That only is the case after rescuing Peach in case the user wants a shortcut to gather more moons to access more content. Before that event is only 1 moon per store.I had no idea the moons you could buy in the shop were infinite... What's the point of that? That puts a downer on things. If you can't collect enough moons, you buy them... Ugh.
I had no idea the moons you could buy in the shop were infinite... What's the point of that? That puts a downer on things. If you can't collect enough moons, you buy them... Ugh.
I had no idea the moons you could buy in the shop were infinite... What's the point of that? That puts a downer on things. If you can't collect enough moons, you buy them... Ugh.
Just curious. Does this game get more difficult as it goes? So far, it's been pretty easier aside from theJaxi Driver/Jaxi Stunt Driver in the Sand Kingdom.
Factually speaking, there are levels alterated by the collection of certain Moonshines (plot related ones) just like you are describing.
i don't understand why you are isolating Odyssey from 64 here. Actually your perception seems off, if anything Odyssey borrows way too much from past 3D Mario games withotu offering much of it's own. i say this because so far (it might change) Cappy seems more like Luma desguised in a very clever presentational trick. i use the term presentation because it seems like "capturing" is just another way to present the same power up system. *Note: i already said my judgement of this might change later.
The striked part i won't even tackle because it's purely subjective.
What's the relevance of when the challenging levels appear for this game specificaly? seen this complain more than once in the thread but no one has bothered to articulate why is that a problem.
However, i don't know how the other game comparisons (Assassins Creed, Dark Souls?) are warranted. How Odyssey lacks identity when it works like Mario 64 and borrow heavily from all 3D Mario games?
I see where you're coming from though to me it doesn't make the game disappointing, just different.
It's true that traditionally, in 64 and Sunshine, players are encouraged to explore the whole environment in pursuit of accomplishing one objective - e.g. Yoshi's Fruit Adventure in Mario Sunshine, and getting the star or shine is often is the culmination of half an hour of play and discovery, often utilising the entire level's layout.
Odyssey definitely asks players to explore and discover around the entire level, but its rewards form the basis of short-form challenges rather than long-form ones. I think it works, though I don't prefer it or dislike it compared with 64 or Sunshine. But you can tell 64 was a Miyamoto-directed game as its platforming and exploration are far purer - a player is more likely to play it for the joy of play than for rewards.
The big question is whether you'll still want to hang around in Odyssey's worlds after you've exhausted all their moons. I know I will for the pure joy of messing about, but I think 64 and Sunshine will have better long-term replayability. I never tire of entering a stage, picking a star or sunshine, and coming up with another creative way of solving that stage. You won't get that with Odyssey's Moons. If their position is triggered by an action it's often the result of a minute or two of gameplay, rather than an adventure around the entire level. There are exceptions to the rule - Koopa Freerunning appears in every kingdom - but it's clear that moons aren't long-form challenges which will inevitably change the game once you've exhausted them all.
Then there's the Broodals. Never in my life have I played a game with such generic, boring characters. The boss fights again, boring and lacking any creativity, with the exception of the non-Broodal world bosses, some of those were great.
I dunno, I think most of the sub-bosses in Mario games have been even more generic design wise.
I had no idea the moons you could buy in the shop were infinite... What's the point of that? That puts a downer on things. If you can't collect enough moons, you buy them... Ugh.
I think you've hit the nail on the head here. I just don't enjoy collecting things. I want to enjoy the journey there, not the actual collecting. I need to feel like I've done something to deserve the reward. This is just the gaming equivalent of handing out medals to everyone who participates including the losers -- It may very well reflect modern culture but I find it a bit dull myself.
It's certainly not a bad or even mediocre game, but it's the first Mario I've ever had any negative feelings towards, so I remain a bit disappointed.
You're right. Super Mario 64 is a platforming game with adventure game elements and Banjo-Kazooie is an adventure game with platforming elements - they're very similar to one another, but both have different intentions to their design.
But at the core of their design, large hub worlds with multiple objectives is still at the basis of their experience - you go into a large open level, you complete a task to get a token, there's usually more than one task to complete.
The inbetween is where the difference is - Super Mario 64 asks you to use your core set of abilities to solve challenges the majority of the time, which is where people are celebrating it's allowance for experimentation and high level play. Banjo-Kazooie on the other hand usually has objectives tied either to using special abilities or just for paying attention to the environment.
