19:54 I'VE GOT IT! The reason the death was delayed was because you went through the lava, and Penny slowly burned and melted to a horrible painful death before getting around the corner. There was a cookie and stuffed animal shop hidden there! But her skin was completely gone well before she could reach it. Terrible location for such a shop, but the rent's so cheap! It cost a Penny!
You raise a good point about indie games carrying the spirit of classic IPs, but if I woke up one day and said "you know what, I don't care about Donkey Kong anymore", I'd be a crazy-person. I loved Yooka-Laylee and the Impossible Lair, but I still eagerly await the day we get a new DK game - a lot of that involves seeing characters I've grown to love, and their worlds, dynamics, etc., and not just for DK but other series too. Indies scratch that itch, for sure, but when you make an appealing character and universe, people are gonna get attached to it, y'know? I'm actually waiting for the next Yooka game, because, yeah, I love those guys too!
I'm really hoping Playtonic makes another Yooka title too. Impossible Lair is one of my all-time favorite games and it would be a shame if they stopped now.
I guess I'm considered crazy cuz I stopped caring for new entries of my fave ips like metroid. Got too tired of nintendos nonsense to want to buy their junk anymore. Same with alot of others.
The biggest criticisms comes from a place of love. Also appriciate the shoutout of indie platformers at the beginning and against the nonsensical "3d platformers are dead" vids
People on RUclips just love to be negative. It sells. A RUclipsr In like has literally said videos he makes where he's positive don't do as well. People just love to dwell on negativity.
Ending was kind of sad. Reminds me when Marvel Vs. Capcom Infinite was coming out, and someone from Capcom remarked that it didn’t matter if beloved characters weren’t returning, because their “functions” had been transferred to new ones. Like… yeah, gameplay matters, but I’m still mainjng Phoenix Wright and Amaterasu, not because they’re good fighters, but because of what they mean to me.
He musta been using that doingly-thingy Joe Redifer was talking about in one of his New Accessories for Retro Consoles installments. EDIT: The RetroPad 32!!
@@joaquinflores2741 And that one must be because both franchises are owned by Konami at this present time. And granted, Snake is depicted as a Bomberman.
"A common tactic in content creation is to intentionally get small details wrong and mispronounce words so people will rush to the comment section to correct you."
@@joaquinflores2741 Sorry to be that gal but it's Naked Snake. But yes your point is valid regardless. My obnoxious ass just had to correct that forgive me.
yeah after Pizza Tower I started to see things that way why wait for Nintendo to make a game they don't seem that interested in making when people who do want to make that game are more and more doing so. Can't wait for Anton blast to also give me another Warioland 4 like game but in a different flavor
Sadly for me, that speech doesn’t hit so well. I’m a Sonic fan and while I am willing to try Indie games that take inspiration from the franchise, I really do like Sonic as a character and his world. Sadly, I can’t help but desperately hope the next game will be good.
@@shard7549 I don't get all the pessimism around the next 3D sonic game: Frontiers wasn't perfect, but it was very enjoyable and I'd argue it has depth in its platforming, thanks to moves like the spin dash or even the Rail launch, an easy speedrunning technique that was highlighted by sega themselves. I hope Rad gives a fair shot someday to that game
That speech at the end, while I do agree that peoples should try out the indies more and give them more of a fair chance rather than solely staying with the AAA games. It did come off a bit like the Marvel vs. Capcom Infinite moment when they said something along the lines of "Peoples don't care about characters. They care about function". For me to just pick up let's say Super Mario World and just go "yeah I don't care about this plumber guy, I care about the controls" would be silly for me and presumably a bunch of peoples too. And this is coming from someone who generally tends to favor gameplay over all else in a game. It did come off a little tone-deaf to me. In the end, all good games deserve love. Be it AAA or Indie. Just make sure give a little extra love to the indies and break out of any comfort zones and try something new out that you may end up loving in the end.
I definitely agree with you in regards to letting the Indie reps take over. But at the same time, I don't think I can just say "I don't care about Mario" or "I don't care about Sonic" Because, like, I do. I've always liked those games for more than just there game play. Theres just something so nice about the characters and designs that go into it, I like them allot! So to me, I don't think I should give up on hoping the next Sonic game is gonna live up to expectations. I personally am on the boat of sticking with the big franchises AND supporting Indie devs at the same time.
Yeah marios one of the only 3d platformers out there with the "budget" and the audience right now. Im content with what im getting from the indie space but i wish nintendo wasnt the only one putting out 3d platforming titles that require that kind of budget and manpower. Edit: almost forgot that Psychonauts 2 seems like it had a pretty good budget.
Yea that speech at the end rubbed me off the wrong way, lol I think it's talking too straight to the gameplay perspective. Like you say, there's a bunch of things to why Mario and Sonic worked and I feel the conversation James is trying to make came off as too simplified. I get it's more toward people who go "I want another Banjo Kazooie!" and have a general thinking that platformers should be mainstream in order to be successful, but idunno. Even as a person who mostly agree, there's something that make me think it should've been worded better.
I grew up on Sonic. My first game was my parents' Sonic 2, i read the archie comics, I even loved the Shadow the Hedgehog game as a kid. Last year i would have fully agreed with you, even after hating Frontiers, but Freedom Planet 2 on Switch is the most i have enjoyed any video game since Sonic Adventure 2. It even had characters i loved and waited 10 years to see again. Its everything I've ever wanted from Sonic, and thats as someone who still wanted Sonic Adventure 3. These kind of games that are truly exactly what we want to see are only coming out of the indie space. Treating them on the same level as Mario and Sonic is the only way they can eventually exceed them. Not every game is Freedom Planet 2 or even 1, but in 10 years the next Penny's game might be.
The problem is buying this just because "It's a sonic game" or "It's a Mario game" is how we end up with the a decline in quality. AAA devs are corpos first, if they can make the same amount of money with less effort put in they absolutely will. Those franchises are literally too big to fail, which means that they're under zero motivation to deliver anything other than "the new Mario". We saw this in the late 2000s/early 2010s with the New Super Mario Bros series and the Sonic Storybook games, and while we've gotten some very good Mario games in the form of Odyssey and Wonder, Sonic continues to struggle to find footing outside of Mania. Meanwhile indie devs are doing exactly the things those mascots are known for, often times better than the AAA devs have done it in years.
You know, the thing I thought of when you mentioned the yoyo wasn't actually Mario Odyssey. It was Ape Escape. Now that's a platformer collectathon I want a revival for.
I think the reason for all the easily skippable platforming is the same mentality that goes into 3D Mario or 2D Sonic. You can do all this fancy stuff to circumvent the obstacles. But not everyone is going to do that. Many players never experiment with more advanced moves in games like this. So they accommodate those players by making sure the game can be beaten using just the basics. btw, you can just jump off those magic carpets. And many of the automated section like ziplines can be skipped if you know what to do. Those things are there to slow you down as punishment for screwing up the fast stuff. Still lame that they are total non-gameplay though, for sure.
I wouldn't say those are punishment as sometimes they are unavoidable, but I think they are just there for sometimes showing an area (as it was said ok the video) and maybe as a bit of a "spectacle" factor (I remember one of those carpets in Moltobene doing some loops around lava coming out of a tube, also the ziplines in the penguin ball boss show the ball destroying everything in the background). I personaly don't mind them much as I am able to skip most of them and even so they aren't really long most of the time, so I think they are kinda cute, but I can see how it can feel pacebreaking (maybe that was the idea, provinding some time to breathe between the action, though maybe that idea isn't the best for a game like this)
calling it the wrong title in the first minute is either the funniest blunder ever or an extension of your engagememt generating strategy by getting people to correct you.
Yea him following up with "Penny's Big Butthole" was, I think, him driving the point home that "Yes I know the name but I bet you rushed to the comment section to correct me didnt you"
I think the point of those shippable obstacles are meant as a backup for people who are not really very good at platformers, or children who don't really understand the game has a moveset that lets you use them. Not really there to be challenging but moreso a way to flesh out level design and give you choice in how you wanna tackle the stage
Though ironically I think I would've been more stressed out if I made myself tackle those obstacles. Bypassing them was actually the stress-free option for me.
I love James' videos but I think, after years of playing platformers, he might be underestimating how good he is at them. Each one is practice for the next and he's had a LOT of practice. Meanwhile, a game that looks like Penny is absolutely catering to a younger audience as well as experienced gamers.
@@rouviews1864 yeah I agree on that. Also I think the game would look unnecessarily barren if a lot of those obstacles weren't there. Like yeah you can skip them really easily but wouldn't it just kinda look weird if there were so many pits with nothing there? It would make every obstacle at that point just boil down to "jump over pit" and at some point I think that just gets a little bland lol. I love him as well but yeah I totally agree I think he's just not grasping that it's catering towards an audience with a lot less experience. It's kinda like watching a Mario Sunshine pro play the game, there's so many obstacles you can easily avoid with fludd, but they made the game with people who can't grasp that yet.
The problem is though, the only way you can possibly reach those parts of the game is if you're already capable of doing those skips. Unless you're proficient in platformers this game filters you HARD.
That final speech about the state of the platforming industry and passing the torch is an awesome sentiment and one people should really strongly consider, and man, I wish I could fully get on board. But it reminds me of when the game Ultimate Marvel Versus Capcom released. And what the devs said at Axing X-men. “People don’t care about characters. They care about functions.” And it’s a sentiment I’ve never been able to sit well with. I don’t just play games for an ‘function’ or a control scheme. Story and Character is Immense for me. I don’t play Hat in Time because it ‘sorta plays like Mario’. I play Hat in Time because the characters are quirky and the music is intense AND because, well, it sorta plays like Mario. I think supporting indie games is massively important and I want to see the industry continue in this creative flourish. But like I dunno man. If a spiritual successor to Sonic Adventure 2 comes out and I’m playing as a Cube sliding on Polygons… I don’t know. That’s too much Function for me.
Feels like a slippery slope, i dont think hes really saying this. The characters in these games are so important and thats why he criticizes Penny's a bit and gives such high marks to Corn Kidz 64. Making the game charming is part of that same essence the indie devs get that AAAs dont
I will say this about axing the X-Men, it was the only thing they could’ve said at the time. It rubbed people the wrong way, and understandably so, it did for me. But looking back at the statement, if they just pointed fingers at Marvel saying it’s their fault then it would’ve made an already bad situation even worse. So I don’t know what else you’d expect them to say other than what I pointed out. Make no mistake I’m not defending Marvel or Capcom, as both are pretty guilty and misguided about all of this, I’m just adding context to the situation. Context is key with stories like this.
Same here. For me the Sonic characters are peak (When done right! You hear me Sega!!!). Frankly, they're irreplaceable. There's been many spiritual sequels, but the characters are a big part for me. Its why I was instantly turned off by Rollin Rascals (Crash Bandicoot pulls off the orange body and blue shorts FAR better, lol). But, I am interested in other ones with good designs, like Freedom Planet and the upcoming "Lightspeed Lina".
@@Protofall Love me some Freedom Planet designs, series is sweet. I really hope it keeps being successful and can even expand! Sadly I feel like Freedom Planet 2 had less eyes on it.
