Why Balan Wonderworld Was Doomed From The Start

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  • Опубліковано 15 кві 2021
  • Apologies if we accidentally called Balan Wonderworld "Balan Wonderland" at any point in this video. Oopsie.
    Yuji Naka and Naoto Ohshima's latest collaboration, Balan Wonderworld, hasn't exactly taken the world by storm. The Square-Enix developed game teaches us an important lesson: if your company is known primarily for making roleplaying games, it's maybe a bit much to expect your developers to create eighty different unique control methods for a 3D action platformer in the space of two years.
    Just a suggestion.
    The same goes for Arzest - we didn't name Naoto Ohshima's development company specifically, but they too aren't exactly platformer experts. Again, just sayin'.
    By the way, have you noticed how we're now a third of the way through 2021, Sonic the Hedgehog's big thirtieth anniversary year, and yet there are zero new Sonic games that are public knowledge? Nothing. Nada.
    I'm just sayin', it's weird.
    This video, by the way, shows off a little of the work Matthew is doing on Moptopus. As you can see...it's a long way from completion! In fact, it might be parked for a while yet to come. That's okay. It's fine to go slow sometimes.
    Anyways, lots of love to all of you.
    BretonStripes ( / bretonstriped ) and Matthew ( / kotorcomics )
    Sources:
    www.techradar.com/uk/news/bal...
    jp.ign.com/balan-wonderworld/...
    www.nintendo-insider.com/bala...
    www.ign.com/articles/balan-wo...
    • PS5で80種類のアクションはすべて手触り感...
  • Ігри

КОМЕНТАРІ • 1,5 тис.

  • @2CPhoenix
    @2CPhoenix 3 роки тому +6171

    So basically the gameplay specialists were writing, the writers were animating, and the animators were handling gameplay

    • @nekovoir9662
      @nekovoir9662 3 роки тому +585

      Can’t put it in any better words, Perfect description

    • @lunarash5755
      @lunarash5755 3 роки тому +121

      Wow yea kinda

    • @carlosmeza4524
      @carlosmeza4524 3 роки тому +221

      One thing is to understand those 3 areas. But doing it, where you are not familiarized? Is like telling a 3 years old child to teach an adult about quantum physics. And ifthat's the case, how the writters did special effects, where everyone said were great back then? The gameplay and Story creation are WAY different, where the common comparison point, at most, of a Story and the gameplay is the Storytelling, not the creating story.

    • @SluggishGA
      @SluggishGA 3 роки тому +143

      Okay but for real the pre-rendered cutscenes were good.

    • @neonoah3353
      @neonoah3353 3 роки тому +174

      Tbh, the cutscenes were good, the story was ok, could have been better and not relly on a book, but what actually killed the game foe real was the gameplay, the game feels kind of empty and so many costumes, each with a "specific" move is not only hard to make, it also took from the game more than what it actually added, they should have made idk, 2/3 per world.

  • @MegaDude10
    @MegaDude10 3 роки тому +4428

    Poor Balan, his job is to help people with negative feelings, but all he did was create negativity all over the world.

    • @VideoGameStoryTime
      @VideoGameStoryTime  3 роки тому +1321

      Did you ever hear the tragedy of Darth Balan the Wise?
      It's ironic. He could save others from negativity...*but not himself!*

    • @intensellylit4100
      @intensellylit4100 3 роки тому +168

      He deosn't deal with negative feelings...He deals them.

    • @Windows11Official
      @Windows11Official 3 роки тому +43

      So basically Domino effect but worse

    • @Probably_JENOVA
      @Probably_JENOVA 3 роки тому +107

      I believe Lance had gotten the upper hand behind Balan’s back and was able to allow his negative influence to affect the fourth wall and beyond. So in the end, Lance, the antagonist, won in a fourth wall sense. Little did they know, the villain had already won.

    • @theanimerican
      @theanimerican 3 роки тому +36

      He meant to do an Inside Out but ended up with the Cars sequels instead.

  • @elin111
    @elin111 3 роки тому +2747

    Red flag #1: Assuming that reading one book automatically makes you a story telling genius
    Red flag #2: Declaring yourself a success long before your first product is even out
    Red flag #3: Quantity over Quality
    Red flag #4: Thinking kids are too stupid to know how to press more than one button

    • @joshhallam4555
      @joshhallam4555 3 роки тому +382

      Red flag #5 is the demo is bad you should delay it
      and the final nail in the coffin is don't release it the same date as the next installment to the monsters hunter franchise.

    • @elin111
      @elin111 3 роки тому +106

      @@joshhallam4555 By the time the demo came out the game was too close to release for a delay to really do anything, unless it was a 2 year delay so they could throw everything away and start from scratch.

    • @saphiriathebluedragonknight375
      @saphiriathebluedragonknight375 3 роки тому +68

      @@joshhallam4555 Who thought that was a good idea? A new IP versus an established one. Not to mention Rise was a game people where waiting for since World.

    • @SakuraAvalon
      @SakuraAvalon 3 роки тому +104

      @@saphiriathebluedragonknight375 I'm pretty sure Square sent this game out to die. They most likely saw how bad it was, knew it was gone to bomb, and decided to push it out as soon as possible, to avoid spending any more money, on what was a colossal sink.

    • @ericwijaya2119
      @ericwijaya2119 3 роки тому +34

      Red flag # 6 : putting trust in Arzest to make this game. You know, the geniuses behind New Island

  • @manwithlongnose2810
    @manwithlongnose2810 3 роки тому +2257

    The world would be a utopia if more game designers realized that they needed specialized writers for their games

    • @juststatedtheobvious9633
      @juststatedtheobvious9633 3 роки тому +185

      On the other hand, we'd never get the sheer insanity of Metal Gear Solid or Final Fantasy.
      And half of the best parts of comic books came from amateur writers being allowed to completely embrace their first instincts. (Also, many of the worst.)
      Newer forms of media are often explored this way...
      But you'd think game companies would at least figure out the importance of a ghost writer who can flesh out of the concepts and a script doctor who can add polish and tie it all together.

    • @Azure1013
      @Azure1013 3 роки тому +116

      @@juststatedtheobvious9633 That's why OP said "specialized writers." That implies someone who is familiar with the medium and its capabilities. I, for one, am a firm believer that video games have more potential than any other medium in the ways of storytelling. Offering a much more immersive perspective to the story is something that sometimes people don't take advantage of, and the crux of writing a story for a video game is integrating the narrative within the gameplay. A video game's story doesn't have to be unbearably complex, it just has to mesh well with the gameplay to create the experience, and that's where I think a lot of people run into a hurdle. Just like how with film, you can use an artistic vision to integrate visuals and cinematography to tell the story unlike any other medium, with video games it's even MORE of an experience you feel. One example of a video game I like to bring up that perfectly encapsulates this design philosophy of integrating the narrative within the gameplay is The Legend of Zelda Majora's Mask. Without giving an in-depth analysis on the design of the game, the symbolism and art direction combined with the mechanics of the game offer an experience that makes Link feel less like the main character, and by putting more of an emphasis on the sidequests, it shifts the focus to the people of Termina as a whole and how unique they all are in their nature, but how they all share the one common catharsis of having to grieve with their imminent death. It's not a straightforward story about one character like in many other games, but for a game that is almost 21 years old, it still stands its ground today as being a masterclass in video game storytelling.
      Basically, there should be more people who are designated as the director of the game whose job it is to oversee the overall design philosophy of the game and how a story can be told with it. I think that a game that has a strong gameplay design and narrative that are intertwined is what makes a game amazing. And, obviously, you need the appropriate team of people working with the director who are able to understand their vision as well. Just as you wouldn't have a cast full of people who usually do musicals and comedies perform in a drama (unless they're actually good at doing both.)

    • @manwithlongnose2810
      @manwithlongnose2810 3 роки тому +29

      @@juststatedtheobvious9633 Both of those game series are well written in general, even their worst entries don't have writing that's that bad, and when they come short on writing the gameplay's even better to compensate. With comic books I get what you're saying and you're kinda right, but the ones we remember fondly are always the better-written ones.
      Yeah, even if you want some famous game designer on the writing creds you should still give them some supporting writers.

    • @williamfalls
      @williamfalls 3 роки тому +5

      @@manwithlongnose2810 Oye! You get back in the limo hurdling through a blue endless vortex and combine my Jojo stands, you hunchback suspicious butler you!

    • @manwithlongnose2810
      @manwithlongnose2810 3 роки тому +4

      @@Azure1013 Well said!

  • @benjaminamudoaghan
    @benjaminamudoaghan 3 роки тому +3430

    My man left Sonic to make a separate game and still flopped. I really feel for him. I really do...

    • @gomichow
      @gomichow 3 роки тому +430

      I mean, that probably means he should take a step back to reevaluate his approach at that point.

