Kaijima said:Insommiac and Naughty Dog still have some things to learn about intricate character interactions with the environment, though Naughty Dog much less so than "ice skating" Rachet.
SantaCruZer said:I don't know about you but I get the impression that SMS can be labeled as an underrated game. It didn't achieve the usual mario AAA reviews, and Sunshine was critisized of not being revolutionary. It's said it was too similar to Mario 64, and that the waterpack was a gimmick.
The controls are great, the graphics and music are okay, and if you are looking to collect all shines you are in for it.
Biggest problem with SMS as I see it is that the level design is very uneven. Some levels are great, while others are just ok. The theme park level is a standout!
Do you by any chance work for Babel Media?Jak140 said:SMS is he best game this generation, IMO. The level of interactivity it allows is pretty much unprecedented, and it's by far the most fun game I've played in years.
8bit said:It's good fun, but not the second coming of Christ that many hoped for.
Semjaza Azazel said:I freaking hate the haunted hotel level though.
DavidDayton said:I think SMS's biggest problem was the forced level progression... Super Mario 64 handled things a lot better, with lots of "optional" levels and the ability to skip around. Super Mario Sunshine required you to complete a world's levels in a specific order, and required you to beat the first 8 levels of ALL the worlds in order to beat the game. These two things made the game a LOT more linear and helped turn people off to the game.
I'll admit that I found the first 30% of the game great, the second 30% good, the next 20% so so, and I haven't even bothered to attempt the remaining blue coin challenges yet.
If SMS had handled boss/stage areas more like Super Mario 64 (gathering X number of shines to progress, as opposed to beating all the levels in an area) and had allowed you to attack a world's shines in any order (allowing folks to skip annoying or more difficulty levels), the game might have had a shorter "first play", but I think the replay would have been appreciated. As it is, few people want to TOUCH the game again after making their way to Bowser.
Insertia said:say it was one of the years most disappointing games.
Biased bastards...
Dr.Guru of Peru said:When did they say that?
Insertia said:GOTY edition for 2002.
Hero said:Great game. Definitely underappreciated.
Ha Ha. Insertia just got owned. SMS deserved the good scores it got, and as others have pointed out, it would probably have gotten better scores if it was made by somebody else and didn't have Mario in it. Expectations were high for this game, and some people took off points because it was just good/great, but not fantastic.Dr.Guru of Peru said:They gave it the Gamecube GOTY in that edition, ahead of Animal Crossing and ED.(MP was disqualified because it won overall GOTY, and was not allowed to compete in any other award).
Red Dolphin said:IAWTP. Such a chore the ENTIRE level. Only good thing about that level was the beautiful sunset outside the house!
That was one of my biggest problems with the game too. The other was the lack of variety in level themes unlike Mario 64's many themes. It just allowd more variety in level design too.
I actually really enjoyed Mario's controls and the waterpack a lot. Mario's controls were just as good as Mario 64 (although I really missed the long jump). Plus those bouncy ropes were really fun.
Music sucked arse too thoughMario 64 had some fantastic tracks like the Bower level music, the special cap music, water level music etc.
Those void stages ROCKED though.
Wellington said:I'll break down exactly what I don't like about SMS just like I broke it down for Gaime the other day. As the game progressed in the early stages and I was doing something new with each shine, I was totally engrossed. If Socreges remembers he can back me up. Pulled almost a full 180 near end game though. :/
SMS had 120 shines. SM64 had 120 stars. SMS has 9 levels and the hub. SM64 had 15 levels and the hub. SMS had 8 objective shines per level, 1 100 coin shine, and maybe one or two secret shines per level, and the rest were from the hub and blue coins. SM64 had 6 objective stars per level, the 100 coin star, and 15 hub stars.
It's simple math, the levels had to be revisited so often in SMS it just really wore me out and started boring me, let alone the fact that the levels weren't great to begin with. And add to that the blue coins which were given for pretty much arbitrarily spraying random objects, it's easy to see why I really just fell way out of love with the game. an extra level or two would have totally made the difference.
MetatronM said:I think one of the problems with SMS is that it shows you, many times, how good the game COULD have been with the "Secret" levels. I think it's very telling of everything that is wrong with the rest of the game when the traditional, no-nonsense, pure platforming, abstract stages with the real Mario theme music are BY FAR the best thing about the game. Those stages cut the bullshit, dropped the gimmick, dropped the Sunshiny vacation element and just got down to business, and they were infinitely superior to the rest of the game.
Which is not to say the rest of the game was bad. But by Mario standards, it was a pretty poor showing.