i really liked the point you made here about difficulty, about how the most appealing thing about it is how it can make the most of deeper mechanical systems. it's a shame most people boil down discussion about difficulty to whether it's good or bad in a vacuum, when the right difficulty for a given game is whatever difficulty fully makes use of that game's moving parts.
I think ppls main issue with this game is the fact that the main content feels like side content, essentially a lot of the game just feels like going through the motions doing mundane tasks for an arbitrary amount of moons. Where as the other 3d Mario games felt like they had less bloat and more focused challenges
It's interesting that you mention growing up with the game because I forgot how old this game was. I was 13 when this game came out and it was my favorite thing ever for like a year. It's crazy how time flies.
Odyssey took over from Mario 64 as my favourite 3D Mario and I have played 64 at least once a year since launch day. The movement in Odyssey is just too much fun.
The "repeat" moons are usually different challenges. There are multiple for inhabiting a goomba and catfishing the female goomba, but each one plays differently. One has you avoiding cannon fire, another has you cross lava as a goomba stack on a rolling corn, another has you avoid rocks coming down a slope, etc... They each play differently, even if the core concept is a repeat. Each koopa walking is a different shape with different terrain complications. The shopping moons are just pure repetition though.
Mario Odyssey is my favorite game of all time. Funny is that i was underwhelmed on my first run bc i did the main story and didnt collect many moons somehow i guess i wasnt exploring enough? But every run after that i decided to clear a kingdom as much as i could before moving on and THEN thats when this game became special to me. Spending more time in the kingdoms lets you fall in love and provides much more content than just doing the main story moons. I need to 100% the game every time i replay it its just that fun to me. Also i know the average player isnt gonna put 200 hours into it and played it 14 times as i have. But i have the optimal routes to get all the moons memorized and you can get it down to 12 hours. Maybe less im sure theyre are ppl better than me at this but its 12 hours of total bliss. Also i feel l am the only one who loves the one by one Toadette method bc i love hearing the Mario 64 jingle 1000 times and i am serious lol
The wooded kingdom is actually based on the 1972 film “Silent Running” starring Bruce Dern. They even used classic rock instrumentals for the theme to match the time the movie was made, probably my favorite ambience track in the game. Nonetheless very similar to Planet Wisp!
It might be one of those western things that really resonated with Japanese audiences, like how AKIRA or Dragon Ball Z did over here. I know another western-made series that I was surprised to find really influenced a surprising amount of Japanese works was Thunderbirds, I knew the movement of the puppets inspired Star Fox 64's facial animation, but I was surprised seeing one of the machines in the first episode launching in the exact same way the Tornado launches in Sonic Adventure- a strip of land made into a makeshift runway with hydraulic lifts to raise it up a bit, palm trees on the sides mechanically folding over as to not clip the wings during takeoff, all of it.
I teared up with the New Donk City festival when I first played, haha. Also yeah, the end sequence is so damn fun, so glad the Bowser Cappy scene exists
My issue with the motion controls is that it locks cool and fun movement options behind it. I wish you didn't have to constantly waggle just to get top speed while rolling or use the Pokio's spin jump. Also the downward, upward, spinning, and homing cap throw are locked behind it too. Honestly all these should be able to be mapped to a button press imo. Nevertheless, when I think about what game I'd love to experience again for the first time, Odyssey is always my first thought.
There are ways to do most of those other cap throws without the motion controls, but they are less direct and immediate, for example to do the spinning cap throw you have to spin Mario around like you're gonna do a spin jump and then throw your cap while he's spinning.
An underappreciated thing about this game that I really enjoy is the HD rumble, Odyssey is really the only switch game I've played that even tried to make actual use of the HD rumble and makes me kinda sad because feeling all the different textures for the captures is great. I don't care to get a PS5, but the haptic feedback in the dualsense is the one thing that makes me want to play something on it.
@@spritvio639 Yea he's not wrong but 10% is a bit of a stretch. That weird enemy mod he used for a bit def beefed up his runtime a lot more than a new player's. Not saying the werehog is Unleashed's only problem but imo most people will find its more than 10% good.
"When was a 3d collectathon ever hard?" If Jet Force Gemini counts, it had it's moments. Honestly though so did Odyssey on a few of the challenge rooms, and one that was just kinda BS if the controls co-operated with your or not (I think it was some bullet bill challenge room, can't remember but half the time the control would just not do what you needed it to do, and you had to do it perfectly because of a very strict time limit) It's been a few years since I played it.
And while we're on the topic of Nintendo games resembling Sonic games: I always though that some sequences in Twilight Princess were very similar to Sonic Adventure 1. The part in Lanayru, where you have to climb the icicles reminds me of Ice Cap, the boss fight against the giant shadow bug on Lake Hylia is just like the Chaos 4 fight and then finally the snowboarding segment also reminds me of Ice Cap.
The first time I played Odyssey, I absolutely adored the mechanics and felt it had the deepest gameplay of any 3D Mario platformer. Still love the cap jump and all, but the second time around, the limitations of what you can pull off became more apparent.
I’ve played Odyssey six or so times. Loved it the first time, didn’t like it the second time for Joseph’s reasons and waited a few years, then I’ve loved it all the other times. Mario’s movement isn’t great because of the cap jump, it’s because of how fun it is to build up and maintain Mario’s momentum while using all of the moves at your disposal. The cap jump is very useful but it’s not what you’ll be using most of the time and definitely not for horizontal movement. Plus, when it comes to scaling vertical objects there are so many variations in how you use the cap jump that it might as well be a game in itself. There are also so many possible routes to collecting moons and ways to get them that the game very rarely gets old or boring to me on repeats. I’ve never 100%’d the game and usually just play to Darker Side, so I do get tired before I collect all the moons, but the only collectahon I’ve ever 100%’d is Bowser’s Fury: Mario 64 and Sunshine also had filler, and they’re also still great games.
@@yeembus I've 100%'d one time, even going as far as grinding for coins to buy all the moons in the shop. Honestly, I love cap jump more than it deserves to be loved. Something about that feeling of getting extra air from it is so santisfying. For sure I agree that the momentum is a huge part of it, but I think that, without the cap jump, Mario's moveset would be that much more limited. His long jumps have been nerfed, the spin no longer gives you near the air time it did in Sunshine, and even small things like the drop kick from 64 are missing. It's plain to see when you have to do those challenges where you throw your cap on the scarecrows. You're accutely aware of the lack of height, and distance you get from jumps. I would go as far as to say that Sunshine's movement and physics are the pinnacle of 3D Mario. But what Odyssey lost in long jumps and what not, you gain in extra air time, and of course the rolls you can pull off. It also requires more skill from the player. But I can't help feel that there is something missing. Maybe that excitement you get from the first time playing Odyssey. The novelty wearing off. Still, can't deny that Mario is as fun as he ever was to control. The cap jump may not seem like much, but that extra air time and height can account for a lot. I'm by no means a speedrunner, but I'm aware of that much. Not to mention extra control in the air. You can cap jump forward, then dive backwards or sidewards. Combine that with wall jumps and you've got a plethora of tooldls at your disposal in scaling walls and gaps.
