"There's no point at all in making a 3d sequel if they couldn't first and foremost make sure it would feel good to play" Now why am I thinking about Castlevania all of a sudden?
To reinforce his statement about how perfect the beginning field is; I was at my brothers house warming party and late into to the night everyone else was drunk (me and my brother dont drink) and one guystarted playing super mario 64 after five minutes of him trying to grasp the controls he shimmies mario up a tree and then made him do a handstand on top. his jaw hit the floor. then proceeded to make mario start spinning while in this hand stand and all of the sudden the guy jsut starts going "woooooaaahhhh!!! woooooohooooo!!! i cant belive this is happening!!!". its truly perfect
I agree with your points about the swimming sections. Though at the time I was completely mesmerized by the fact that a game could actually make me feel like I was underwater. The eels are still 2spooky though.
I’ve always enjoyed swimming purely for how it feels, though I can understand why people might not agree. I suppose it just comes down to what you come to the game looking for. Personally, I always play Mario 64 for the sheer joy of controlling Mario. If you play it for the platforming, then you probably won’t enjoy the swimming, whereas if you play it for the controls, you might find something to like about it.
The music building up more and more as you progressed deeper into the stage was most obvious there, and absolutely beautiful. What the diving lacked in gameplay, it made up in athmosphere.
***** Considering Mario games tend to be all about the raw gameplay experience, they can still have "spoilers" in some sense. Discovering new levels and gameplay possibilities, or even aesthetic things like Lakitu in the mirror for yourself is far more of a cool moment when you get to do so for yourself.
I wonder how much of shigeru's success can actually be attributed to how LITTLE he plays games; he doesn't seem to get stuck in arbitrary formulas the industry seems commited to perpetuate. He seems to know what experiences he wants, and doesn't use other games as a basis; at least not in ways that are immediately recognizable.
Stemming from his unfamiliarity from games, Shiggy has an uncanny and honestly amazing sensibility when it comes to designing something. He seems to take on a child like mindset when designing a game, and somehow molds ideas that are somehow so relateable that even a child can grasp it. Because he doesn't play a lot, he isn't filled with preconceived conventions and tropes that many developers have when designing games. Hayao Miyazaki said that the anime industry's problem is that the people in the industry are fanboys of anime. That causes the industry to stagnate and produces unoriginal ideas, and perpetuate problems that haven't been fixed. The video game industry has a very similar problem.
Sour Gin this is so fucking true, videogames are too esoteric nowadays, and in a bad way, it just doesnt have the character it ones did where videogames were part of culture as much as coca cola or anything is, it has become more of a thing of its own the "gamuuwrr-culture" it alienates alot of people I feel. It doesnt have anything to do with difficulty of complexity, its just the sort online multiplayer mountain dew and doritos headset in the dark, mossy culture thats so dominant now. As opposed to the console experience where everybody is on the couch and watches from the kitchen the theatre on screen, and its a more open experience that involves people more.
This is probably one of the best types of game reviewing i have ever seen. I really wish game reviewers like IGN and such would approach them with the same criticism and relevant points that you make, I'm subscribing.
+cronnoponno Mind the cynicism, but IGN and such don't write reviews for people that would watch this kind of video. It's long, wordy, and not "awesome" enough.
+Pseudo Lain Yeah I guess, but I have never seen a reviewer of any sort of content as detailed and well-spoken as this guy here. I've already played Mario 64 to death but even if I never played the game my entire life, I feel that this review is so informative that I could make a perfectly educated decision on whether or not to buy it(which I would). This is professionalism at its finest.
cronnoponno I agree completely, MM is very adept at putting the experience into words without watering down the concepts. It takes a while, but it's better than anything else I've seen.
that's the beauty of UA-cam channels like this, I think -- no ulterior motives. This is just simply good criticism without having to keep up appearances.
Something I'd like to add to the topic of the controls: 3D movement was very new and they wanted it to feel very natural, and I think a big part of what made them succeed is that they added moves for every combination of the buttons you could possibly press. There's no functional necessity for the sweep kick (hold Z, press B) or dive kick (running Z, press B) and many players would probably never even see those moves, but they didn't want any intuition on the players' behalf to fail to provide a reaction.
I felt this exact joy today during my first playthrough! This game rewards intuition in so many places. I have no idea when I'll use it but knowing it's there means I'll be looking for places to add it even when it's not necessary.
I think the idea of considering gameplay mechanics a language is super fascinating, and something that should be explored more. It might have already been done, I don't know too much design theory.
ZeroZmm It sort of is, but the game breaks the fourth wall while still staying in its narrative and lore, effectively turning the gameplay into something that affects the player directly. In a way, that is how the game interacts with you, "talks" with you.
A far better reviewer than me. But then again, Matthewmatosis is a much better reviewer than just about anyone who takes a stab at game reviews these days
This is phenomenally inspiring work. I'll admit that I'm new to this channel and cannot make comparisons to many other videos you've produced, but I can say that I'm greatly looking forward to this Mario series, and your analysis is incredible while being fascinating to watch.
make sure to have some sort of familiarity with each title before you watch the respective reviews, it really helps to contextualize all the criticism and praise.
You should review/compare SMB, SMB 3, SMW, and the NSMB series, and then compare them while reviewing Mario Maker(which uses the former 4 games as styles). Just a theme idea.
i first discovered matt's channel way back when egoraptor favorited his ocarina of time review (youtube used to display your subscriptions' activities like comments and favorites). i've been watching for 2 years now, and it's nice to see a few more people have found this great channel through arin. edit: i posted this in regard to the flood of people that came into the comments after arin mentioned matthewmatosis on game grumps.
Chaster Mief Eqoraptor just commented on Mathewmatosis on game grumps and it pulled me in as well. I really like what Matt has to say. Great balance of both the pros and cons in the games he talks about.
Well, now you can! Matthewmatosis has decided to make this his full-time job, and has opened a Patreon. Here's the link: www.patreon.com/matthewmatosis
I came here from the GameGrumps. Egoraptor mentioned you in the first episode of their recent Super Mario 64 Let's Play. I watched this video and I agree with everything you said. Your analysis of the game hit all the things that most reviewers would take for granted and forget about, such as the importance of Mario having a simple shadow beneath his feet when he jumps. You have earned my subscription.
This has always been my favorite game of all time. Looking back at the game critically and seeing the good things and the bad things is very interesting to me. There's so many things that one would not even notice when playing at a young age. Very well done!
