OK, how do you importers feel about these somewhat disappointing impressions of the U.S. rev which put it on par with Yoshi's Story as far as lack of challenge goes?
http://ds.ign.com/articles/685/685051p1.html
http://ds.ign.com/articles/685/685051p2.html
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Calm: When she isn't on an emotional high, raging out on her enemies, or in a state of constant despair, Peach can chill out and take some "me time" to relax. The Calm vibe allows Peach to gain health back while on the move, clinching this game as a Mario experience rather than a true challenging game. Though this move takes energy from your vibe bar just like each of the others, every enemy can be used to fill the bar back up (by pressing down when holding them) so the game becomes very easy. Players would have to try to die when full health is just a touch away.
Some strange control mechanics too:Quote:
From the looks of it, there aren't any areas that you can really fall and die in either. Perhaps later in the game these areas come up, but if they make an appearance, pits seem to be playing a very small role in this game.
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Also, the control itself feels a bit weird to me. Peach is in constant run mode, with a "walk" button on either shoulder button. It is strange to not constantly be feathering the run button, though the game's mechanic will work quite well for casual, girl gamers.
Don't get me wrong, I still think it at least looks great. I just wish Nintendo would stop dumbing down their platformers. It's as if they now think the challenges which made their original platformers so great are now a stagnant liability. Hmmmm. Oh well, I still look forward to playing it and this will be a fine game to get my sis when I buy her a DS later this year.Quote:
Also, for some reason the A button is used for jump. When holding a DS, my natural habit is to place my thumb across the Y and B buttons, so the ability to not change the button layout may also leave fellow gamers at a bit of a disadvantage. Also, since the B and Y buttons do the game attack move, it is odd that they wouldn't assign the overlap in control to buttons that aren't near each other.
