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Originally posted by: GoldenPhoenix
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Originally posted by: Kairon
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Originally posted by: Mr. Jack
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Originally posted by: Kairon
Yeah, Nintendo finally nails it after the really awkward implementation in WW. Credit should be given for not giving up on an idea despite a poor first showing.
Really I didn't think they "nailed it." I'd say 2 player mode in Galaxy is more like 1.5 player mode. Player 2 barely has a function. A much better 2 player mode would've been some sort of cooperative star getting where one person is Mario and the other is Luigi. The concept they came up with is ok, and certainly far from bad, but nowhere near ideal or the best it could be.
You're assuming symmetry though...
For Nintendo's purposes though this is a pretty near perfect implementation because they work from the idea of an asymmetrical player ability relationship. The second player is more than likely a parent or younger sibling or non-gamer who has less ability and therefore less responsibilities in the game. They aid the primary player and ease that player's duties while contributing it in their own way.
Or the opposite can occur too, where the more skilled player takes the helper pointer and slowly guides and points out ways that the developing "first" player can address the game, a helpful on-screen tutorial cursor in real-time.
With Nintendo's intentions NOT to create "2-player mario," but instead a game where other members of the family or audience can participate regardless of player skill, I think it's pretty safe to say that they "nailed" it. Or close to.
Summary: Big words to state that a quick n easy multiplayer function is perfect.
Hey now, that's not being fair to Kairon. His point is perfectly valid, and I agree with it wholeheartedly.
Also, Requiem's right - the few minor annoyances this game has are NOT flaws. The camera is absolutely perfect for the type of game it is, and the seamless transitions between 3D and 2D while maintaining gravity effects is nothing short of brilliant. If you felt disoriented, then... well, sucks to be you. Adjusting to the frame of reference was a purposeful, integral part of the game, and the process, far from being a burden, was actually incredibly fun. For the type of game SMG is, the physics and control are practically perfect. I have no idea where all these complaints come from - I never once died as a direct result of camera or control.
Swimming is how it's always been. Sure they could have included some sort of motion functionality, but in the end, I wasn't bothered by it, being used to it now. The hardest stage underwater was dodging Bullet Bills and leading them, but I cleared that the first try.
Seriously, this always happens on the forums with a big release. At first, everything's roses, then a few weeks after people look at the minute shortcomings of the game and deconstruct it down to its bare parts. This is the best game in years - why can't we just enjoy it?