18:00 After hearing this story repeated multiple times across many game development shows, I now believe Miyamoto's approach to Mario 64's movement was probably the biggest contributor to the current definition of "game-feel". Whenever anyone brings up the story, it's like they're reciting the definition/philosophy of game-feel
I find it a little funny that the problem with the final bowser battle in Mario 64 is the exact same problem Galaxy had. And Galaxy went backwards with the whole "controllable camera" thing that Mario 64 stated and Sunshine was getting close to.
I never caught the genius of this game's design until now. I now have a greater deal of respect for it. On a side note, judging by the footage, you're quite skilled at this game. I'd wager you could do a speed-run fairly well (stream idea?).
Nearly shat myself when I saw this in my subscriptions log (not just saying that I watched 2/3 of this on the dumper). You continue to prove to be the most phenomenal reviewer out there, fantastic work. Can't wait for Sunshine!
Something I thought was really interesting is that, having an outcrop in the middle of a stage actually removes the necessity to draw what is behind it, saving a little bit of resources as the game is very unlikely to see all of what's around said outcrop. It's really amazing how many problems that structure solves.
In my game design class we're in teams and are currently making our own games using UDK (for the past couple months) and just watching this review with all the elements of the level design and how to teach a player by how your level is laid out is like gold!
I love that even failing in this game is fun. When you fall from a high area, you get another opportunity to practice your skills at navigating the environment. In a 2D platformer, it would be irritating for that to happen, because the simplistic mechanics would make it repetitive. However, the jump to 3D adds tons of movement abilities, allowing you to spice up your methods of getting back to the place you fell from. It feels like a sandbox, if that makes any sense.
Far and away, this is the best review of a game I've seen in a very long time. Subscribed, and I'm gonna go ahead and watch that Sunshine review now. Keep it up!
I wonder if you'd ever be interested in doing a review of Luigi's Mansion. Underrated title in the franchise, and in a few ways it's quite like Mario 64, although it's clearly very different in most ways. I think it's worth talking about though, especially because it's barely able to qualify under any particular genre. It's clearly not a platformer, I wouldn't call it an action game, but adventure game also seems like a stretch. A lot of design philosophy that seems intuitive now had to be thought out deliberately in earlier days. Mario 64 has a lot of 3D platforming ideas that seem obvious for any 3D platformer, but Mario 64 didn't have the benefit of previous titles to derive ideas from. They had to go back to the drawing board. And I think that's what makes Luigi's Mansion worth talking about - they had to go back to the drawing board and make everything from scratch essentially, and there's a million ways they could have fucked up, so I think that it's worth examining what they got right and what they got wrong.
I second this. I actually really appreciate the way Luigi's Mansion teaches the player (ie, in the first room, the ghosts will not spawn until the game confirms you can aim and use the Poltergust by requiring you to blow out a few candles).
Mario 64 and Sunshine had so much freedom of movement that I think the developers underestimated the abilities of players. A good example is the shocking arrow lifts star, like you mentioned. In both games you can skip entire sections of levels and render intended challenges useless with just a little practice and precise jumping. I personally think it's a lot of fun to manipulate the game in this way, even if it wasn't intended. Maybe they knew some of these things were possible, and they were intended as options for advanced players? Who knows. This is why I was largely disappointed with the Galaxy games and 3D Land and 3D World. Freedom of movement is no more, levels are entirely linear once again, and almost nothing can be skipped or accomplished in an alternate way. It doesn't mean they are bad games, but I sorely miss being able to have complete mastery over the environment like in the early 3D games.
Good work, I love to watch your videos. I know you are very observant so I hope you can vocalize what is disappointing about playing Sunshine. To me the biggest thing is how FLUDD usually gives a gigantic amount of room for error in nearly all the levels. The only levels that lack this room for error either strip the player of FLUDD or are so treacherously high up or spread out that they become tedious to play. So few of the challenges actually require the use of the Hover Nozzle at all, it feels to me like a lot of the game was designed before the Hover Nozzle was introduced. Then they figured it might make the game more fun or easy to add a hovering function later on when really all it does is trivialize most of the movement in the game. At least Sunshine's atmosphere is great.
It was most likely added as an aid for newcomers who had enormous trouble. Sunshine's platforming can be extremely difficult at times, so it could've been to hard to beginners. And, the greatest thing is that it's optional, for the most part. So, if you missed that jump, you don't have to resort to fludd and can just accept the loss like it's mario 64.
I understand why some don't like it, but I absolutely love FLUDD it's an excellent tool for maintaining momentum, the kind of speed you can maintain while still performing complex platforming is insane when you really master the game.
While I understand where you're coming from, F.L.U.D.D. actually makes the game more complex and adds additional layers of skill. You claim that many levels do not require using F.L.U.D.D. and that it provides a large room for error, but this is for the most part incorrect. While beating the game without the use of the hover nozzle is possible, it requires movement that Nintendo did not intend for players to execute (and some not intended to be possible), and some very precise inputs at times. I don't mean to be rude, but I highly doubt you could do it. Moreover, playing through the game without the use of the hover nozzle is a fun challenge and alternate way to play the game if you believe it is too easy and jeopardizes movement options (which it doesn't, of course, if you've ever attempted to speedrun the game in question). Anyway, I hope you play through the game again and put some time into it before asserting overtly false pieces of information! Thanks, enjoy your afternoon.
This is so surprising, among my group of friends Sunshine is unanimously the best mario game in the series. FLUDD makes platforming amazing, fluid, and largely momentum based. And as you said, the atmosphere + level design is incredible.
It's so refreshing to hear well thought criticisms after listening to Arin's "This game's stupid, I hate it!" over and over. In response to the criticism on the water worlds, while they are definitely the most boring worlds, It's not quite as much as a drag because it uses the most memorable soundtrack in the game. I realize that might not seem like such a big deal, but the choice of going for a relaxing soundtrack in the most boring level was definitely a good choice so as to alleviate a bit of the player's frustration.
To be fair on Arin, he's an entertainer and comedian, it wouldn't quite be GameGrumps if everything went according to plan. And it's pretty obvious he was saying that stuff becuase (A) Again, he's doing it for entertainment purposes, and (B) He was in the heat of the moment. Who hasn't called a game stupid and frustrating when they've died on the same spot ten times over?
This is my favourite super mario game. It has my favourite video game soundtrack, and i actually love the way sprites were used. It makes it look much more realistic, and i'd rather have sprite trees than trees that look like a x from above.
Super Mario 64 review? I never thought this would be a thing, but I'm so glad it is! You do the really big games with deep stories and mechanics or unique premises, and when you don't, you do indie games. I'm glad that you chose to finally mix it up by reviewing a big budget game series that is simple.