    • @anexplosion5436
      @anexplosion5436 3 роки тому +135

      @@gomichow Either that or go take a look at the rabbits down the shotgun barrel.

    • @user-fe8gx3ie5v
      @user-fe8gx3ie5v 3 роки тому +35

      He should've known better, though.

    • @TheGrandRevo
      @TheGrandRevo 3 роки тому +84

      Like how Gamefreak finally tried at making a new Game after years of making the same tosh and it still
      flopped

    • @Majinhero
      @Majinhero 3 роки тому +110

      @@TheGrandRevo Game freak made other games then pokemon for years now, but the one you're refering to(i can't even remember the name) was such a mess, it was not worth it to what they did to sword/shield

  • @spennywenny
    @spennywenny 3 роки тому +2744

    This should've been a movie. Most of the parts where it shines is its visuals

    • @gooolixx
      @gooolixx 3 роки тому +136

      yeah
      it plays terrible but looke pretty good

    • @EinsamPibroch278
      @EinsamPibroch278 3 роки тому +150

      I love the Visuals too, but the storytelling was way too scant.
      You can see the complete Cutscene movie on YT, but it's literally only dancing to the same 3 songs for half the runtime.

    • @cobalt7248
      @cobalt7248 3 роки тому +44

      At least in the Cutscenes

    • @Stephen-Fox
      @Stephen-Fox 3 роки тому +38

      ...I cannot agree that it shines visually. The way some of the levels undulate caused me to feel nautious when playing the demo. And those unsettlingly large hands on the character design, especially in the human form of the two protatgonists...

    • @Probably_JENOVA
      @Probably_JENOVA 3 роки тому +68

      @@Stephen-Fox I believe that they are talking about the cinematic cutscenes when you boot up the game for the first time and the ending cutscenes. In other words, the CG cutscenes.

  • @masonlaw3520
    @masonlaw3520 3 роки тому +1355

    "One button to rule them all."
    -Yuji Naka

    • @hypnospaceoutlaw3376
      @hypnospaceoutlaw3376 3 роки тому +35

      In his deffense, Sonic was also a One-Button Game.

    • @zacariasvelazquez8400
      @zacariasvelazquez8400 3 роки тому +104

      @@hypnospaceoutlaw3376 yeah, in 1991

    • @aaronbeasley974
      @aaronbeasley974 3 роки тому +1

      @@hypnospaceoutlaw3376 One button game?

    • @manuelalbertoromero9528
      @manuelalbertoromero9528 3 роки тому +64

      @@zacariasvelazquez8400 In a 2D platformer no less.

    • @aaronbeasley974
      @aaronbeasley974 3 роки тому +7

      @@manuelalbertoromero9528 do you know what a one button game is? Is it a game where only the jump button is the main action besides moving?

  • @TomasJefersonSanchez
    @TomasJefersonSanchez 3 роки тому +1622

    Glad I’m not the only one constantly saying Wonderland instead of Wonderworld. It just feels right

    • @VideoGameStoryTime
      @VideoGameStoryTime  3 роки тому +458

      We checked this three times to make sure we got it right and we still got it wrong 😅

    • @BeretBay
      @BeretBay 3 роки тому +225

      Balan Wonder[insert your choice of word here]

    • @theminecraft2516
      @theminecraft2516 3 роки тому +104

      Balan WonderIsland

    • @manuelalbertoromero9528
      @manuelalbertoromero9528 3 роки тому +65

      @@VideoGameStoryTime It's the Mandela effect. Don't feel bad.

    • @Onlyitsmereid
      @Onlyitsmereid 3 роки тому +38

      @@BeretBay Balan wonder territory

  • @xmixraven8633
    @xmixraven8633 3 роки тому +418

    Yuji Naka isn't a game director. His work on Sonic was related to coding for the groundwork of the engine, it's why he often messed up direction of games in the past too. He was put on a pedestal from that first success and suffered ever since.

    • @orangeslash1667
      @orangeslash1667 3 роки тому +32

      The biggest problem that this wasn't 100% his idea it's actually Shinji Hashimoto to compete in the platformer market and Naka is not what I would call competitive or at least not now a day's.

    • @Super_Suchi
      @Super_Suchi 3 роки тому +2

      @@orangeslash1667 I remember Shinji Hashimoto had a similar idea in the early 2000s for a game that could complete with Mario, which ended up becoming the basis for Kingdom Hearts

    • @Dreadjaws
      @Dreadjaws 3 роки тому +24

      Same with Keiji Inafune and Megaman. Their names got associated with the franchise far more than they deserved and they rode that credit until they inevitably crashed.

    • @ChipChapChop
      @ChipChapChop 3 роки тому +18

      @@Super_Suchi Inafune was just a random junior illustrator and minor character designer. He didn't even create Megaman. How he hustled his way to the top is a mystery. Is this just a common thing in Japanese companies I wonder?

    • @kaidene573
      @kaidene573 3 роки тому +1

      nice demi fiend pfp

  • @mattlow51
    @mattlow51 3 роки тому +394

    He was thinking "If I make one of the power ups good then the rest will be useless" when he should have been thinking "How do I make all of the power ups so good that it's hard to choose which one you want to use and switch regularly just for fun"

    • @fawfulmark2
      @fawfulmark2 3 роки тому +72

      Exactly. That's why the Ratchet & Clank games were so successful.

    • @saphiriathebluedragonknight375
      @saphiriathebluedragonknight375 3 роки тому +58

      Like Pokemon. There are so many to chose from that every Pokemon is somebodies favorite. They all have different roles to fulfill on a team. Or Monster Hunter. Every weapon type is good in their own way.

    • @bio826
      @bio826 3 роки тому +56

      Exactly, i feel like he spent too much time reading a book that just ended up being completely fruitless for the game's story, where he could have spent that time playing games similar to what he wanted to make.
      He should have played a Kirby game, tbh, each power-up feels different but good (for the most part) and they usually don't have one action to make, lol.

    • @thenameyoushouldknowthekin8998
      @thenameyoushouldknowthekin8998 3 роки тому +1

      @@bio826 My thoughts precisely.

    • @kovenmaitreya7184
      @kovenmaitreya7184 3 роки тому +1

      From this, I take that you should make everything essentially complete or whole in its implementation and give it stylistic differences, rather than actual legitimate limitations.

  • @danshakulawrence983
    @danshakulawrence983 3 роки тому +506

    Honestly the fact that Yuji Naka thought he could write a masterpiece from one book that wasn't even a tutorial book feels... idk, he _is_ a man of many talents, but it's surprising that he didn't grasp the scope of things.

    • @danshakulawrence983
      @danshakulawrence983 3 роки тому +53

      Just following up, after looking at the plot from the Wikipedia page, it feels like something that at best would be a children's story with growth and redemption being the point of it. But there's no conflict in that.

    • @nibli
      @nibli 3 роки тому +54

      I wouldn't even care if the story was rubbish, but the game itself just doesn't look or feel good once you're actually playing.

    • @danshakulawrence983
      @danshakulawrence983 3 роки тому +53

      @@nibli It's a real shame because I have a soft spot for supernatural entities devoted to the salvation of humanity and the style is there. Just... nothing else.

    • @alexpotts6520
      @alexpotts6520 3 роки тому +8

      Idk this feels more like a Square Enix exec telling him to get on with it and him feeling unable to push back against the demands of head office.

    • @juststatedtheobvious9633
      @juststatedtheobvious9633 3 роки тому +23

      @Danshaku Lawrence
      It's called Dunning and Kruger. Basically, a little knowledge is a dangerous thing, as you can't know how much you don't know yet.
      Which is why the ignorant almost always overestimate their intelligence and capabilities. And the wise often think themselves fools, but in very specific terms that allow them to accurately target each weakness.

  • @masonlaw3520
    @masonlaw3520 3 роки тому +583

    -QTEs
    -Focus on cinematics
    -Half baked controls
    Are you sure David Cage didn't work on this?

    • @alexpotts6520
      @alexpotts6520 3 роки тому +88

      But there are twelve buttons for jumping, and not one for shouting "Jason"...

    • @nettune9980X
      @nettune9980X 3 роки тому +22

      Also the final boss can cause seizures.

    • @neonoah3353
      @neonoah3353 3 роки тому +11

      @@nettune9980X a lot of games can do that, idk why people bring that up for this game only... .-.

    • @nettune9980X
      @nettune9980X 3 роки тому +18

      Neo noah Um 1 not a lot of games cause seizures and 2 there's no warning about that, and it make sense To warned people so they would not have a seizure and possibly die.

    • @SenshiSunPower
      @SenshiSunPower 3 роки тому +11

      That depends. How much misogyny is in the story line?

