@Crash__Man: How about you actually READ what people aren't liking about this?
I personally dislike the whole thing about controlling the game with a new gimmick, because every time that happens the actual level design gets the shaft. And level design is what I want the most out of a Monkey Ball game. Therefore, by simple use of logic, I dislike these gimmicky ways of controlling Monkey Ball. Simple.
@RockyRan: Maybe you should wait until this game comes out, or some actual levels are shown, before judging it based solely on its control scheme. Sure, it's a Sega game and they don't put nearly the amount of effort into games like they used to when they were making hardware, but it won't kill you to wait until you see more of the game before condemning it.
@Ferkner: I'm using mere logic and pattern recognition. I'm not automatically dismissing this game as bad, I'm just saying I'm uninterested. Maybe some level footage might change my mind, who knows?
@RockyRan: That's why I reserve judgment on how the game is controlled until I see some of the game. Until then, it's just a cute CG clip. If they dosome great level designs, and program the game to be as accurate as Wii Fit was, then it could be the best Monkey Ball yet.
Goddamit sega, stop ruining every franchise you get. Seriously. Monkey Ball 1 and 2 were epic must owns on the gamecube.
Drop the new art style
Drop the rushed level design and bring the crazy Monkeyball 2 designers back.
Drop the millions of worthless minigames and stick to a small number of well polished enjoyable [and online] minigames that are almost developed enough to be sold as wiiare titles.
AKA give me another classic like monkey ball 2. I fell for your trap with Monkey ball DS and monkey ball Wii (1). I won't fall for this again.
@(Zombie) Goldwings: Hey, just putting this out there, but, don't you remember that eon8.com experiment? This is what this whole countdown thing is based off of.
True, it's getting annoying, even to me, but the fact that anyone who's anyone in the gaming advertising job is using this too much is annoying in itself. It's lost its pizzaz, it's no longer exciting, scary, or anything stupid like that.
Someone needs to get it to their head that this whole countdown clock thing is indeed done with. It's lost its touch around the third time it's used. Nobody is excited to find out what the big news is since it's all really in the code, and quite often, it leads to disappointment. I think it's safe to say that countdown clocks are dead.
Hmph. I can't say I love this right out the bat. Ever since Sega started using the Monkey Ball franchise as a gimmick I've lost interest. "Oh look! Monkey Ball on the iPhone! Tilt the phone and he moves!" "Oh look! Monkey Ball on the Wii! Tilt the controller and it moves!" Now it's "Oh look! Monkey Ball on a balance board! Tilt yourself and it moves!"
All those games centered around a new way of playing always means the level design, which is what SHOULD be the biggest strength of the game, takes a hit.
Give me crazy, enormous stages like the ones in Super Monkey Ball 2 and I could care less about what it is I'm tilting to make Aiai move. Until then, I'll remain uninterested.
@RockyRan: I think it's ridiculous to suggest that a game about _tilting a surface_ built with a tilt-sensing device (eg. Wii or Balance Board) is a gimmick.
I thought Super Monkey Ball: Banana Blitz (the Wii game) was such a perfect implementation that it make the Gamecube versions obsolete.
And make no mistake... Banana Blitz is a very difficult game. They did not dumb it down for the Wii. I expect Step and Roll to be awesome.
@Shabs: Banana Blitz's level design was simply mediocre. Their idea of difficulty was to make your walking (rolling?) surfaces ridiculously thin. Seriously. 3/4s of worlds 9 and 10 had that. Just because the game is difficult does not mean the level design is good.
I want more Arthropods, more Serial Jumps, more Gimmicks (no pun intended), more Roller Coasters. THOSE are good and inventive levels. The ones in Banana Blitz pale in comparison.
And you misunderstand what I mean when I say gimmicky controls. Once again, when a Monkey Ball game gets advertised solely by its new "cool" way of playing the game, the level design always suffers for it. That's what I mean by gimmicky, because you get into the game, the controls work well, but the game itself isn't all that hot. Yes, I know tilting works well in a game that's about tilting. That's not what I'm talking about.
@RockyRan: Fair enough. I took your comment to mean that the controls were gimmicky, and they're anything but in Banana Blitz.
I would guess the single-player levels in BB didn't suffer from unique assets because of a Wii control scheme, but because they were building an ambitious minigame collection into the game at the same time.
Why would they take an awesomely fun/frustratingly hard at times great game like Super Monkey Ball and completely ruin it by making it use the fucking Wii balance board? How could that shitty board offer enough precise control to make Super Monkey Ball work? It can't. So now the levels will be stupidly easy and designed around the controls instead of the controls adapting to the design.
STOP WITH THE STUPID MOTION CONTROLS ALREADY!
Super Monkey Ball is our goto drunk party game. We have so much fun playing WITH CONTROLLERS.
Between this and the new Tony Hawk, I am so worried about where gaming is headed.