Why do people feel the need that they found out about Matthewmatosis from Game Grumps? Just watch the video and feel free to comment about the video's content instead of clogging the comment section with unrelated banter and inside jokes...
Thanks for reviewing these games. I feel you work best when reviewing a series of games as you can compare and contrast the sequels between each other and talk about their improvements and their downgrades overtime.
Lakitu lives on a cloud. He is constantly watching you whether you like it or not. Sometimes he helps you out of a hole but usually he is just throwing crap at you to make your life difficult. Needless to say Lakitu is God.
your videos are really making me forget about egoraptors sequelitis series. it may lack the funny tone of egoraptors videos but therefore is even more detailed and thus more interesting imo. im really looking forward to the future reviews
Not only one of the best reviews I've had the pleasure of seeing, but one of the best UA-cam videos I've come across, period. The effort and attention to detail you place here is outstanding and worthy of applause. Keep up the great work.
Super Mario 64 is a phenomenal game, but I'm always a little bit put off by the pointlessness of the lives system. Losing a life throws you out of the level and forces you to re-enter for seemingly no reason (other than maybe giving the game more time to load the level?), and the only difference between losing a life and getting a game over is that a game over makes you go through the busywork of getting back to the castle. Basically, there is no reason for this game to have a lives system. At all. Super Mario Bros. 3 did the same and it sucked then, too, and even games as recent as New Super Mario Bros. 2 did it. How many years will it take for Nintendo to learn this lesson? Of course, in NSMB2 the lives system was justified by the inclusion of in-level checkpoints, but that just makes the fact that you get ejected from the level when you die even more nonsensical.
mysticalknightofjack I think his point was clear enough. The only difference between losing one life and losing all of your lives is having to walk more to get back to the level after. It doesn't add any additional challenge and is unlikely to alter your playstyle in any meaningful way as you approach a game over. All it does is waste your time if you keep dying on a particular level.
***** Not being able to let go of arcade habits is likely to blame, but it's not a very good excuse for a company who'd been developing on consoles for over a decade by this point. :/
I find the life system most insufferable in Sunshine. Not only is it pretty easy to die if you aren't careful, the way the game ejects you from the level upon death can get maddening. The Life system is incredibly dated, and I still can't quite wrap my head around why it is still present.
13:35 I recently played through this game for the first time and I can't agree with you here. Rainbow Ride and Tick Tock Clock were plenty for me. Those levels killed me a ton and took huge chunks of time. I don't think I'd like having even more difficult platforming levels than those two. Overall this game is amazing. Absolutely incredible that this was the first 3D platformer and they managed to get so much right. Even now as I'm playing Galaxy, I still prefer M64's movement.
A criticism from however many years later: If you gave us examples of how jumping into the paintings differently affected the levels (unless it was just the way Mario falls, into the Start Point), then that would have been, good.
+Indigo Swirl I got in 7th grade and for some reason didn't really play it until a month after graduating high school. No idea why. It's an awesome game.
Hey does anyone know any other youtube channels that review/Critique videogames in-depth like this? It's pretty time consuming and hard to find people like Matt, so I would really appreciate the help, even if you comment years later! Great analysis Matt, nice to look at this game in-depth. UA-camrs that critique/review games in-depth I like(besides Matt) are: Super Bunnyhop(goes really in-depth like Matt), Angry Joe Show, Errant Signal, SomecallmeJohnny, StopSkeletons(happy videogame nerd), Strafefox, that one videogamer(completionist), totalbiscuit(not really game reviews. but close enough), clan of the gray wolf
I just discovered Super Bunnyhop and I like his videos, though I disagree with some of his video design choices. I personally like supergreatfriend and HellFireWZ, but they don't do critiques/reviews. Supergreatfriend specializes in introductory demos (so he can't review a game because he hasn't played through the entire game) and a few LPs of lesser known games (though his LP seem to have a review quality to them), and HellFireWZ specializes in a sort of history/lore compilation videos for the racing series Wipeout. Thanks for the list you have, though ;)
A lot of people seem to thing that Critic means they must be extremely negative about the game, and a s a result a lot of them are less about someone critiquing a game and more about them bitching.
***** His script isn't as organized as others I've seen, and he tends to wander off topic. Sometimes this topic is great (and one of my favorite parts of his reviews), but it's a bit of the "label doesn't match the contents."
Hey Matthew, I really like your review style. I went through your uploads and was disappointed to see that you don’t post many videos. I guess your really busy? Anyway, take it easy mate.
Since I've watched your reviews on the 3-D Zelda games, I've been thinking about games more on a critical designer's perspective, which since I sometimes fiddle in Game Maker, has been really useful to me. Not to mention how riveting and entertaining your reviews and commentaries are.
I've heard a lot of people say that this game hasn't aged too great. Last time I played it was about five years ago on the Wii's Virtual Console with the classic controller pro and I 100%'d it and had a blast. I have it on the WiiU as well and look forward to playing through it again on the gamepad. It's been almost 15 years since I played the original N64 version with the N64 controller though. I wanna say anyone who thinks this game hasn't aged well has only played the original version, but I can't without having played through it again myself (I never 100%'d that version). I know the N64 controller is a weird controller to go back to, but I find a lot of N64 game have aged just find when played with a more traditional controller/button layout. If nothing else I consider the virtual console version one of my favorite games ever.
+B T M I remember playing and enjoying the DS version A LOT when the DS first came out. Last time I played it and enjoyed it was probably 2008 or 2009 though and since then I've beaten the original version twice on VC and can see myself going back to the DS version and not enjoying it as much. I heard the WiiU VC release of the DS version doesn't take advantage of the analog stick and still features digital movement. Talk about a missed opportunity.
I was watching this video as your Majora's Mask one popped up in my recommendation and wow I remember watching this back in 2015. When you were explaining about Lakitu and how he gives a 2nd person perspective it jogged my memory of this video. I'm shocked I never subscribed way back when but I binged a few of your videos and I love your content.