@@AltairEgo1The cap jump is amazing for sure, I was just saying it’s not the most important part of the moveset or anything. And after reflecting on it, I agree with you. I’ve been a huge Mario fan since I was a kid and think Odyssey is probably the best of the movement focused Mario’s, but 64 and especially Sunshine do have aspects to them especially in the movement itself that are stronger than Odyssey. Sunshine, at least, is also much harder than Odyssey, which is a big plus. Then again, playing Crash 4 and now Astro Bot have reminded me that you don’t even necessarily need complex movement for an amazing 3D platformer if the levels are great and made to perfectly explore the movement your character has. Mario has these types of games too of course with the Galaxies and 3D Land/World. It all leads me to a bit of a stand still with Odyssey in the sense that it’s sort of the best Mario game when you consider it as a package, but it’s also somewhat lacking in different elements of what fundamentally makes Mario games what they are relative to Galaxy and Galaxy 2’s linear content and Sunshine’s amazingly balanced movement. In a way, I think Astro Bot and Crash 4 are actually stronger games than any of the 3D Mario games on the whole since they take Mario Galaxy’s crazy experimental levels and refine them in ways that games from around fifteen years ago just couldn’t. For instance, both games solve the biggest issue of the Galaxy games, which is the crazy amount of waiting between levels. So is Odyssey really the pinnacle of Mario like Pariah would say? I think it is in some ways, and not in others. That’s not to say Odyssey isn’t a great game in its own right too, though. I’d still say it’s up there with the Galaxy games as the best one they’ve made. I think the next Mario game could be a practically definitive best entry though, since there absolutely are ways to top Odyssey seeing as the older Mario games have already done it in little ways. All it takes is starting with the basis Odyssey provides and sprinkling all of those games’ best aspects onto it, though that’s much easier said than done. Obviously we ultimately just have to wait until the game releases to see if that’s the case though.
@@yeembus Yeah, you're right, it's not just the cap jump, but rather the whole package that makes controlling Mario so deep and satisfying. I actually did find Sunshine to be the most satisfying to play, due to the moveset and challenge. Odyssey has some really decent optional challenges, but Sunshine's main campaign is IMO harder. Same, I've loved Mario since I was old enough to play video games. I started with the 2D ones, then played 64 when it was released. So I too am passionate about them. And yeah, a good platformer doesn't necessarily have to have a deep moveset to be good. Sometimes level design can lend to the depth of a platformer. Like Castlevania for example. Belmont is kind of sluggish, but the game design works around these limitations in clever ways, and makes precision platforming and combat fun. I will say though, I am glad 3D World added a roll and dive similar to Odyssey. It opened up movement in a way that made it fun to sort of sequence break. That's another reason I enjoy Odyssey, it has a sort of built in sequence breaking mechanic that challenges players to tackle obstacles in a variety of ways. I'm no good at Crash Bandicoot games. I beat Crash on PS2, bought Crash 4, but never finished it. I thought it was fun at first, but I got frustrated easily.
To add to what we were talking about, I think that Bowser's Fury is kind of a nice first step to combining elements of linear and exploration based Mario games. If they could just expand on this, and refine it, this could be the next step, the next evolution of Mario. What I'd love to see is a game designed with the 64/Sunshine/Odyssey elements, a powerup system like 3D World, and a larger, more expansive and refined world than Bowser's Fury.
Every opinion is valid, but personally I almost 100% agree with Joseph Anderson with Odyssey. It's LOOKS like a great game on the surface, but I did not enjoy the experience of playing the game due to mainly his reasons in his video on it.
I actually quite like the motion controls in this game. I think people complain about them being there because they think it locks you out of certain moves, but it doesn’t actually do that it just lets you do some of the mechanics much easier. Like instead of ground pounding and then throwing your hat to throw it downward, you can just flick the controller down. Stuff like that.
another thing that the pokeio can do is a spin (you can only do this if you shake the controller), spin in midair will give you an extra little jump, similar to spinning in midair in the galaxy games, and you can also hold the poke button and spin to attack all around you
I could only push myself to the like 500 Moon point and felt that the sandbox style with so many reused moon archetypes didn't hit the same highs of Mario collect-a-thons with 120 as the cap, crafting courses and caring for each one. As soon as I saw the review of Super Mario Odyssey - It's No Masterpiece by Joseph Anderson so much more just clicked for me. The game seemed to be throwing Moons, and little else, like candy, and so many Moons were boring to go for.
The one and only motion controlled move I liked was the hat-spin-attack because it was (if i remember right) just a flick compared to the two input method. Not a big deal though, I wasn't feeling overwhelmed by enemies very often :)
7:00 Jak and daxter is pretty close there is a lot of cool moves in that game and it is very similar to oydessy with it having a ton of collectibles and a lot of movement options like a double jump and super uppercuts that send you flying and a double jump spin and a long jump.
I'm gonna be honest: I do not like Mario Odyssey at all. I think this games skill floor is so insanely low, it just simply put ruins the game for me. Sure, the movement itself is cool and the skill ceiling is potentially very high... but once you realize you can do the ,,jump on the hat in the air"-thingy, that's basically your main move throughout the whole game. That wouldn't be a problem in itself, but the game almost never actually challenges the player in any significant way. Sure, Sunshine is more flawed, but playing good in Sunshine requires far more investment from me in comparison to Odyssey. Odyssey is just so easy throughout the whole thing, it just becomes absolutely mindless for me. Normally I don't mind a lack of difficulty in games, but this time Nintendo went way to far in the easy direction, in my opinion. Especially because... Not every moon is made equal. As someone who thought that the moon collecting was extremely boring, I was not really enticed to do 100% in Odyssey. The game didn't really give me a reason to care for 100% because...I didn't see any value in the challenges the game put me through to get the moons. There are SOME (only a few) good challenging enough moons. But in those cases, we have the problem that these moons feel so insignificant due to how many moons are just baby easy to get. If I don't do 100% and only care for main story progression, why would I collect the very few hard-to-get moons in this game if there are an insane amount of totally mindless moons hidden? Personally, those are the reasons why I can't think of Odyssey as a good game. Sure, the movement is excellent. But the game never actually challenges you enough to actually engage you, in my experience. Mario games were never to hard and that is fine. I don't have a problem with games being easy whatsoever. But Odyssey just took way to many steps downhill (in terms of difficulty) in comparison to most of the other 3D Mario games. Also, casual speedrunning Sunshine is in my opinion far far more fun than Odyssey due to how powerful the Sunshine jumps feel. Sure, Sunshine is very very flawed, but when I only look at the games main story, Sunshine gives me a better experience. Doing 100% in Sunshine is an absolute nightmare though, but again... If I only compare the ,,play until you fight Bowser" experience, Sunshine is far better once you ignore all the filler stuff which doesn't accomplish anything for your goal. I can rush through Sunshine and feel engaged most of the time, but if I try doing the same thing with Odyssey, I might fall asleep because of how mindless it feels to me. Odyssey, in my opinion, is a pretty mindless game. But I can't play Sunshine mindlessly. I also can't play Mario 64 mindlessly, but I rarely play that game so I don't feel comfortable talking about it. Yes, Banjo Kazooie is easy, but it is not nearly on the same level of baby easy as Odyssey is, in my opinion.