Best example are their final levels - Click Clock Woods and Tick Tock Clock. Both have a similar vertical design, and both have a central gimmick that relates to time - in Mario, it's having obstacles speed up or slow down depending how you enter the level, while in Banjo it's a level that shifts through different seasons, with objectives and obstacles rearranged depending.
Where as climbing up Tick Tock Clock is part of the fun of that game, Click Clock Woods is more in the vain of an adventure game where you go between different seasons to effect one another.
The reason I mention this is that - having replayed both these games recently - returning to Banjo-Kazooie was nowhere near as satisfying as I had already completed these objectives before, whereas with Super Mario 64 there was ground to improve and be more risky which was way more enjoyable.
Different strokes for different folks I guess
Speaking of which, I'm also disheartened that there may have been certain sections with two moons where I only found one, but rummaging around for that seems tedious. Can anything be done to alleviate that? Would Toad let you know "this door has a section with a moon in there?"
Game was alright, definitely disappointing for me, though. So many of the worlds were terribly unimaginative and flat out boring. Namely the Snow, Cap and Cascade kingdoms. Once you've collected the Moons in most of these worlds, there's no incentive or fun factor in returning. The lack of any sort of Boo/haunted kingdom is severely disappointing to me as well, especially so close to Halloween.
There's also very little platforming involved outside of the challenges, so, you're just stuck with a tiny sandbox devoid of creativity for the most part. Where is that magic Nintendo is known for? Certainly not here.
Then there's the Broodals. Never in my life have I played a game with such generic, boring characters. The boss fights again, boring and lacking any creativity, with the exception of the non-Broodal world bosses, some of those were great.
Music was severely lacking as well. Outside of 1 Up Girl and the Cascade theme song, the rest are completely forgettable. Every 3D Mario prior had a stellar OST that I rehearse in my head to this day. Not so with Odyssey.
Oh, and that Kingdom you get after completing the main story line? More disappointment.
I'd rate it 7/10 and that's being generous.
This is pretty much on par with how I feel.
Odyssey is actually pretty low down on my list of 3D Mario titles. It definitely is no where near 3D World on Wii U and definitely no where near Galaxy or its sequel.
The aforementioned title all constantly threw up new game mechanics, beautiful and interesting game worlds and every level felt like it added a new twist on the games mechanics or introduced a new element that cinstantly kept the gameplay unique and interesting, this just doesnt really have any of that.
The levels are largely pretty barren and uninteresting. New or interesting concepts are seldomly introduced and the game feels like a collectathon. It's like that quality Nintendois know for, constantly throwing up new elements and powers briefly then moving on is gone, and the whole experience feels stagnant for it.
Even the audio and visuals feel off. The juxtaposition between the visuals of Mario and the world he's in is also incredibly jarring. It just never looks right. The only level that felt right was Toastarena; every other workd just felt really boring visually and New Donk City was like Sonic Adventure levels of bad. From the little I saw pre launch I felt a lot of the worlds I had seen felt this way but figured they might be the exception, but they really arent.
The music I felt the same way. Just didnt do anything for me at all.
I'm actually going to be returning my copy (physical). I dont even really feel the urge to finish it and I certainly dont feel like I'd have any compulsion to revisit worlds and search every nook of what were largely boring worlds to try and find every moon or special currency.
If they'd gone closer to Galaxy with smaller but more focussed levels that were more interesting and unique with a single star dor each world I think they would have been better off as those Galaxy games are the pinacle of this kind of 3D Mario along with 3D World which is my other favourite 3D Mario, this felt like a weird mish mash or Mario 64 + Sonic Adventure + Banjo Kazooie.
Not what I expected after the last 3 3D Marios at all. Very disappointed.
This is pretty much on par with how I feel.
Odyssey is actually pretty low down on my list of 3D Mario titles. It definitely is no where near 3D World on Wii U and definitely no where near Galaxy or its sequel.
The aforementioned title all constantly threw up new game mechanics, beautiful and interesting game worlds and every level felt like it added a new twist on the games mechanics or introduced a new element that cinstantly kept the gameplay unique and interesting, this just doesnt really have any of that.