Hey Matt nice review, just a couple of bits of advice for your next video First of all its a bit long this video so its a bit hard on the old attention span, cut it down to about 5 minutes, there is also no intro music, what you need to do is have a headache educing flashy intro with lots of loud music, it makes you seem hip and cool. You also need to get on camera, speak really fast, pull lots of silly faces and assure you have lots of jump cuts in, they're hilarious and really shows your editing prowess. Also don't be afraid to throw in a few skits in there as well, be great if you can get one of your mates to dress up as Mario and come in and say "Its-a me Mario!" The old jokes are ALWAYS the best. Now you don't want to talk about the game too much as remember these videos are about you, not the game so if you talk about what it was like to be a child and how exciting it was to play this game for the first time, the girls love someone who is in touch with their inner child and you'll certainly get a few chicks from it. When it comes to the actual gameplay what would be better is how annoyed you get when you fall off the edge, because of the poor game design of course not because you suck at it, and if you start swearing really loud and raging out, this is of course how all gamers play their games and getting angry and frustrated really makes for entertaining viewing. Swearing is also very important as it means you are also edgy and are are far too hardcore for kids. If you haven't got time or money to do this you can actually go to your parents for money as a lot of other you-tubers do, its a really effective method actually. Finally MAKE SURE you ask people to like subscribe and comment on the video, follow you on Twitter, Tumblr, Facebook etc. Best of luck and i look forward to the next video BRO lol #itsamemario cracks me up every time
My only real gripe with Mario 64 is it felt more like a game. What I mean by that is the previous Mario titles felt like adventures, making a journey to rescue the princess, but 64 was set in a hub world where each level was inside a painting, it kinda made it feel like a childrens toybox, like there was nothing really at stake. I mean obviously it was impressive for the time, but it doesn't feel like a cohesive world, it feels like obstacle courses.
Cindy Swadling i felt that most 2D mario games just felt like a game. I feel the platforming in super mario 64 , sunshine, and galaxy made it feel more like an adventure.
Cindy Swadling I think it feels like an adventure more so than World. Bowser taunting you, the stages having a lot going on. The toads telling here's a star or hey heres your hat back. And then the stairway to bowser feeling like the final jump into battle. Adventure is a great way to describe it I think. But I can't change how you feel, just giving you some ways to make it feel that way.
Nothing like starting Christmas break with some quality design analysis. You make several insightful points, such as the impact the snow effect may have had on level design. Looking forward to the rest of the series!
Do you remember when that was? I surely came to this channel after that. After watching most of the videos I haven't checked back until I was recommended with the papers please video today.
this really is a fantastic review, many salient points and observations, and you manage to deduce a lot of interesting designer intentions without going TOO far into speculation, I think. awesome job! And that little joke about the second person camera tickled me, I could swear I've joked about that same thing in the past oh! and Game Grumps sent me :3
Nice to see you back, Mathew, and it's a great idea to review the Mario games. I can't wait for your in-depth look to the rest of the series like what you did with Zelda and Metal Gear.
I must admit I've never heard anyone pronounce Lakitu that way before. I think people assumed it was Lack-A-Too as that's how it's been pronounced since the 80s cartoon.
***** It's also the name used across the European localisations, do you have any evidence to suggest it was a name up by an American for Americans first and foremost?
***** I don't, and I realized after I made the comment that I meant it was made for English localization, not specifically North American. My point was only that it wasn't the original Japanese name.
"There's no point at all in making a 3d sequel if they couldn't first and foremost make sure it would feel good to play"
Now why am I thinking about Castlevania all of a sudden?
made me think of earthworm jim myself
Bubsy 3D..
Arexion5293 Bubsy didn't get 2D right who was expecting 3D to be good
*****
True, but the 2D is still functional when compared to the 3D.
Super mario is one of the very rare franchises that had a good first 3d game.
Just think how many franchises got that crappy 3d game...
To reinforce his statement about how perfect the beginning field is; I was at my brothers house warming party and late into to the night everyone else was drunk (me and my brother dont drink) and one guystarted playing super mario 64 after five minutes of him trying to grasp the controls he shimmies mario up a tree and then made him do a handstand on top. his jaw hit the floor. then proceeded to make mario start spinning while in this hand stand and all of the sudden the guy jsut starts going "woooooaaahhhh!!! woooooohooooo!!! i cant belive this is happening!!!". its truly perfect
tartan gorgon nah he was just really drunk
4 years late but that sounds great
@@4nderslindberg why?
@@4nderslindberg lmao get a life my friend you'll be a lot happier and a lot less pretentious
@@4nderslindberg I was pretty floored when I found out Sheik was Zelda
I agree with your points about the swimming sections. Though at the time I was completely mesmerized by the fact that a game could actually make me feel like I was underwater. The eels are still 2spooky though.
I felt the same way about how it felt like you were underwater when playing. The music I feel accentuated that feeling
I’ve always enjoyed swimming purely for how it feels, though I can understand why people might not agree. I suppose it just comes down to what you come to the game looking for. Personally, I always play Mario 64 for the sheer joy of controlling Mario. If you play it for the platforming, then you probably won’t enjoy the swimming, whereas if you play it for the controls, you might find something to like about it.
The music building up more and more as you progressed deeper into the stage was most obvious there, and absolutely beautiful.
What the diving lacked in gameplay, it made up in athmosphere.
That feel when Matthew reviews games you've already played so you don't have to worry about spoilers.
Precisely xD
***** Considering Mario games tend to be all about the raw gameplay experience, they can still have "spoilers" in some sense. Discovering new levels and gameplay possibilities, or even aesthetic things like Lakitu in the mirror for yourself is far more of a cool moment when you get to do so for yourself.
Twillight princess... that review made me yell out 'OUCH that will hurt the TP fanboys !'
@Swannie It's good, give it a shot
Spoiler alert: Mario gets cake.
I wonder how much of shigeru's success can actually be attributed to how LITTLE he plays games; he doesn't seem to get stuck in arbitrary formulas the industry seems commited to perpetuate. He seems to know what experiences he wants, and doesn't use other games as a basis; at least not in ways that are immediately recognizable.
Yeah everything I've read has stated that he admits he's terrible at his own games.
Stemming from his unfamiliarity from games, Shiggy has an uncanny and honestly amazing sensibility when it comes to designing something. He seems to take on a child like mindset when designing a game, and somehow molds ideas that are somehow so relateable that even a child can grasp it. Because he doesn't play a lot, he isn't filled with preconceived conventions and tropes that many developers have when designing games.
Hayao Miyazaki said that the anime industry's problem is that the people in the industry are fanboys of anime. That causes the industry to stagnate and produces unoriginal ideas, and perpetuate problems that haven't been fixed.
The video game industry has a very similar problem.
Sour Gin this is so fucking true, videogames are too esoteric nowadays, and in a bad way, it just doesnt have the character it ones did where videogames were part of culture as much as coca cola or anything is, it has become more of a thing of its own the "gamuuwrr-culture" it alienates alot of people I feel. It doesnt have anything to do with difficulty of complexity, its just the sort online multiplayer mountain dew and doritos headset in the dark, mossy culture thats so dominant now. As opposed to the console experience where everybody is on the couch and watches from the kitchen the theatre on screen, and its a more open experience that involves people more.
123987username, Valve says hi.