I understand what you're saying, and I generally agree. The game would be better if it was more challenging. But again, I'm puzzled why this game specifically is getting this criticism. Tons of games have this same problem, if you ask me. Just looking at Nintendo for examples, nearly every Zelda after Ocarina of Time is just as baby easy as this game. So is every Pokemon. So is Pikmin, which especially squanders the potential of its design. So is Luigi's Mansion, Kirby, Paper Mario, etc. And most other 3D platformers are the same. Spyro is just as easy as this, but without any cool movement stuff. It's also a very mindless game. Yet people love it. And I could say the same for 3D Rayman, Ratchet, Sly, Psychonauts, etc. None of these games take much to play. I personally find Odyssey more engaging than most because of its movement and wide array of features and mechanics. Quite frankly, I don't know why someone would be looking for challenge in a game like this, given that 99% of games like this are the same. If the game doesn't do it for you because of the lack of challenge, then I'd think you just don't like these kinds of games.
@@Pariah6950 Well I am not really looking for challenge in Mario Odyssey. In my opinion, the game just needs to be challenging enough to not bore me. And about the other stuff you mentioned...personally, I actually do think that every single Zelda game is to easy. And I think for Zelda it can even be a bigger problem. For example: If we look at the water dungeon bossfight in Zelda Twilight Princess on a surface level, it is one of the best fights on the Gamecube/Wii. There just is such an impressive sense of scale there which is not present in most other Zelda bossfights at the time. But...people hate it. Why? Well, because it is way to easy which is why people are not really engaged with what they are doing while fighting that boss. If Nintendo made that boss harder it could have been one of the series best, but because it is just a spectacle fight people hate it. Honestly, that criticism can be thrown at many final bossfights in Zelda as well. People do not like the final Twilight Princess bossfight against Ganondorf because it is far to easy. The visuals, the music, everything about it looks perfect. But it is so easy that most players just can't really engage with it... For a similar example: The final bossfight in Zelda Ocarina of Time is also very easy (at least in my opinion). But most people love that one...and I think that is because on a first time playthrough the castle escape scene feels very tense due to having some somewhat challenging moments and the Ganon bossfight can feel harder than it actually is. In the case of Ocarina of Times final boss, people actually feel like they are overcoming Ganon as an obstacle. In the case of Twilight Princess final boss, people don't feel that way which is why most people think of many bossfights in TP as disappointing. Both are very easy, but the TP ones feel mindlessly easy while the Ocarina of Time ones are just engaging enough in terms of gameplay. Okay, sorry for that long example about Zelda games, I'm not really good at...shortening my texts. I will go briefly over some of the other games you mentioned: Pokemon, I think, is overall to easy. But if you look at the series as a whole the most fondly remembered bossfights are the ones which are actually somewhat challenging. Personally, I think Pokemon went downhill after generation 5 and the decline in difficulty is one of the reasons for that. Actually, the decline in difficulty is one of the common criticisms modern generations get. it was never superhard, but never as easy as it is nowadays. Kirby...honestly, I never played any Kirby game very much besides Forgotten Land. I can see the appeal the franchise got for many people, but personally, I can't really talk about it. But in terms of Forgotten Land in specific, I do think that game is pretty good in terms of difficulty. I mean, many people do think it is a step up in that regard in comparison to earlier Kirby games. Sure, it is still not extremely hard (at least for somewhat experienced players), but I do think it is just hard enough to feel engaging throughout the whole game. Pikmin is actually a pretty good example in terms of difficulty. The games are actually as hard as the player wants them to be. In my experience, the games are easy once you do not care for how many Pikmin you lose. But I think most players want to avoid losing Pikmin due to the emotional connection the player builds with these creatures while playing the game. I think many people consider Pikmin to be pretty hard due to how punishing it can feel to lose many Pikmin at once. In that regard, the difficulty in Pikmin comes from the players own mindset, which is one of the reasons why Pikmin is such a good franchise.👍 Personally, I can't really talk about difficulty in Luigis Mansion games. I played the first game so many times by now, I can't really say anymore how hard/easy it feels for new or inexperienced players. So, I can't really comment on that one. I do think all of these 3D platforming games you mentioned are quite easy. But I do think Mario Odyssey is the easiest of these games and I think that's the big point for me about this. I do think 3D platforming games should be easy, but Mario Odyssey just went to far in that direction for me. I can see why people love it, but I just personally didn't feel engaged in any way while playing the game. And I do think that, for example, Banjo Kazooie, is harder in comparison to Odyssey. I don't need these games to be superhard or challenging, I just need them to be challenging enough and in my opinion, Mario Odyssey doesn't reach that point, even in comparison to earlier 3D Mario games. Also, I personally do think that the Sunshine moveset ,,feels" better in comparison to Odyssey. That's just simply due to how powerful the jumps feel in that game. Compare walljumping in Sunshine to walljumping in Odyssey and you will see what I mean. But honestly, that is just a minor thing for me, but still worth a mention.👍
@@tadaokou4919 That's a lot lol. But I agree with most of what you say. I also think Zelda and many other games are too easy. But I still manage to enjoy them through other things than the gameplay. Odyssey was similar for me. Different strokes, I guess. Though I really don't find it much easier than most other collect-a-thons. They're all pretty trivial. I do think the core movement of Sunshine feels better. One of my first videos was all about how great the mechanics of Sunshine are. Pikmin to me is the ideal example of a game that wastes its design with its lack of challenge. The systems and design are great. Trying to optimize your time management to get as much done as possible in a day is so fun. But it ultimately means nothing because there's no consequences for failing to do well. You have more than enough time to beat the game at a snail's pace. Why even have the limited days at that point? Even losing masses of Pikmin means nothing because you can just spend a whole day growing more, and still have an abundance of time left. You can aim for beating the game in as few days as possible on your own, but the game does nothing to encourage the player to actually learn how to play well and understand the systems. It's wastes game design opportunities for accessibility. And in the process, it makes the good design it has pointless. I plan to eventually do a whole big video on this topic more broadly. About games so easy and trivial, they're barely even games anymore. Sonic Frontiers is full of things like this. And so are hundreds of other games. While I enjoy a lot of these games, these days I generally want more from games.
@@Pariah6950 I don't think I need to add anything to that. I agree with basically everything you said here.👍 And that video about game difficulty sounds pretty interesting to me already. Personally, I can enjoy most games even if I think they are to easy (Zelda, for example), but...Odyssey just was to much for me personally. But I can totally understand your viewpoint on this! Like you said, different strokes for different folks and I think after watching this video, I actually appreciated Odyssey more even though I still don't think it's that much fun for me personally. One minor disagreement I have with your point on Pikmin is that I personally think the game feels very punishing. In my mind I know that I have plenty of time and plenty of Pikmin to waste, but it still feels very bad if I let a lot of them die due to my own incompetence. I think that is kind of what they were going for with Pikmins difficulty. If you make mistakes it will feel punishing despite not actually being punishing. In general I do agree that Pikmin is pretty easy on an objective level, but if we talk subjectively I think many people find it very hard to play. Though, I do have to say that this mainly goes for Pikmin 1. I don't really remember Pikmin 2 all that well and I never played Pikmin 3 (it's in my backlog).