  • @rageman0329
    @rageman0329 3 роки тому +721

    To be honest, this game's concept should have been a movie or better yet, an on-stage musical since it gives out Disney vibes. More vibes than actual Disney.

    • @deltaknight2764
      @deltaknight2764 3 роки тому +39

      I agree. THE OPENING CUTSCENE IS PURE EYE-CANDY.

    • @azurekite3870
      @azurekite3870 3 роки тому +6

      ot should have been like puppeter for ps3 was.

    • @NameName-yj7lp
      @NameName-yj7lp 3 роки тому +16

      Totally look at all these character designs

    • @cadence_2463
      @cadence_2463 3 роки тому +37

      If they had pitched this as a movie, I would have watched it. Bright colors, cool characters, interesting take on the old Wonderland concept- it would have been worth a movie ticket from me, at least.

    • @BloomBox36
      @BloomBox36 3 роки тому +3

      Yeah they are totally going for a Theater setting here, it would have fit like a glove!

  • @TayoEXE
    @TayoEXE 3 роки тому +646

    As a dev, the issue I saw was not only their unfamiliarity with developing for a different genre, but consistently adding more and more complexity to the project, not giving enough time to actually properly test it, and overall being too ambitious. Whatever priority you increase, the others will decrease. And sometimes you literally just can't do everything. Little focus, every priority then suffered.

    • @juststatedtheobvious9633
      @juststatedtheobvious9633 3 роки тому +67

      ​@Elijah Clayton
      Check out the Lego platformers.
      They're not the best games ever made, but they're similar in the collection gimmick, and in the ridiculous amount of powers on tap. Unlike Wonder World, however, you quickly discover that many of the powers overlap between characters, because the top priority is interacting with the game world.
      No character is allowed to be completely useless. (Although Superman can do way more than Bruce Wayne, for obvious reasons.)
      So, you're basically able to beat the game only using a dozen or so characters, with half of those powers basically behaving like Metroidvania keys and the other half being related to attack/travel... but they'll all have unique cosmetic effects, and stories that try to give the characters individuality.
      And that's really all a collector needs to justify collecting 80 or more characters, even if they'll rarely use many of them.

    • @FedoraKirb
      @FedoraKirb 3 роки тому +19

      “Little focus, every priority then suffered”
      That’s particularly true of the costumes.

    • @nidohime6233
      @nidohime6233 3 роки тому +27

      @Elijah Clayton Lower stakes, rather than making hundreds of costumes with generic abilities they should make only a few that are useful in game, or even make them just a cosmetic while abilities being a separate thing of customes.

    • @neonoah3353
      @neonoah3353 3 роки тому +15

      @Elijah Clayton 2-3 costumes per world tops.
      Actually make a main control scheme thats universal between all costumes and only add or modify the action that each costume can do.
      Make the story npcs actually relate to the characters in some way.
      Make the girls story actually relatable.
      Improve on the balan/lance plot point.
      Not make a book about the game story and actually Focus to put it in the game.
      Make some adjustiments to certain gameplay features.
      They could also keep the 80 costumes and change the gameplay to a turn rpg with pokemon-like gameplay using those costumes.
      I think these things would make for a better game, not really a good one, but certainlly way better than what we got.

    • @tedjomuljono3052
      @tedjomuljono3052 3 роки тому +8

      It sounds like a problem that happened with most Kickstarter games

  • @mullerpotgieter
    @mullerpotgieter 3 роки тому +290

    This entire story feels 1:1 with how a first time developer fumbles

    • @XanthinZarda
      @XanthinZarda 3 роки тому +26

      Kinda shocking, given the main directors were veteran devs.

    • @mullerpotgieter
      @mullerpotgieter 3 роки тому +10

      @@XanthinZarda Exactly

    • @rompevuevitos222
      @rompevuevitos222 3 роки тому +4

      I mean, it seems like they where banking on selling it to little kids, which was a marketing mistake since kids usually prefer action or other violent games instead of stuff like this
      Most mistakes with this seem to go from a failure of basic concepts of development, which sounds odd considering that the issue is supposedly that it was their first time with the genre, not their first time developing games
      I wonder who was truly in charge of the project and accepted these decisions, i understand Yuji Naka had a bunch of control?

  • @L8RG8R2U
    @L8RG8R2U 3 роки тому +174

    Balan Wonderland was a case of a development team implementing every idea they thought sounded cool without seriously considering how they’d all work together.

    • @samuelgarza2466
      @samuelgarza2466 3 роки тому +8

      So basically Sonic ‘06. History repeats itself.

    • @killercore007
      @killercore007 3 роки тому +2

      I feel like Nintendo is doing something similar with Smash Ult right now. Putting things in because it's cool but end up making the gameplay even more open to degenerate toxicity. Even some of the patches and balance changes they do feel like they not even considering if maybe said changes will only make things worse.

    • @codered1132
      @codered1132 3 роки тому +1

      @@samuelgarza2466 expect Sonic 06 has better story

  • @CuppaGi
    @CuppaGi 3 роки тому +167

    I'm amazed.
    How did he manage to feel so confident in his story telling abilities that he'd release a novel... AND THEN HAVE THE GAME NOT TELL ANY OF IT?
    Top tier. Wonderful. Marvelous. You put the story of your game in side material that doesn't come included with the base game.
    How did anyone at Square okay that?

    • @namkha209
      @namkha209 3 роки тому +40

      Same people that decided to chop FF XV's story up into a gajillion pieces, load it into a birdshot and blast it across multiple forms of media, up to and including an anime before the gane itself even launches.

    • @KingOfElectricNinjas
      @KingOfElectricNinjas 3 роки тому +12

      @@namkha209 Kingdom Hearts devs be like 'Is that it?'

    • @codered1132
      @codered1132 3 роки тому +7

      @@KingOfElectricNinjas bruh, swear. Especially with that 3rd game lol

    • @luan931
      @luan931 3 роки тому

      That's how square does things.

    • @atre5763
      @atre5763 2 роки тому

      Because Yuji Naka is terrible.

  • @tanookijumpman1139
    @tanookijumpman1139 3 роки тому +521

    I don't know who the lady is that voices these segments, but they do a stellar job! It feels like I'm being read to by a kindergarten teacher, so soothing to listen to after a long day.

  • @Meepmeep189
    @Meepmeep189 3 роки тому +245

    To be clear, Naka and Oshima weren't involved in Sonic Boom as both had left Sega long before development had begun on it. Oshima left in 1999 following Adventure, and Naka halfway through the development of Sonic 06.

    • @VideoGameStoryTime
      @VideoGameStoryTime  3 роки тому +89

      A great point, those making the comparisons are merely comparing Balan to these games because of the familiar feeling of Sonic fans being left underwhelmed.

    • @manuelalbertoromero9528
      @manuelalbertoromero9528 3 роки тому +18

      @@VideoGameStoryTime One has to wonder why this sort of stuff keeps happening with people connected to that franchise in some shape or form (Not counting the people that MAY have jumped ship to Nintendo to work on certain game, like Super Mario Odyssey).

    • @etherealhatred
      @etherealhatred 3 роки тому +2

      @@manuelalbertoromero9528 some of them returned some months ago tho, they seem to be helping with SEGA'S new Sonic project

    • @tedjomuljono3052
      @tedjomuljono3052 3 роки тому +20

      @@manuelalbertoromero9528 Odyssey had a strong Sonic Adventures feel about it when i first saw the first teaser/trailer featuring New Donk City, it all makes sense now if ex-Sonic devs also worked on it

    • @letgetmoving5860
      @letgetmoving5860 3 роки тому +1

      @@etherealhatred really where did you here this if you don’t mind me asking

  • @MisteRRYouTuby
    @MisteRRYouTuby 3 роки тому +1002

    The moral of the story: The bigger the expectations, the harder the fall from grace.

    • @hypnospaceoutlaw3376
      @hypnospaceoutlaw3376 3 роки тому +124

      Actually, the moral is Don't Bite Off More Than You Can Chew.

    • @manuelalbertoromero9528
      @manuelalbertoromero9528 3 роки тому +26

      @@hypnospaceoutlaw3376 Yeah, that sounds better

    • @tatarchan5212
      @tatarchan5212 3 роки тому +34

      Cyberpunk 2077 in nutshell

    • @edgyslayer
      @edgyslayer 3 роки тому +7

      @@tatarchan5212 yeah, when we Will learn about ganes like that?

    • @akisa7865
      @akisa7865 3 роки тому +10

      @@tatarchan5212 No man's sky at launch

  • @LunaDeaminac
    @LunaDeaminac 3 роки тому +160

    Balan Wonderworld is like he over heard someone explaining Persona 4 to child and decided it would make a great story for a spiritual successor to NiGHTS.

    • @bobbodaskank
      @bobbodaskank 3 роки тому +11

      AND trying to stick it to his former Sonic Team employees who went on to work on Mario Odyssey by trying to do Odyssey's gimmick better.