Andrew Ricklefs what about it
This is probably one of the best types of game reviewing i have ever seen. I really wish game reviewers like IGN and such would approach them with the same criticism and relevant points that you make, I'm subscribing.
+cronnoponno
Mind the cynicism, but IGN and such don't write reviews for people that would watch this kind of video. It's long, wordy, and not "awesome" enough.
+Pseudo Lain
Yeah I guess, but I have never seen a reviewer of any sort of content as detailed and well-spoken as this guy here.
I've already played Mario 64 to death but even if I never played the game my entire life, I feel that this review is so informative that I could make a perfectly educated decision on whether or not to buy it(which I would).
This is professionalism at its finest.
cronnoponno
I agree completely, MM is very adept at putting the experience into words without watering down the concepts. It takes a while, but it's better than anything else I've seen.
that's the beauty of UA-cam channels like this, I think -- no ulterior motives. This is just simply good criticism without having to keep up appearances.
+cronnoponno Academic vs commercial review styles
Something I'd like to add to the topic of the controls: 3D movement was very new and they wanted it to feel very natural, and I think a big part of what made them succeed is that they added moves for every combination of the buttons you could possibly press. There's no functional necessity for the sweep kick (hold Z, press B) or dive kick (running Z, press B) and many players would probably never even see those moves, but they didn't want any intuition on the players' behalf to fail to provide a reaction.
I felt this exact joy today during my first playthrough! This game rewards intuition in so many places. I have no idea when I'll use it but knowing it's there means I'll be looking for places to add it even when it's not necessary.
He's like a teacher, providing constructive criticism, and I love it.
I think the idea of considering gameplay mechanics a language is super fascinating, and something that should be explored more. It might have already been done, I don't know too much design theory.
Ooga Blooga This is what separates good games from great ones.
+Ooga Blooga
Play the full version of Undertale then.
+misterfox I think that's more of a 4th wall break aspect..but yea the features are interestingly included into the story.
ZeroZmm
It sort of is, but the game breaks the fourth wall while still staying in its narrative and lore, effectively turning the gameplay into something that affects the player directly. In a way, that is how the game interacts with you, "talks" with you.
Another Matthewmatosis review series!!! This is the greatest day. I'm a pile of hype right now.
Here's to hoping this masterful review reaches one million views someday.
This video is absurdly well done.
As a new viewer, I must say, your reviews are incredible. Very in-depth and informative. Subbed.
A far better reviewer than me. But then again, Matthewmatosis is a much better reviewer than just about anyone who takes a stab at game reviews these days
This comment is valid no matter what year is.
This is phenomenally inspiring work. I'll admit that I'm new to this channel and cannot make comparisons to many other videos you've produced, but I can say that I'm greatly looking forward to this Mario series, and your analysis is incredible while being fascinating to watch.
make sure to have some sort of familiarity with each title before you watch the respective reviews, it really helps to contextualize all the criticism and praise.
BakedCookie
Duly noted. On the videos I've watched, I noticed that he prefaces with that, but after watching this video I definitely have to agree.
The Zelda ones are really good. You'd be doing yourself a favour if you watched those.
You should review/compare SMB, SMB 3, SMW, and the NSMB series, and then compare them while reviewing Mario Maker(which uses the former 4 games as styles). Just a theme idea.
VERY glad Arin mentioned your videos, these are amazing and I'm glad more people get to experience watching these.
i first discovered matt's channel way back when egoraptor favorited his ocarina of time review (youtube used to display your subscriptions' activities like comments and favorites). i've been watching for 2 years now, and it's nice to see a few more people have found this great channel through arin.
edit: i posted this in regard to the flood of people that came into the comments after arin mentioned matthewmatosis on game grumps.
Chaster Mief I miss that feature of youtube, I liked seeing what other youtubers were favoriting and commenting and such.
Chaster Mief Eqoraptor just commented on Mathewmatosis on game grumps and it pulled me in as well. I really like what Matt has to say. Great balance of both the pros and cons in the games he talks about.
+Chaster Mief For sure, I don't get why people are booty blasted with the influx of new viewers. This guy deserves the views.
This video is so well made that i want to throw all my money at you so you can make more
Well, now you can! Matthewmatosis has decided to make this his full-time job, and has opened a Patreon.
Here's the link: www.patreon.com/matthewmatosis
whoa i didn't know he had one, thanks random guy!
-_-
Not only this, but well-known reviewers like the hacks over at IGN and Gamespot should be taking notes from this guy.
I came here from the GameGrumps. Egoraptor mentioned you in the first episode of their recent Super Mario 64 Let's Play. I watched this video and I agree with everything you said. Your analysis of the game hit all the things that most reviewers would take for granted and forget about, such as the importance of Mario having a simple shadow beneath his feet when he jumps. You have earned my subscription.
Very well done. We need more videos like this one.
"It's a Mario game" got a warm-hearted chuckle out of me. Fantastic way to close the video!
I didn't even know you could run around snowmen to beat them :V
oof, year late reply, but same here. I 100%'d the game more times than I can count and I also never knew they followed the big eyeball rule.
spoot I'm late too but I never knew the mountain stage had a secret level
Great video. I think mario 64 is genuinely a masterpiece; a landmark game that will forever be remembered.
This has always been my favorite game of all time. Looking back at the game critically and seeing the good things and the bad things is very interesting to me. There's so many things that one would not even notice when playing at a young age. Very well done!
18:00 After hearing this story repeated multiple times across many game development shows, I now believe Miyamoto's approach to Mario 64's movement was probably the biggest contributor to the current definition of "game-feel". Whenever anyone brings up the story, it's like they're reciting the definition/philosophy of game-feel
I find it a little funny that the problem with the final bowser battle in Mario 64 is the exact same problem Galaxy had. And Galaxy went backwards with the whole "controllable camera" thing that Mario 64 stated and Sunshine was getting close to.
I never caught the genius of this game's design until now. I now have a greater deal of respect for it.
On a side note, judging by the footage, you're quite skilled at this game. I'd wager you could do a speed-run fairly well (stream idea?).
Nearly shat myself when I saw this in my subscriptions log (not just saying that I watched 2/3 of this on the dumper).
You continue to prove to be the most phenomenal reviewer out there, fantastic work. Can't wait for Sunshine!
JakeProtagonist Hey! I'm on the toilet too! Amazing
Something I thought was really interesting is that, having an outcrop in the middle of a stage actually removes the necessity to draw what is behind it, saving a little bit of resources as the game is very unlikely to see all of what's around said outcrop. It's really amazing how many problems that structure solves.