@@tadaokou4919 That's the problem for me. Pikmin feels very punishing, when it's really not. It's a trick. And those kinds of tricks don't work on me. I see right through it, and realize there's no consequences to anything. Which makes much of the game's nuance feel hollow. Pikmin is a game that you can completely lose the whole thing, if you run out of time. That should create pressure to play well and win. But when losing is nearly impossible, no such thing exists. You can't really lose. So what's the point of systems that allow someone to optimize their performance so much, when that's not remotely necessary? You can just try to play well for the sake of it and have fun. But it feels like the devs are too afraid to make their game into a real game. And that's upsetting to me. I want to see what Pikmin could really be if they weren't afraid to ask you actually learn how to play it.
Leeeetttttssssssssssssah GOOOOOOOOOOOOOOOO! dope. you could lit review anything and i'd watch. I hope you continue with some niche stuff. If i could recommend something, i'd suggest either Summon Knight on the GBA, a very unique action rpg, and maybe a short video on vampire survivors.
"Where do you go from here?" Honestly the post game kinda felt like it was teasing a Peach Odyssey or something. or at least something along those lines as part of a bigger thing. I kinda just want Odyssey 2, and I hope they do actually do something like that. Alot of the things that were said pre-release of this game, made it sound like they were originally planning for Mario to be traveling around the multi-verse in some fashion, before decided to just make the different worlds Kingdoms, which would explain why some of them are so out of place like the Dark Souls Kingdom, or the the bizarre other worldly almost Nightmare Before Christmas -esque Hat kingdom. Maybe if they were to go back to that kind of an idea, there's alot you could do, the basic game formula is solid to build a new game on and at the same time extremely flexible that it could bring alot of new random ideas in. Hell they could even cameo other nintendo franchises a bit, like Mario finds himself on Planet Popstar, or even Zebus, or he finds himself on DK Isle as one of the worlds. Like why not? They did a cooking themed world in Odyssey, but why not an Arts and Crafts themed area, it's a nice call to all the Yarn games nintendo has done/ paper mario a bit. Maybe medieval knights themed world, or a giant world sized alien shopping mall? or even a Mario classic and have a cloud themed world, we sort of had one in Odyssey but it was basically just a boss arena with like 2 moons you could go back for. There's plenty that could be done with the same basic overall game structure and moveset.
I guess this is the only good time to bring this up, but some people criticize this game for being targeted at a younger audience and being “over stimulating”. Like bud what. It’s a bad thing to have frequent exciting moments in a Mario game? ???????????
Hey Pariah i think you might like rain world. its a 2d platformer/survival with one of the best enemy ai ive ever seen. its also physics based and somewhat similar to sonic, where you can use your movement skills to travel in different ways through the world. one of the best games ive ever played
My biggest problem with Odyssey is that it's content just isn't fun for me. Using Mario's moveset is fun but actually collecting moons is just boring. It feels like 80-90% of the moons are so simple and easy and the fact that they're copy pasted over and over again doesn't help. There's nothing wrong with a game having simple/easy SIDE content, but when the overwhelming majority of the game is on the level it won't be engaging. Imagine BOTW but it only had Korok puzzles and a handle full of shrines. The "endgame" here doesn't fix this either. The majority of moon you unlock after beating the game are on the same level/easier than the base game. I know this game is made for kids but so are all the other mario games and at the very least when you reached the star/pole you went through a whole level. Whatever the next game does I just want less moons and for most of them to at least be on the level of the stars in Galaxy content wise.
It’s really weird when Sonic Frontiers and Shadow Generations did a better job of handling their worlds than Mario odyssey simply because the worlds were built around Sonic’s and Shadow’s strong mobility, as well with a few combative abilities that allow for the boss fights and enemies to feel more interactive. The moons in this game suffer the same issues Mario 64 has with the Star system.
@The Missing Bits I hope it's Colors, but it's most likely UnWiished, it would be weird to cover that game later. Unless he's gonna do an "Other versions if the Boost games" video or something.
Id kinda like a full mario series like look back series on this channel but I know that's not really a necessity compared to the sonic was always good series.
40:14 i'm not sure but i saw in a did you know gaming video saying that wooded kingdom is supposed to be inspired by a sci fi movie from the 70's called Silent Running, they don't cite any sources on the video tho
The motion controls do actually add a bit to the game, like you mention that you can ground pound and then quickly throw your hat and you can throw it straight down, but with motion you can just flick the joy con or the pro controller down and you instantly throw your hat. The pro controller is definitely the best way to play even though it's STUPID expensive, because you still get an ergonomic input device with actual analog sticks as opposed to the itty bitty Joy Con sticks that are almost as bad as the GameCube's tiny little C stick [though nowhere near as bad as the microscopic unmoving clit on the New 3DS], while still retaining motion controls for gyro aim and more efficient special hat throws and shit
I never got past the wooded kigdom, but beat the final boss when dad was in the bathroom On the difficulty,there is a superstar mode mod by skelux, but those can be weird. Might be worth a try if you can find out how
After beating and 100 Percenting Madio Galaxy 2, every Mario game (besides 3D Land for some reason) just got so boring for me. I played a demo and was just severely uninterested.
I think the strongest benefit of the massive amount of moons in this game is that it forced the designers to get creative and try to put moons that take advantage of every system in the game. Because of how easy this game is if there were only the standard 120 collectibles there would be many mechanics that wouldn't get fully explored. Because of the amount of challenges the devs had to create every move at the players disposal would eventually get a moon dedicated to it.
i really liked the point you made here about difficulty, about how the most appealing thing about it is how it can make the most of deeper mechanical systems. it's a shame most people boil down discussion about difficulty to whether it's good or bad in a vacuum, when the right difficulty for a given game is whatever difficulty fully makes use of that game's moving parts.
I think ppls main issue with this game is the fact that the main content feels like side content, essentially a lot of the game just feels like going through the motions doing mundane tasks for an arbitrary amount of moons. Where as the other 3d Mario games felt like they had less bloat and more focused challenges
It's interesting that you mention growing up with the game because I forgot how old this game was. I was 13 when this game came out and it was my favorite thing ever for like a year. It's crazy how time flies.
Odyssey took over from Mario 64 as my favourite 3D Mario and I have played 64 at least once a year since launch day. The movement in Odyssey is just too much fun.
I respect your opinion
The "repeat" moons are usually different challenges. There are multiple for inhabiting a goomba and catfishing the female goomba, but each one plays differently. One has you avoiding cannon fire, another has you cross lava as a goomba stack on a rolling corn, another has you avoid rocks coming down a slope, etc... They each play differently, even if the core concept is a repeat. Each koopa walking is a different shape with different terrain complications.
The shopping moons are just pure repetition though.