    • @hypnospaceoutlaw3376
      @hypnospaceoutlaw3376 3 роки тому +1

      Balan Wonderworld is the Video Game equivalent to Sea Monkeys. The box makes it look cool, but when you actually get them, it just leaves you numb.

  • @soterstheivering
    @soterstheivering 3 роки тому +61

    One good way to make a costume more exciting to play is to *not remove the jumping ability*

    • @cakelayer
      @cakelayer 3 роки тому +1

      Yeah, I hate the dainty dragon skin, the jump isn't there

  • @tahamohammad8842
    @tahamohammad8842 3 роки тому +69

    2:56 “He wanted the game to have phenomenal depth”
    Makes game with single button control
    Nice one there

    • @tahamohammad8842
      @tahamohammad8842 3 роки тому +5

      @@UntrueAir I think what makes a game like Kirby air ride work is the fact that the entire game is designed around that one action. With the entire game built around that action, you can build depth even with one core mechanic. That’s where Balan fails as it lacks a central mechanic as every one of the 80+ costumes only has one action meaning the game can’t be built around that one action which turns the limited one button control scheme to something that makes the game more frustrating rather than simple.

    • @NameName-yj7lp
      @NameName-yj7lp 3 роки тому +2

      Yeah you can make a game with one button but the way balan is desinged one button dosent make the cut

  • @taluca8474
    @taluca8474 3 роки тому +104

    Moral of the system: Take time on development and hire game developers that are familiar with certain game elements

    • @BeretBay
      @BeretBay 3 роки тому +13

      Easier said than done. Naka is new to the company. I imagine Square wouldn't put all their faith in him.

    • @aaronbeasley974
      @aaronbeasley974 3 роки тому +8

      Like Hilda's goal in Three Houses said, "Stick with what you know."

    • @manuelalbertoromero9528
      @manuelalbertoromero9528 3 роки тому +18

      @@aaronbeasley974 And if you don't want to do so, at least get some help from people with the right knowledge to help you with it.

    • @Claro1993
      @Claro1993 3 роки тому +3

      “A delayed game is eventually good, but a rushed game is forever bad.”
      -Shigeru Miyamoto

    • @LORDZILLA_2002
      @LORDZILLA_2002 3 роки тому +2

      @@Claro1993 Duke Nukem Forever: "Are you sure about that?"
      Development started: 1997 Released: 2011.

  • @KirbyLinkACW
    @KirbyLinkACW 3 роки тому +27

    I'm currently reading the book, and each scene makes me sadder and sadder because it really shows that they had a vision, and the game just absolutely failed to show it.

  • @ryanmaddugal8059
    @ryanmaddugal8059 3 роки тому +381

    When you’re Adding 80 power ups
    in a already convoluted game *That’s NO Good*

    • @hypnospaceoutlaw3376
      @hypnospaceoutlaw3376 3 роки тому +25

      I honestly agree that they should've lowered the number of Costumes but at least they have SOME differences between them (Not a lot of differences of course, but still.)

    • @manuelalbertoromero9528
      @manuelalbertoromero9528 3 роки тому +3

      @@hypnospaceoutlaw3376 -_-

    • @star22sally67
      @star22sally67 3 роки тому +23

      Or maybe have the costumes need to be leveled up? Like balan makes the costumes but is weakened so he can't make them very good, and the collectables give him strength to make stronger costumes with better abilities?

    • @bearerofbadnews1375
      @bearerofbadnews1375 3 роки тому +3

      I would argue the Box fox costume is not a power up, but a power down. Randomly Turning into a box is a stupid idea. And who ever thought that was a good idea should be fired.

    • @tylerh6869
      @tylerh6869 3 роки тому +4

      Ah yes a classic "Sonic Says" quote

  • @devinshnack5404
    @devinshnack5404 3 роки тому +106

    hope everyone is having a lovely day

  • @nym2717
    @nym2717 3 роки тому +25

    "... it would have 80 different types of action, but i thought... i would run out of steam at around 40"
    thEN LEAVE IT AT FORTYYYYYYYYYYYYYYYYYYY-

  • @DoctorTex
    @DoctorTex 3 роки тому +30

    Honestly, the story’s concept actually was pretty good. From the start, I was captivated by Balan, I was like “Who is this? What is this place? I want to know more about all this” and the game never elaborates. Ironically, despite being the guy on the cover, you never see much of Balan.
    Here’s hoping the Book can answer those questions better.

  • @m0ckyzo185
    @m0ckyzo185 3 роки тому +53

    That "gotta go slow" hit different
    Now to listen to Apotos theme

  • @restplz
    @restplz 3 роки тому +25

    choctopus's idea with the qte missions was actually really cool
    it was already revolving around dancing for some reason
    so why not embrace that aspect and just make it a rhythm game pf

  • @deepmind5318
    @deepmind5318 3 роки тому +62

    Why didn't square enix step in and say, "guys this development is disjointed and inefficient, we have to think it over and start again"?.

    • @justalonglongtime
      @justalonglongtime 3 роки тому +3

      money

    • @emperorfaiz
      @emperorfaiz 3 роки тому +31

      @@justalonglongtime Usually, sunk cost fallacy. They'd already spent a lot of money during development, so restarting the whole development would add more cost.

    • @CappuccinO80
      @CappuccinO80 3 роки тому +1

      The Kingdom Hearts director said he loved the story :P

    • @Virjunior01
      @Virjunior01 3 роки тому +6

      Dude, square isn't all that bright or creative, either. Not anymore, anyway.

    • @Virjunior01
      @Virjunior01 3 роки тому

      @@CappuccinO80 he _would._

  • @DreamChasersInc
    @DreamChasersInc 3 роки тому +75

    He...he had so much confidence in the game, he named his studio after it?
    Oh no. Oh dear. That can't feel good

    • @cibby6155
      @cibby6155 3 роки тому +11

      Yeah, look at how Sonic Team turned out

    • @Dreadjaws
      @Dreadjaws 3 роки тому +2

      *Ghost Corps:* sweats profusely

  • @dad5draco
    @dad5draco 3 роки тому +18

    Somebody forgot to tell Yuji Naka how gaming has advanced since the dreamcast and that 1 button is allowed to do 1 thing.

  • @ZerberusKnight
    @ZerberusKnight 3 роки тому +49

    He's the apple of platformers; noone else would "innovate" the removal of jumping

    • @megabuster3940
      @megabuster3940 3 роки тому +13

      That's like if Apple got rid of earphone jacks...
      ...*oh wait*

    • @megamillion5852
      @megamillion5852 3 роки тому +1

      @@megabuster3940 Cool profile you got there.

    • @achan1058
      @achan1058 3 роки тому

      Captain Toad did it first, and that game is actually pretty good.

    • @achan1058
      @achan1058 3 роки тому

      @@RandomNameLastName811 No disagreements there.

  • @redman7775
    @redman7775 3 роки тому +49

    They made a platformer that has items (made to help you) that keep you from jumping.
    A platformer
    With items
    Made to help you
    That disable jumps
    In a platformer

    • @anthonygerardotorresgonzal6269
      @anthonygerardotorresgonzal6269 3 роки тому +14

      Mario: Not-a Good Plan

    • @MisterGamer-sc8vp
      @MisterGamer-sc8vp 3 роки тому +13

      Sonic: That's No Good

    • @SimonPiano42
      @SimonPiano42 3 роки тому +10

      They also made a powerup that randomly decides itself when it transforms into a box that takes away any control from the player.
      Takes away control from the player
      randomly
      in a platformer.
      in levels with death pits and slopes everywhere.

    • @hypnospaceoutlaw3376
      @hypnospaceoutlaw3376 3 роки тому +1

      r/CertifiedBruhMoment

    • @genyakozlov1316
      @genyakozlov1316 3 роки тому

      There are no bad ideas, only bad implementation.

  • @ShezTheExplorer
    @ShezTheExplorer 3 роки тому +95

    I’m still waiting for the Nights and Dreams Remastered, Sega.

    • @sausagesausage
      @sausagesausage 3 роки тому +18

      If you are referring to NiGHTS into Dreams it had a HD port years ago. I think its available on Steam...

    • @dancingbeans7696
      @dancingbeans7696 3 роки тому +2

      Yeah I don't think they are going to have a sequel for NiGHTS because not only did the original writer leave, they forgot about them so it's mostly Sonic now

    • @alicev1500
      @alicev1500 3 роки тому

      @@dancingbeans7696 Seriously, there's so many good Sega IPs that are just gathering dust. With the recent Panzer Dragoon remake, Wonder Boy 3 remake, Streets of Rage 4 and the upcoming Alex Kidd game, maybe sega is starting to see their value. I'm just desperate for an official Jet Set Radio sequel

    • @thenormalpsycho4198
      @thenormalpsycho4198 3 роки тому

      @@dancingbeans7696 Wasnt there NiGHTS: Journey of Dreams that was on the wii?

