlight with the ability to slide, dive, and pivot uniquely with even an inch of water on certain surfaces rather than merely getting slowed down. The momentum of the characters in nearly all games with large aquatic zones or oceans had also increased significantly and far more tools were added to change the rate at which you sank, swam, or stroked through the water. Probably the most important thing to remember was that for decades it was not uncommon for water to simply represent the equivalent to an infinite drop, lava, invisible wall, instant return to map, or simply getting slowed down and adding an annoying gravity feature-with potential breath timer-while you walked on the bottom of the area trying to get back to dry land.

Certainly it was the case that there were prior games which had decent swimming features, but due to the reduced input count on most controllers you were functionally limited more harshly in what you could do in an aquatic environment compared to the controllers of postY2K generations with more buttons. Muh waters got much more involved, pleasant to look at and splash in.
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 No.11777

File: 1629488705695.jpg ( 1.47 MB , 850x1118 , In The Huntc - dive into p….jpg )

>>11775
Nah, not buying it. Whether or not a water level is fun has nothing to do with the fluid physics which are almost entirely aesthetic.
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 No.11779

File: 1629496877033.jpg ( 87.12 KB , 960x768 , Factor_5_dev_costs2.jpg )

I'm not sure exactly why it happened, but Nintendo in general dropped the ball hard during the 6th gen in terms of game development. Maybe they were having trouble transitioning to increased development team sizes?

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