Mario Odyssey is my favorite game of all time. Funny is that i was underwhelmed on my first run bc i did the main story and didnt collect many moons somehow i guess i wasnt exploring enough? But every run after that i decided to clear a kingdom as much as i could before moving on and THEN thats when this game became special to me. Spending more time in the kingdoms lets you fall in love and provides much more content than just doing the main story moons. I need to 100% the game every time i replay it its just that fun to me. Also i know the average player isnt gonna put 200 hours into it and played it 14 times as i have. But i have the optimal routes to get all the moons memorized and you can get it down to 12 hours. Maybe less im sure theyre are ppl better than me at this but its 12 hours of total bliss. Also i feel l am the only one who loves the one by one Toadette method bc i love hearing the Mario 64 jingle 1000 times and i am serious lol
Fax this game is THE BEST
The wooded kingdom is actually based on the 1972 film “Silent Running” starring Bruce Dern. They even used classic rock instrumentals for the theme to match the time the movie was made, probably my favorite ambience track in the game. Nonetheless very similar to Planet Wisp!
It might be one of those western things that really resonated with Japanese audiences, like how AKIRA or Dragon Ball Z did over here. I know another western-made series that I was surprised to find really influenced a surprising amount of Japanese works was Thunderbirds, I knew the movement of the puppets inspired Star Fox 64's facial animation, but I was surprised seeing one of the machines in the first episode launching in the exact same way the Tornado launches in Sonic Adventure- a strip of land made into a makeshift runway with hydraulic lifts to raise it up a bit, palm trees on the sides mechanically folding over as to not clip the wings during takeoff, all of it.
@@aortaplatinum that’s so interesting! I’ll check it out!
The best mainline Mario game ever made
On my first run, I played through the main "story" of each level and got a handful of moons. I didn't try to scour the worlds until postgame.
Oh sweet, Odyssey....perhaps I should play this game finally
Hat in time had *really* good 3d platforming level design and abilities to go along with it. That's the reason I love the game.
I teared up with the New Donk City festival when I first played, haha. Also yeah, the end sequence is so damn fun, so glad the Bowser Cappy scene exists
My issue with the motion controls is that it locks cool and fun movement options behind it. I wish you didn't have to constantly waggle just to get top speed while rolling or use the Pokio's spin jump. Also the downward, upward, spinning, and homing cap throw are locked behind it too. Honestly all these should be able to be mapped to a button press imo.
Nevertheless, when I think about what game I'd love to experience again for the first time, Odyssey is always my first thought.
There are ways to do most of those other cap throws without the motion controls, but they are less direct and immediate, for example to do the spinning cap throw you have to spin Mario around like you're gonna do a spin jump and then throw your cap while he's spinning.
If only sonic could get the same amount of love as this game did....
If Sega calmed down with releases and took their time more, would be in a better place.
@@spritvio639 They take more than 4 years to make mainline games now and even then the games are average at best.
@@croc6105must be the team then the team should go back to school for game design
what an obscure sonic spin off
An underappreciated thing about this game that I really enjoy is the HD rumble, Odyssey is really the only switch game I've played that even tried to make actual use of the HD rumble and makes me kinda sad because feeling all the different textures for the captures is great. I don't care to get a PS5, but the haptic feedback in the dualsense is the one thing that makes me want to play something on it.
I've only been able to play bits of this game by borrowing my brother's switch and it instantly became my new favorite mainline Mario game.
This vid is getting me very excited for a potential Hat in Time review
Damn Pariah video descriptions are either hilarious, a punch to the gut, or both. But nothing in-between. It's great
You made me see some unleashed slander...
I still think unleashed is good idk, I just like it.
That's tough, he roasted Unleashed.
Can't say he's wrong though.
@@spritvio639 Yea he's not wrong but 10% is a bit of a stretch. That weird enemy mod he used for a bit def beefed up his runtime a lot more than a new player's.
Not saying the werehog is Unleashed's only problem but imo most people will find its more than 10% good.
"When was a 3d collectathon ever hard?" If Jet Force Gemini counts, it had it's moments. Honestly though so did Odyssey on a few of the challenge rooms, and one that was just kinda BS if the controls co-operated with your or not (I think it was some bullet bill challenge room, can't remember but half the time the control would just not do what you needed it to do, and you had to do it perfectly because of a very strict time limit) It's been a few years since I played it.
I think Planet Wisp and Steam Gardens might both be inspired by the movie "Silent Running"
And while we're on the topic of Nintendo games resembling Sonic games: I always though that some sequences in Twilight Princess were very similar to Sonic Adventure 1. The part in Lanayru, where you have to climb the icicles reminds me of Ice Cap, the boss fight against the giant shadow bug on Lake Hylia is just like the Chaos 4 fight and then finally the snowboarding segment also reminds me of Ice Cap.
The first time I played Odyssey, I absolutely adored the mechanics and felt it had the deepest gameplay of any 3D Mario platformer. Still love the cap jump and all, but the second time around, the limitations of what you can pull off became more apparent.
I’ve played Odyssey six or so times. Loved it the first time, didn’t like it the second time for Joseph’s reasons and waited a few years, then I’ve loved it all the other times.
Mario’s movement isn’t great because of the cap jump, it’s because of how fun it is to build up and maintain Mario’s momentum while using all of the moves at your disposal. The cap jump is very useful but it’s not what you’ll be using most of the time and definitely not for horizontal movement. Plus, when it comes to scaling vertical objects there are so many variations in how you use the cap jump that it might as well be a game in itself. There are also so many possible routes to collecting moons and ways to get them that the game very rarely gets old or boring to me on repeats.
I’ve never 100%’d the game and usually just play to Darker Side, so I do get tired before I collect all the moons, but the only collectahon I’ve ever 100%’d is Bowser’s Fury: Mario 64 and Sunshine also had filler, and they’re also still great games.
@@yeembus I've 100%'d one time, even going as far as grinding for coins to buy all the moons in the shop.
Honestly, I love cap jump more than it deserves to be loved. Something about that feeling of getting extra air from it is so santisfying. For sure I agree that the momentum is a huge part of it, but I think that, without the cap jump, Mario's moveset would be that much more limited. His long jumps have been nerfed, the spin no longer gives you near the air time it did in Sunshine, and even small things like the drop kick from 64 are missing. It's plain to see when you have to do those challenges where you throw your cap on the scarecrows. You're accutely aware of the lack of height, and distance you get from jumps. I would go as far as to say that Sunshine's movement and physics are the pinnacle of 3D Mario.
But what Odyssey lost in long jumps and what not, you gain in extra air time, and of course the rolls you can pull off. It also requires more skill from the player.
But I can't help feel that there is something missing. Maybe that excitement you get from the first time playing Odyssey. The novelty wearing off. Still, can't deny that Mario is as fun as he ever was to control.
The cap jump may not seem like much, but that extra air time and height can account for a lot. I'm by no means a speedrunner, but I'm aware of that much. Not to mention extra control in the air. You can cap jump forward, then dive backwards or sidewards. Combine that with wall jumps and you've got a plethora of tooldls at your disposal in scaling walls and gaps.
@@AltairEgo1The cap jump is amazing for sure, I was just saying it’s not the most important part of the moveset or anything.
And after reflecting on it, I agree with you. I’ve been a huge Mario fan since I was a kid and think Odyssey is probably the best of the movement focused Mario’s, but 64 and especially Sunshine do have aspects to them especially in the movement itself that are stronger than Odyssey. Sunshine, at least, is also much harder than Odyssey, which is a big plus.