I really don't agree with forgetting about the big names in favor of indies, that's kinda the same thing the devs behind Soul Calibur 5 were implying and the devs behind Marvel vs Capcom Infinite were stating when they both dumped most of the pre-established roster people came to know and love
Near video's end: What the...? Why is this outro so... normal? "I love to shoot the shit and I love to crap my pants." Okay, _now_ it's a Nitro Rad outro.
I get where you’re coming from, but I dunno, keep in mind there’s a reason why people like these characters like Mario and Sonic and Banjo-Kazooie, and these character designers put hard work into these games, too. And it’s awesome that indie devs can make some awesome, memorable games too, but I dunno, it’s a little presumptuous to say the characters themselves aren’t part of what makes these games special.
The thing is, while I’m thankful that there’s always gonna be banger indie platformer games. I don’t think it’s really wrong to rather see new entries in older series’ on occasion. And for the ones that are clearly meant to ape a specific older franchise, I find it really hard to separate them. Even if they’re really good, it always makes me wish the old IPs came back. I like Freedom Planet a good bit and enjoy it on its own merits. But I’d be lying if I said I wasn’t way more hyped for Sonic Mania. Meanwhile Yooka Laylee was kinda just ehhh and made me wish we got a proper Banjo game. Not strictly a platformer, but I remember everyone being hyped for Bug Fables and while it looked good, at the end of the day, I want a new Paper Mario game that plays like it, not a game made to fill that niche. The truth is people’s love of a lot of those old IPs wasn’t just because of their gameplay, but also the worlds and characters. I understand it’s a bitter pill to swallow that a lot of our old favorites might not ever come back. But at the same time, it kinda seems like you’re telling people to compromise and accept substitutes when that might not be what they want. Stuff like Penny’s Big Breakaway or Shovel Knight I end up not feeling empty from because while they have inspiration from older titles, they’re smart enough to blend them together and make them their own. They still feel like their own thing. Its an approach I hope more indie games take EDIT: someone else said it here, but it’s like the MVCI argument. The “these characters are just functions” argument. It misses the point. It’s not JUST the gameplay people want back
The main problem is most indies never make sequels so we never get the chance to get attached to new worlds and characters. We as players have to nuke everything and start from scratch with every new game because almost none of them get sequels of any kind. And that feels less fun than having a consistent good series to not only enjoy, but look forward to its future.
Big agree on the art style of the stages... I've heard others complain about the art, but that was a point nobody has voiced quite so well. There's like, 3 or 4 distinct worlds, then everything feels like a pallet swap of something previous. As for gameplay related stuff, my guess is a lot of those "why is this here" obstacles are for lesser players who've only begun to scratch the surface (think of how you played games as a kid). There's something to be said about making a game fun for all skill levels, but if there's a criticism to be had with PBB I think it's hardcore to a fault -- doing speedruns isn't just "more fun", it completely transforms it into it's truest form. Almost as if they started with designing levels for their most skilled testers, then worked backwards from there. Problem is there might not be enough to lure players into exploring that capacity! It's just something they assume you'll "get" and be hooked on. Oh btw, you can dismount the magic carpets whenever you want! Hopping off at the apex, letting gravity take you down a bit, then transferring into a rope swing gives you tons of speed!
Saying that you care more about the gameplay and game feel more than the characters and the worlds they inhabit, reminds me of that one developer from Marvel vs Capcom Infinite who referred to the characters as “functions”. Saying that we shouldn’t miss a character like Magneto from the X-men because there’s already a completely different character on the roster who fits the same archetype. Yeah, I’m glad indie games exist to help scratch the itch of quality 3D platformers. I’m very much looking forward to Rollin’ Rascal. However, nothing can ever replace the excitement I feel when looking forward to a new Sonic, Kirby or Mario game. I’ve been a fan of those characters for 25 years of my life. You gotta respect the legacy 👊
This. Even as a non-Sonic fan i know enough people who enjoy the games for the characters just as much as the gameplay. James' speech feels very shallow and disingenous when you take aside the positive message of trying to support passion projects from indie studios. -Teo
On the part about the game faking "feeling like a platforming pro". The reason might be inexperienced players. Obviously you and a lot of your viewers won't find these easy looking parts challenging. However, humans come in all kinds and all ages, and some might not have an easy time pulling off the movements and more complex combos.
Your criticism of Penny’s design actually seems to be quite common from even people who love the game. Personally I think her design is overhated but it’s interesting to see such a universally agreed upon opinion about a video game character
thanks for tackling the price point of games, as someone who doesn't have too much to spend on games. not saying games need to be cheaper for what they are, but as you were saying if it's competing with other games of the same genre, the higher price point becomes a hard sell if the one that is cheaper is also more fun/well-crafted.
This is the first review that I've seen that brings out a lot of criticisms I haven't heard before, and that's refreshing. Some I agree with, some I don't, but it's refreshing and I wish more reviews could be more like that. Also thank you for saying the billiards boss was fun! I also thought it was a blast! I've seen so many people dislike it and I just couldn't wrap my brain around it.
I hate to say I am one of those people, I don't really like that boss. First of all he got the grippers out like, then there's the slow hitting the balls back in the holes which for me isn't what I want in a fast paced platformer. Still a cool idea though, just didn't work for me
around the 12 minute mark when ya talk about skips not necessarily feeling earned, keep in mind that the main demographic is still kids. those obstacles are for them or for those who may not immediately grasp the controls for a while and will need more traditional platform obstacles like those platforms to get through. As adults of course our first thought is to do the most efficient thing. A great review, just a minor nitpick
I'm sorry, you're not wrong that the mechanics are what make the game good, but it's not just the mechanics that I enjoy these games for, I do enjoy the characters and settings and storylines, simple as they may be, and it's why all the "spiritual successors" never really grab me the way the things they're attempting to emulate do. Yooka Laylee, Pizza Tower, Anton Blast, Mighty No. 9, Bloodstained, they're never going to be a true replacement for the things they're attempting to fill the void for. I know some people will find it silly to care about these things in cartoony run n jump games like this, but I don't really value the opinions of those kinds of people, trying to invalidate these sorts of feelings just because it's not a novel or cinematic experience just seems like a shit take to me. And that's not even getting into the fact that most indie games are extremely short, and some don't even make it past the demo phase. The indies are a great Supplement for those of us wanting more, but I am not going to pretend that the characters don't matter. I will definitely be keeping my eye on the indie scene for games that remind me of what I love, but they're never going to be able to completely replace them even if the source material makes a few missteps. You're free to disagree, I'm not trying to convince anyone of anything, just saying my views. I'll be enjoying the indies while still hoping the more famous franchises make come back. For the record, I'm not calling Penny a spiritual successor to anything. It's clearly it's own thing. But the last point of just letting go of the attachment to the characters doesn't sit right with me.
I totally agree with your point on thinkpieces about how platformers are dying. People make them all the time about films, music, games, comics, really any piece of art. Whenever I see them I wonder if these people are really engaging with the art. There is always so much cool unique stuff coming out, and it's way easier to find that stuff thanks to the internet. We are in a golden age of media, it is easier then ever to find anything you want and experience it, and for anyone to make something super cool.
Regarding what you said about the playtesters saying "put some beachballs on the platform" as a way to make the player have to slow down and make use of the level design. As a QA/Game tester myself I've ran into these problems a lot where either the level design isn't obvious enough in it's visuals to convey where the player should go or perhaps the objective just isn't clear enough. In the end it's the Lead Designers choice of whether to make the decision to change parts of the level or not. In this game in particular I would assume that the playtesters know exactly what the issue is and that the Lead Designer, who probably already designed the level before deciding on adding those beachballs and other shit objectives, doesn't feel like changing the design of the level itself and instead just adds some small bandaid fix so that people "play the way they think is intended". In reality this leads to a sort of disconnect between player and designer, exactly the way you point it out in the video.
12:00 It's double-duty level design. Similar to modern Sonic and the New Super Mario series, the levels are designed in such a way that both new players who are taking their time with slow, methodical jumps, and veterans who want to blast through levels at breakneck speeds can both enjoy the same level for different reasons. You can freely switch between challenging yourself or taking things nice and easy without having to toggle a difficulty slider.
While I 100% agree with the sentiment that people should be more open to trying out indie games rather than solely relying on the output of AAA publishers, I just can't get behind the assertion of "the bear and bird isn't what made the game good, the hedgehog isn't what made the game good." Like, sure, those games would not be nearly as fondly remembered if that gameplay hadn't been as good as it was, but I think saying that really discounts the connections players forge with those characters and worlds. You probably wouldn't have spent so long critiquing the character designs/art direction of this game if you didn't also think that was the case. For me, I'm a huge fan of classic Paper Mario. Bug Fables was a great game that took a lot of gameplay cues from that series, but for me it still didn't quite scratch the itch of getting a new official Paper Mario game because there's more to it than JUST the gameplay. So yes, indies absolutely deserve more attention, but I don't think it's fair to ask people to give up on expecting quality from the long-standing big franchises. We can have both.
I agree with this, the only Paper Mario game I've played is Sticker Star, and even though I somehow beat it as a kid it was just meh for me till I discovered 64, Thousand Year Door, and Super Paper Mario. Granted I haven't played any of them and I haven't touched Color Splash and Origami King for... Reasons. But when I heard about Bug Fables and how it was like old Paper Mario I decided to check it out. Granted I enjoyed it but it didn't feel the same without Mario so hearing Thousand Year Door is releasing I'm very excited to play that. Heck there's a game called Born of Bread that also came out late last year that's similar but I'm just not interested in playing cause I want Mario. Though it could still be great. The only way this speech works for me is with Sonic, I LOVE the characters and their world and while the media like the movies and TV shows are great, the games ain't doing it for me anymore. So I would have to look forward to games like Rollin Rascal as that gives me literally what I've been asking for, sure it won't have Sonic, and Rascal's design is really good in my opinion, not fire like Sonic's but still good, and I'll still like Sonic. But this IS literally what I've been wanting so I'll take what I can get. Plus I can't play Spark the Electric Jester 3 cause he's PC only. But unlike Rascal I REALLY don't like Spark's design
I do gotta say, when you mention traps and hazards being designed to be skipped over you do gotta remember this is being marketed more to all ages. You and me? We clear em easy and they aren't a thing. But when this is being marketed to Timmy age 4 they might be super hard hazards!! The indie games you list near the end may be just as good, or even better- but they aren't as marketed to aforementioned Timmy, they're kind of allowed to be tougher or more mature. It's why I can give Penny a bigger break on my end because I think the level design is perfect for fitting a *all* skill level kinda feel
Yes! Having multiple options for progression also helps older but less experienced players and/or physically disabled players who might not be able to make the inputs needed for that maneuver. I think he touches on this sort of response at 12:25, but I'm... not really sure what he means by it.
I don't think it's fair to write off the want for a franchise you love to be good when the indies are being better. If you ask me, you can absolutely have that emotional connection and that CAN be strong enough to carry you through what's otherwise not what you expected. An Indie could make the Spyro 4 I've always wanted tomorrow and I would absolutely love it.. but it would never get me to say "I don't want Spyro anymore."
