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by flgr 3383 days ago
And yet they kinda manage to still teach you things carefully. It feels like in the past they were afraid of making things to subtle, but if you look at the game with an eye of game design (just create a second user on the Switch and restart it from scratch) it's surprising how they still manage to steer you. The whole plateau is a tutorial, but it doesn't jump into your face as much.

And then there's that one annoying motion controlled puzzle with a way to bypass it that a bunch of journalists mentioned in their reviews, and it's as if it was designed with that trick in mind. So that journalists discover it and write about how this game is different.

Which is interesting. Almost like they thought of how to communicate that this game is different and how to best let people notice, and then they came up with that.

1 comments

Agreed. You can definitely feel the 'steering' if you're looking out for it, and there are points later in the game where events happen and it gets a little hand-holdy. But compared to games where a character accosts you immediately, tells you exactly what button to press, then tells you exactly which button to press next, ad naseum (and usually tells me so much I don't retain any of it), it feels like it's not even there.

I think the motion control puzzle was a flub, though. The motion controls sucked. I ended up doing it the "right" way, but at no time did it feel like what I was doing to the controller and what was happening on the screen was correct; but I love that it's possible to find other ways.

> You can definitely feel the 'steering' if you're looking out for it

The implicit steering is one of the things that Nintendo is famous for though. At least among game designers:

https://www.youtube.com/watch?v=ZH2wGpEZVgE

What the video doesn't point out is that if you don't run to the right, the timing of the jump to avoid the Goomba makes you hit that first question mark block by accident.