Then again, playing Crash 4 and now Astro Bot have reminded me that you don’t even necessarily need complex movement for an amazing 3D platformer if the levels are great and made to perfectly explore the movement your character has. Mario has these types of games too of course with the Galaxies and 3D Land/World. It all leads me to a bit of a stand still with Odyssey in the sense that it’s sort of the best Mario game when you consider it as a package, but it’s also somewhat lacking in different elements of what fundamentally makes Mario games what they are relative to Galaxy and Galaxy 2’s linear content and Sunshine’s amazingly balanced movement. In a way, I think Astro Bot and Crash 4 are actually stronger games than any of the 3D Mario games on the whole since they take Mario Galaxy’s crazy experimental levels and refine them in ways that games from around fifteen years ago just couldn’t. For instance, both games solve the biggest issue of the Galaxy games, which is the crazy amount of waiting between levels. So is Odyssey really the pinnacle of Mario like Pariah would say? I think it is in some ways, and not in others.
That’s not to say Odyssey isn’t a great game in its own right too, though. I’d still say it’s up there with the Galaxy games as the best one they’ve made. I think the next Mario game could be a practically definitive best entry though, since there absolutely are ways to top Odyssey seeing as the older Mario games have already done it in little ways. All it takes is starting with the basis Odyssey provides and sprinkling all of those games’ best aspects onto it, though that’s much easier said than done. Obviously we ultimately just have to wait until the game releases to see if that’s the case though.
@@yeembus Yeah, you're right, it's not just the cap jump, but rather the whole package that makes controlling Mario so deep and satisfying.
I actually did find Sunshine to be the most satisfying to play, due to the moveset and challenge. Odyssey has some really decent optional challenges, but Sunshine's main campaign is IMO harder.
Same, I've loved Mario since I was old enough to play video games. I started with the 2D ones, then played 64 when it was released. So I too am passionate about them. And yeah, a good platformer doesn't necessarily have to have a deep moveset to be good.
Sometimes level design can lend to the depth of a platformer. Like Castlevania for example. Belmont is kind of sluggish, but the game design works around these limitations in clever ways, and makes precision platforming and combat fun.
I will say though, I am glad 3D World added a roll and dive similar to Odyssey. It opened up movement in a way that made it fun to sort of sequence break. That's another reason I enjoy Odyssey, it has a sort of built in sequence breaking mechanic that challenges players to tackle obstacles in a variety of ways.
I'm no good at Crash Bandicoot games. I beat Crash on PS2, bought Crash 4, but never finished it. I thought it was fun at first, but I got frustrated easily.
To add to what we were talking about, I think that Bowser's Fury is kind of a nice first step to combining elements of linear and exploration based Mario games.
If they could just expand on this, and refine it, this could be the next step, the next evolution of Mario. What I'd love to see is a game designed with the 64/Sunshine/Odyssey elements, a powerup system like 3D World, and a larger, more expansive and refined world than Bowser's Fury.
Every opinion is valid, but personally I almost 100% agree with Joseph Anderson with Odyssey. It's LOOKS like a great game on the surface, but I did not enjoy the experience of playing the game due to mainly his reasons in his video on it.
I actually quite like the motion controls in this game. I think people complain about them being there because they think it locks you out of certain moves, but it doesn’t actually do that it just lets you do some of the mechanics much easier. Like instead of ground pounding and then throwing your hat to throw it downward, you can just flick the controller down. Stuff like that.
another thing that the pokeio can do is a spin (you can only do this if you shake the controller), spin in midair will give you an extra little jump, similar to spinning in midair in the galaxy games, and you can also hold the poke button and spin to attack all around you
I could only push myself to the like 500 Moon point and felt that the sandbox style with so many reused moon archetypes didn't hit the same highs of Mario collect-a-thons with 120 as the cap, crafting courses and caring for each one. As soon as I saw the review of Super Mario Odyssey - It's No Masterpiece by Joseph Anderson so much more just clicked for me. The game seemed to be throwing Moons, and little else, like candy, and so many Moons were boring to go for.
37:48 Steam Gardens though
The one and only motion controlled move I liked was the hat-spin-attack because it was (if i remember right) just a flick compared to the two input method. Not a big deal though, I wasn't feeling overwhelmed by enemies very often :)
Need to get a Switch so I can play this. Great video, as always :)
I wasn’t expecting this yet I honestly should’ve given the Unleashed videos
7:00 Jak and daxter is pretty close there is a lot of cool moves in that game and it is very similar to oydessy with it having a ton of collectibles and a lot of movement options like a double jump and super uppercuts that send you flying and a double jump spin and a long jump.
I'm gonna be honest:
I do not like Mario Odyssey at all. I think this games skill floor is so insanely low, it just simply put ruins the game for me.
Sure, the movement itself is cool and the skill ceiling is potentially very high...
but once you realize you can do the ,,jump on the hat in the air"-thingy, that's basically your main move throughout the whole game.
That wouldn't be a problem in itself, but the game almost never actually challenges the player in any significant way.
Sure, Sunshine is more flawed, but playing good in Sunshine requires far more investment from me in comparison to Odyssey.
Odyssey is just so easy throughout the whole thing, it just becomes absolutely mindless for me.
Normally I don't mind a lack of difficulty in games, but this time Nintendo went way to far in the easy direction, in my opinion.
Especially because...
Not every moon is made equal.
As someone who thought that the moon collecting was extremely boring, I was not really enticed to do 100% in Odyssey.
The game didn't really give me a reason to care for 100% because...I didn't see any value in the challenges the game put me through to get the moons.
There are SOME (only a few) good challenging enough moons.
But in those cases, we have the problem that these moons feel so insignificant due to how many moons are just baby easy to get.
If I don't do 100% and only care for main story progression, why would I collect the very few hard-to-get moons in this game if there are an insane amount of totally mindless moons hidden?
Personally, those are the reasons why I can't think of Odyssey as a good game.
Sure, the movement is excellent.
But the game never actually challenges you enough to actually engage you, in my experience.
Mario games were never to hard and that is fine.
I don't have a problem with games being easy whatsoever.
But Odyssey just took way to many steps downhill (in terms of difficulty) in comparison to most of the other 3D Mario games.
Also, casual speedrunning Sunshine is in my opinion far far more fun than Odyssey due to how powerful the Sunshine jumps feel.
Sure, Sunshine is very very flawed, but when I only look at the games main story, Sunshine gives me a better experience.
Doing 100% in Sunshine is an absolute nightmare though, but again...
If I only compare the ,,play until you fight Bowser" experience, Sunshine is far better once you ignore all the filler stuff which doesn't accomplish anything for your goal.
I can rush through Sunshine and feel engaged most of the time, but if I try doing the same thing with Odyssey, I might fall asleep because of how mindless it feels to me.
Odyssey, in my opinion, is a pretty mindless game.
But I can't play Sunshine mindlessly.
I also can't play Mario 64 mindlessly, but I rarely play that game so I don't feel comfortable talking about it.
Yes, Banjo Kazooie is easy, but it is not nearly on the same level of baby easy as Odyssey is, in my opinion.