Weird, for all the glitches I did encounter with this game on Switch, I never actually failed the ending QTE's unless I actually rotated the stick in the wrong direction.
james ending his video on a we care about functions over character function felt very reminiscent of the marvel vs capcom infinite bit but in this case i absolutely get the sentiment lmao
Thinking more on why you felt the levels blended together, it sounds like the individual levels lack a strong narrative of their own. In a more sandbox-y type game like Mario Sunshine, the level narrative is constructed around the key landmarks and the smaller set pieces that orbit them. To use an example, think of Pianta Village and its landmarks; the bridge at the start, the tall tree in the middle, the shrine (hot-tub?) in the back, the large mushrooms underneath and the jungle gym climbing nets. Then think of the smaller, individual set pieces around them. Let's take the tall tree for example. You've got the small pond to the right, the main village to the left, the platforms going up the tree, the leaves at the top, and finally puffballs and clouds in the sky. Each of the smaller set pieces help define the landmark they surround, and those landmarks in turn help define the level as a whole. To put it metaphorically, the level is a book, the landmarks its chapters, and the set pieces are the pages. Even if the level itself is using an absurd concept as its basis, so long as you work to define the key landmarks really well, it'll all come together to form a cohesive "place" in the player's mind. A more linear game like SA2's speed stages approach the level narrative a bit differently. Rather than using landmarks as the focus, they instead focus on creating a followable through-line between distinct, memorable set pieces that eventually culminate in some kind of payoff. In that sense, stages in linear games have a lot more in common with traditional narrative structure. If your set pieces are weak, or are repeated multiple times (especially across multiple stages!), then the stage as a whole is going to lack a clear identity. I think this is why SA2's speed stages tend to be a lot more memorable than Heroes'. In a stage from Heroes like Bullet Station, the major defining set piece of the stage where you shoot yourself out a giant gun is repeated several times, which in turn makes it a lot less unique. Going back to it, It's a lot less "OH, this part!" and more "Oh yeah, you do this in this level". I end up having a hard time piecing together where exactly I am in the stage because of this. Compare that SA2's City Escape, and I think you'll see what I mean. Each set piece in that level is properly distinct, and even when they reuse level concepts like running down the main hills, they have you do it in a different way each time to keep it fresh. If City Escape was designed by the Heroes' team, you'd likely run from the GUN truck multiple times, and you'd do so the same way each time. Anyways, long rant to say that it sounds like the main set pieces of the game are kinda weak/are repeated a lot. It's probably not helped by the feeling that you can solve a lot of the obstacles in the same way, thus making them blend together even more. It's honestly a little weird to hear how the Mania devs kinda dropped the ball in that regard, since Mania was really good for that sort of thing.
Once again Nitrorad really shows why he's the greatest video game reviewer again. In a single video he manages to do 3 things that no other review channels does: 1. Address one of the innumerable problems within online video game discourse 2. Give attention to an actually good Indy game that came out recently 3. Actually do an authentic review of a game without pulling any punches or saying anything that comes off as inauthentic or following a narrative.
"It's time to take the past, & leave it in the past." Meanwhile, all these indie games are deliberately trying to look like the past because nostalgia is one hell of a marketing tactic.
James, I know you weren't too keen on doing a video for this one, but I'm so glad you did because a new video from your channel is what I await the most on RUclips, AND I love this game. Thank you for always giving us the most interesting, well-produced content on the platform.
I dont think that dismissing people's feelings about characters is a helpful mindset. Sure, games are more mechanics than characters, but the characters and world flavor is how people get into them in the first place and build attachments to the medium.
citing it as looking like it's out of the gamecube era is sending me. It's the Mania devs. The visuals are so vvery clearly inspired by things like Ristar, Bonanza Bros. and Dynamite Heady, all classics from Sega's glory days. It is such a distinct aesthetic! I'm surprised you didn't catch it.
Something I've not noticed an indie platformer replicate yet is the kind of story telling and world building you get in something like a Ratchet and Clank or Sly Cooper game. I find those games fascinating. I have some fairly in depth ideas that I'd like to make which would fit into this category, but I don't think it's likely I'll ever be in a situation where it's possible for me to make them. I haven't given up totally, but I don't think it's realistic. Anyway, amazing video as always James!
I agree that the Penny puppet is extremely easy, however that level is incredible, I love replaying it so I can completely forgive the easyness of the levem as it just is SO MUCH FUN
I have to disagree with your final point there. I need character and function. I like Mega Man, I like the jump n shoot but Ilike the silly robot dudes, I like the angy Einstein dude. I have yet to see an indie do it better.
In regards to Penny's design . . . It makes me think of guy I knew in College. He'd come up a complicated/unusual design and then tell me about all the inspirations and aspects he wanted to achieve so I kind of get where the Artist behind Penny's design is coming from. They wanted a clean, low-ish Poly (sort of GameCube territory), Geometric character with an almost cell shaded look with her solid colours and a strong sense of symmetry. The Hat? Very Angular like Wings. (Works well when she's flying along but looks awkward when she's just standing.)The Square cheeks? Like the Diamonds from a pack of playing Cards. Her outfits colouration? Like a Joker from a standard pack of Cards but with emphasis on the Yellow to make her seem more Gentle as a opposed to aggressive as she would seem in Red. Where I think this Sega Saturn mascot design is let down though is it doesn't take advantage of being in 3D. The design may look good in 2D but there's not enough going on for it to work in 3D.
It's the whole Sonic going from 2D to 3D problem. It took Sega a while to find a look for Sonic. Look at Sonic from Sonic 06 and you'll know what I mean. I truly believe Penny started out as a 2D character then they basically pumped her up like a balloon until she looks like a 3D character.
About the "obsolete platforms," I actually used a fair bit of em because I'm an idiot and not as confident in my abilities. I'm not even sure how many people playing these games have even the faintest speedrunner's DNA in them.
yeah, nah. that last little bit reminds me too much about the Marvel Vs Capcom "People only care about functions" BS they pulled. I get it, the new games can basically outpace and do everything the big guys forgot how to do, but I'm gonna be pressed to find any that make me wanna stay as much as the originals. Might not be a platformer, but I've played Project Wingman like 4 times, and I'd say its on par with its inspiration, Ace Combat. But I'm still wanting a new Ace Combat after 7 that continues the stories and world of the game I played all those years ago, not this new world and new place. Every other spiritual successor or twist people make is always going to be in the shadow of its originals, and people are going to latch onto said originals more unless it truly does it better.
Man's becoming like the MVCi devs basically calling characters functions. It makes sense to embrace indie games doing things that remind us of old games but with new ideas that build onto them in an even better direction tho. I love Indie games, mostly 2d platformers, but I have a personal attachment to the characters and game feel of preexisting characters. Like I know that there's freedom planet, but Sonic is like my favorite character of all time so I'll prefer playing a classic sonic game undoubtedly cuz of my relationship with the character and the unique presentation of sonic games. I know there's Dkc inspired games out there but the returns games just have a certain weight to them that's special to me. I think embracing the past and the present Indie scene is possible and it's what I do. Like I don't love sonic frontiers and spark the jester keeps looking more appealing to me
Don't forget Soul Calibur 2, where despite the PS2 having a much larger install base and the Xbox laser focusing on the young adult male demographic that Soul Calibur was already geared towards both lost out because the Gamecube version had LINK as a console exclusive instead of Heihachi or Spawn
I only liked spark the jester 3 of the series. The overall "sonic" gameplay and level design are really good IMO and the combat can grow on you if you're into spectacle fighters/character action games. However, the plot is cringe and if your not into the gameplay variety outside of the speed platforming (vehicle sections, treasure hunt, mech fights, boss battles, arena sections in the middle of speed levels, a boss rush/gauntlet mode), the game can get annoying. I had to force myself through some sections of the game because of this even though some of them are well designed for an indie game.
I think you guys are taking his speech at the end the wrong way, he's just saying "don't deprive yourself of a good time by ignoring all the cool stuff that's happening in the indie space just because it doesn't have Mario or Sonic in it."
Having been playing a bunch of 2D sonic recently, this is the one single 3D game that actually has the flow of a sonic 2 or 3. Including the way that you can easily lose all momentum and need to regain it using slopes and clever use of your moves. Loved the game, tho it has already been beaten by a game 1/4 its price as my favorite platformer of this year so yeah. That's just the times we're living in man, 3D platformers are coming back and you can actually start being choosy about them again without feeling too sad about it lul. play Yellow Taxi Goes Vroom
games like this and crash 4 could use a splatoon 3 feature where your buddy could point you towards hidden points of interest, like if the yo-yo could get really excited and pull towards the direction of said collectible, or aku-aku could gaze in the direction of hidden boxes, giving even more of an incentive to not get hit. would save SO much more time, but without giving away everything,
You’d probably like Crystal Project then. It’s an open world RPG with platforming elements, and it’s got a job system similar to Final Fantasy 5. Plus it’s only $13.
James, I know you probably won’t read this, but I’m going to be totally honest here. I love your channel, I’ve donated Japanese SEGA Saturn games to you and Brady, and you’re by far one of my favorite channels to watch. But lately, I feel like your stance in favor of indie games has become a bit toxic and somewhat pretentious. I love some of the indie games you’ve recommended to me, but I’m also a big Sonic fan. I love those games as well and I love the stories and world they craft there. But recently, you so often make the comments about how all that is lost as if games like Crash 4, Mario Odyssey, or Sonic Frontiers haven’t truly resonated with people. Everybody is entitled to feel however they feel. If you prefer specific jumping mechanics over the characters and story, that’s fine. But you so often make it sound like the other brands don’t have any value at all. It’s just a bit tiring and disappointing to constantly hear. Heck, in this one video you took like 4 jabs at Sonic for no reason. Especially that comment about Sonic Heroes levels not feeling memorable or like real places. I’m not at all mad, but just a little tired from hearing these takes that don’t always feel like they’re coming from a place of love and care. It can feel a bit mean spirited when it’s so constant on RUclips and Twitter. I still love your content and think you’re doing a great job, but I just wanted to know how I felt about the current state of things. All the best, man.
I'm happy to see you not shying away from a notable release that you didn't personally jive with. I know you like to use your channel as a platform to endorse obscure games you're passionate about, but I think viewers can also appreciate an even-handed critique from someone that's played more 3D platformers than most.
It’s kinda weird I love nitro rad and his videos are really fun but ig we just don’t have the same taste in games. I played a few indie 3D platformers bcs he sang the praises for and found them really bad or boring and the ones I flat out loved he is highly critical off lol Ig that’s the appeal in art people come in and have wildly different takeaways for different reasons nothing is objective here
I identify a lot with your final thoughts about people talking about "x thing is dead" just because It isn't mainstream. In music the same thing happen.
The speech at the end was very nice! It reminds me of a video a saw recently about the current state of games and how it compared to the past (10-15 years ago), and I quickly realized this guy was only talking about AAA games. I thought it was weird since I kept thinking about indie games and how the indie market is doing great right now. Since then, I realized that a big chunk of people seem to have this view, where AAA games are the only games on their radar, which is weird to me Anyway, this was a nice video! It makes me want to actually get a computer that can play games without dying so I can use Steam finally
The hat in time shade was uncalled for thought you liked that game lmao. I was also thinking about that game when you we’re talking about Modern platformers
He just has a massive pet peeve about double-jumps, it's a stance of his that I get but don't strictly agree with. It also comes up in basically every 3D platformer video, because either the game has it and it feels bad, or it doesn't and is therefore better. Sometimes it's more akin to this one where "it has one but it feels fine so I guess it gets a pass", but those seem to be getting rarer and rarer.