The levels are largely pretty barren and uninteresting. New or interesting concepts are seldomly introduced and the game feels like a collectathon. It's like that quality Nintendois know for, constantly throwing up new elements and powers briefly then moving on is gone, and the whole experience feels stagnant for it.
Even the audio and visuals feel off. The juxtaposition between the visuals of Mario and the world he's in is also incredibly jarring. It just never looks right. The only level that felt right was Toastarena; every other workd just felt really boring visually and New Donk City was like Sonic Adventure levels of bad. From the little I saw pre launch I felt a lot of the worlds I had seen felt this way but figured they might be the exception, but they really arent.
The music I felt the same way. Just didnt do anything for me at all.
I'm actually going to be returning my copy (physical). I dont even really feel the urge to finish it and I certainly dont feel like I'd have any compulsion to revisit worlds and search every nook of what were largely boring worlds to try and find every moon or special currency.
If they'd gone closer to Galaxy with smaller but more focussed levels that were more interesting and unique with a single star dor each world I think they would have been better off as those Galaxy games are the pinacle of this kind of 3D Mario along with 3D World which is my other favourite 3D Mario, this felt like a weird mish mash or Mario 64 + Sonic Adventure + Banjo Kazooie.
Not what I expected after the last 3 3D Marios at all. Very disappointed.
I'm sorry but I've found this game a bit of a borefest to be honest, I don't feel it has much direction, you're plonked into a sandpit, you walk around looking at every nook and cranny and that's it, rinse repeat, they should've of just named it Super Mario Moonshine Playground' or something, I know people like the open world exploration but where is the enjoyment of traveling in this game? There is barely any fluid platforming at all, and I'm at the point now where the enjoyment of getting a moon has been watered down so much there is no fun in it any more, woohoo my 600th moon! Seriously?
Why is this game suddenly demanding that I detach the joy cons? I'm playing it in handheld mode and have nowhere to rest the Switch. Is this a joke?
Its like the assist mode. Some people doesn't have the time or aren't hardcore players. Thats why they have an alternative. So they can enjoy also the complete game. I don't mind that at all, it's your choice if you do it or not.
Yeah, I think you're right. It's hard not to generalise with a game that has such a varied distribution of objectives but Odyssey does give me the feeling that Moons are often used to encourage exploration and discovery through less pure reasons than, say, 64 would. Being rewarded at regular intervals feels great, but it can also feel hollow and unsatisfying. I'd be lying if I said all the 600 Moons I've collected in Odyssey felt like satisfying accomplishments, but I wouldn't be lying if I said the same about 64/Sunshine's stars/shines, or even Galaxy's).
Funny that you mention the "everyone wins mantra" - when I did rather badly at a Koopa Freerunning stage, I was given a bunch of coins because I tried my best...wasn't sure what to make of that. In the older games Mario would die and get a game over (Sunshine), or in 64 I remember being urged to try harder next time or the mother penguin would just walk out the door.
This is a good post:
In Odyssey's least engaging levels (cascade kingdom, cap kingdom, snow kingdom) I feel like it veers towards being a more Banjo-like game. In its very best worlds, like Metro Kingdom, Lost Kingdom, Sand Kingdom, Wooded Kingdom, it's top form as usual as far as the creativity of your platforming can go. Returning to those worlds still offers up a lot of fun for me, but again, it's a shame that outside of Koopa Freerunning there aren't many long-form objectives to follow.
again.. people what saying the game is easy.
just complete the main story, and go for the extra moons, it gets harder.
i am at 220 moons and i found some challenges where i died up to 10 times.. at 250 moons you unlock a extra area what is pretty hardand at 500 a area whats even harder
again.. people what saying the game is easy.
just complete the main story, and go for the extra moons, it gets harder.
Create a user profile for your co-workers, anyone else.For some reason I thought this had multiple save slots on a single profile. I told my coworker to start a new game, and now I'm out 200 moons and a beaten story.
*slaps forehead*
Accidentally bought 10 power moons in one go, pissed off but worried it will now ruin or remove any if the ones hidden, or not allow me to 100% the game.. Anyone mind clearing this up please, it's confusing.
WAIT WHAT?!?! NO PLEASE NO!!!!!!For some reason I thought this had multiple save slots on a single profile. I told my coworker to start a new game, and now I'm out 200 moons and a beaten story.
*slaps forehead*