SMWCP - FINAL - those forgone conclusions



Categories: SMWCentral Production

"Megadmin" - Atma Welp! As I said at the end of the video there, I think this final level encapsulates my general feelings for the game as a whole. Technically, it's extremely impressive - if you know about mario hacking, some of the things in there are just bewildering. The craftmanship is superb. The artisanship, the way graphics are put together and used, is very very good, flawless in parts. ... But... in the end, it's not that much fun? I don't know, it's kind of weird. One thing that I'll note here, that has nothing to do with this particular level/boss: for all the creative ideas in this game, very few creative ideas where about new obstacles, or how to deal with obstacles. Lots of new visual ideas, lots of new interface ideas, but very little 'new obstacles' idea, except for a handful of new custom sprites - and even then, they are used in very conventional 'here is an enemy in your path'. I dunno, something to think about I suppose. Ultimately, I think this game was a victim of its hype. Like, building up to its release, and after release, the users on smwcentral where all like OOOHH WOOOAAAAH THIS IS THE BESTEST BREAD SINCE SLICED HACKS - which is understandable. However, reality doesn't quite gel from an outsider looking in, and the hype backlash is pretty strong. To be fair, SNN will tell you, and I believe him, that this game was never meant to be 'great', it was just meant to be 'hey, we actually did a thing'; unfortunately audience-caused hype is often unrelated to author intent! Man that's a lot text. tl:dr - fart http://www.raocow.com http://talkhaus.raocow.com/viewtopic.php?f=3&t=1853

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