Hmm, "flawed yet very good in a lot of key areas" was basically the assessment that I expected this game to receive. Definitely wore its somewhat jank late 1990s - aughts inspirations on its sleeve. I would say that on the topic of spiritual successors vs. originals, the way I like to see it is that thanks to copyright, we can't really control whether or not a new installment in our favorite franchise gets made. If Capcom, Nintendo, Sega, etc. decided to close up shop tomorrow and take all their IPs with them, there would be nothing that we could legally do. After having witnessed a bunch of franchises that I've loved get thrown down the ditch, I've become increasingly open to checking out other endeavors that try to give me similar experiences. And you know? While I really resisted that change early on, I've found that not only have some spiritual successors given me as great an experience as the originals, but some have even improved upon where their predecessors left off. I'll never stop having an attachment to the original characters whose adventures I participated in, but I've also realized that I can't control when those adventures end and would better use my time in seeking out similar ones to follow.
I happy that you are enjoying the indie platformer scene lately and wanting to share that love though videos. You want to share you thoughts and experience, but I also do too. I do find it kinda funny when you do bring up, lets say Banjo Kazooie and how people want a sequel. When at least a decent size of people are contempt with playing fangames, rom hacks, or even just replaying the OG. But again thats just me, I kinda come to terms that another game like Banjo isn't going to get another sequel and thats is perfectly fine. I just feel like people would much rather do that, then a modern clone that trys to do that, kinda like Yooka Laylee or other indies, even if theres a lot of good ones too.
30:00 maybe you have a point for some like Mario but I have to disagree, if you removed Sonic or Banjo Kazooie from their games and just put in any other character it wouldn’t work as well
When it comes to the ending speech, I think at least part of it is something that I would be really interested if you ever did a video on it, is also like...not just game length, but a sort of fullness of experience as it were? Comparing some fun games that came out recently: Corn Kidz 64 is 5 hours for main game (7 for Main+), Psuedoregalia is 5 hours total, Super Sami Roll is 5-7 hours, Castle on the Coast is 3-4 hours, Cavern of Dreams is 5-7 hours... and stuff like Orbo's Odyssey or the Toree games (which I enjoy!) are 1-2 hours. And then by comparison, say, Super Mario 64 is 12+ hours, Sunshine is 15+, SA1/2 go 13+ with all character stories, Jak and Daxter games were 10-15 hours based on which game, the main series I can think of that really lived in that time range is Spyro and Crash. A game being longer doesn't make it inherently better (See: like every new Assassin's Creed or bloated open world game the past decade), but that one thing those longer game times let you do is get further entrenched in the game's systems and that the game will then build off of themes, moveset and so on: See stuff like Super Mario 64 having levels like Tick Tock Clock's highly vertical design compared to an earlier level like Bob-Omb Battlefield, or the way Sunshine's different levels show off more and more of Delfino's vibes, or Sonic Adventure 1/2 unveiling more and more story bits as you complete the different stories. I feel like this is something that people sometimes don't feel like they get out of a lot of these indie platformers, where they wish the games got a bit deeper with it. I like a lot of smaller platformers, but I will say sometimes I get that that feeling as well, wishing there was some more meat on the bones. This is actually something I think Demon Turf did quite well in offering a robust experience. I think a somewhat related thing worth noting is that you are, at this point, quite the platforming expert. I bet you've played way more platformers competently than a lot of the population! I feel like in turn it feels like you've developed at least somewhat of a taste for games with some speed / skill check focus: I've seen a lot of people describe Super Sami Roll as a "speedrunner game" and when I think back to what you enjoyed about Demon Turf I remember you instantly looking for skips and fast time completion. Personally, I do agree your final point about not caring about Mario and caring about Mario's Moveset feels like it does maybe go far into the idea of "character = function", and in a way that feels like it might even be a bit dismissive towards the indie games it is championing. Are games like Demon Turf or Corn Kidz 64 really just their movesets? I'd argue without Demon Turf's punk aesthetic or Corn Kidz 64's dream-like atmosphere in both games are actually fairly important to how well they resonated and people's reactions. And on a personal level, the kind of G-rated glitch horror of Toree was a good part of what drove me to check out that game. I sometimes feel like these smaller games not carving out a stronger identity is part of what leaves them feeling at times insubstantial. At this point my comment is late and I don't expect you to read it, but I do want to say I still enjoyed the video: Part of why I wrote a longer comment is that it gave me things to chew on! I hope if you do read it that this is interesting for you as well. Thanks for the video!
I like Penny's head reacting in the corner as you play. I can imagine sonic rapidly oscillating between rage, terror, joy. Reminds me a little bit of pizza tower, which is completely bonkers.
im still waiting for an indie that could replicate what Sly cooper 2/3/4 had going, i was so fed up with waiting i just bought a ps vita and started replaying the Sly games again Penny’s big breakaway seems like a solid 6/10 doesn’t have a high priority on the platformer indies, besides a $40 indie better cure my depression and file my taxes for me
@@derple8524 oh thanks! i just checked it out looks promising, but Sly itself is a unique combination of Brotherhood, Heists, and Platforming, most games only manage to replicate one of these aspects… i got tired from looking for alternatives so i just decided to play the Sly games again, they simply have that X factor y’know as for The Big Catch i’ll keep it on my radar for sure on the kickstarter page it says they’ve unlocked a tier for a Nintendo Switch version so i might snag it later on
The thing with people thinking platforms or anything are dead some people just don’t really bother to look for things they might unless it’s shoved in in their face.
B-but what about palworld, it love palworld. Its like pokemon with guns isn’t that so shocking and edgy. I love palworld i love cynical cashgrabs yippee
@@nonymouswisp8176i think that game is rly cool actually. nintendo has been pussying out for the entire series and hasnt tried at all to appeal to the adults in the audience. im glad palworld gets our struggle. if only theyd let u smoke weed...
I fully get what the final speech is going for in terms of trying new things but it also feels a bit too pessimistic regarding existing franchises and people wanting more of those characters
The point about some aspects of level design being "fake" was bugging me and I think I understand why now. I think you might have a bit of a Dunning Krueger effect in terms of your respective skill and how that impacts how levels are progressed through versus a kid with less mechanical skills or somebody just generally not very into platformers. Everybody navigates differently and having things like the spiked floor platforms creates a challenge that players who aren't as reliant on or capable with their tools or spend as much time with repeat playthroughs will grasp. It's a kind of design that gears itself towards creating challenges based on player proficiency without necessarily negating specific aspects of the overall design. As you get better you start to see more opportunities to cut corners and slip past things that slower players may not have the capacity to do yet.
You pretty much exactly mirrored my experience. Super fun game, but it didn't feel like it lived up to its own potential. I'd probably be more inclined to replay it more if the combo system wasn't so finnicky. Pizza Tower really made me see the value in combo meters for platformers, but in this game, it never really feels clear on when you should lose your combo or what type of score you should be aiming towards for those extra rewards.
Speak for yourself, I find the Sonic Heroes levels super memorable. ...May or may not have to do with Heroes being my first Sonic game, but I still think those levels have their merits. Also, glad you're talking Penny's Big Breakaway. It's a bit sad it hasn't gotten as much love as I feel it's earned, so thanks for throwing some attention this game's way. Surprised you were so mid on the last few levels/boss though. I thought they were really fun. Well maybe I'm just a sucker for when a final challenge bring a whole lot of stuff back to test you on all of them.
About the busker bonuses, im certain there's an issue on your end. These have never been remotely this finnicky for me at all, just generally spinning the stick works fine, they're pretty easy. There might be something funny going on with your controller.
I do remember one of the most constant bugs I encountered was when I would try getting up and over a wall, I'd end up sticking to it. Half the time I'd wiggle free, the other half I'd need to restart level.
Pretty much sums up my feelings on the game too, it's such a fun stylish platformer but there's issues for sure! Great job putting all this stuff into words, this is a very thorough analysis of the moveset. Curious what this studio will work on next
19:54 I'VE GOT IT!
The reason the death was delayed was because you went through the lava, and Penny slowly burned and melted to a horrible painful death before getting around the corner. There was a cookie and stuffed animal shop hidden there! But her skin was completely gone well before she could reach it. Terrible location for such a shop, but the rent's so cheap! It cost a Penny!
This should be pinned
ok, now this is an epic comment
bruh
That pun at the end is solid gold
That pun 😭
You raise a good point about indie games carrying the spirit of classic IPs, but if I woke up one day and said "you know what, I don't care about Donkey Kong anymore", I'd be a crazy-person. I loved Yooka-Laylee and the Impossible Lair, but I still eagerly await the day we get a new DK game - a lot of that involves seeing characters I've grown to love, and their worlds, dynamics, etc., and not just for DK but other series too. Indies scratch that itch, for sure, but when you make an appealing character and universe, people are gonna get attached to it, y'know? I'm actually waiting for the next Yooka game, because, yeah, I love those guys too!
Well said.
The point is to let go of those attachments, you had fun but it’s over now, move on and find new love
I'm really hoping Playtonic makes another Yooka title too. Impossible Lair is one of my all-time favorite games and it would be a shame if they stopped now.
I guess I'm considered crazy cuz I stopped caring for new entries of my fave ips like metroid.
Got too tired of nintendos nonsense to want to buy their junk anymore.
Same with alot of others.
@@cradiculous
Apparently they are making a new game, but haven't revealed what it will be yet.
The biggest criticisms comes from a place of love. Also appriciate the shoutout of indie platformers at the beginning and against the nonsensical "3d platformers are dead" vids
People on RUclips just love to be negative. It sells. A RUclipsr In like has literally said videos he makes where he's positive don't do as well. People just love to dwell on negativity.
Ending was kind of sad. Reminds me when Marvel Vs. Capcom Infinite was coming out, and someone from Capcom remarked that it didn’t matter if beloved characters weren’t returning, because their “functions” had been transferred to new ones. Like… yeah, gameplay matters, but I’m still mainjng Phoenix Wright and Amaterasu, not because they’re good fighters, but because of what they mean to me.
"Penny's Big Butthole" absolutely ruined me 😂
*Rule 34 artist sweats*
Ew
Honestly, that's probably milling around the internet as we speak.
HAHAHAHA @@gameboi20
Penny's Great Getaway was immediately said before too!
2:30 Ah yes, Metal Gear Rising, my favourite gamecube game
He musta been using that doingly-thingy Joe Redifer was talking about in one of his New Accessories for Retro Consoles installments.
EDIT: The RetroPad 32!!
Also at 16:52 when he mentions Bomberman characters and the example on screen is -solid- naked snake
@@joaquinflores2741 And that one must be because both franchises are owned by Konami at this present time. And granted, Snake is depicted as a Bomberman.
"A common tactic in content creation is to intentionally get small details wrong and mispronounce words so people will rush to the comment section to correct you."
@@joaquinflores2741 Sorry to be that gal but it's Naked Snake. But yes your point is valid regardless. My obnoxious ass just had to correct that forgive me.
