It is not simple words convey the reason Mario game be a success. At a more basic level, the explanation boils down to being a fun game. Perhaps the key is in the "why" of that fun. Many games disguise his appeal after exceptional graphics that allow the construction of sequences that are in memory of the player. Others are betting on a strong narrative component, focusing on telling a story through a game that only supports. Super Mario Galaxy 2 is intrinsically rewarding. It was imagined and constructed with such detail in all its extension to the fun is designed to overcome the challenge for the player. The simplicity of its gameplay hides an infinite inventiveness that is channeled through it. How else can one explain that the sequel to one of the games over the past years acclaimed for its originality can - apparently without any effort - have a long duration that exceeds that of its predecessor without sacrificing themselves? Peach is once again kidnapped by Bowser and his troupe and Mario has to go through several galaxies to the rescue. Someone still finds it unexpected? The Luma again be present (as in the first game, is a small Luma that gives Mario the ability to spin) and go through the game world giving use to ship Lubbe. Despite its strange shape, based on Mario's head, the ship acts as a central point to which we return after each star. Initially, it met the postman, banker of Star Bits that we accumulate throughout the game and can be invested to unlock some levels, and the comments - working or sarcastic - lubber. The stars are the fuel of this ship, and how many more we have, the more "away" can go. As the journey unfolds, various objects and characters are also present in the ship acting almost like a memory book of what we were passing.
Screens intended to make life easier for beginners, but anyone who has played the previous game has not even slowing to admire the ... The game is divided into "worlds" - an apt name that denotes very little reluctance to break with tradition - within which we find several galaxies which are in practice levels. The division is made primarily by the challenge they present, as there is a commonality of themes common to galaxies of each world. This acts in favor of the game, since similar scenarios are scattered throughout the game. Each galaxy contains what is unique and at the same time, no galaxy has a large number of stars associated with each star corresponds to a different provision of the level. In the background is as if each star was an individual level (I stress that, without wanting to spoil any surprises, the game has well over a hundred to catch). Exceptions to this rule are the "hidden stars", requiring level by exploring the alternative paths (either to find a hidden path to a Luma or deliver a preset number of coins so that it becomes a new planet). Back also are the comets. Each galaxy contains, appropriately hidden, a "coin comet." When accumulated in sufficient numbers will gradually unlocking comets in several galaxies. A star associated with a "comet" may be anything; defeat a boss with no damage, complete a level with time limits, or even a whole new challenge. For example, an interesting variant was introduced to racing against time. Occasionally, instead of being given a time limit to reach a certain point, we started with thirty seconds, around the level are several watches that add ten seconds to the timer. Because not all watches are in locations easily accessible, some dexterity is required to collect without losing too much time and achieving complete the level. Moreover, in general, catch the stars associated with comets is a task more demanding than usual. Compared with the first Super Mario Galaxy, the game is now more difficult, a change that I see a very positive because the balance in difficulty throughout the game is exceptional. To offset the increased difficulty small screens were introduced in the vicinity of some sections that require more than the player using the analog and press the A.
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