These are a nice nostalgic constant in my life
In my game design class we're in teams and are currently making our own games using UDK (for the past couple months) and just watching this review with all the elements of the level design and how to teach a player by how your level is laid out is like gold!
How’s the game design going now?!
Just discovered your reviews and you're just fantastic. So well put together
Just realized there are no ads in this video until the end. Mr matosis you truely are a different level of your uber
UA-camr* you get me
I love that even failing in this game is fun. When you fall from a high area, you get another opportunity to practice your skills at navigating the environment. In a 2D platformer, it would be irritating for that to happen, because the simplistic mechanics would make it repetitive. However, the jump to 3D adds tons of movement abilities, allowing you to spice up your methods of getting back to the place you fell from. It feels like a sandbox, if that makes any sense.
That ending is so perfect man..every time I watch this it gives me chills..
"It's a Mario game."
for the record, that skate trick is called a hippie jump, but is only done over poles etc. great channel.
Far and away, this is the best review of a game I've seen in a very long time. Subscribed, and I'm gonna go ahead and watch that Sunshine review now. Keep it up!
I wonder if you'd ever be interested in doing a review of Luigi's Mansion. Underrated title in the franchise, and in a few ways it's quite like Mario 64, although it's clearly very different in most ways. I think it's worth talking about though, especially because it's barely able to qualify under any particular genre. It's clearly not a platformer, I wouldn't call it an action game, but adventure game also seems like a stretch.
A lot of design philosophy that seems intuitive now had to be thought out deliberately in earlier days. Mario 64 has a lot of 3D platforming ideas that seem obvious for any 3D platformer, but Mario 64 didn't have the benefit of previous titles to derive ideas from. They had to go back to the drawing board. And I think that's what makes Luigi's Mansion worth talking about - they had to go back to the drawing board and make everything from scratch essentially, and there's a million ways they could have fucked up, so I think that it's worth examining what they got right and what they got wrong.
+BassbaitGG Luigi's Mansion isn't underrated anymore, it has a large dedicated fanbase.
The Mario vs. Donkey Kong series on the other hand...
I second this. I actually really appreciate the way Luigi's Mansion teaches the player (ie, in the first room, the ghosts will not spawn until the game confirms you can aim and use the Poltergust by requiring you to blow out a few candles).
Arjen
on the one hand, true. On the other, the game has a mandatory tutorial before this, so idk it's half and half.
Genre? Survival Horror, of course!
BassbaitGG I have a large selection of criteria by ehich to classify games. It is definitely an Adventure game.
Once again you are the king of videogame reviews. Absolutely brilliant analysis.
The 4:3 aspect ratio throughout the video makes it perfect
Mario 64 and Sunshine had so much freedom of movement that I think the developers underestimated the abilities of players. A good example is the shocking arrow lifts star, like you mentioned. In both games you can skip entire sections of levels and render intended challenges useless with just a little practice and precise jumping. I personally think it's a lot of fun to manipulate the game in this way, even if it wasn't intended. Maybe they knew some of these things were possible, and they were intended as options for advanced players? Who knows.
This is why I was largely disappointed with the Galaxy games and 3D Land and 3D World. Freedom of movement is no more, levels are entirely linear once again, and almost nothing can be skipped or accomplished in an alternate way. It doesn't mean they are bad games, but I sorely miss being able to have complete mastery over the environment like in the early 3D games.
Good work, I love to watch your videos. I know you are very observant so I hope you can vocalize what is disappointing about playing Sunshine. To me the biggest thing is how FLUDD usually gives a gigantic amount of room for error in nearly all the levels. The only levels that lack this room for error either strip the player of FLUDD or are so treacherously high up or spread out that they become tedious to play. So few of the challenges actually require the use of the Hover Nozzle at all, it feels to me like a lot of the game was designed before the Hover Nozzle was introduced. Then they figured it might make the game more fun or easy to add a hovering function later on when really all it does is trivialize most of the movement in the game.
At least Sunshine's atmosphere is great.
It was most likely added as an aid for newcomers who had enormous trouble. Sunshine's platforming can be extremely difficult at times, so it could've been to hard to beginners. And, the greatest thing is that it's optional, for the most part. So, if you missed that jump, you don't have to resort to fludd and can just accept the loss like it's mario 64.
I understand why some don't like it, but I absolutely love FLUDD it's an excellent tool for maintaining momentum, the kind of speed you can maintain while still performing complex platforming is insane when you really master the game.
While I understand where you're coming from, F.L.U.D.D. actually makes the game more complex and adds additional layers of skill. You claim that many levels do not require using F.L.U.D.D. and that it provides a large room for error, but this is for the most part incorrect. While beating the game without the use of the hover nozzle is possible, it requires movement that Nintendo did not intend for players to execute (and some not intended to be possible), and some very precise inputs at times. I don't mean to be rude, but I highly doubt you could do it. Moreover, playing through the game without the use of the hover nozzle is a fun challenge and alternate way to play the game if you believe it is too easy and jeopardizes movement options (which it doesn't, of course, if you've ever attempted to speedrun the game in question). Anyway, I hope you play through the game again and put some time into it before asserting overtly false pieces of information! Thanks, enjoy your afternoon.
lol, that sounded bitter.
This is so surprising, among my group of friends Sunshine is unanimously the best mario game in the series. FLUDD makes platforming amazing, fluid, and largely momentum based. And as you said, the atmosphere + level design is incredible.
It's so refreshing to hear well thought criticisms after listening to Arin's "This game's stupid, I hate it!" over and over. In response to the criticism on the water worlds, while they are definitely the most boring worlds, It's not quite as much as a drag because it uses the most memorable soundtrack in the game. I realize that might not seem like such a big deal, but the choice of going for a relaxing soundtrack in the most boring level was definitely a good choice so as to alleviate a bit of the player's frustration.
To be fair on Arin, he's an entertainer and comedian, it wouldn't quite be GameGrumps if everything went according to plan. And it's pretty obvious he was saying that stuff becuase (A) Again, he's doing it for entertainment purposes, and (B) He was in the heat of the moment. Who hasn't called a game stupid and frustrating when they've died on the same spot ten times over?
This is the best review for a platforming game I've ever seen.
This is my favourite super mario game.
It has my favourite video game soundtrack, and i actually love the way sprites were used.
It makes it look much more realistic, and i'd rather have sprite trees than trees that look like a x from above.
Great start for what will surely be an interesting series of critiques regarding the 3D Mario adventures.
In before the swarm of Game Grumps fans!
Seriously, this channel looks great, and I'm glad Arin mentioned it! Subscribed ;)
God I wish this guy was paid by big-name companies to do this. Professional and entertaining reviews!
