Mario Kart 8's engine is not made for half-pipes, so there's a lot of them that don't have good camera angles when you're going on them. The camera doesn't adapt to your movements like in Wii, so it just feels shoehorned in. Heck, there are some instances of
pure track where the camera is awful, most notably the long turn on Rosalina's Ice World where you can't see anything if you so much as graze against the steeper part of the incline.
If a course has an underwater section, it was there in Tour (even if it wasn't accessible in Tour, and this only applies to a total of two small segments of city courses anyway). If a course has antigrav, it's either shoehorned into a section that doesn't need it (parts of the track where it's already flat anyhow), or applied to an entire course just because (Sky-High Sundae and Rainbow Road). I can count the BCP courses that make actually good use of antigrav on one hand.
A typical usage of anti-gravity between the BCP and Base 8 are objectively are not on the same level.
Even ignoring the mechanical issues, a solid half of the BCP ignores Base 8's artistic direction anyways, and the other half only kind of gets close. The comparison is night and day.
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Smash is the
best-case scenario of Everything is Here because it has Sakurai as the director, a man who practically puts himself on Death's Door trying to make his games the best they can be. The concept can easily be floundered if given to a team that does not care as much, and MK8 isn't even
going for Everytrack is Here to begin with.