You know in a lot of the Nintendo games (I'm probably going to get flamed for this, but shut your traps, I have a point), I seem to see a small recurring theme of 'side missions' and 'mini games'. Even the Metroid Prime 3: Corruption now has a form of 'mini game' when you first step off your ship, to shoot those small octagonal pillars into the air as many times as you can. I realize that some linear progressive stories get boring, but I quite honestly liked it better when Samus was actually trying to achieve something, not fart around all day like she's waiting on her Zero Suit to finish airing out.
Even in the crummy children's games, like 'NERF: N STRIKE ELITE' there was a mini-game to see how many points you can rack up with the best, most supped up weapons in the game. That's akin to asking a hyper dog to eat 40 dog treats in less than 15 minutes, its the simplest thing in the world to do. Then they have all the 'elite areas' that you have to get one of your neighbors or other local shut-in to play with you, because that;s the only way you'll get someone competent enough to actually shoot at the things you tell them to. The elite areas aren't even that hard, save the fail attempt at a Quick Time Event. They were, and always will be, stupid, lazy attempts to make a game capture your attention. The Elite areas were just a glorified way to add multilayer without ever having to add any form of server or internet connection, lazy bums.
The third game on this rant is Kirby: Nightmare in Dreamland. Now personally, this is one of my favorite games. It was for the Game-boy Advance for those of you who don't know, and actually played halfway decent. The side quests weren't HEY PLAY US, like most of the newer games, and were actually pretty fun. In this case, you didn't get anything but lives out of them, so they actually had a purpose other then to just waste your time. The Kirby mini-game of 'Grinding' was basically a glorified series of Quick Time Events that are actually not that quick, seeing as your only penalty was losing some speed. The Battle Mode mini-game wasn't to terribly difficult, just a combination of 'dodge- attack- hit this guy with his own attack' sequences in a slightly in-sequential order. Those mini-games are the style that all, if any, should go for.
The fourth game in this rant, this time for the GameCube, is Super Mario Sunshine. Admittedly, these served a purpose, but other then to get that nagging OCD effect on people to play them, you could follow the storyline perfectly well without ever needing to play all of them. They were entertaining, fun, and at least somewhat intuitive, save the giant Pin-Ball machine.
And now to let you decide and nitpick on games and minigames inside those games, about which were good, which were bad and which shouldn't have needed to be there in the first place.
P.S. Not bad for a sleepy 15 year old who just broke his left foot falling up stairs.
Even in the crummy children's games, like 'NERF: N STRIKE ELITE' there was a mini-game to see how many points you can rack up with the best, most supped up weapons in the game. That's akin to asking a hyper dog to eat 40 dog treats in less than 15 minutes, its the simplest thing in the world to do. Then they have all the 'elite areas' that you have to get one of your neighbors or other local shut-in to play with you, because that;s the only way you'll get someone competent enough to actually shoot at the things you tell them to. The elite areas aren't even that hard, save the fail attempt at a Quick Time Event. They were, and always will be, stupid, lazy attempts to make a game capture your attention. The Elite areas were just a glorified way to add multilayer without ever having to add any form of server or internet connection, lazy bums.
The third game on this rant is Kirby: Nightmare in Dreamland. Now personally, this is one of my favorite games. It was for the Game-boy Advance for those of you who don't know, and actually played halfway decent. The side quests weren't HEY PLAY US, like most of the newer games, and were actually pretty fun. In this case, you didn't get anything but lives out of them, so they actually had a purpose other then to just waste your time. The Kirby mini-game of 'Grinding' was basically a glorified series of Quick Time Events that are actually not that quick, seeing as your only penalty was losing some speed. The Battle Mode mini-game wasn't to terribly difficult, just a combination of 'dodge- attack- hit this guy with his own attack' sequences in a slightly in-sequential order. Those mini-games are the style that all, if any, should go for.
The fourth game in this rant, this time for the GameCube, is Super Mario Sunshine. Admittedly, these served a purpose, but other then to get that nagging OCD effect on people to play them, you could follow the storyline perfectly well without ever needing to play all of them. They were entertaining, fun, and at least somewhat intuitive, save the giant Pin-Ball machine.
And now to let you decide and nitpick on games and minigames inside those games, about which were good, which were bad and which shouldn't have needed to be there in the first place.
P.S. Not bad for a sleepy 15 year old who just broke his left foot falling up stairs.