3D All Stars! Time to rewatch these videos!
Super Mario 64 review? I never thought this would be a thing, but I'm so glad it is! You do the really big games with deep stories and mechanics or unique premises, and when you don't, you do indie games. I'm glad that you chose to finally mix it up by reviewing a big budget game series that is simple.
Why do people feel the need that they found out about Matthewmatosis from Game Grumps? Just watch the video and feel free to comment about the video's content instead of clogging the comment section with unrelated banter and inside jokes...
Nison545 Because Grump Bump.
Lithium Nonmetal That's not a reason..
Nison545 It's simple:
the Game Grumps give the video traffic, the fans advertise Game Grumps.
Lithium Nonmetal If I was a content creator, I would not want that.
Nison545 Yet a lot of people would.
you are the only hope for game review please never change ;_;
Thanks for reviewing these games. I feel you work best when reviewing a series of games as you can compare and contrast the sequels between each other and talk about their improvements and their downgrades overtime.
@7:08 That's pretty much the reason why I love your reviews.
Lakitu lives on a cloud. He is constantly watching you whether you like it or not. Sometimes he helps you out of a hole but usually he is just throwing crap at you to make your life difficult.
Needless to say Lakitu is God.
Tired meme.
Inno Clarke It wasn’t tired five years ago
Eeveeon yes it was
Thrilled to have you back and reviewing the console 3D games of Mario. Keep up the great work!
"Hello ladies and gentlemen!"
Ahh, i'll never get sick of hearing that!
I appreciate a review that focuses on game design and mechanics, rather than production values and narrative. Need to be more like this. Great work
18 years later, and this is still my favorite game of all time. So so good.
How bout now
@@leestephenson1578 maybe. Sometimes I think it's probably The Burning Crusade but at the worst Mario 64 is still top 3.
A new Mathewmatosis review makes for a good day indeed.
hell yes more reviews of a series
I've watched several of your videos and they're excellent.
your videos are really making me forget about egoraptors sequelitis series. it may lack the funny tone of egoraptors videos but therefore is even more detailed and thus more interesting imo. im really looking forward to the future reviews
Not only one of the best reviews I've had the pleasure of seeing, but one of the best UA-cam videos I've come across, period. The effort and attention to detail you place here is outstanding and worthy of applause. Keep up the great work.
Super Mario 64 is a phenomenal game, but I'm always a little bit put off by the pointlessness of the lives system. Losing a life throws you out of the level and forces you to re-enter for seemingly no reason (other than maybe giving the game more time to load the level?), and the only difference between losing a life and getting a game over is that a game over makes you go through the busywork of getting back to the castle.
Basically, there is no reason for this game to have a lives system. At all. Super Mario Bros. 3 did the same and it sucked then, too, and even games as recent as New Super Mario Bros. 2 did it. How many years will it take for Nintendo to learn this lesson?
Of course, in NSMB2 the lives system was justified by the inclusion of in-level checkpoints, but that just makes the fact that you get ejected from the level when you die even more nonsensical.
What?
mysticalknightofjack
Um... you may need to specify which part of my comment you didn't understand.
mysticalknightofjack I think his point was clear enough. The only difference between losing one life and losing all of your lives is having to walk more to get back to the level after. It doesn't add any additional challenge and is unlikely to alter your playstyle in any meaningful way as you approach a game over. All it does is waste your time if you keep dying on a particular level.
*****
Not being able to let go of arcade habits is likely to blame, but it's not a very good excuse for a company who'd been developing on consoles for over a decade by this point. :/
I find the life system most insufferable in Sunshine. Not only is it pretty easy to die if you aren't careful, the way the game ejects you from the level upon death can get maddening. The Life system is incredibly dated, and I still can't quite wrap my head around why it is still present.
13:35 I recently played through this game for the first time and I can't agree with you here. Rainbow Ride and Tick Tock Clock were plenty for me. Those levels killed me a ton and took huge chunks of time. I don't think I'd like having even more difficult platforming levels than those two.
Overall this game is amazing. Absolutely incredible that this was the first 3D platformer and they managed to get so much right. Even now as I'm playing Galaxy, I still prefer M64's movement.
Our lord and saviour has returned!
A criticism from however many years later: If you gave us examples of how jumping into the paintings differently affected the levels (unless it was just the way Mario falls, into the Start Point), then that would have been, good.
I admire that he made this review in 4:3
I continue to be impressed by the intellectual depth you apply to these game reviews. Please do keep it up!
Finally just beat this game after 3 years :D
f****** earned that cake
Don't feel bad, I first played Mario 64 when I was 4 years old...
I didn't finish it until I was 20.
+Indigo Swirl I got in 7th grade and for some reason didn't really play it until a month after graduating high school. No idea why. It's an awesome game.
Excellent review, well done sir
Hey does anyone know any other youtube channels that review/Critique videogames in-depth like this? It's pretty time consuming and hard to find people like Matt, so I would really appreciate the help, even if you comment years later!
Great analysis Matt, nice to look at this game in-depth.
UA-camrs that critique/review games in-depth I like(besides Matt) are: Super Bunnyhop(goes really in-depth like Matt), Angry Joe Show, Errant Signal, SomecallmeJohnny, StopSkeletons(happy videogame nerd), Strafefox, that one videogamer(completionist), totalbiscuit(not really game reviews. but close enough), clan of the gray wolf
I just discovered Super Bunnyhop and I like his videos, though I disagree with some of his video design choices. I personally like supergreatfriend and HellFireWZ, but they don't do critiques/reviews. Supergreatfriend specializes in introductory demos (so he can't review a game because he hasn't played through the entire game) and a few LPs of lesser known games (though his LP seem to have a review quality to them), and HellFireWZ specializes in a sort of history/lore compilation videos for the racing series Wipeout. Thanks for the list you have, though ;)
HyperBitHero is another good one, but he hasn't uploaded a new video in a few months. Still, go take a look.
A lot of people seem to thing that Critic means they must be extremely negative about the game, and a s a result a lot of them are less about someone critiquing a game and more about them bitching.
keep em coming people! Thanks to everyone who commented already.
***** His script isn't as organized as others I've seen, and he tends to wander off topic. Sometimes this topic is great (and one of my favorite parts of his reviews), but it's a bit of the "label doesn't match the contents."
I'm thrilled to hear your thoughts on a series like Mario, there is little in the way for story to bog the games down so it's pure gameplay.
This is the greatest review of this game of all time, and no one will ever be able to top it.
Beautiful review like all the others, You inspire a lot of people to get out there and play well designed games and think about them from every angle.