    • @dancingbeans7696
      @dancingbeans7696 3 роки тому

      @@thenormalpsycho4198 no I'm talking about after Journey of Dreams, that game was good. I'm talking about when they make a game after Journey of dreams which will most likely not happen due to the writer leaving Sega for Square Enix

  • @SakuraAvalon
    @SakuraAvalon 3 роки тому +89

    The 80 costumes thing feels like when a kid wants to do something incredibly stupid, like eat a whole bucket of ice cream in one sitting. And their parents don't let them, because they know the end result.
    Basically, Yuji Naka needed an adult to come and smack the costumes idea out of the game.

    • @Virjunior01
      @Virjunior01 3 роки тому +2

      It could work, like in Kameo: Elements of Power (pare it down to a few costumes and design levels with those in mind). I think Naka's holding onto some kind of inferiority complex with Mario, though.

    • @orangeslash1667
      @orangeslash1667 3 роки тому +6

      @@Virjunior01 Kameo worked because it had 12 powers, not 80.

    • @Virjunior01
      @Virjunior01 3 роки тому +2

      @@orangeslash1667 "pare it down to a few costumes" is what I said. Also to "design levels with those in mind."

    • @orangeslash1667
      @orangeslash1667 3 роки тому

      @@Virjunior01 The biggest problem that this what Shinji Hashimoto's idea and he wanted Yuji Naka to compete in the platformer market but Naka is not a competitive person.

    • @EmperorZ19
      @EmperorZ19 3 роки тому +2

      Yeah, if you're going to have a large number of movesets, they need to each be usable for only a limited time and for a few particular situations, rather than being constantly available. Mario Odyssey does this very well (though I think even Odyssey only has about 30 captures once you exclude inanimate objects and near-duplicates). If you want each moveset to be an ever-present option, then there should be a smaller number of them and each one should be fleshed out.

  • @thatoneguy9983
    @thatoneguy9983 3 роки тому +16

    Honestly if Balan got a second chance and somehow got a sequel it could probably be very good the character design and the charm is there all its missing is the gameplay.

    • @elin111
      @elin111 3 роки тому +9

      Square said "you only have one chance" to Naka when they greenlit Balan. Balan is dead.

    • @manuelalbertoromero9528
      @manuelalbertoromero9528 3 роки тому +3

      He's dead man

  • @Marburg-chan
    @Marburg-chan 3 роки тому +40

    If the dude sucked at writing stories, he should have left that to someone who didn't.

    • @maucazalv903
      @maucazalv903 3 роки тому +3

      Usually people that suck at something still do it because they DON´T KNOW that they suck at it xd
      *and also if you just never do something you will suck in that even more so- it is like that sometimes(?*

    • @Marburg-chan
      @Marburg-chan 3 роки тому +3

      @@maucazalv903 Except the dude himself knew it and still decided to make a AAA game his testing grounds.

    • @cube1148
      @cube1148 3 роки тому +3

      @@Marburg-chan in the video its said that he read one book and thought he was a writing genius so its safe to say he didnt know he sucked

    • @Marburg-chan
      @Marburg-chan 3 роки тому +1

      @@cube1148 He knew he was bad, that's why he read the book, maybe if he just had paired up with the ex-sega writer from the start, Balan wonderworld wouldn't have turned out this bad.

    • @cube1148
      @cube1148 3 роки тому +1

      @@Marburg-chan but he thought he was bad before reading the book and then after reading the book he thought he could write

  • @Gidiotic
    @Gidiotic 3 роки тому +58

    This is proof that you don't need to be good to get a job, you just need to get your foot in first in the industry to get other jobs.

    • @HeavySighSA
      @HeavySighSA 3 роки тому +25

      To be fair, Naka is a legitimately talented programmer.
      He just keeps trying to do things that aren't programming.

    • @Gidiotic
      @Gidiotic 3 роки тому +4

      @@HeavySighSA Hopefully his next project will be better or he surround himself with people that tells him no

    • @codered1132
      @codered1132 3 роки тому

      @@CerealKiller maybe he just wants to try new things, but he’s not even sure how to do that... 😐

  • @PotatoPatatoVonSpudsworth
    @PotatoPatatoVonSpudsworth 3 роки тому +100

    It took me 5 years of study and practice before I felt capable of writing a basic novel. This guy read 1 book and declared himself a master of narratives.

    • @XanthinZarda
      @XanthinZarda 3 роки тому +17

      It took me over a decade of writing to feel confident enough in anything I was writing to not feel like it was deviantart quality.

    • @coolyeh1017
      @coolyeh1017 3 роки тому +3

      Classic Dunning-Kruger in full force here.

  • @nidohime6233
    @nidohime6233 3 роки тому +21

    I'm starting to see a trend of old developers making their own games just to flopped because of tunnel vision.

    • @orangeslash1667
      @orangeslash1667 3 роки тому +5

      Another problem is when old developers are involved in kickstarters that ask too much or fail to make aaa games, that's why indie games are really important.

  • @Blu_Moon_VA
    @Blu_Moon_VA 3 роки тому +133

    So Basically: "I'm gonna read a book about something I know nothing about, and make a game about it. *My work here is done."*

    • @coolyeh1017
      @coolyeh1017 3 роки тому +5

      Apparently the novelization isn't too bad according to people who read it, just basic, but at least it hit the majority of story basics.

  • @4daptability991
    @4daptability991 3 роки тому +18

    The neat little update on Moptopus was a nice and welcomed Easter-egg! I definitely agree that the lack of Sonic announcements is strange, given its milestone anniversary. Maybe they'll announce something at E3, like how Nintendo planned to announce Mario's 35th, last year.

  • @alloounou6900
    @alloounou6900 3 роки тому +109

    Once they advertised 80 unique transformations I got a strong feeling expectations wouldn't be delivered.

    • @cosmicspacething3474
      @cosmicspacething3474 3 роки тому +7

      I still thought it would still at least be good tho...

    • @rifasclub
      @rifasclub 3 роки тому +2

      Castlevania: Dawn of Sorrow has 116 power-ups (souls), one per enemy, and they're all great. Number isn't the problem, they lacked focus.

    • @coolyeh1017
      @coolyeh1017 3 роки тому +1

      How much did Mario Odyssey have? I know it probably wasn't like 80 but it was still pretty numerous. But I like the capture mechanic though.

    • @abigailq3233
      @abigailq3233 3 роки тому +1

      @@coolyeh1017 odyssey has 52 captures

    • @YEs69th420
      @YEs69th420 3 роки тому +2

      @@rifasclub There's a lot of souls that are functionally similar or straight up better versions of one another, but that works because it's a metroidvania, you have to unlock them, and unlocking them isn't even guaranteed. They designed it with obsolescence and randomness in mind.

  • @spideymenz5738
    @spideymenz5738 3 роки тому +16

    I remember being so excited cause Balan's design reminded me of Nights. And then it turned out to be a plataformer...

  • @allanparker6874
    @allanparker6874 3 роки тому +16

    "Go deeper before you go wider" Brandon Sanderson

  • @Brindlebrother
    @Brindlebrother 3 роки тому +14

    "It was challenging to think of the pros and cons for every action"
    How could randomly turning into a box you have no control over possibly have any pros??

  • @WarmLillie
    @WarmLillie 3 роки тому +142

    I guess you can say that this dreamy wonderworld end up become a underworld nightmare.

  • @hypnospaceoutlaw3376
    @hypnospaceoutlaw3376 3 роки тому +71

    You know, I actually came up with a Platforming Game of my own [I thought up the concept when I felt the game wouldn't do so good]. I call it "Dreamland". In it, you play as an orphan child [Boy: Alex, Girl: Alice] who comes across an indoor amusement park run by an animatronic by the name of Yume. In the game, you go to all these attractions exploring all these worlds, all while discovering secrets and uncovering a mystery that all is not as it seems...

    • @VideoGameStoryTime
      @VideoGameStoryTime  3 роки тому +19

      You should make it!

    • @anthonygerardotorresgonzal6269
      @anthonygerardotorresgonzal6269 3 роки тому +3

      That would be Cool, it may be scarier if the Park was already abandoned in the first place

    • @jonahabenhaim1223
      @jonahabenhaim1223 3 роки тому +4

      You might want to change the title name to not confuse it with Kirby’s dreamland

    • @birdboy16
      @birdboy16 3 роки тому

      Isn’t dreamland the name for the kingdom in Kirby? Maybe you should change it (this is just a suggestion btw)

    • @hypnospaceoutlaw3376
      @hypnospaceoutlaw3376 3 роки тому +2

      @@VideoGameStoryTime First I need to know how to make games. :)

  • @the_legendary_fire
    @the_legendary_fire 3 роки тому +37

    I actually love this channel the drawing s are so charming not mention nothing is rambled on about when they have nothing more to discuss they stop and that's why I am subscribed

    • @VideoGameStoryTime
      @VideoGameStoryTime  3 роки тому +8

      Thank you so much! I'm glad you appreciate that our videos are focused, we put a lot of effort into that!

