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Gaming / Re: The Mario Kart Thread
« on: June 18, 2014, 05:33:35 AM »MK8 is my favorite in terms of its track design, and its part selection I'd say is...probably on par with MK7. I think there are more actual parts, but a lot of them appear to be clones of each other. Literally every one of the four sports bikes has the same stats. It's nice in that it helps you choose a more personal aesthetic even when you're looking for a specific set of stats, but it also yields less variety in terms of performance. Also I really wish there were more than three ATVs, or at least more than one that ISN'T modeled after an animal.
I really like the track design, yes. My point was more about the "personality" of the tracks. Like say, there's no Daisy Hills or anything like that. I think MK7 did a slightly better job with that. Also, MK7 Rainbow Road was the best. Otherwise the courses are really well done.
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Speaking of which, if there is a "best" part, it probably is the Sports Bike (and its variants). But there is a learning curve to it since it screws with the traditional drifting, so I'd still say they did a better job of getting bikes and karts to coexist than in Wii. The "standard" bikes definitely don't feel any better or worse than karts and ATVs.
What made it unbalanced in Mario Kart Wii is that once you knew how to use the 3-4 best bikes in that game, there was no reason to pick the other bikes or karts, because you'd lose. But yeah, they're fine now. No more Wheelie Boosting, plus the items are distributed better. Honestly though, in terms of handling, I've found that the classic Pipe Frame Kart handles just as well as some of the bikes.
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I don't really feel that traction is as important in MK8 as it was in 7, so the "monster" wheels come off as being useless. Maybe that's just me, but it seems as if MK7 gave you more reasons to try and get away with pushing through a few moments of off-road. By the same token, handling seems a bit more vital. In MK7 you could deal with some pretty stiff handling as long as you had decent foresight of the track, but in MK8 I found it more common to have a part combination that simply could not handle the curves that I needed it to once the competition got tough.
Agreed. But then, I've always picked handling over just about everything since Super Mario Kart.
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Items are in and of themselves well balanced (even if Starman was nerfed), but I think the distribution needs a serious look. Even beyond coins, which trip things up enough, the next most common thing you see is Mushrooms. The two in tandem make it very rare and difficult to be able to go on the offensive even when you do fall behind, which makes the "only one item" thing a lot more frustrating than it really should be. I agree it's a good format, but it could use some tweaking. The overall balance leads to many of the good items being more situational than before; Triple Red is GODLIKE in the ideal circumstances, but will do you little good if a Boomerang is thrown your way. Boomerang and Pirahna Plant are both incredible in the fray, but get substantially less useful if there's a distance between you and the guy in front of you.
Distribution could use some work, yes. I think MK7 handled it better.
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And yes, N64 Rainbow Road needs to be 3 full laps again. Otherwise it's a fantastic course; I wonder who thought up the coin-spewing steam engine running along the track? I love that they picked four N64 courses, I love that ROYAL RACEWAY is finally among them. Now we just gotta work on N64's Wario Stadium...
The course is so beautiful. That's why I want to experience it more than just once. And yes, the new Royal Raceway is gorgeous. Toad's Turnpike....I really like the new course a lot, but it's a little too big road wise AND no Mirror Mode cars coming at you.


Man, loans suck!
