Is the cute and easy platformer genre dead?
Posted: July 22nd, 2015, 7:28 pm
I believe so. More specifically I'm speaking of Yoshi and Kirby franchises. Yoshi's Wooly World hasn't been released in the US yet, oddly enough it is the last region for it to release in, but it's come out in Japan this past week with a very unimpressive debut. Here is a comparison of opening weeks in the series:
N64 : Yoshi's Story ( Nintendo ) { 1997-12-21 } - 53,428 / 852,864
GBA : Super Mario Advance 3: Yoshi's Island ( Nintendo ) { 2002-09-20 } - 95,596 / 526,458
GBA : Yoshi Universal Gravitation ( Nintendo ) { 2004-12-09 } - 34,389 / 261,317
NDS : Yoshi Touch & Go ( Nintendo ) { 2005-01-27 } - 52,407 / 197,337
NDS : Yoshi's Island DS ( Nintendo ) { 2007-03-08 } - 254,523 / 1,053,833
3DS : Yoshi's New Island ( Nintendo ) { 2014-07-24 } - 66,225 / 258,847
WIU : Yoshi's Woolly World ( Nintendo) {2015.07.16} - 33.821 / NEW
It's never done hot over there, but does have an 'okay' 77% Metacritic rating. Which is higher than the series usually gets.
The same could be said for Kirby and the Rainbow Curse this year, with a 73% rating. In launch week, it did even less in Japan with 32,000 and 58,000 after a month. NPD figures for lower selling games in the US are more difficult to come back.
My opinion is the combination of a large amount of platformers already on Nintendo's system, combined with the fact that I don't think these games appeal to the people Nintendo THINK they do. Instead of focusing on making a more complex platformer with a decent difficulty and a more 'conventional' throwback graphics style, they've basically made franchises like these the 'baby' franchise where ANYONE can complete the game without much difficulty.
The retort to that by some, including Nintendo, would be: 'Well thats just to beat the game, that isn't counting collecting 50 items or extras or getting a higher ranking per level.'
To me, that's the problem in of itself. The main part of great platforming design is to have great balance between your enemies and making it through the level. I don't care how many trickets or hard to reach items you throw into a level, GETTING something in a level is a different type of design and fun factor than GETTING THROUGH a level. Your timing, speed, way you react to enemies in difficulty is NEVER going to be replicated by addition optional hard-to-reach items where the goal is to stop and search or make a jump in a certain part of the level. But in this appeal to the lowest common denominator world now, that is completely opposite of the 'arcade at home' difficulty model 25 years ago, it seems to have set in that this is an adequate replacement for people who have a little more experience with a controller.
Anyone else agree with this assessment? It seems the critical and retail reception seems to echo this.
N64 : Yoshi's Story ( Nintendo ) { 1997-12-21 } - 53,428 / 852,864
GBA : Super Mario Advance 3: Yoshi's Island ( Nintendo ) { 2002-09-20 } - 95,596 / 526,458
GBA : Yoshi Universal Gravitation ( Nintendo ) { 2004-12-09 } - 34,389 / 261,317
NDS : Yoshi Touch & Go ( Nintendo ) { 2005-01-27 } - 52,407 / 197,337
NDS : Yoshi's Island DS ( Nintendo ) { 2007-03-08 } - 254,523 / 1,053,833
3DS : Yoshi's New Island ( Nintendo ) { 2014-07-24 } - 66,225 / 258,847
WIU : Yoshi's Woolly World ( Nintendo) {2015.07.16} - 33.821 / NEW
It's never done hot over there, but does have an 'okay' 77% Metacritic rating. Which is higher than the series usually gets.
The same could be said for Kirby and the Rainbow Curse this year, with a 73% rating. In launch week, it did even less in Japan with 32,000 and 58,000 after a month. NPD figures for lower selling games in the US are more difficult to come back.
My opinion is the combination of a large amount of platformers already on Nintendo's system, combined with the fact that I don't think these games appeal to the people Nintendo THINK they do. Instead of focusing on making a more complex platformer with a decent difficulty and a more 'conventional' throwback graphics style, they've basically made franchises like these the 'baby' franchise where ANYONE can complete the game without much difficulty.
The retort to that by some, including Nintendo, would be: 'Well thats just to beat the game, that isn't counting collecting 50 items or extras or getting a higher ranking per level.'
To me, that's the problem in of itself. The main part of great platforming design is to have great balance between your enemies and making it through the level. I don't care how many trickets or hard to reach items you throw into a level, GETTING something in a level is a different type of design and fun factor than GETTING THROUGH a level. Your timing, speed, way you react to enemies in difficulty is NEVER going to be replicated by addition optional hard-to-reach items where the goal is to stop and search or make a jump in a certain part of the level. But in this appeal to the lowest common denominator world now, that is completely opposite of the 'arcade at home' difficulty model 25 years ago, it seems to have set in that this is an adequate replacement for people who have a little more experience with a controller.
Anyone else agree with this assessment? It seems the critical and retail reception seems to echo this.