  • @annieskywalker9290
    @annieskywalker9290 3 роки тому +15

    Now I know why Miyamoto is afraid of stories on videogames

  • @dokkanz6368
    @dokkanz6368 3 роки тому +48

    Yuji Naka after reading 1 book: "I'm a f*king genius!"

  • @FedoraKirb
    @FedoraKirb 3 роки тому +6

    As someone who is learning about game design, I’m intrigued by the decision to have 80 powerups for a number of reasons, especially when he said it was to make the gameplay have “phenomenal depth.”
    First, I make a comparison to Kirby and its copy abilities. Kirby Star Allies has the most copy abilities out of any game in the series at 28, plus 14 Dream Friends, yet each of them have different strengths and weaknesses (if I may include some abilities not in Star Allies in this roundup: Sword/Fighter/Spear’s well-rounded movesets, Suplex/Whip/Beetle’s grappler nature, Cleaning/Doctor/Artist’s raw utility, Poison/Spider’s area coverage, Archer’s far reach but below average CQC, Bomb’s splash damage, Fire/Ice/Water/Spark’s elements, Hammer’s obscene power but poor reach, Staff’s obscene reach but slow attack, Wheel/Missile/Tornado’s speed and damage, Wing/Jet’s great aerial mobility, Needle/Parasol/Leaf/Bell’s defensive moves, etc.). The games are super easy, but choosing abilities matters in the boss battles, especially The True Arena. With fewer abilities, it’s easier to design them around different styles. But with 80 costumes in Wonderworld, it’s impossible to make them all unique unless you take away things from the default moveset, like jumping. There’s going to be overlap because no one can design that many unique abilities at once.
    Continuing with the copy abilities, Kirby’s Adventure had much more niche copy abilities like Wonderworld (their strengths and weaknesses were far more polarized due to the single move nature), but there were still “only” 24 of them. Even if there was some overlap (like Needle, Spark, and Freeze are all shields, Fire and Ice are frontal hitboxes, Cutter/Laser are projectiles), it wasn’t as much because the smaller number allowed the developers to think of more unique usage for all of them. And they were still somewhat different, providing strategy in your decision (for instance, fire can solve more environmental puzzles while ice would provide you with more projectiles from frozen enemies). And this is to say nothing of the combo systems of the Dark Matter Saga, between animal friends in DL2 and 3 and mix abilities in K64, which opened up choice and strategy a ton.
    There’s a great Extra Credits video about “Depth vs Complexity,” and the image they use helps make things clearer: number increases complexity, which increases the length of the pool, not the depth. Balan Wonderworld has a super long pool, not a deep one. This could probably be fixed by combining some abilities into single costumes, and theme them with different advantages and disadvantages in terms of power, movement, range, etc.

    • @nidohime6233
      @nidohime6233 3 роки тому +3

      To me hearing this kind of stories makes me wonder how much of a role did this developers have in games they worked on. Just because someone was part of Naughty Dogs team while in the making of The Last of Us 2 doesn't always mean they done the most important, complex and fascinanting thing of that videogame, it could be something as simple like making background bushes.

    • @FedoraKirb
      @FedoraKirb 3 роки тому

      @@nidohime6233 Apparently, there was a guy in Red Dead Redemption 2 who was solely responsible for horse physics.

    • @nidohime6233
      @nidohime6233 3 роки тому +1

      @@FedoraKirb Of course. Someone had to do those perfect horse testicles XD

  • @genobro1425
    @genobro1425 3 роки тому +5

    Shigeru Miyamoto to the Mario development team: Okay, so we need to come up with something great for the new Mario game. Anyone have any ideas?
    Designer: We could implement 3 new power ups and take inspiration from books for levels!
    Shigeru: Good idea, level designer 1!
    Yuji Naka to the Balan Wonderworld team: Okay, so I read one word of one page from a book, so I thought we could turn this book into a game. All we need are power ups.
    Level designer: How about implementing every idea that comes to someone's head?
    Yuji: Great idea, designer! I have one idea. Add a power up that disables the ability to jump!
    Entire team: Wow, what an amazing idea! This is definitely gonna beat Mario!

  • @sachatherpg-booksguy8269
    @sachatherpg-booksguy8269 3 роки тому +9

    By the way for the aspiring writers, the book that Naka should Have read is the Writer's journey by Christopher Volger. It focus on the application of the monomyth on screenwritting and is a quite a common recommandation for aspiring screenwritter.

  • @A983Network
    @A983Network 3 роки тому +49

    Nobody:
    Literally Nobody:
    Yuji Naka: Good day, gentlemen. I am here to change the future.

    • @chrisfarleyshrek4347
      @chrisfarleyshrek4347 3 роки тому +1

      How about Yuji Naka goes back to the past and just make Sonic 06 actually good.

    • @genyakozlov1316
      @genyakozlov1316 3 роки тому

      @@chrisfarleyshrek4347 No need, it already was.

    • @Virjunior01
      @Virjunior01 3 роки тому

      Everybody:
      Literally everbody:
      Fixed

    • @Virjunior01
      @Virjunior01 3 роки тому +1

      @@genyakozlov1316 say what you will, but it really wasn't.
      Think of your nostalgia in terms of the era.
      I will NEVER go back to Super Mario Brothers on NES, because it wasn't really that fun to play. It was mindblowing for the time it came out, and I played it to death as a 6 or 7 year old, but... it doesn't change the fact that it was the best there was *at the time.*
      Even Megaman 1 holds up way better than SMB.

  • @cipherreese8877
    @cipherreese8877 3 роки тому +10

    Despite how Balan ultimately turned out, I’d feel depressed if Naka ultimately retired from the industry after this. He did say this could be his last chance to make a platformer at one point. I believe he still has some great ideas that would make for phenomenal games-given just how well Balan’s concept resonated with people if nothing else. But it’ll take another hand on the wheel in the concept/writing department and the right group of people in the design department to make those ideas a reality.

    • @liz_violet
      @liz_violet 3 роки тому +2

      isn't he more of a programmer, NOT a writer? bro. imo, hopefully ohshima gets more work, his style made people interested in the game from first glance.

  • @SharpEdgeSoda
    @SharpEdgeSoda 3 роки тому +5

    I really want Yuji Naka to be seen as just Japan's John Romero.
    Once seen as a legend and attached to legendary products, but the moment he was out on his own it was shown that he was not this brilliant game dev master, and it was really the work of other, much more talented people that legendary games great, and those people were sadly robbed of the spotlight.
    I don't think we should be nice about these things. "Oh they worked really hard" is such a common excuse but really, you'd be hard pressed to find people that *don't* work hard on most train wrecks with *famous* people at the top. When your lead has bad ideas, it's the people working for you, making less money, that have to "work hard" to salvage it. Saying they "worked hard" is obvious. It not a real defense. In fact I think it proves the opposite! You have to work HARDER on bad ideas just to make them playable. Working harder means something is very wrong at the core of the design. I feel so sorry for the people that had to come to work every day for months, knowing this game was salvageable. That has to hurt your mental health.
    Look at Yuji Naka's timeline and it all adds up to a person that really had little to do with *why* sonic was great but he took all the credit, and then passively was sabotaging Sonic for the sake of his own ideas.
    Lets call it what it is, ego, and I'm more sorry for the people that had to work for him to bring his terrible ego driven visions to life.

  • @lord_caccum
    @lord_caccum 3 роки тому +76

    The fact that they tough that balan wonderworld will be a long and super successful franchise is actually hilarious to me!

    • @wetheepiphany
      @wetheepiphany 3 роки тому +1

      Hilarious- but also utterly tragic ;u;

  • @user-fe8gx3ie5v
    @user-fe8gx3ie5v 3 роки тому +13

    Let's hope he finds more suited developers for his vision next time.

  • @Veon_512
    @Veon_512 3 роки тому +12

    Imagine accidently jumping into the sonic 06 phase of your new franchise.

  • @dissonanceparadiddle
    @dissonanceparadiddle 3 роки тому +18

    He sacrificed depth for breadth😓

  • @Davesoft
    @Davesoft 3 роки тому +8

    "Sonic's dad tricks Final Fantasy into making Mario Odyssey, and everyone hated it"

  • @Iamrooq
    @Iamrooq 3 роки тому +15

    The sad part is that from the presentation alone, this game could’ve been amazing.

