nintendo 2013

2

The individual environments of Yo-Kai Watch are designed to be as reminiscent as possible of real locations. While the player is definitely directed through them depending on how they’re presented, the game tries to make this direction feel natural at every turn. This is in contrast to the bizarre and often out-of-place Yo-Kai the player encounters, and thus they are made that much more interesting when placed against their environment.

3

The fixed-angle camera in Super Mario 3D World allowed for a variety of additional gameplay mechanics that wouldn’t have been nearly as effective in either full 2D or traditional 3D platforming. It also allowed these mechanics to be presented to every player simultaneously; when a new boost pad or clear pipe is presented, every player is made aware of its presence, and as such can change their immediate goals. This was pivotal for a multiplayer experience to remain interesting for everyone involved.

  • nintendo 1995: hey kids, trade pokemon with your friends to catch em all!
  • nintendo 1999: hey kids, here
  • s some new pokemon and adventures to talk with your friends about!
  • nintendo 2002: kids, heres a bunch of secret bases you can use to their fullest by meeting with new people, and bunch of pokemon you can only get at events we'll host!
  • nintendo 2006: hey, look, even more bases and event pokemon!
  • nintendo 2009: HERE'S A LITERAL PEDOMOTER. TAKE A HINT.
  • nintendo 2010: WE ARE CUTTING OFF AREAS OF THE GAME IF YOU DONT MEET OTHER PEOPLE
  • nintendo 2013: WE HAVE CREATED AN ENTIRE NEW LAYER OF CUSTOMIZATION AND IN GAME REALITY SOLELY FOR THE PURPOSE OF SOCIALIZATION AND MEETING PEOPLE
  • nintendo 2015: FOR FUCKS SAKE JUST GO OUTSIDE ALREADY!!!!!