Monday, November 26, 2007

10 Questions for Sega...

...about Super Monkey Ball Banana Blitz
  1. Why did the game use the wiimote pointer grip rather than the NES grip?
  2. Why was there no visual/rumble feedback for when the wiimote was in the neutral position before a level started?
  3. Did testing really reveal no fatigue issues when gamers played with one hand?
  4. Why did the main game have have no multiplayer?
  5. Why were the bosses so similar to each other (apart from one excellent one)?
  6. Why was there quantity rather than quality in the multiplayer games?
  7. Why was a jump included when the camera was only designed for rolling?
  8. Why were there such a variety of characters to choose from when they added almost nothing to the main game?
  9. Why were twee and alienating cel shading style graphics chosen for a game with an old-school level of difficulty?
  10. Why have there been two console Monkey Ball sequels that have failed to recapture the elegant brilliance of the original?

The questions may come off a little harsh considering the game was a solid launch title, but it would be interesting to hear Sega's responses (not that we'll ever get them). I really hope that before the inevitable Monkey Ball sequel arrives on the Wii, at least some of these very basic issues are addressed.

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