I understand what you're saying, and I generally agree. The game would be better if it was more challenging.
But again, I'm puzzled why this game specifically is getting this criticism. Tons of games have this same problem, if you ask me. Just looking at Nintendo for examples, nearly every Zelda after Ocarina of Time is just as baby easy as this game. So is every Pokemon. So is Pikmin, which especially squanders the potential of its design. So is Luigi's Mansion, Kirby, Paper Mario, etc.
And most other 3D platformers are the same. Spyro is just as easy as this, but without any cool movement stuff. It's also a very mindless game. Yet people love it. And I could say the same for 3D Rayman, Ratchet, Sly, Psychonauts, etc. None of these games take much to play. I personally find Odyssey more engaging than most because of its movement and wide array of features and mechanics.
Quite frankly, I don't know why someone would be looking for challenge in a game like this, given that 99% of games like this are the same. If the game doesn't do it for you because of the lack of challenge, then I'd think you just don't like these kinds of games.
@@Pariah6950 Well I am not really looking for challenge in Mario Odyssey.
In my opinion, the game just needs to be challenging enough to not bore me.
And about the other stuff you mentioned...personally, I actually do think that every single Zelda game is to easy. And I think for Zelda it can even be a bigger problem. For example:
If we look at the water dungeon bossfight in Zelda Twilight Princess on a surface level, it is one of the best fights on the Gamecube/Wii. There just is such an impressive sense of scale there which is not present in most other Zelda bossfights at the time. But...people hate it.
Why?
Well, because it is way to easy which is why people are not really engaged with what they are doing while fighting that boss. If Nintendo made that boss harder it could have been one of the series best, but because it is just a spectacle fight people hate it.
Honestly, that criticism can be thrown at many final bossfights in Zelda as well. People do not like the final Twilight Princess bossfight against Ganondorf because it is far to easy. The visuals, the music, everything about it looks perfect. But it is so easy that most players just can't really engage with it...
For a similar example:
The final bossfight in Zelda Ocarina of Time is also very easy (at least in my opinion). But most people love that one...and I think that is because on a first time playthrough the castle escape scene feels very tense due to having some somewhat challenging moments and the Ganon bossfight can feel harder than it actually is.
In the case of Ocarina of Times final boss, people actually feel like they are overcoming Ganon as an obstacle.
In the case of Twilight Princess final boss, people don't feel that way which is why most people think of many bossfights in TP as disappointing.
Both are very easy, but the TP ones feel mindlessly easy while the Ocarina of Time ones are just engaging enough in terms of gameplay.
Okay, sorry for that long example about Zelda games, I'm not really good at...shortening my texts.
I will go briefly over some of the other games you mentioned:
Pokemon, I think, is overall to easy. But if you look at the series as a whole the most fondly remembered bossfights are the ones which are actually somewhat challenging. Personally, I think Pokemon went downhill after generation 5 and the decline in difficulty is one of the reasons for that. Actually, the decline in difficulty is one of the common criticisms modern generations get. it was never superhard, but never as easy as it is nowadays.
Kirby...honestly, I never played any Kirby game very much besides Forgotten Land. I can see the appeal the franchise got for many people, but personally, I can't really talk about it. But in terms of Forgotten Land in specific, I do think that game is pretty good in terms of difficulty. I mean, many people do think it is a step up in that regard in comparison to earlier Kirby games. Sure, it is still not extremely hard (at least for somewhat experienced players), but I do think it is just hard enough to feel engaging throughout the whole game.
Pikmin is actually a pretty good example in terms of difficulty. The games are actually as hard as the player wants them to be. In my experience, the games are easy once you do not care for how many Pikmin you lose. But I think most players want to avoid losing Pikmin due to the emotional connection the player builds with these creatures while playing the game. I think many people consider Pikmin to be pretty hard due to how punishing it can feel to lose many Pikmin at once.
In that regard, the difficulty in Pikmin comes from the players own mindset, which is one of the reasons why Pikmin is such a good franchise.👍
Personally, I can't really talk about difficulty in Luigis Mansion games. I played the first game so many times by now, I can't really say anymore how hard/easy it feels for new or inexperienced players. So, I can't really comment on that one.
I do think all of these 3D platforming games you mentioned are quite easy. But I do think Mario Odyssey is the easiest of these games and I think that's the big point for me about this.
I do think 3D platforming games should be easy, but Mario Odyssey just went to far in that direction for me. I can see why people love it, but I just personally didn't feel engaged in any way while playing the game.
And I do think that, for example, Banjo Kazooie, is harder in comparison to Odyssey.
I don't need these games to be superhard or challenging, I just need them to be challenging enough and in my opinion, Mario Odyssey doesn't reach that point, even in comparison to earlier 3D Mario games.
Also, I personally do think that the Sunshine moveset ,,feels" better in comparison to Odyssey. That's just simply due to how powerful the jumps feel in that game.
Compare walljumping in Sunshine to walljumping in Odyssey and you will see what I mean. But honestly, that is just a minor thing for me, but still worth a mention.👍
@@tadaokou4919 That's a lot lol. But I agree with most of what you say. I also think Zelda and many other games are too easy. But I still manage to enjoy them through other things than the gameplay. Odyssey was similar for me. Different strokes, I guess. Though I really don't find it much easier than most other collect-a-thons. They're all pretty trivial.
I do think the core movement of Sunshine feels better. One of my first videos was all about how great the mechanics of Sunshine are.
Pikmin to me is the ideal example of a game that wastes its design with its lack of challenge. The systems and design are great. Trying to optimize your time management to get as much done as possible in a day is so fun. But it ultimately means nothing because there's no consequences for failing to do well. You have more than enough time to beat the game at a snail's pace. Why even have the limited days at that point? Even losing masses of Pikmin means nothing because you can just spend a whole day growing more, and still have an abundance of time left. You can aim for beating the game in as few days as possible on your own, but the game does nothing to encourage the player to actually learn how to play well and understand the systems. It's wastes game design opportunities for accessibility. And in the process, it makes the good design it has pointless.
I plan to eventually do a whole big video on this topic more broadly. About games so easy and trivial, they're barely even games anymore. Sonic Frontiers is full of things like this. And so are hundreds of other games. While I enjoy a lot of these games, these days I generally want more from games.
@@Pariah6950 I don't think I need to add anything to that. I agree with basically everything you said here.👍
And that video about game difficulty sounds pretty interesting to me already. Personally, I can enjoy most games even if I think they are to easy (Zelda, for example), but...Odyssey just was to much for me personally.
But I can totally understand your viewpoint on this! Like you said, different strokes for different folks and I think after watching this video, I actually appreciated Odyssey more even though I still don't think it's that much fun for me personally.
One minor disagreement I have with your point on Pikmin is that I personally think the game feels very punishing. In my mind I know that I have plenty of time and plenty of Pikmin to waste, but it still feels very bad if I let a lot of them die due to my own incompetence. I think that is kind of what they were going for with Pikmins difficulty.
If you make mistakes it will feel punishing despite not actually being punishing.
In general I do agree that Pikmin is pretty easy on an objective level, but if we talk subjectively I think many people find it very hard to play.