@KillerBee: Word. I want stages like THIS in my next Monkey Ball:
http://www.youtube.com/watch?v=S28uBO718Jg
I don't care what I'm using to control the game. I want crazy-ass stages that make me think "Holy crap. How am I going to do that?" not simple stages with tight paths like nearly all of the ones in Banana Blitz.
Last generation, the games couldn't use gimmicky controls as input, which meant the stages had to excel. And aside from Monkey Ball Adventure, they did excel.
@Sigh1515: It sucks in Wii Fit and it sucks in Raving Rabbids. It isn't going to get any better. There is no "pay extra money for motion plus" addon for the board.
@KillerBee: Thirded (fourthed...whatever). Monkey Ball was fun with a controller. Good levels would be nearly impossible with the balance board. Stupid peripherals. I have my plastic instruments...I don't want anything else.
@KillerBee: It works well enough for WiiFit and Neverball and the levels in Kororinpa 2 were decent (if short). I suspect that you probably haven't put enough time to actually figure out how to control these kinds of games with the board, if you've even played them at all.
I'm certainly looking forward to this game, balance board and all. I'm not worried about where gaming is headed because I'm still having fun. You'd be better off taking the stick out of your ass and giving it an honest try instead of bitching on the internet about it.
I've linked in a video of someone playing Kororinpa 2 with the balance board. It really does work pretty well.
@KillerBee: Maybe it's your balance and body control that sucks, and not the board. Any control issues I had in Wii Fit were because I wasn't paying attention to how I was standing when playing the games. A bit of practice helped me get better.
giving something more than 5 minutes of your time might help you form better opinions of things.
@Archaotic: As long as SCEA requires english VA for their PS3 games, Yakuza 3 will not see the day outside of Japan, especially when Yakuza 2 only had Japanese VA.
Maybe we'll see it when PS3 becomes an open platform like the PS2 became a while back. But that's a long wait :(
@(Zombie) Neteher: There's no indication Sony still requires dubs this generation. The reason the game hasn't been localized is because Yakuza 2 launched after the PS2 was long dead.
The irony is that the longer they wait to localize Y3, the less likely it is to ever sell.
If English VA isn't required, then it makes you wonder why Sega is so keen on Mature gaming on the Wii, where they have to build the game from grounds up and then having it bomb. Yet they won't localize a game where only translating text that will net them a profit even if it sells barely 100K copy( although I think even at a 50k sales, with a price of 60$ it will bring them profit).
But maybe waiting is for the better I guess, I mean the PS3 is still pretty expensive, and I don't think the Yakuza fans are ready to spend currently 400$ on one game, and I don't think much of the user base is interested in a free roam game set in Japan where explosions aren't the order of the day. Maybe they're waiting until the PS3 has a wider user base.
Ah, well at least Sega is bringing End of eternity (or whatever else it was named) and funding Bayonetta, it's hard to hate them anymore with these 2 games under their belt(here's hoping EoE isn't as bad as Tri-Ace's other projects this gen).
Anyway, I'm going back to playing one of Tri-Ace's masterpieces, Valkyrie Profile 2.
08/11/09
08/10/09
08/10/09
08/10/09
Look below and click that picture. :D
08/10/09
@Michael Dukakis - Mets fan:
Better in motion ;)
EDIT: Huh, I guess GIF images don't work here :S
DOUBLE EDIT: The GIF only works if you click on the picture.
08/10/09
Just click it and it moves.
08/10/09
07/21/09
07/21/09
you're complaining about controlling a rolling sphere, and how you'd rather use an analog stick to do so.
the only reason that's "more precise" is because you're used to it.
what, you're opposed to a learning curve in your games? you wanna just pick up and play? sounds awfully "casual" to me....
hypocrites.
07/21/09
I personally dislike the whole thing about controlling the game with a new gimmick, because every time that happens the actual level design gets the shaft. And level design is what I want the most out of a Monkey Ball game. Therefore, by simple use of logic, I dislike these gimmicky ways of controlling Monkey Ball. Simple.
07/21/09
07/21/09
07/21/09
But then again, it IS Sega.
07/21/09
your gripes don't make any more sense.
are gamepad games always designed better? or even well?
no?
then how do you know that is this case with this game.
the problem is this, you saw motion control + game and assumed "sucks!"
and that's the mentallity that needs to change around here. the future will have motion control in it. and for a game like this, it just makes sense.
07/21/09
Drop the new art style
Drop the rushed level design and bring the crazy Monkeyball 2 designers back.
Drop the millions of worthless minigames and stick to a small number of well polished enjoyable [and online] minigames that are almost developed enough to be sold as wiiare titles.
AKA give me another classic like monkey ball 2. I fell for your trap with Monkey ball DS and monkey ball Wii (1). I won't fall for this again.
07/21/09
Surprisingly though this has peaked up my interest until I read Wii Balance Board-enabled. Do i need it to have maximum enjoyment?
Woe is me, for this generation needs peripherals in order to get the full experience of some games and I refuse to have more plastic stuff in my home.