The final speech about passing the torch, not only from a developer side, but from a consumer perspective, was really inspirational
Wait i haven’t played it/watched the video is morning star giving up after penny or is nitro quitting
@@cookimaus1 29:27 Neither actually. Here’s the timestamp to said speech.
yeah after Pizza Tower I started to see things that way why wait for Nintendo to make a game they don't seem that interested in making when people who do want to make that game are more and more doing so. Can't wait for Anton blast to also give me another Warioland 4 like game but in a different flavor
Sadly for me, that speech doesn’t hit so well. I’m a Sonic fan and while I am willing to try Indie games that take inspiration from the franchise, I really do like Sonic as a character and his world. Sadly, I can’t help but desperately hope the next game will be good.
@@shard7549 I don't get all the pessimism around the next 3D sonic game: Frontiers wasn't perfect, but it was very enjoyable and I'd argue it has depth in its platforming, thanks to moves like the spin dash or even the Rail launch, an easy speedrunning technique that was highlighted by sega themselves. I hope Rad gives a fair shot someday to that game
That speech at the end, while I do agree that peoples should try out the indies more and give them more of a fair chance rather than solely staying with the AAA games. It did come off a bit like the Marvel vs. Capcom Infinite moment when they said something along the lines of "Peoples don't care about characters. They care about function". For me to just pick up let's say Super Mario World and just go "yeah I don't care about this plumber guy, I care about the controls" would be silly for me and presumably a bunch of peoples too. And this is coming from someone who generally tends to favor gameplay over all else in a game. It did come off a little tone-deaf to me.
In the end, all good games deserve love. Be it AAA or Indie. Just make sure give a little extra love to the indies and break out of any comfort zones and try something new out that you may end up loving in the end.
This. Indies deserve love but also people should be able to want beloved characters to deserve better.
I definitely agree with you in regards to letting the Indie reps take over. But at the same time, I don't think I can just say "I don't care about Mario" or "I don't care about Sonic" Because, like, I do. I've always liked those games for more than just there game play. Theres just something so nice about the characters and designs that go into it, I like them allot! So to me, I don't think I should give up on hoping the next Sonic game is gonna live up to expectations. I personally am on the boat of sticking with the big franchises AND supporting Indie devs at the same time.
Yeah marios one of the only 3d platformers out there with the "budget" and the audience right now. Im content with what im getting from the indie space but i wish nintendo wasnt the only one putting out 3d platforming titles that require that kind of budget and manpower.
Edit: almost forgot that Psychonauts 2 seems like it had a pretty good budget.
Yea that speech at the end rubbed me off the wrong way, lol
I think it's talking too straight to the gameplay perspective. Like you say, there's a bunch of things to why Mario and Sonic worked and I feel the conversation James is trying to make came off as too simplified. I get it's more toward people who go "I want another Banjo Kazooie!" and have a general thinking that platformers should be mainstream in order to be successful, but idunno. Even as a person who mostly agree, there's something that make me think it should've been worded better.
I grew up on Sonic. My first game was my parents' Sonic 2, i read the archie comics, I even loved the Shadow the Hedgehog game as a kid. Last year i would have fully agreed with you, even after hating Frontiers, but Freedom Planet 2 on Switch is the most i have enjoyed any video game since Sonic Adventure 2. It even had characters i loved and waited 10 years to see again. Its everything I've ever wanted from Sonic, and thats as someone who still wanted Sonic Adventure 3.
These kind of games that are truly exactly what we want to see are only coming out of the indie space. Treating them on the same level as Mario and Sonic is the only way they can eventually exceed them. Not every game is Freedom Planet 2 or even 1, but in 10 years the next Penny's game might be.
The problem is buying this just because "It's a sonic game" or "It's a Mario game" is how we end up with the a decline in quality. AAA devs are corpos first, if they can make the same amount of money with less effort put in they absolutely will. Those franchises are literally too big to fail, which means that they're under zero motivation to deliver anything other than "the new Mario". We saw this in the late 2000s/early 2010s with the New Super Mario Bros series and the Sonic Storybook games, and while we've gotten some very good Mario games in the form of Odyssey and Wonder, Sonic continues to struggle to find footing outside of Mania. Meanwhile indie devs are doing exactly the things those mascots are known for, often times better than the AAA devs have done it in years.
I do hope the Next 3D Sonic Game Makes bigger Improvements over Sonic Frontiers.
I’m keeping my hopes low though.
You know, the thing I thought of when you mentioned the yoyo wasn't actually Mario Odyssey. It was Ape Escape.
Now that's a platformer collectathon I want a revival for.
God, I know right?
I think the reason for all the easily skippable platforming is the same mentality that goes into 3D Mario or 2D Sonic. You can do all this fancy stuff to circumvent the obstacles. But not everyone is going to do that. Many players never experiment with more advanced moves in games like this. So they accommodate those players by making sure the game can be beaten using just the basics.
btw, you can just jump off those magic carpets. And many of the automated section like ziplines can be skipped if you know what to do. Those things are there to slow you down as punishment for screwing up the fast stuff. Still lame that they are total non-gameplay though, for sure.
I wouldn't say those are punishment as sometimes they are unavoidable, but I think they are just there for sometimes showing an area (as it was said ok the video) and maybe as a bit of a "spectacle" factor (I remember one of those carpets in Moltobene doing some loops around lava coming out of a tube, also the ziplines in the penguin ball boss show the ball destroying everything in the background).
I personaly don't mind them much as I am able to skip most of them and even so they aren't really long most of the time, so I think they are kinda cute, but I can see how it can feel pacebreaking (maybe that was the idea, provinding some time to breathe between the action, though maybe that idea isn't the best for a game like this)
I knew you'd probably be here, Pariah! Nice to see ya.
but i never felt like those obstacles were meaningless, even today as a good player
@JustinW332 but where is the spectacle aspect? where is the flashiness?
19:06 "And then I'll say 'But Mr. Krabs, I'm only doing what you SAID!' "
"We're not talking about this or this, we're talking about thissssssssssss!
@@jameslawrenson1208 "But lad, the game NEEDS THIS!"
calling it the wrong title in the first minute is either the funniest blunder ever or an extension of your engagememt generating strategy by getting people to correct you.
Until I watched the video again I thought you were talking about him saying Penny’s Big Butthole 😭
Probably the latter lolol
It's not a blunder, have you seen his comedy channel? It's like this.
Yea him following up with "Penny's Big Butthole" was, I think, him driving the point home that "Yes I know the name but I bet you rushed to the comment section to correct me didnt you"
At least it proves he/it isn't AI generated script lol
I think the point of those shippable obstacles are meant as a backup for people who are not really very good at platformers, or children who don't really understand the game has a moveset that lets you use them. Not really there to be challenging but moreso a way to flesh out level design and give you choice in how you wanna tackle the stage
Though ironically I think I would've been more stressed out if I made myself tackle those obstacles. Bypassing them was actually the stress-free option for me.
I love James' videos but I think, after years of playing platformers, he might be underestimating how good he is at them. Each one is practice for the next and he's had a LOT of practice. Meanwhile, a game that looks like Penny is absolutely catering to a younger audience as well as experienced gamers.
@@rouviews1864 yeah I agree on that. Also I think the game would look unnecessarily barren if a lot of those obstacles weren't there. Like yeah you can skip them really easily but wouldn't it just kinda look weird if there were so many pits with nothing there? It would make every obstacle at that point just boil down to "jump over pit" and at some point I think that just gets a little bland lol.
I love him as well but yeah I totally agree I think he's just not grasping that it's catering towards an audience with a lot less experience. It's kinda like watching a Mario Sunshine pro play the game, there's so many obstacles you can easily avoid with fludd, but they made the game with people who can't grasp that yet.
The problem is though, the only way you can possibly reach those parts of the game is if you're already capable of doing those skips. Unless you're proficient in platformers this game filters you HARD.
that terriermon shirt slaps crazy
Momentai
I didn't notice it until you pointed it out, that's so cute I want it!
Me too! Love Terriermon!@@Jacotomo2222
Iirc it was one of those daily yetee shirts
That final speech about the state of the platforming industry and passing the torch is an awesome sentiment and one people should really strongly consider, and man, I wish I could fully get on board.
But it reminds me of when the game Ultimate Marvel Versus Capcom released. And what the devs said at Axing X-men.
“People don’t care about characters. They care about functions.”
And it’s a sentiment I’ve never been able to sit well with. I don’t just play games for an ‘function’ or a control scheme. Story and Character is Immense for me. I don’t play Hat in Time because it ‘sorta plays like Mario’.
I play Hat in Time because the characters are quirky and the music is intense AND because, well, it sorta plays like Mario.
I think supporting indie games is massively important and I want to see the industry continue in this creative flourish.
But like I dunno man.
If a spiritual successor to Sonic Adventure 2 comes out and I’m playing as a Cube sliding on Polygons… I don’t know. That’s too much Function for me.
Feels like a slippery slope, i dont think hes really saying this. The characters in these games are so important and thats why he criticizes Penny's a bit and gives such high marks to Corn Kidz 64. Making the game charming is part of that same essence the indie devs get that AAAs dont
I will say this about axing the X-Men, it was the only thing they could’ve said at the time. It rubbed people the wrong way, and understandably so, it did for me. But looking back at the statement, if they just pointed fingers at Marvel saying it’s their fault then it would’ve made an already bad situation even worse. So I don’t know what else you’d expect them to say other than what I pointed out. Make no mistake I’m not defending Marvel or Capcom, as both are pretty guilty and misguided about all of this, I’m just adding context to the situation. Context is key with stories like this.
Same here. For me the Sonic characters are peak (When done right! You hear me Sega!!!). Frankly, they're irreplaceable. There's been many spiritual sequels, but the characters are a big part for me. Its why I was instantly turned off by Rollin Rascals (Crash Bandicoot pulls off the orange body and blue shorts FAR better, lol). But, I am interested in other ones with good designs, like Freedom Planet and the upcoming "Lightspeed Lina".
@@Protofall Love me some Freedom Planet designs, series is sweet. I really hope it keeps being successful and can even expand! Sadly I feel like Freedom Planet 2 had less eyes on it.
Why are assuming the idea stuff is gonna be all function and no charm? If anything it’s the opposite
I'm glad I'm not the only one who kept trying to go through the lava waterfall. I'm convinced someone on the dev team was doing a little trolling.
I think that this was a classic case of the devs intending for something to be there but they just forgot to add anything.
@@11clocky maybe there was supposed to be a death plane on the lava waterfall itself instead of much further beyond
I really don't agree with forgetting about the big names in favor of indies, that's kinda the same thing the devs behind Soul Calibur 5 were implying and the devs behind Marvel vs Capcom Infinite were stating when they both dumped most of the pre-established roster people came to know and love
Near video's end: What the...? Why is this outro so... normal?
"I love to shoot the shit and I love to crap my pants."
Okay, _now_ it's a Nitro Rad outro.
I get where you’re coming from, but I dunno, keep in mind there’s a reason why people like these characters like Mario and Sonic and Banjo-Kazooie, and these character designers put hard work into these games, too. And it’s awesome that indie devs can make some awesome, memorable games too, but I dunno, it’s a little presumptuous to say the characters themselves aren’t part of what makes these games special.