Hey Matthew, I really like your review style. I went through your uploads and was disappointed to see that you don’t post many videos. I guess your really busy? Anyway, take it easy mate.
Since I've watched your reviews on the 3-D Zelda games, I've been thinking about games more on a critical designer's perspective, which since I sometimes fiddle in Game Maker, has been really useful to me. Not to mention how riveting and entertaining your reviews and commentaries are.
I've heard a lot of people say that this game hasn't aged too great. Last time I played it was about five years ago on the Wii's Virtual Console with the classic controller pro and I 100%'d it and had a blast. I have it on the WiiU as well and look forward to playing through it again on the gamepad. It's been almost 15 years since I played the original N64 version with the N64 controller though. I wanna say anyone who thinks this game hasn't aged well has only played the original version, but I can't without having played through it again myself (I never 100%'d that version). I know the N64 controller is a weird controller to go back to, but I find a lot of N64 game have aged just find when played with a more traditional controller/button layout. If nothing else I consider the virtual console version one of my favorite games ever.
I honestly think the DS remake has aged much more poorly than the original. This is mainly because of the controls.
+B T M I remember playing and enjoying the DS version A LOT when the DS first came out. Last time I played it and enjoyed it was probably 2008 or 2009 though and since then I've beaten the original version twice on VC and can see myself going back to the DS version and not enjoying it as much. I heard the WiiU VC release of the DS version doesn't take advantage of the analog stick and still features digital movement. Talk about a missed opportunity.
+B T M I've been playing the DS version lately, and thr controls aren't that bad IMO
Really great analysis. You brought some stuff to my attention that I hadn't actually noticed despite having pored over this game's design myself.
Game Grumps lead me here, and I appreciated this. Mario 64 was an awesome game for it's time. Probably still is today.
I was watching this video as your Majora's Mask one popped up in my recommendation and wow I remember watching this back in 2015. When you were explaining about Lakitu and how he gives a 2nd person perspective it jogged my memory of this video. I'm shocked I never subscribed way back when but I binged a few of your videos and I love your content.
Hey Matt nice review, just a couple of bits of advice for your next video
First of all its a bit long this video so its a bit hard on the old attention span, cut it down to about 5 minutes, there is also no intro music, what you need to do is have a headache educing flashy intro with lots of loud music, it makes you seem hip and cool. You also need to get on camera, speak really fast, pull lots of silly faces and assure you have lots of jump cuts in, they're hilarious and really shows your editing prowess. Also don't be afraid to throw in a few skits in there as well, be great if you can get one of your mates to dress up as Mario and come in and say "Its-a me Mario!" The old jokes are ALWAYS the best. Now you don't want to talk about the game too much as remember these videos are about you, not the game so if you talk about what it was like to be a child and how exciting it was to play this game for the first time, the girls love someone who is in touch with their inner child and you'll certainly get a few chicks from it. When it comes to the actual gameplay what would be better is how annoyed you get when you fall off the edge, because of the poor game design of course not because you suck at it, and if you start swearing really loud and raging out, this is of course how all gamers play their games and getting angry and frustrated really makes for entertaining viewing. Swearing is also very important as it means you are also edgy and are are far too hardcore for kids. If you haven't got time or money to do this you can actually go to your parents for money as a lot of other you-tubers do, its a really effective method actually. Finally MAKE SURE you ask people to like subscribe and comment on the video, follow you on Twitter, Tumblr, Facebook etc.
Best of luck and i look forward to the next video BRO lol #itsamemario cracks me up every time
Highly looking forward to this series. Great to see more of you!
My only real gripe with Mario 64 is it felt more like a game. What I mean by that is the previous Mario titles felt like adventures, making a journey to rescue the princess, but 64 was set in a hub world where each level was inside a painting, it kinda made it feel like a childrens toybox, like there was nothing really at stake. I mean obviously it was impressive for the time, but it doesn't feel like a cohesive world, it feels like obstacle courses.
Cindy Swadling Well, it IS a game. So, yea.
jason mckinnon well I know obviously, but Mario games always felt like an adventure before 64
mario 64 felt like an adventure
Cindy Swadling i felt that most 2D mario games just felt like a game. I feel the platforming in super mario 64 , sunshine, and galaxy made it feel more like an adventure.
Cindy Swadling I think it feels like an adventure more so than World. Bowser taunting you, the stages having a lot going on. The toads telling here's a star or hey heres your hat back. And then the stairway to bowser feeling like the final jump into battle. Adventure is a great way to describe it I think. But I can't change how you feel, just giving you some ways to make it feel that way.
Wooooo!! New review series, looking forward to watching them all. Keep up the good work MM!
*Now contracting Matthewmatosis, please stand by*
Nothing like starting Christmas break with some quality design analysis. You make several insightful points, such as the impact the snow effect may have had on level design. Looking forward to the rest of the series!
How many subscribers did Matt gain after he was shouted out on Game Grumps?
I don't know but I'm really curious. 🤔
Do you remember when that was? I surely came to this channel after that. After watching most of the videos I haven't checked back until I was recommended with the papers please video today.
J310 he got a shout out?
this really is a fantastic review, many salient points and observations, and you manage to deduce a lot of interesting designer intentions without going TOO far into speculation, I think. awesome job!
And that little joke about the second person camera tickled me, I could swear I've joked about that same thing in the past
oh! and Game Grumps sent me :3
Fucking love you, Matthew.
Hey Matthew.
Just wanted to say I love the way you do these reviews. Please never change the formula.
Oh, FUCK yes.
Nice to see you back, Mathew, and it's a great idea to review the Mario games.
I can't wait for your in-depth look to the rest of the series like what you did with Zelda and Metal Gear.
you rule, great reviews
Absolutely love your video reviews, and super excited to hear what you have to say about Galaxy and 3D World. Keep up the fantastic work!
The prodigal son has returned!
Forever yours based Matthew
So excited for this series! Glad to have you back Matt.
I must admit I've never heard anyone pronounce Lakitu that way before. I think people assumed it was Lack-A-Too as that's how it's been pronounced since the 80s cartoon.
Generally I find that if it's an American pronunciation, then it's wrong. (I assume the cartoon was American)
***** The name Lakitu originated in the North American translation though. The Japanese name is Jugemu.
***** It's also the name used across the European localisations, do you have any evidence to suggest it was a name up by an American for Americans first and foremost?
***** I don't, and I realized after I made the comment that I meant it was made for English localization, not specifically North American. My point was only that it wasn't the original Japanese name.
I always pronounced it luh-KEY-too
Great video, ended up watching all your videos, love your review style.