- Why did the game use the wiimote pointer grip rather than the NES grip?
- Why was there no visual/rumble feedback for when the wiimote was in the neutral position before a level started?
- Did testing really reveal no fatigue issues when gamers played with one hand?
- Why did the main game have have no multiplayer?
- Why were the bosses so similar to each other (apart from one excellent one)?
- Why was there quantity rather than quality in the multiplayer games?
- Why was a jump included when the camera was only designed for rolling?
- Why were there such a variety of characters to choose from when they added almost nothing to the main game?
- Why were twee and alienating cel shading style graphics chosen for a game with an old-school level of difficulty?
- 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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