The thing is, while I’m thankful that there’s always gonna be banger indie platformer games. I don’t think it’s really wrong to rather see new entries in older series’ on occasion. And for the ones that are clearly meant to ape a specific older franchise, I find it really hard to separate them. Even if they’re really good, it always makes me wish the old IPs came back.
I like Freedom Planet a good bit and enjoy it on its own merits. But I’d be lying if I said I wasn’t way more hyped for Sonic Mania.
Meanwhile Yooka Laylee was kinda just ehhh and made me wish we got a proper Banjo game.
Not strictly a platformer, but I remember everyone being hyped for Bug Fables and while it looked good, at the end of the day, I want a new Paper Mario game that plays like it, not a game made to fill that niche.
The truth is people’s love of a lot of those old IPs wasn’t just because of their gameplay, but also the worlds and characters. I understand it’s a bitter pill to swallow that a lot of our old favorites might not ever come back. But at the same time, it kinda seems like you’re telling people to compromise and accept substitutes when that might not be what they want.
Stuff like Penny’s Big Breakaway or Shovel Knight I end up not feeling empty from because while they have inspiration from older titles, they’re smart enough to blend them together and make them their own. They still feel like their own thing. Its an approach I hope more indie games take
EDIT: someone else said it here, but it’s like the MVCI argument. The “these characters are just functions” argument. It misses the point. It’s not JUST the gameplay people want back
The main problem is most indies never make sequels so we never get the chance to get attached to new worlds and characters. We as players have to nuke everything and start from scratch with every new game because almost none of them get sequels of any kind.
And that feels less fun than having a consistent good series to not only enjoy, but look forward to its future.
Big agree on the art style of the stages... I've heard others complain about the art, but that was a point nobody has voiced quite so well. There's like, 3 or 4 distinct worlds, then everything feels like a pallet swap of something previous.
As for gameplay related stuff, my guess is a lot of those "why is this here" obstacles are for lesser players who've only begun to scratch the surface (think of how you played games as a kid). There's something to be said about making a game fun for all skill levels, but if there's a criticism to be had with PBB I think it's hardcore to a fault -- doing speedruns isn't just "more fun", it completely transforms it into it's truest form. Almost as if they started with designing levels for their most skilled testers, then worked backwards from there. Problem is there might not be enough to lure players into exploring that capacity! It's just something they assume you'll "get" and be hooked on.
Oh btw, you can dismount the magic carpets whenever you want! Hopping off at the apex, letting gravity take you down a bit, then transferring into a rope swing gives you tons of speed!
Saying that you care more about the gameplay and game feel more than the characters and the worlds they inhabit, reminds me of that one developer from Marvel vs Capcom Infinite who referred to the characters as “functions”. Saying that we shouldn’t miss a character like Magneto from the X-men because there’s already a completely different character on the roster who fits the same archetype. Yeah, I’m glad indie games exist to help scratch the itch of quality 3D platformers. I’m very much looking forward to Rollin’ Rascal. However, nothing can ever replace the excitement I feel when looking forward to a new Sonic, Kirby or Mario game. I’ve been a fan of those characters for 25 years of my life. You gotta respect the legacy 👊
This. Even as a non-Sonic fan i know enough people who enjoy the games for the characters just as much as the gameplay. James' speech feels very shallow and disingenous when you take aside the positive message of trying to support passion projects from indie studios.
-Teo
On the part about the game faking "feeling like a platforming pro". The reason might be inexperienced players. Obviously you and a lot of your viewers won't find these easy looking parts challenging. However, humans come in all kinds and all ages, and some might not have an easy time pulling off the movements and more complex combos.
Your criticism of Penny’s design actually seems to be quite common from even people who love the game. Personally I think her design is overhated but it’s interesting to see such a universally agreed upon opinion about a video game character
But you can jump off the magic carpet.
Oops!
3D platformers are thriving more than ever and I'm happy to see it, I just wish more people could also see it too.
thanks for tackling the price point of games, as someone who doesn't have too much to spend on games. not saying games need to be cheaper for what they are, but as you were saying if it's competing with other games of the same genre, the higher price point becomes a hard sell if the one that is cheaper is also more fun/well-crafted.
This is the first review that I've seen that brings out a lot of criticisms I haven't heard before, and that's refreshing. Some I agree with, some I don't, but it's refreshing and I wish more reviews could be more like that. Also thank you for saying the billiards boss was fun! I also thought it was a blast! I've seen so many people dislike it and I just couldn't wrap my brain around it.
I hate to say I am one of those people, I don't really like that boss. First of all he got the grippers out like, then there's the slow hitting the balls back in the holes which for me isn't what I want in a fast paced platformer. Still a cool idea though, just didn't work for me
around the 12 minute mark when ya talk about skips not necessarily feeling earned, keep in mind that the main demographic is still kids. those obstacles are for them or for those who may not immediately grasp the controls for a while and will need more traditional platform obstacles like those platforms to get through. As adults of course our first thought is to do the most efficient thing. A great review, just a minor nitpick
Is "minor nitpick" a pun about the children playing it on purpose?
I thought the same thing
Most children would still know how to do that jump efficiently.
@@jonasskjtt5542 And you know that how?
kids can skip those obstacles, they are not dumb
Penny's expressions (especially when her old Yo-Yo smacks her in the back of her head) kinda reminds me of classic Dragon Ball facial features x3
I'm sorry, you're not wrong that the mechanics are what make the game good, but it's not just the mechanics that I enjoy these games for, I do enjoy the characters and settings and storylines, simple as they may be, and it's why all the "spiritual successors" never really grab me the way the things they're attempting to emulate do. Yooka Laylee, Pizza Tower, Anton Blast, Mighty No. 9, Bloodstained, they're never going to be a true replacement for the things they're attempting to fill the void for. I know some people will find it silly to care about these things in cartoony run n jump games like this, but I don't really value the opinions of those kinds of people, trying to invalidate these sorts of feelings just because it's not a novel or cinematic experience just seems like a shit take to me. And that's not even getting into the fact that most indie games are extremely short, and some don't even make it past the demo phase.
The indies are a great Supplement for those of us wanting more, but I am not going to pretend that the characters don't matter. I will definitely be keeping my eye on the indie scene for games that remind me of what I love, but they're never going to be able to completely replace them even if the source material makes a few missteps. You're free to disagree, I'm not trying to convince anyone of anything, just saying my views. I'll be enjoying the indies while still hoping the more famous franchises make come back.
For the record, I'm not calling Penny a spiritual successor to anything. It's clearly it's own thing. But the last point of just letting go of the attachment to the characters doesn't sit right with me.
I totally agree with your point on thinkpieces about how platformers are dying. People make them all the time about films, music, games, comics, really any piece of art. Whenever I see them I wonder if these people are really engaging with the art. There is always so much cool unique stuff coming out, and it's way easier to find that stuff thanks to the internet. We are in a golden age of media, it is easier then ever to find anything you want and experience it, and for anyone to make something super cool.
Regarding what you said about the playtesters saying "put some beachballs on the platform" as a way to make the player have to slow down and make use of the level design. As a QA/Game tester myself I've ran into these problems a lot where either the level design isn't obvious enough in it's visuals to convey where the player should go or perhaps the objective just isn't clear enough. In the end it's the Lead Designers choice of whether to make the decision to change parts of the level or not. In this game in particular I would assume that the playtesters know exactly what the issue is and that the Lead Designer, who probably already designed the level before deciding on adding those beachballs and other shit objectives, doesn't feel like changing the design of the level itself and instead just adds some small bandaid fix so that people "play the way they think is intended". In reality this leads to a sort of disconnect between player and designer, exactly the way you point it out in the video.
12:00 It's double-duty level design. Similar to modern Sonic and the New Super Mario series, the levels are designed in such a way that both new players who are taking their time with slow, methodical jumps, and veterans who want to blast through levels at breakneck speeds can both enjoy the same level for different reasons. You can freely switch between challenging yourself or taking things nice and easy without having to toggle a difficulty slider.
While I 100% agree with the sentiment that people should be more open to trying out indie games rather than solely relying on the output of AAA publishers, I just can't get behind the assertion of "the bear and bird isn't what made the game good, the hedgehog isn't what made the game good." Like, sure, those games would not be nearly as fondly remembered if that gameplay hadn't been as good as it was, but I think saying that really discounts the connections players forge with those characters and worlds. You probably wouldn't have spent so long critiquing the character designs/art direction of this game if you didn't also think that was the case. For me, I'm a huge fan of classic Paper Mario. Bug Fables was a great game that took a lot of gameplay cues from that series, but for me it still didn't quite scratch the itch of getting a new official Paper Mario game because there's more to it than JUST the gameplay. So yes, indies absolutely deserve more attention, but I don't think it's fair to ask people to give up on expecting quality from the long-standing big franchises. We can have both.
I agree with this, the only Paper Mario game I've played is Sticker Star, and even though I somehow beat it as a kid it was just meh for me till I discovered 64, Thousand Year Door, and Super Paper Mario. Granted I haven't played any of them and I haven't touched Color Splash and Origami King for... Reasons. But when I heard about Bug Fables and how it was like old Paper Mario I decided to check it out. Granted I enjoyed it but it didn't feel the same without Mario so hearing Thousand Year Door is releasing I'm very excited to play that. Heck there's a game called Born of Bread that also came out late last year that's similar but I'm just not interested in playing cause I want Mario. Though it could still be great. The only way this speech works for me is with Sonic, I LOVE the characters and their world and while the media like the movies and TV shows are great, the games ain't doing it for me anymore. So I would have to look forward to games like Rollin Rascal as that gives me literally what I've been asking for, sure it won't have Sonic, and Rascal's design is really good in my opinion, not fire like Sonic's but still good, and I'll still like Sonic. But this IS literally what I've been wanting so I'll take what I can get. Plus I can't play Spark the Electric Jester 3 cause he's PC only. But unlike Rascal I REALLY don't like Spark's design
I'm assuming this will get lost but "yellow taxi goes vroom" is really good and would suggest it btw
I do gotta say, when you mention traps and hazards being designed to be skipped over you do gotta remember this is being marketed more to all ages. You and me? We clear em easy and they aren't a thing. But when this is being marketed to Timmy age 4 they might be super hard hazards!!
The indie games you list near the end may be just as good, or even better- but they aren't as marketed to aforementioned Timmy, they're kind of allowed to be tougher or more mature. It's why I can give Penny a bigger break on my end because I think the level design is perfect for fitting a *all* skill level kinda feel
Yes! Having multiple options for progression also helps older but less experienced players and/or physically disabled players who might not be able to make the inputs needed for that maneuver.
I think he touches on this sort of response at 12:25, but I'm... not really sure what he means by it.
I don't think it's fair to write off the want for a franchise you love to be good when the indies are being better. If you ask me, you can absolutely have that emotional connection and that CAN be strong enough to carry you through what's otherwise not what you expected. An Indie could make the Spyro 4 I've always wanted tomorrow and I would absolutely love it.. but it would never get me to say "I don't want Spyro anymore."
Weird, for all the glitches I did encounter with this game on Switch, I never actually failed the ending QTE's unless I actually rotated the stick in the wrong direction.