Sometimes I do get sick of this generation, but that is the trade off for these growing pains(?).
07/21/09
True, it's getting annoying, even to me, but the fact that anyone who's anyone in the gaming advertising job is using this too much is annoying in itself. It's lost its pizzaz, it's no longer exciting, scary, or anything stupid like that.
Someone needs to get it to their head that this whole countdown clock thing is indeed done with. It's lost its touch around the third time it's used. Nobody is excited to find out what the big news is since it's all really in the code, and quite often, it leads to disappointment. I think it's safe to say that countdown clocks are dead.
07/21/09
All those games centered around a new way of playing always means the level design, which is what SHOULD be the biggest strength of the game, takes a hit.
Give me crazy, enormous stages like the ones in Super Monkey Ball 2 and I could care less about what it is I'm tilting to make Aiai move. Until then, I'll remain uninterested.
07/21/09
I thought Super Monkey Ball: Banana Blitz (the Wii game) was such a perfect implementation that it make the Gamecube versions obsolete.
And make no mistake... Banana Blitz is a very difficult game. They did not dumb it down for the Wii. I expect Step and Roll to be awesome.
07/21/09
I want more Arthropods, more Serial Jumps, more Gimmicks (no pun intended), more Roller Coasters. THOSE are good and inventive levels. The ones in Banana Blitz pale in comparison.
And you misunderstand what I mean when I say gimmicky controls. Once again, when a Monkey Ball game gets advertised solely by its new "cool" way of playing the game, the level design always suffers for it. That's what I mean by gimmicky, because you get into the game, the controls work well, but the game itself isn't all that hot. Yes, I know tilting works well in a game that's about tilting. That's not what I'm talking about.
07/21/09
I would guess the single-player levels in BB didn't suffer from unique assets because of a Wii control scheme, but because they were building an ambitious minigame collection into the game at the same time.
07/21/09
STOP WITH THE STUPID MOTION CONTROLS ALREADY!
Super Monkey Ball is our goto drunk party game. We have so much fun playing WITH CONTROLLERS.
Between this and the new Tony Hawk, I am so worried about where gaming is headed.
07/21/09
07/21/09
If only they gave the 360 and Ps3 another chance...
07/21/09
http://www.youtube.com/watch?v=S28uBO718Jg
I don't care what I'm using to control the game. I want crazy-ass stages that make me think "Holy crap. How am I going to do that?" not simple stages with tight paths like nearly all of the ones in Banana Blitz.
Last generation, the games couldn't use gimmicky controls as input, which meant the stages had to excel. And aside from Monkey Ball Adventure, they did excel.
07/21/09
07/21/09
07/21/09
07/21/09
07/21/09
I'm certainly looking forward to this game, balance board and all. I'm not worried about where gaming is headed because I'm still having fun. You'd be better off taking the stick out of your ass and giving it an honest try instead of bitching on the internet about it.
I've linked in a video of someone playing Kororinpa 2 with the balance board. It really does work pretty well.
07/21/09
giving something more than 5 minutes of your time might help you form better opinions of things.
07/21/09
It's not Yakuza 3 English version, thus I cannot possibly care less. God damn it, Sega.
07/21/09
But its monkeys... in balls.
People like primates in hamster balls and so Sega gives us Monkeyball.
Ryū ga Gotoku needs more Monkeys and balls.
07/21/09
*crosses fingers for the inevitable Balance Grind Radio*
07/21/09
Maybe we'll see it when PS3 becomes an open platform like the PS2 became a while back. But that's a long wait :(
07/21/09
The irony is that the longer they wait to localize Y3, the less likely it is to ever sell.
07/21/09
If English VA isn't required, then it makes you wonder why Sega is so keen on Mature gaming on the Wii, where they have to build the game from grounds up and then having it bomb. Yet they won't localize a game where only translating text that will net them a profit even if it sells barely 100K copy( although I think even at a 50k sales, with a price of 60$ it will bring them profit).
But maybe waiting is for the better I guess, I mean the PS3 is still pretty expensive, and I don't think the Yakuza fans are ready to spend currently 400$ on one game, and I don't think much of the user base is interested in a free roam game set in Japan where explosions aren't the order of the day. Maybe they're waiting until the PS3 has a wider user base.
Ah, well at least Sega is bringing End of eternity (or whatever else it was named) and funding Bayonetta, it's hard to hate them anymore with these 2 games under their belt(here's hoping EoE isn't as bad as Tri-Ace's other projects this gen).
Anyway, I'm going back to playing one of Tri-Ace's masterpieces, Valkyrie Profile 2.
07/21/09
I'd love to see Fahey in a plastic ball, grinning from ear-to-ear, just rolling his heart out to collect some bananas.
07/21/09
07/21/09
07/21/09
07/07/09
07/07/09
07/07/09
06/23/09
06/23/09
06/23/09
06/23/09
my thoughts exactly
his face hasnt hit puberty yet
06/23/09