    • @alexradice8163
      @alexradice8163 3 роки тому +3

      By presentation alone it's an uncanny mario odyssey rip off

  • @alexkubrat3868
    @alexkubrat3868 3 роки тому +13

    Balan Wonderworld? More like Balan Underworld* techno music starts playing *

  • @AndreaGiuseppeCastriotta
    @AndreaGiuseppeCastriotta 3 роки тому +8

    This project sounds like Dunning-Kruger effect 101
    He read a single book on the topic, so his confidence was over the top and ignored the reality
    Same applies on how the rest of the development was handled apparently
    I guess the true message is: "If it's the first time you do something, don't assume it will be easy or enough"

  • @michaelpuglisi6767
    @michaelpuglisi6767 3 роки тому +9

    It's really interesting how the one-button control scheme is a good aspect of the classic Sonic games and a negative aspect of Balan Wonderworld- honestly, I think it's just symptomatic of the way the game was developed- they tried to put things that succeeded elsewhere into a context that wouldn't suit them.

    • @achan1058
      @achan1058 3 роки тому

      Sonic has 2 buttons. Down functions as a button since it's not a direction you move in 2D.

    • @michaelpuglisi6767
      @michaelpuglisi6767 3 роки тому

      @@achan1058 It's on the d-pad, it counts as a directional I put

    • @achan1058
      @achan1058 3 роки тому +1

      ​@@michaelpuglisi6767 Your reasoning is exactly the same mistake that Yuji Naka made. He thought it was OK to make a 1 button game in 3D because it was OK in 2D, when he didn't realize that he was actually having 1 less button than he was in 2D functionally. Whether it was on the D-pad doesn't matter. Crouch could have been mapped to R2 instead of (or in addition to) down, just like the 2D sections of Super Mario Odyssey.

    • @michaelpuglisi6767
      @michaelpuglisi6767 3 роки тому

      @@achan1058 Didn't my original comment say that the one button control scheme was a mistake in 3D?

    • @achan1058
      @achan1058 3 роки тому

      @@michaelpuglisi6767 My point is that it would be a mistake in 2D too, if you aren't allowed to use up or down as button.

  • @TheClassicnathan
    @TheClassicnathan 3 роки тому +7

    They should have just made the game about balan and made him the playable character.

  • @Mochiino
    @Mochiino 3 роки тому +18

    Honestly I was so hyped for this game, but playing the demo, especially after finishing A Hat in Time, it just felt so weird. This game had so much potential, the character designs were so cool

    • @robindaybird
      @robindaybird 3 роки тому +5

      That's also the huge thing, AHiT did the basic gimmick of the game so much better, switching hats was instant, you're not drowning in dozens of hats that don't feel distinctive, you don't lose the ability to jump while wearing hats, and you don't lose hats if you get hit.
      And AHiT is what? $20, and Wonderworld is $60

    • @chaosinc.382
      @chaosinc.382 3 роки тому +2

      @@robindaybird WONDERWORLD IS 60 BUCKS?!

    • @robindaybird
      @robindaybird 3 роки тому +4

      @@chaosinc.382 yes, yes it is when the demo feels like a $30 game *At best*

    • @SailorMoonFriends
      @SailorMoonFriends 3 роки тому

      @@chaosinc.382 I saw the prices on Amazon and the PS4 and Nintendo Switch versions were worth $39.99 and Xbox One version was worth $59.99

  • @DarkFrozenDepths
    @DarkFrozenDepths 3 роки тому +4

    "I'm not good with stories, I'll stick with action and platforming."
    Me: Except even that is really bare bones....

  • @StarlightKidX
    @StarlightKidX 3 роки тому +10

    3 things could have saved this game
    1: An additional year of development time
    2: Better control scheme with less powerups (25 should have been the limit)
    3: Focus more on exploration and enemy frequency other than the linear level design
    Oh and remove the awful, mandatory mini games

  • @joshuaanderson1712
    @joshuaanderson1712 3 роки тому +6

    3:18 'If we made them unique, people would choose that one same costume' So instead you made them all bland and roughly the same so people wouldn't have a costume they preferred to keep using, instead just accepting whatever flavor of 'jump' or 'punch' costume you made specific for each world that popped up. Doesn't sound like a good decision to me.

  • @YourTypicalMental
    @YourTypicalMental 3 роки тому +5

    Man, it must just suck to be Yuji Naka. Even after ditching Sega and Sonic his games are still shat on. All the while Shigeru Miyamoto's legacy is Godlike.

    • @icewelder8117
      @icewelder8117 3 роки тому

      well it wasnt just naka it was sonic team

    • @manuelalbertoromero9528
      @manuelalbertoromero9528 3 роки тому +1

      And the latter isn't directly making the game's proper. He's more of a producer at this point in time.

    • @orlandofurioso7329
      @orlandofurioso7329 2 роки тому

      It's worse being Iizuka, he knows how to make good Sonic games but Sega screws him up everytime

  • @ourochroma
    @ourochroma 3 роки тому +4

    I really loved Balan’s design (the character) and the trailer looked phenomenal... then we had the game

  • @Garinovitch
    @Garinovitch 3 роки тому +7

    It was a very ambitious game, I can appreciate they wanted to be experimental and not go with the status-quo with what's safe. But 2 years for an inexperienced staff, it needed at least a year or two more in the oven. I really wanted this game to be good, I gave it an honest try.

  • @Larry
    @Larry 3 роки тому +55

    Unfortunately Yuji Naka lost his magic long ago, just look at the utter dumpster fire Rodea was six years ago. Hell, Balan is just regurgitating NiGHTS' premise.
    Then again he's always been a diva, his tantrums ultimately got Sonic X-Treme cancelled. His ego made him leave Sega, and with no one to control him, his work since has all been trash.

    • @VideoGameStoryTime
      @VideoGameStoryTime  3 роки тому +8

      Hello, you!

    • @Larry
      @Larry 3 роки тому +11

      @@VideoGameStoryTime Howdy! Great video BTW!!! Sorry, should have opened with that :P

    • @luisreyes1963
      @luisreyes1963 3 роки тому +2

      Couldn't have said it better, Guru Larry! 😁

    • @tjlnintendo
      @tjlnintendo 3 роки тому +3

      I thought Rodea on the wii (which was the version he made) was considered good.

    • @Larry
      @Larry 3 роки тому +4

      @@tjlnintendo The Wii one was okay, but the Wii U one was a mess.

  • @RedTsarOldChannel-INACTIVE
    @RedTsarOldChannel-INACTIVE 3 роки тому +5

    I already knew something was going to be wrong.
    Ohshima actually left Sonic Team because of Naka, because both had different work styles,and they didn't exactly enjoy working with each other.

    • @romajimamulo
      @romajimamulo 3 роки тому

      Wait, and then they got back together? Oh no

  • @forevermasteri4330
    @forevermasteri4330 3 роки тому +4

    It's a shame how this game turned out the way it did. :(
    When I first saw the reveal trailer for Balan, I was 'wondering' if the developers were inspired by the success of "A Hat in Time" and Mario Odyssey. The supposed selling point of eighty different costumes, including one that got viewers thinking of the Pokémon Wooloo, seemed like a massive, but ultimately poor expansion on the different hat abilities/captures.
    "Balan Wonderworld" could have been a wonderful glimpse into the future of my newly found favorite platformer universe (AHiT). It is instead another example of video game development done seriously wrong.

  • @kwisowofer9872
    @kwisowofer9872 3 роки тому +4

    I haven’t played Balan Wonderworld, but based off of what I have seen, I think what this game needs to make it... okay is:
    more decoration so the levels don’t look bland
    npcs not disappearing when you get close
    some kind of dialogue telling you what your goal is (unless there is dialogue)
    no dancing scene at the end of each “world”
    half the buttons being a run button that also acts as the costume button (like mario); for some costumes, you could limit the jump or have it act as another action
    spice up the gameplay for whatever those “Balan’s Bout” or whatever they’re called by making it quicker and have the player press more buttons
    cut the minigame costumes

  • @pixilmon
    @pixilmon 3 роки тому +5

    Drawn to life did this very well. It was a perfect balance of platforming with original mechanics abd a great story

  • @krealyesitisbeta5642
    @krealyesitisbeta5642 3 роки тому +16

    This is just like when Michael Jordan tried to do baseball.

    • @romajimamulo
      @romajimamulo 3 роки тому +9

      Except that MJ did it because his father always wanted him to be a baseball player, and he was concerned if he didn't do it then, his father would die before seeing it.
      This? There's no reasoning

  • @Disthron
    @Disthron 3 роки тому +2

    4:00 *80 different powers*
    Yea, one of the things I noted when I first started examining games design was that, while Mario had a lot more bespoke powers, Sonic's relatively few powers had a lot more utility. Like most of the Shields in Sonic 3 had a secondary ability that could be used to dodge fire or navigate the world more effectively.