Though, I do have to say that this mainly goes for Pikmin 1. I don't really remember Pikmin 2 all that well and I never played Pikmin 3 (it's in my backlog).
@@tadaokou4919 That's the problem for me. Pikmin feels very punishing, when it's really not. It's a trick. And those kinds of tricks don't work on me. I see right through it, and realize there's no consequences to anything. Which makes much of the game's nuance feel hollow.
Pikmin is a game that you can completely lose the whole thing, if you run out of time. That should create pressure to play well and win. But when losing is nearly impossible, no such thing exists. You can't really lose. So what's the point of systems that allow someone to optimize their performance so much, when that's not remotely necessary?
You can just try to play well for the sake of it and have fun. But it feels like the devs are too afraid to make their game into a real game. And that's upsetting to me. I want to see what Pikmin could really be if they weren't afraid to ask you actually learn how to play it.
you have alerted the sonic
Leeeetttttssssssssssssah GOOOOOOOOOOOOOOOO! dope. you could lit review anything and i'd watch. I hope you continue with some niche stuff. If i could recommend something, i'd suggest either Summon Knight on the GBA, a very unique action rpg, and maybe a short video on vampire survivors.
"Where do you go from here?" Honestly the post game kinda felt like it was teasing a Peach Odyssey or something. or at least something along those lines as part of a bigger thing. I kinda just want Odyssey 2, and I hope they do actually do something like that. Alot of the things that were said pre-release of this game, made it sound like they were originally planning for Mario to be traveling around the multi-verse in some fashion, before decided to just make the different worlds Kingdoms, which would explain why some of them are so out of place like the Dark Souls Kingdom, or the the bizarre other worldly almost Nightmare Before Christmas -esque Hat kingdom. Maybe if they were to go back to that kind of an idea, there's alot you could do, the basic game formula is solid to build a new game on and at the same time extremely flexible that it could bring alot of new random ideas in.
Hell they could even cameo other nintendo franchises a bit, like Mario finds himself on Planet Popstar, or even Zebus, or he finds himself on DK Isle as one of the worlds. Like why not? They did a cooking themed world in Odyssey, but why not an Arts and Crafts themed area, it's a nice call to all the Yarn games nintendo has done/ paper mario a bit. Maybe medieval knights themed world, or a giant world sized alien shopping mall? or even a Mario classic and have a cloud themed world, we sort of had one in Odyssey but it was basically just a boss arena with like 2 moons you could go back for. There's plenty that could be done with the same basic overall game structure and moveset.
I guess this is the only good time to bring this up, but some people criticize this game for being targeted at a younger audience and being “over stimulating”. Like bud what. It’s a bad thing to have frequent exciting moments in a Mario game? ???????????
Hey Pariah i think you might like rain world. its a 2d platformer/survival with one of the best enemy ai ive ever seen. its also physics based and somewhat similar to sonic, where you can use your movement skills to travel in different ways through the world. one of the best games ive ever played
My biggest problem with Odyssey is that it's content just isn't fun for me. Using Mario's moveset is fun but actually collecting moons is just boring. It feels like 80-90% of the moons are so simple and easy and the fact that they're copy pasted over and over again doesn't help. There's nothing wrong with a game having simple/easy SIDE content, but when the overwhelming majority of the game is on the level it won't be engaging. Imagine BOTW but it only had Korok puzzles and a handle full of shrines. The "endgame" here doesn't fix this either. The majority of moon you unlock after beating the game are on the same level/easier than the base game. I know this game is made for kids but so are all the other mario games and at the very least when you reached the star/pole you went through a whole level. Whatever the next game does I just want less moons and for most of them to at least be on the level of the stars in Galaxy content wise.
It’s really weird when Sonic Frontiers and Shadow Generations did a better job of handling their worlds than Mario odyssey simply because the worlds were built around Sonic’s and Shadow’s strong mobility, as well with a few combative abilities that allow for the boss fights and enemies to feel more interactive.
The moons in this game suffer the same issues Mario 64 has with the Star system.
Oh yes indeed, A Hat in Time is amazing! I'm having a blast right now! Any plans for a review?
Pariah, when are you going to Eggman’s Incredible interstellar Amusement Park
Patience, we're almost there.
I was just sondering which game he Will tackle next, Unwiished or Colors
@The Missing Bits I hope it's Colors, but it's most likely UnWiished, it would be weird to cover that game later. Unless he's gonna do an "Other versions if the Boost games" video or something.
Would love to see you do a Yooka-Laylee review...
Id kinda like a full mario series like look back series on this channel but I know that's not really a necessity compared to the sonic was always good series.
14:06 lol Toadette inspired the Elder Coco.
7:30 The physics don’t really matter if I don’t like how Mario controls under it.
Ya'll still think we're getting Odessy 2 and Galaxy 2 for Switch?
No
Nope lmao
I honestly would play a whole game just about pokeio.
40:14 i'm not sure but i saw in a did you know gaming video saying that wooded kingdom is supposed to be inspired by a sci fi movie from the 70's called Silent Running, they don't cite any sources on the video tho
The motion controls do actually add a bit to the game, like you mention that you can ground pound and then quickly throw your hat and you can throw it straight down, but with motion you can just flick the joy con or the pro controller down and you instantly throw your hat. The pro controller is definitely the best way to play even though it's STUPID expensive, because you still get an ergonomic input device with actual analog sticks as opposed to the itty bitty Joy Con sticks that are almost as bad as the GameCube's tiny little C stick [though nowhere near as bad as the microscopic unmoving clit on the New 3DS], while still retaining motion controls for gyro aim and more efficient special hat throws and shit
I never got past the wooded kigdom, but beat the final boss when dad was in the bathroom
On the difficulty,there is a superstar mode mod by skelux, but those can be weird. Might be worth a try if you can find out how
Any chance you’ll make videos about Ratchet and Clank games?
That’s not Sonic! what’s going on here?!
After beating and 100 Percenting Madio Galaxy 2, every Mario game (besides 3D Land for some reason) just got so boring for me. I played a demo and was just severely uninterested.
very great game
6 th anniversary
YES SUNSHINE SPIN JUMP GAS
What is this Ocarina thing you're talking about....?
7:21
Because some of the developers who worked on this game also made Sonic World Adventure/Sonic Unleashed
Funnily enough, my first playthrough felt like my 3rd playthrough
Can you please review Pikmin 2, it was my father's dying wish
8:15 Definitely not needed for the main game, but helps for balloon world th-cam.com/video/hKd3Ui8f0-c/w-d-xo.html
Why does this video still only have 600 views over and hour later? Do people really watch your stuff if it's sonic?
Only watch*
I mean yeah
People like his in depth sonic videos
@@bruxtle sad
I think the strongest benefit of the massive amount of moons in this game is that it forced the designers to get creative and try to put moons that take advantage of every system in the game. Because of how easy this game is if there were only the standard 120 collectibles there would be many mechanics that wouldn't get fully explored. Because of the amount of challenges the devs had to create every move at the players disposal would eventually get a moon dedicated to it.
7:21
Wait, Mario Odyssey is bad?
You should review Xenoblade series.