your point is still invalid as mario 3d was an innovation for the franchise... merging the 2d level based mario with the 3d open world mario into a new idea... and they have spanned that series into 2 games, not 5 not 10 not 15, only 2.I didn't defend CoD. I used CoD as an example of precisely what Nintendo does, especially in this past year with a flood of unoriginal Mario for the struggling Wii U, as well as what they did on the Wii with the New Super Mario Bros. thing that leaked onto the Wii U as well when it should have stayed on the DS where it belonged. With games like Galaxy being possible, Nintendo has clearly become too desperate to give two shits about even trying to innovate in the series. I also don't recall bashing Mario 64, Sunshine, or Galaxy. If I'm not mistaken, those are excluded or strengthen my argument, as I used Galaxy as an example of what should be done, and completely exclude the N64 and Gamecube from my argument.
Of course, if you want to put words in my mouth and make assumptions, I'm sure the Nintendo fanboys will eat it up.
Try again?
I can agree with you that a lot of the levels are designed in that way, but I was more thinking about the style of the different levels, not so much the linearity of them. They are a bit linear but less so than in SM3DL at least. The level design in Super Mario Galaxy was certainly much better. You make a very valid point, but apart from what you mentioned, the levels are quite varied and fun. The "flat" design of the levels isn't neccessarily a bad thing, when used well it can provide quite a challenge, and it makes for a lot of good hiding spots for green stars.Honestly, I can't see it.
I mean, every level is made up of cubes (or other simple objects) and because of that there's little variety in level design. Many of the environments are just so flat and empty. Sunshine Seaside is a perfect example of this. It's mostly just a flat plane with little hills, which is ridiculous. Every single underwater level is the same, sidescrolling through a flat, mostly empty space. There might be a small group of enemies here and there, but because it's a 3D game you can just move past them.
If any other game tried to get away with this lack of effort it would be condemned as shovelware. But it's Super Mario 3D World, and it's illegal to dislike any aspect of 3D World, under rule of blind fanboy-ism.
My point is that they designed the levels with 2D games in mind (obviously), but that meant forgoing all the benefits of having a 3D environment. No complexity, no variety, it's just platform-to-platform. No adventuring, just mindless jumping.
I haven't yet finished the two remaining stages, one due to the 10sec limit and the other.. lack of memorisation and timing.