Maybe it's an steam deck thing?
james ending his video on a we care about functions over character function felt very reminiscent of the marvel vs capcom infinite bit but in this case i absolutely get the sentiment lmao
Thinking more on why you felt the levels blended together, it sounds like the individual levels lack a strong narrative of their own.
In a more sandbox-y type game like Mario Sunshine, the level narrative is constructed around the key landmarks and the smaller set pieces that orbit them. To use an example, think of Pianta Village and its landmarks; the bridge at the start, the tall tree in the middle, the shrine (hot-tub?) in the back, the large mushrooms underneath and the jungle gym climbing nets. Then think of the smaller, individual set pieces around them. Let's take the tall tree for example. You've got the small pond to the right, the main village to the left, the platforms going up the tree, the leaves at the top, and finally puffballs and clouds in the sky. Each of the smaller set pieces help define the landmark they surround, and those landmarks in turn help define the level as a whole. To put it metaphorically, the level is a book, the landmarks its chapters, and the set pieces are the pages. Even if the level itself is using an absurd concept as its basis, so long as you work to define the key landmarks really well, it'll all come together to form a cohesive "place" in the player's mind.
A more linear game like SA2's speed stages approach the level narrative a bit differently. Rather than using landmarks as the focus, they instead focus on creating a followable through-line between distinct, memorable set pieces that eventually culminate in some kind of payoff. In that sense, stages in linear games have a lot more in common with traditional narrative structure. If your set pieces are weak, or are repeated multiple times (especially across multiple stages!), then the stage as a whole is going to lack a clear identity.
I think this is why SA2's speed stages tend to be a lot more memorable than Heroes'. In a stage from Heroes like Bullet Station, the major defining set piece of the stage where you shoot yourself out a giant gun is repeated several times, which in turn makes it a lot less unique. Going back to it, It's a lot less "OH, this part!" and more "Oh yeah, you do this in this level". I end up having a hard time piecing together where exactly I am in the stage because of this. Compare that SA2's City Escape, and I think you'll see what I mean. Each set piece in that level is properly distinct, and even when they reuse level concepts like running down the main hills, they have you do it in a different way each time to keep it fresh. If City Escape was designed by the Heroes' team, you'd likely run from the GUN truck multiple times, and you'd do so the same way each time.
Anyways, long rant to say that it sounds like the main set pieces of the game are kinda weak/are repeated a lot. It's probably not helped by the feeling that you can solve a lot of the obstacles in the same way, thus making them blend together even more. It's honestly a little weird to hear how the Mania devs kinda dropped the ball in that regard, since Mania was really good for that sort of thing.
Once again Nitrorad really shows why he's the greatest video game reviewer again. In a single video he manages to do 3 things that no other review channels does:
1. Address one of the innumerable problems within online video game discourse
2. Give attention to an actually good Indy game that came out recently
3. Actually do an authentic review of a game without pulling any punches or saying anything that comes off as inauthentic or following a narrative.
"It's time to take the past, & leave it in the past."
Meanwhile, all these indie games are deliberately trying to look like the past because nostalgia is one hell of a marketing tactic.
I think the past is ultimately just the present
Not really the “gotcha” against his point you think it is but alright
you really thought you said something profound there didn't ya, Supreme Mario Gamer? lmao
I can feel you sobbing while you typed this comment
Yeah… but they also improve on creating new Mechanics that make the games feel Fresh
Ok the speech at the end was a liiiiittle much to be fair...
James, I know you weren't too keen on doing a video for this one, but I'm so glad you did because a new video from your channel is what I await the most on RUclips, AND I love this game. Thank you for always giving us the most interesting, well-produced content on the platform.
I dont think that dismissing people's feelings about characters is a helpful mindset.
Sure, games are more mechanics than characters, but the characters and world flavor is how people get into them in the first place and build attachments to the medium.
dude i'm literally just trying to inspire people to try new things...
14:41 Fellow Blaze the Cat enjoyer.
He's always using Blaze in his Sonic Adventure 2 B-Roll these days. Can't blame him!
citing it as looking like it's out of the gamecube era is sending me. It's the Mania devs. The visuals are so vvery clearly inspired by things like Ristar, Bonanza Bros. and Dynamite Heady, all classics from Sega's glory days. It is such a distinct aesthetic! I'm surprised you didn't catch it.
Something I've not noticed an indie platformer replicate yet is the kind of story telling and world building you get in something like a Ratchet and Clank or Sly Cooper game. I find those games fascinating. I have some fairly in depth ideas that I'd like to make which would fit into this category, but I don't think it's likely I'll ever be in a situation where it's possible for me to make them. I haven't given up totally, but I don't think it's realistic. Anyway, amazing video as always James!
tee "totino's" lopes did indeed work on the sonic mania soundtrack
I agree that the Penny puppet is extremely easy, however that level is incredible, I love replaying it so I can completely forgive the easyness of the levem as it just is SO MUCH FUN
I have to disagree with your final point there. I need character and function. I like Mega Man, I like the jump n shoot but Ilike the silly robot dudes, I like the angy Einstein dude. I have yet to see an indie do it better.
In regards to Penny's design . . . It makes me think of guy I knew in College. He'd come up a complicated/unusual design and then tell me about all the inspirations and aspects he wanted to achieve so I kind of get where the Artist behind Penny's design is coming from.
They wanted a clean, low-ish Poly (sort of GameCube territory), Geometric character with an almost cell shaded look with her solid colours and a strong sense of symmetry. The Hat? Very Angular like Wings. (Works well when she's flying along but looks awkward when she's just standing.)The Square cheeks? Like the Diamonds from a pack of playing Cards. Her outfits colouration? Like a Joker from a standard pack of Cards but with emphasis on the Yellow to make her seem more Gentle as a opposed to aggressive as she would seem in Red. Where I think this Sega Saturn mascot design is let down though is it doesn't take advantage of being in 3D. The design may look good in 2D but there's not enough going on for it to work in 3D.
It's the whole Sonic going from 2D to 3D problem. It took Sega a while to find a look for Sonic. Look at Sonic from Sonic 06 and you'll know what I mean. I truly believe Penny started out as a 2D character then they basically pumped her up like a balloon until she looks like a 3D character.
About the "obsolete platforms," I actually used a fair bit of em because I'm an idiot and not as confident in my abilities.
I'm not even sure how many people playing these games have even the faintest speedrunner's DNA in them.
Always love your stuff dude, the chill vibes are so comfy. Was looking forward to hearing your take on this one!
Absolutely LOVE the controller footage on top of the gameplay, makes understanding the moves way easier! Rad stuff (:
yeah, nah. that last little bit reminds me too much about the Marvel Vs Capcom "People only care about functions" BS they pulled. I get it, the new games can basically outpace and do everything the big guys forgot how to do, but I'm gonna be pressed to find any that make me wanna stay as much as the originals. Might not be a platformer, but I've played Project Wingman like 4 times, and I'd say its on par with its inspiration, Ace Combat. But I'm still wanting a new Ace Combat after 7 that continues the stories and world of the game I played all those years ago, not this new world and new place. Every other spiritual successor or twist people make is always going to be in the shadow of its originals, and people are going to latch onto said originals more unless it truly does it better.
With all the hints 7 dropped I really hope Ace Combat 8 connects to Electrosphere in some way.
Was not expecting a new nitrorad vid today! This game has such fun music
Man's becoming like the MVCi devs basically calling characters functions. It makes sense to embrace indie games doing things that remind us of old games but with new ideas that build onto them in an even better direction tho. I love Indie games, mostly 2d platformers, but I have a personal attachment to the characters and game feel of preexisting characters. Like I know that there's freedom planet, but Sonic is like my favorite character of all time so I'll prefer playing a classic sonic game undoubtedly cuz of my relationship with the character and the unique presentation of sonic games. I know there's Dkc inspired games out there but the returns games just have a certain weight to them that's special to me. I think embracing the past and the present Indie scene is possible and it's what I do. Like I don't love sonic frontiers and spark the jester keeps looking more appealing to me
Don't forget Soul Calibur 2, where despite the PS2 having a much larger install base and the Xbox laser focusing on the young adult male demographic that Soul Calibur was already geared towards both lost out because the Gamecube version had LINK as a console exclusive instead of Heihachi or Spawn
I'm glad other people are thinking the same way. The ending of this video really didn't vibe well with me
I only liked spark the jester 3 of the series. The overall "sonic" gameplay and level design are really good IMO and the combat can grow on you if you're into spectacle fighters/character action games. However, the plot is cringe and if your not into the gameplay variety outside of the speed platforming (vehicle sections, treasure hunt, mech fights, boss battles, arena sections in the middle of speed levels, a boss rush/gauntlet mode), the game can get annoying. I had to force myself through some sections of the game because of this even though some of them are well designed for an indie game.
The MvCi comparison is pretty spot on. I know it wasn’t his intention but that final speech felt kinda off.
I think you guys are taking his speech at the end the wrong way, he's just saying "don't deprive yourself of a good time by ignoring all the cool stuff that's happening in the indie space just because it doesn't have Mario or Sonic in it."
Wait, that lava waterfall with the boost ring really is just *nothing?* I got caught out by that one too, I thought I was just clipping the wall!
Having been playing a bunch of 2D sonic recently, this is the one single 3D game that actually has the flow of a sonic 2 or 3. Including the way that you can easily lose all momentum and need to regain it using slopes and clever use of your moves. Loved the game, tho it has already been beaten by a game 1/4 its price as my favorite platformer of this year so yeah. That's just the times we're living in man, 3D platformers are coming back and you can actually start being choosy about them again without feeling too sad about it lul.
play Yellow Taxi Goes Vroom
I was waiting for this video! NGL I've really been enjoying Penny's Big Breakaway.
I wish I could play Taxi Goes Vroom, maybe when it comes to consoles maybe?
games like this and crash 4 could use a splatoon 3 feature where your buddy could point you towards hidden points of interest, like if the yo-yo could get really excited and pull towards the direction of said collectible, or aku-aku could gaze in the direction of hidden boxes, giving even more of an incentive to not get hit. would save SO much more time, but without giving away everything,
You’d probably like Crystal Project then. It’s an open world RPG with platforming elements, and it’s got a job system similar to Final Fantasy 5. Plus it’s only $13.
Woah, how have I not seen this yet?!
saw this on steam and I KNEW you would eat it up, great video man :)
Thank you, Nitro Rad, for being such a positive voice in the indie game community.
21:48 Proof that James' twitter bio isn't a lie
James, I know you probably won’t read this, but I’m going to be totally honest here. I love your channel, I’ve donated Japanese SEGA Saturn games to you and Brady, and you’re by far one of my favorite channels to watch.
But lately, I feel like your stance in favor of indie games has become a bit toxic and somewhat pretentious. I love some of the indie games you’ve recommended to me, but I’m also a big Sonic fan. I love those games as well and I love the stories and world they craft there. But recently, you so often make the comments about how all that is lost as if games like Crash 4, Mario Odyssey, or Sonic Frontiers haven’t truly resonated with people.
Everybody is entitled to feel however they feel. If you prefer specific jumping mechanics over the characters and story, that’s fine. But you so often make it sound like the other brands don’t have any value at all. It’s just a bit tiring and disappointing to constantly hear.
