The obstacle course areas are some of the best in the series and here, the addition of jumps largely works out nicely since they’re used for fences and other small areas to tie into the more normal ramps and the like. Now, boss battles are just as much pure luck and perfect placement on the stages as they are skill - but they aren’t much fun.įortunately, the boss battles make up a small amount of the core content - but they do block you from accessing later stages, so they do impede the amount of fun you can have since you need to topple them in order to play more of the parts of the game that work perfectly. You could get an overhead or isometric view of where the objects are in relation to your character and pick up on jumping patterns to capitalize. Instead, the problems that existed before when it came to depth perception and being able to properly time jumps to either avoid or send projectiles back to the enemy are amplified because while playing, all you can think of is how simply being able to move the camera would make things easier. Now they were a pain in the butt in ’06, but with the benefit of 13 years of hindsight, one would think that the modern version of the game could be brought up to a higher level. The worst part is trying to properly time jumps to avoid oncoming projectiles, which is one reason why the addition of boss fights is more frustrating now than before. This means that a game with 3D platforming elements in it has no way to control the camera, so you wind up minor leaps of faith when it comes to core levels as a misplaced jump can put you on top of something and send you off the field. The devs had a chance to fix the issues with being able to tell where you were in relation to a lot of the platforms and especially projectiles during boss battles and didn’t do it. No matter what version you play, you have a right stick available to you and yet it does nothing. ![]() Now, you don’t really have that issue with analog stick control for movement, but you have no camera control whatsoever. With the Wii version, waggle could lead to you just not being able to get a clear view for a long period of time due to constant movement shuffling you around. It’s not everything it could be, but the core game is still mechanically sound except for the problematic camera. Instead, the more normal control scheme from the first two games is used, only with a jump thrown in, and that’s fine. Here, motion control has been taken away in the remake - which isn’t the end of the world, but it wouldn’t hurt to have it as an option on Switch. ![]() There, not having second stick control for the camera made sense because the Wii Remote wouldn’t allow it and the game itself didn’t support a more normal control method. The controls as a whole are better since they aren’t just motion-only as that was a Wii game at the height of waggle-mania, but they aren’t what they could be. It isn’t often that you have a chance to take a good game in theory and finally make it the great game you can envision in your head, but they had that here and didn’t quite reach the heights they could have with this HD remake. With the HD remake of Blitz, the team behind Yakuza had a chance to right a lot of wrongs and create the definitive edition of the game. The shift to adding a jump amid the obstacles wound up creating a much harder and more frustrating experience. You didn’t have to worry much about the latter because the pre-level pan showed you if you had walls to contend with or not and so you could plan ahead. ![]() ![]() With the first two games’ setup, the camera was fixed and that allowed you to move around and see obstacles in front of you and get a bit of a view of the world around you. This brought about a different issue, though - the camera staying in the same place as it would if it was an obstacle course. This move shifted the gameplay from being a pure obstacle course to then blending in platforming. Blitz had to find its niche and wound up focusing more on obstacle courses as was the series norm, but shifted new elements into places like boss battles and a lot more traditional platforming thanks to the addition of a jump button. Super Monkey Ball Adventure introduced a fully-fledged world into things and brought elements like boss battles and an overarching plot. Whereas the first two games were a blend of monkeys and a lot of Marble Madness, Blitz came out after the first non-obstacle course entry in the series. The original Super Monkey Ball Blitz hit the Wii over a decade ago and offered up something a bit different from the norm.
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