>>716533331>There were A FEW interesting "split up" puzzles but they're pretty weak compared to what you might hope for.Its possible that my memory is just too distant to remember, but Im not sure id even agree.
Some of the most memorable "puzzles" were like realizing in the carnival level, that to beat the strength test I should use the grenade as the final slam.
But when I think of "split" puzzles in that same level. I remember having to use Kazooie to run uo that spiral while barrels or enemies or something roll down for me to jump over, I actually lost quite a bit on that, but thats because Kazooies jump is waaay too convenient so sometimes I overextended. But my point is.
The split felt too artificial, or rather forced. Did I really need to experience such a "challenge" as Kazooie? Something as basic as just jumping? Except slightly higher?
So its either THAT problem with split pads. OR the other problem, is that like I said, its already too obvious what to do.
Oh so I need Banjo's storage pack to pick uo an enemy, wow, so I have to arbitrarily go back to a pad, and then get Banjo back to the thing I need to carry, but through a slightly less convenient and longer path. For what?
The problem was technically already solved literally immediately as I saw that I needed the pack. Theres no problem to solve along the way.
And I say this as somebody who somewhat defends mumbo, because I like the metroidvania esque backtracking design.
But quickly think of Super Metroid. When I come across a roadblock, the game does not make me GO back to get an upgrade then COME back to the roadblock. I first come across the roadblock, then I have to take the only open paths left, which twist and turn and expose me to further roadblocks, that I all have to keep track of mentally.
And then ONCE i get the upgrade. Its a matter of remembering where to go back to, and mapping the game in my head, so that I not only remember to go, but how everything connects to get there.