  • @The_Holy_Wooomy
    @The_Holy_Wooomy 3 роки тому +4

    the biggest mistake was calling the game "Balan Wonderworld" instead of "Balan WonderLAND" because literally nobody remembers to call it Wonderworld

    • @fuzzydude64
      @fuzzydude64 3 роки тому

      I doubt anyone will remember it in 6 months either way. Sad to see

  • @cyanity1017
    @cyanity1017 3 роки тому +4

    "balan wonderworld is a disaster"
    Yes but tall hat man produces serotonin.

    • @papieverett
      @papieverett 3 роки тому +1

      no

    • @cyanity1017
      @cyanity1017 3 роки тому +1

      @@papieverett dude, just make your own comment, i am literally just saying i like the character balan.

    • @papieverett
      @papieverett 3 роки тому +1

      @@cyanity1017 no

    • @cyanity1017
      @cyanity1017 3 роки тому +1

      @@papieverett yes

  • @nevercute
    @nevercute 3 роки тому

    Wonderfully made! Especially love the ending with the tip. Thanks xD

  • @creativename_
    @creativename_ 3 роки тому +1

    I love this channel. No loud music in the background, no annoying voice. It just gets right to the point.

  • @Dagreatdudeman
    @Dagreatdudeman 3 роки тому +6

    I'm suprised no one realized that 36 costumes over 12 worlds would make way more sense.

  • @PhoenixDwn.
    @PhoenixDwn. 3 роки тому +4

    "Pride cometh before the fall...."
    RIP Yuji Naka's career ( T ^T)

  • @nathanielloving6372
    @nathanielloving6372 3 роки тому +2

    “I was never really good with stories”
    Yeah sounds like a sonic game developer alright

  • @GBAura
    @GBAura 3 роки тому +5

    This is my speculation so take it with a grain of salt; I think the reason Balan didn't work out as well is because it rushed the prototype phase. Any game you make must start with a prototype where you make the core of the game work. If it's enjoyable to play, then you develop it further. I think the concept of 80 abilities wasn't implemented properly into the games core, which would make the progress even longer because you must make sure EVERY ability is fun to use and works in the games structure.
    Also, two years to make a game in the AAA industry is too short. Most games take three years to finish for a reason. Even if Balan was delayed after the release of the demo, it might do more harm than good because it would impact the pre-planned budget and schedule, which might either lead to crunch, the game getting cancelled or the company going under.
    It's a shame because Balan could've been amazing if done right. There's clearly a lot of love put into the game from the music, the fun character designs and the vast array of costumes, but the heart to hold itself together isn't there. That's the best way I can describe Balan Wonderworld.

  • @BeretBay
    @BeretBay 3 роки тому +45

    They can totally fix this game if they want to make another version exclusively for the next gen consoles. I know its not common anymore to make entirely new versions of a game, but I think Balan Wonder had a lot of potential and if they want to really bring out that potential they're gonna need to do something big.

    • @manuelalbertoromero9528
      @manuelalbertoromero9528 3 роки тому +13

      They're not going to do that.

    • @jonahkim2029
      @jonahkim2029 3 роки тому +8

      Yeah. There are tons of old "forgotten" and "failed" games that if imported and/or fixed could be huge successes, like Billy Hatcher and the Giant Egg and Harmoknight. Balan Wonderworld could definitely benefit from a fixed version.

    • @xXEPIKgamerXx
      @xXEPIKgamerXx 3 роки тому +1

      @@jonahkim2029 Nothing needs to be fixed about Billy Hatcher, what we need is a damn sequel!

    • @manuelalbertoromero9528
      @manuelalbertoromero9528 3 роки тому

      @@jonahkim2029 I'm going to repeat myself. THEY ARE NOT GOING TO DO THAT. Someone might try, but it probably won't be Naka or anyone who worked on this game.

    • @jonahkim2029
      @jonahkim2029 3 роки тому

      @@manuelalbertoromero9528 I never said it would happen, just that it would be nice if it did.

  • @SamuelCatsy
    @SamuelCatsy 3 роки тому +3

    We managed to use the adaptive triggers on the PS5 to make them do the same action/jump as every face button EVEN MORE!!!

  • @TacticusPrime
    @TacticusPrime 3 роки тому +3

    Even a dozen unique costumes and platforming elements is big ask, much less 80. That's just crazy.

  • @XX-sp3tt
    @XX-sp3tt 3 роки тому +5

    The beautiful music, the wonder character designs, the psycho analysis of the characters told through the costumes and level design, and the clever question of "all these mysterious helper characters, who ever stops to help them?" And the classic 'we help ourselves most by help others' coming back not only in the final battle, but for Balan in the end too. All made this a game I sincerely enjoyed without sarcasm nor irony.

    • @tbhandrew5857
      @tbhandrew5857 3 роки тому

      A lot of the costumes can't jump and the costume ideas are often used in one scenario and never used again. There are also multiple costumes that reuse the same abilities from another costume. The story is never really explained outside of the different areas and their problems, like why Balan is breaking a rock in Balan's bout sometimes and who the heck the supposed antagonist Lance is. The backstory animations for characters also play after the levels so you never really know why an area is designed or named a certain way until the end. The game often runs at a shockingly low framerate and freezes up frequently. Level ideas are more like just switching costume, using the power, and proceeding. Not much challenge, and with the game being marketed as a platformer you'd expect to have cool midair tricks like Mario's spin jumps, triple jumps, wall kicks, hat throws, but no. The hop is a short little thing that rarely gets you across and you have to switch through costumes to get one that spin jumps or floats for a little bit and then switch back to one that can't jump again to destroy a crate. There is absolutely no reason for the game to work with only one button, it just makes gameplay slower and makes it so there's no independent jump button for a lot of the costumes. I must say that the animations/cutscenes are stellar though and the ideas are also cool (just not preformed in the right way at ALL)
      I don't mean to be rude by the way, you can like the game. I'm just pointing out things that make Balan Wonderworld not worth the expensive price point.

    • @XX-sp3tt
      @XX-sp3tt 3 роки тому

      @@tbhandrew5857 Of course some costumes have repeat abilities. Wearing the costume of a Star fleet officer instead of a rebel soldier in Star Wars may give you the same technical abilities of a phaser vs a blaster... but they wouldn't fit. You're inside a person's personal psycho drama. The entire game is taking place on a stage. Wearing a costume that does't fit with the setting can be worse than wearing no costume!

    • @XX-sp3tt
      @XX-sp3tt 3 роки тому

      @@tbhandrew5857 The cut scenes happen when they do because you're forcing them to remember their trauma, that's what the heart-piece and cage symbolism. The monsters you fight are actively trying to stop you from unburying their memories. That's when you see them in their stages, they're always passive and happy, they've BURIED their painful memories.

    • @star22sally67
      @star22sally67 3 роки тому

      @@XX-sp3tt
      1) then they should have cut down on the people so that the costumes wouldn't get repetitive
      2) Have you SEEN the costumes? How does a fire breathing dragon make since in a farmer's world or box fox with the plane guy?
      3) The costumes arent exclusive to the levels they are introduced. Many times you need to collect costumes then go back to previous stages to collect items
      4) the game foes a terrible job at showcasing the theater aspect to a point that you forget that your on a theater.
      5) the bosses nor levels are not good representations of trauma as neither forces you to deal with the underlying problem the person is facing. They are just generic levels with generic samey bosses.

    • @mafoofoo
      @mafoofoo 3 роки тому

      I really like this take. The in-game storytelling is definitely not the culprit for the poor reception, and I find this narrative of game-dev hubris gone wrong most people are presenting as quite overstated.

  • @echotrash466
    @echotrash466 3 роки тому +7

    With how great the cutscenes were, I feel like the game would've made a better movie than a game. :Y Not to mention, they made an extremely cool character; Balan, who I think should've been more utilized. Balan gives off so much of a Nights vibe, with a little bit of that Sonic feeling to it with the style. I feel like the budget for the game went more into the cutscenes instead of the actual gameplay. If there were more of a balance where the budget had gone, the game I think would've been worth it. But with how it stands now. It's just a whole bunch of missed potential, and it SHOULD NOT cost 60usd on Steam.

  • @bulmabrief73
    @bulmabrief73 3 роки тому +4

    Sonic be like "You can go fast but u really shouldnt"

  • @maskface1726
    @maskface1726 3 роки тому

    Another masterpiece with beautiful story telling! Love ur vids!

  • @kappinr-m80s23
    @kappinr-m80s23 3 роки тому +2

    The saddest thing is that this game has so much potential and charm. (at least in the cutscenes) It has this magic to it like Japanese Disney. I really hope this doesn't mean the end of this IP.