The sonic & sega all stars racing games did have too many Sonic characters but the only one I think really should have been cut was Metal Sonic
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Let's not forget that when the Game Awards debuted, it was rubbing shoulders with MANswers and Ren & Stimpy: Adult Party Cartoon - that's about as unprestigeous as you can get.Speaking of the Game Awards, the notion that Geoff Knightley has allowed the show to become more corporate and less of a celebration of gaming I find to be silly, because it was never really about that to begin with. For better or for worse, it's pretty much been a large scale business event designed to highlight major industry games and advertise upcoming product. That's not a condemnation, just an assessment of the practical reality of Knightley's business model with TGA.
Even those trumpeting his criticism of Konami ten years ago as some defiant statement against a big company is remarkably hollow given that in hindsight, he's never attacked any other big publisher/developer in a significant way (despite the major dubious behavior by many of them) and it's clear that much of the ire was more related to his friendship with Hideo Kojima than some big ethical stand.
If you enjoy the Game Awards and generally like seeing games recognized there and get hyped for trailers that premiere there, more power to you. I just think the notion that it was ever some prestigious and or sacred event that lost its way just does not square with the actual nature of the show has really worked.
yesMario & Luigi Brothership is a good game.
I mean a remake is just supposed to be a better version of the original game! So that does make sense!I don't get why "renders the previous game irrelevant" is EVER seen as a good quality for a game, even if it's said of a remake. Do you guys just like having less game options? Was this whole "gaming" thing just an undercover doorstop hobbyist front all this time?
there are people that an original will always have their place in history to show where we come from. you know like how we try a retain a lot of historyI mean a remake is just supposed to be a better version of the original game! So that does make sense!
I mean for sure you can change up stuff a Tiny bit (like LAR's Combat and enemy patterns) But its probably still gonna make the og irrelevant if the developers know what they are doing!
Yeah, I'm not saying Shadow Labyrinth is inherently bad or will damage the Pac-Man brand, "dark edgy Pac-Man" is no less true to Pac-Man than the rave aesthetic of CE, or even the more fantasy-adventure-with-a-side-of-humor tone of world, it's a game that was intended as a Tom & Jerry-style chase with Japanese-style mascot characters, but its limitation-born aesthetic lends itself well to reinterpretations - moreso that Shadow Labyrinth is a consequence - good or bad - of Pac-Man's modern circumstance post-Ghostly Adventures; fears from World fans over how this will impact Pac-Man going forwards are, while not founded, understandable; and that the whole "officially-sanctioned creepypasta" trend has been, in general, handled a bit poorly even if we're to say "shocking people is the artistic intent, let's judge it by that", Shadow Labyrinth is a lesser evil here (Pac-Man has had normal games quite recently and Shadow Labyrinth is quite distinctly not being marketed as a Pac-Man game, and you have to look really close at the box poster to spot Pac-Man - contrast that against the Banana Splits movie literally being marketed as "The Banana Splits Movie")Honestly, I think Pac-Man's status and how much the core concept is still well liked has me pretty okay with the series doing weird experiments like Shadow Labyrinth. I'd like some more World remakes and/or sequels sure, it's just that the character is so set in stone as an iconic figure that stuff like edgy Metroidvania titles (regardless of how they turn out) can't really hurt him. Like I don't think Pac-Man 2 the New Adventures is the greatest release, but kudos to the developers for being bold enough to utilize their mascot for such a wacky game (that if nothing else, is distinct).
It's a contrast to something like Bomberman Act Zero where that was well a liked but still modest series that almost was hurt by such a notorious release (and arguably survived because there was such a steady stream of Bomberman titles prior the 8th gen that any major damage was pretty mitigated).
give me some time to think over it and get back to youStar Fox Adventures should've been a reimagined 3D Donkey Kong game from the beginning. The theme around Dinosaur could be be restyled as Kremlings, Sharpclaws are basically Kremlings anyway. And the combat, exploring, adventuring and puzzle focusing gameplay would've fit DK better than Star Fox too. It would have set a better foundation for the future of Donkey Kong too.
The thing is, the main reason the Star Fox Adventures thing happened to begin with is because Shigeru Miyamoto and Takaya Imamura were both already wanting to create an on-foot action adventure follow up to SF64 starring Fox (hehe) with literally the title "Star Fox Adventures" over in Kyoto.Star Fox Adventures should've been a reimagined 3D Donkey Kong game from the beginning. The theme around Dinosaur could be be restyled as Kremlings, Sharpclaws are basically Kremlings anyway. And the combat, exploring, adventuring and puzzle focusing gameplay would've fit DK better than Star Fox too. It would have set a better foundation for the future of Donkey Kong too.
Imamura: Star Fox Adventures originated here in Kyoto: personally, I've been working on the series for a long time and am quite attached to it, so I went to Miyamoto like, "let me do it! let me do it!" and he replied with, "for this game, why not try an adventure-style game instead of a shooting game?", and so Morita and I began toying around with various ideas.
—What kind of game were you attempting to make, exactly?