Heck, in this one video you took like 4 jabs at Sonic for no reason. Especially that comment about Sonic Heroes levels not feeling memorable or like real places.
I’m not at all mad, but just a little tired from hearing these takes that don’t always feel like they’re coming from a place of love and care. It can feel a bit mean spirited when it’s so constant on RUclips and Twitter.
I still love your content and think you’re doing a great job, but I just wanted to know how I felt about the current state of things. All the best, man.
Finally you talking about this game great review and ending btw
I'm happy to see you not shying away from a notable release that you didn't personally jive with. I know you like to use your channel as a platform to endorse obscure games you're passionate about, but I think viewers can also appreciate an even-handed critique from someone that's played more 3D platformers than most.
It’s kinda weird I love nitro rad and his videos are really fun but ig we just don’t have the same taste in games. I played a few indie 3D platformers bcs he sang the praises for and found them really bad or boring and the ones I flat out loved he is highly critical off lol
Ig that’s the appeal in art people come in and have wildly different takeaways for different reasons nothing is objective here
I identify a lot with your final thoughts about people talking about "x thing is dead" just because It isn't mainstream. In music the same thing happen.
The speech at the end was very nice! It reminds me of a video a saw recently about the current state of games and how it compared to the past (10-15 years ago), and I quickly realized this guy was only talking about AAA games. I thought it was weird since I kept thinking about indie games and how the indie market is doing great right now. Since then, I realized that a big chunk of people seem to have this view, where AAA games are the only games on their radar, which is weird to me
Anyway, this was a nice video! It makes me want to actually get a computer that can play games without dying so I can use Steam finally
The hat in time shade was uncalled for thought you liked that game lmao. I was also thinking about that game when you we’re talking about Modern platformers
He just has a massive pet peeve about double-jumps, it's a stance of his that I get but don't strictly agree with. It also comes up in basically every 3D platformer video, because either the game has it and it feels bad, or it doesn't and is therefore better. Sometimes it's more akin to this one where "it has one but it feels fine so I guess it gets a pass", but those seem to be getting rarer and rarer.
as someone named penny, i can confirm this was my big breakaway
Hmm, "flawed yet very good in a lot of key areas" was basically the assessment that I expected this game to receive. Definitely wore its somewhat jank late 1990s - aughts inspirations on its sleeve.
I would say that on the topic of spiritual successors vs. originals, the way I like to see it is that thanks to copyright, we can't really control whether or not a new installment in our favorite franchise gets made. If Capcom, Nintendo, Sega, etc. decided to close up shop tomorrow and take all their IPs with them, there would be nothing that we could legally do. After having witnessed a bunch of franchises that I've loved get thrown down the ditch, I've become increasingly open to checking out other endeavors that try to give me similar experiences.
And you know? While I really resisted that change early on, I've found that not only have some spiritual successors given me as great an experience as the originals, but some have even improved upon where their predecessors left off. I'll never stop having an attachment to the original characters whose adventures I participated in, but I've also realized that I can't control when those adventures end and would better use my time in seeking out similar ones to follow.
This beautiful speech and then “I love to crap my pants,” please never change
I happy that you are enjoying the indie platformer scene lately and wanting to share that love though videos. You want to share you thoughts and experience, but I also do too. I do find it kinda funny when you do bring up, lets say Banjo Kazooie and how people want a sequel. When at least a decent size of people are contempt with playing fangames, rom hacks, or even just replaying the OG. But again thats just me, I kinda come to terms that another game like Banjo isn't going to get another sequel and thats is perfectly fine. I just feel like people would much rather do that, then a modern clone that trys to do that, kinda like Yooka Laylee or other indies, even if theres a lot of good ones too.
The GameCube controller with metal gear rising through my brain for a loop for a sec lol😂
30:00 maybe you have a point for some like Mario but I have to disagree, if you removed Sonic or Banjo Kazooie from their games and just put in any other character it wouldn’t work as well
When it comes to the ending speech, I think at least part of it is something that I would be really interested if you ever did a video on it, is also like...not just game length, but a sort of fullness of experience as it were?
Comparing some fun games that came out recently: Corn Kidz 64 is 5 hours for main game (7 for Main+), Psuedoregalia is 5 hours total, Super Sami Roll is 5-7 hours, Castle on the Coast is 3-4 hours, Cavern of Dreams is 5-7 hours... and stuff like Orbo's Odyssey or the Toree games (which I enjoy!) are 1-2 hours. And then by comparison, say, Super Mario 64 is 12+ hours, Sunshine is 15+, SA1/2 go 13+ with all character stories, Jak and Daxter games were 10-15 hours based on which game, the main series I can think of that really lived in that time range is Spyro and Crash.
A game being longer doesn't make it inherently better (See: like every new Assassin's Creed or bloated open world game the past decade), but that one thing those longer game times let you do is get further entrenched in the game's systems and that the game will then build off of themes, moveset and so on: See stuff like Super Mario 64 having levels like Tick Tock Clock's highly vertical design compared to an earlier level like Bob-Omb Battlefield, or the way Sunshine's different levels show off more and more of Delfino's vibes, or Sonic Adventure 1/2 unveiling more and more story bits as you complete the different stories. I feel like this is something that people sometimes don't feel like they get out of a lot of these indie platformers, where they wish the games got a bit deeper with it. I like a lot of smaller platformers, but I will say sometimes I get that that feeling as well, wishing there was some more meat on the bones. This is actually something I think Demon Turf did quite well in offering a robust experience.
I think a somewhat related thing worth noting is that you are, at this point, quite the platforming expert. I bet you've played way more platformers competently than a lot of the population! I feel like in turn it feels like you've developed at least somewhat of a taste for games with some speed / skill check focus: I've seen a lot of people describe Super Sami Roll as a "speedrunner game" and when I think back to what you enjoyed about Demon Turf I remember you instantly looking for skips and fast time completion. Personally, I do agree your final point about not caring about Mario and caring about Mario's Moveset feels like it does maybe go far into the idea of "character = function", and in a way that feels like it might even be a bit dismissive towards the indie games it is championing. Are games like Demon Turf or Corn Kidz 64 really just their movesets? I'd argue without Demon Turf's punk aesthetic or Corn Kidz 64's dream-like atmosphere in both games are actually fairly important to how well they resonated and people's reactions. And on a personal level, the kind of G-rated glitch horror of Toree was a good part of what drove me to check out that game. I sometimes feel like these smaller games not carving out a stronger identity is part of what leaves them feeling at times insubstantial.
At this point my comment is late and I don't expect you to read it, but I do want to say I still enjoyed the video: Part of why I wrote a longer comment is that it gave me things to chew on! I hope if you do read it that this is interesting for you as well. Thanks for the video!
I like Penny's head reacting in the corner as you play. I can imagine sonic rapidly oscillating between rage, terror, joy. Reminds me a little bit of pizza tower, which is completely bonkers.
I appreciate you trying to juggle dozens of different thoughts on this video, james. Good on you for speaking your mind and speaking it well!
im still waiting for an indie that could replicate what Sly cooper 2/3/4 had going, i was so fed up with waiting i just bought a ps vita and started replaying the Sly games again
Penny’s big breakaway seems like a solid 6/10 doesn’t have a high priority on the platformer indies, besides a $40 indie better cure my depression and file my taxes for me
How about "The Big Catch", animation wise it seems close. It's not out yet, but the trailer is up if your curious
@@derple8524 oh thanks! i just checked it out looks promising, but Sly itself is a unique combination of Brotherhood, Heists, and Platforming, most games only manage to replicate one of these aspects… i got tired from looking for alternatives so i just decided to play the Sly games again, they simply have that X factor y’know
as for The Big Catch i’ll keep it on my radar for sure on the kickstarter page it says they’ve unlocked a tier for a Nintendo Switch version so i might snag it later on
Sly games are incredibly simple mechanically, those games appeal comes from the big picture aspect and the storyline lol
The thing with people thinking platforms or anything are dead some people just don’t really bother to look for things they might unless it’s shoved in in their face.
This, Pepper Grinder and Balatro are my fav games of the year. Glad to see you make a vid of this!
B-but what about palworld, it love palworld. Its like pokemon with guns isn’t that so shocking and edgy. I love palworld i love cynical cashgrabs yippee
@@nonymouswisp8176i think that game is rly cool actually. nintendo has been pussying out for the entire series and hasnt tried at all to appeal to the adults in the audience. im glad palworld gets our struggle. if only theyd let u smoke weed...
I had literally just heard about this game today. So what a pleasant surprise that nitro rad decided to cover it on the same day.
Great video as always. You single handedly got my back into platformers!
I fully get what the final speech is going for in terms of trying new things but it also feels a bit too pessimistic regarding existing franchises and people wanting more of those characters
The point about some aspects of level design being "fake" was bugging me and I think I understand why now. I think you might have a bit of a Dunning Krueger effect in terms of your respective skill and how that impacts how levels are progressed through versus a kid with less mechanical skills or somebody just generally not very into platformers. Everybody navigates differently and having things like the spiked floor platforms creates a challenge that players who aren't as reliant on or capable with their tools or spend as much time with repeat playthroughs will grasp. It's a kind of design that gears itself towards creating challenges based on player proficiency without necessarily negating specific aspects of the overall design. As you get better you start to see more opportunities to cut corners and slip past things that slower players may not have the capacity to do yet.
That digimon shirt is adorable
The most important review of this game
that ending was especially satisfying to watch for the first time on May 9th 2024
You pretty much exactly mirrored my experience. Super fun game, but it didn't feel like it lived up to its own potential. I'd probably be more inclined to replay it more if the combo system wasn't so finnicky. Pizza Tower really made me see the value in combo meters for platformers, but in this game, it never really feels clear on when you should lose your combo or what type of score you should be aiming towards for those extra rewards.
Yellow taxi go vroom video WHEN??
Nitro Rad, I can't get enough of your content, so I subscribed!
Speak for yourself, I find the Sonic Heroes levels super memorable. ...May or may not have to do with Heroes being my first Sonic game, but I still think those levels have their merits.
Also, glad you're talking Penny's Big Breakaway. It's a bit sad it hasn't gotten as much love as I feel it's earned, so thanks for throwing some attention this game's way.
Surprised you were so mid on the last few levels/boss though. I thought they were really fun. Well maybe I'm just a sucker for when a final challenge bring a whole lot of stuff back to test you on all of them.
About the busker bonuses, im certain there's an issue on your end. These have never been remotely this finnicky for me at all, just generally spinning the stick works fine, they're pretty easy. There might be something funny going on with your controller.
Def not a problem with my controller, but I'm willing to bet it's a bug of the PC version
@@NitroRad oh yeah that may be it. I'm playing the Switch version. It never did anything funny for me at all so that may be the difference.
I do remember one of the most constant bugs I encountered was when I would try getting up and over a wall, I'd end up sticking to it. Half the time I'd wiggle free, the other half I'd need to restart level.
Pretty much sums up my feelings on the game too, it's such a fun stylish platformer but there's issues for sure! Great job putting all this stuff into words, this is a very thorough analysis of the moveset. Curious what this studio will work on next