Imamura: Something where Fox runs around on foot, taking out enemies with his gun, but shooting games with the character displayed with that behind-the-back perspective can be tough to play, can't they? You can't always see the enemies because the player-character's blocking your view, right in the middle of the screen. I was aware of these issues, but I really wanted to realize Fox fighting with a gun, so I continued pondering directions for the game to take. In the N64 game, there are those stages with the Landmaster—the tank—where the camera automates itself and enemies pour in from the sky, right?
—Right.
Imamura: I really loved those sections—it feels great to take down all those enemies from below, so I was trying to build on that sensation and create something where you'd get to mow down tons of enemies.
—So how'd you decide upon the eight-year time-skip?
Imamura: I was thinking up a justification for why those four characters might reunite to fight the enemy, and I figured that after eight years, a few things had to have changed (laughs).
—I see (laughs)
Imamura: After all that time, Peppy might be too old to still be piloting a fighter… obvious stuff like that (laughs). The game system's different, and the relationships between the characters has also evolved, so eight years seemed like a nice, neat window of time.
—When the N64 version was released, you said if you ever made a sequel…
Imamura: …"I'd like to set it 20 years in the future". I remember (laughs).
—Fox would be 38 years old, right at his prime (laughs).
Imamura: Yeah! (laughs)
[h3]—So, you decided to take your Star Fox Adventures concepts and merge them into a game Rare was working on, Dinosaur Planet.[/h3]
Imamura: That's right. Dinosaur Planet was also being made for N64 in the beginning, but it was fairly late in the N64's life product cycle and people were already talking about Dolphin, and as we were asking ourselves whether to go ahead with our project internally, the staff were already being pulled away to work on big projects like Mario and Zelda, and so after work wrapped up on Majora's Mask, the project was restructured.
—What went down?
Imamura: After Majora was done, Miyamoto as producer made the call to move both games to the Gamecube and suggested that we take the best elements from each project and combine them into a single game.
Miyamoto was even teasing that the next Star Fox game would be called "Star Fox Adventures" as early as a Nintendo Dream interview in early 2000, a couple of months before Rare even showed off Dinosaur Planet at E3 that year.Why did you decide to apply the Star Fox licence to Dinosaur Planet?
It just so happened that even as Rare were in development on the original version of Dinosaur Planet, NCL were getting down to work on a Star Fox game in much the same vein. The similarities between the projects offered too great an opportunity to pass by, so the properties were merged and the project moved from N64 to GameCube to allow for the extra development time. Advantages? No conflict between two similar titles on the market; developers freed up for other projects; the promise of a first-rate franchise title within the first few months of the GameCube's launch. We're sorry if you were really looking forward to the N64 version, but at the end of the day these changes will result in a better game.
So ultimately DK was never gonna be involved in this.IGN64: What do you think of Rare's lineup at the show? How about Dinosaur Planet?
Miyamoto: It looks really nice, doesn't it? I wish they would Star Fox characters so that they could use the title Star Fox Adventures. Maybe I should call the team and talk about it [laughs].
That's back story information I never had. I mean, I did know of Dinosaur Planet and the fact it was a totally different game, but outside of that previous sources sort of implied that the Star Fox brand was slapped unto it, and the original project had to be changed by order of Nintendo. Not that there was a very similar Star Fox game already in development. Very curious.The thing is, the main reason the Star Fox Adventures thing happened to begin with is because Shigeru Miyamoto and Takaya Imamura were both already wanting to create an on-foot action adventure follow up to SF64 starring Fox (hehe) with literally the title "Star Fox Adventures" over in Kyoto.
Star Fox Adventures – 2002 Developer Interview - shmuplations.com
Digital Foundry’s side-by-side comparison of Star Fox Adventures with Forest of Illusion’s recently-dumped Dinosaur Planet N64 build; this build shows the game in a transitional state, with the original protagonist Sabre’s character model and certain voiced sections replaced with those of Fox...shmuplations.com
Rare Explains Star Fox Adventures - News
www.nintendoworldreport.com
Miyamoto was even teasing that the next Star Fox game would be called "Star Fox Adventures" as early as a Nintendo Dream interview in early 2000, a couple of months before Rare even showed off Dinosaur Planet at E3 that year.
64 Dream February 2000 02 (600dpi) : MyCom : Free Download, Borrow, and Streaming : Internet Archive
64Dream - February 2000 scanned in at 600DPI with a Fujitsu fi-7460. Some pages were scanned on a v550 flatbed with a cardboard background600dpi PDF was OCR'd...archive.org
It's just that, as mentioned by Imamura in the 2002 Nintendo Dream interview above, it wasn't going anywhere because it was a late stage N64 project and the staff were being pulled away to work on more important titles like Mario and Zelda for the then-coming GCN. That's when Miyamoto noticed that Rare happened to be making their own action adventure game with a furry main character around the same time, and I guess that was enough to get him to meet up with Rare and convince them to merge the two projects into what we know today as Star Fox Adventures.
So ultimately DK was never gonna be involved in this.