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With Wario World being like 22 years ago, I always have no idea what direction a modern 3D Wario game would take, and always end up comparing it with what Wario World was. And also because that game didn't have transformations/reactions, just now I'm realizing, what if a 3D Wario game DID have them?
What made me realize this is how fun, memorable, and mobility/movement based some of the Zelda bosses are. There's one with the Goron Mask that's like a big race, another game you fight a boss by riding on top of a beyblade, and even one where you use the hookshots to manuever around. I made a post about how cool it'd be if some of the Wario Land games used transformations/reactions to fight the boss, and maybe they could look similar to some of these Zelda bosses? But the problem is because Wario Land is a 2D game, and because it's difficult for transformations to be used this way when so many of them are mobility based, they're usually just used to slow the player down by wasting precious time in 4 or knocking them out of the ring in previous games. However, in 3D, it's a completely different story.
What if there's a space themed world with a transformation that blasts Wario around like a laser and he richochets like the cannons in Shake It? And that level has a space themed boss in a UFO where you have to ground pound the cockpit, but then it starts flying a bit too high out of reach, so then as an antepiece, you realize you have to transform to reach it in a way similar to how puffy or spring Wario would? What if some of these bosses had big unavoidable attacks, and you had to transform to dodge them? What if there was a boss as fast as Hot Roderick, but it was completely different in 3D and ended up looking something like the Zelda Goron Mask boss I mentioned earlier, and Wario needed a transformation even faster than flaming Wario to chase after them? Even Wario World has some incredible bosses and that game doesn't have transformations at all, so imagine what they WOULD do with them?
So far I've only talked about how the bosses alone could work, so I can only imagine how much potential the transformations would have in actual 3D levels. I feel like a big thing would be making them as recognizable as possible though, because they're just as advantageous as they are disadvantageous, so you wouldn't want the player to be avoiding them all the time. I'm even thinking about how in DK Bananza transformations can be used anywhere, but there are also lots of areas where you need to make use of specific types of terrain to progress, but if it was Wario, it'd probably be the opposite, where you're not dealt specific terrain, but specific transformations
What do you guys think? I think it'd cause a lot of different gameplay mechanics that would be a lot to take in and as Wario World has shown its worked before without it, but on the other hand, I also think if it was executed properly it'd be a super fun, distinct and chaotic Wario game that's a little more chaotic than usual
What made me realize this is how fun, memorable, and mobility/movement based some of the Zelda bosses are. There's one with the Goron Mask that's like a big race, another game you fight a boss by riding on top of a beyblade, and even one where you use the hookshots to manuever around. I made a post about how cool it'd be if some of the Wario Land games used transformations/reactions to fight the boss, and maybe they could look similar to some of these Zelda bosses? But the problem is because Wario Land is a 2D game, and because it's difficult for transformations to be used this way when so many of them are mobility based, they're usually just used to slow the player down by wasting precious time in 4 or knocking them out of the ring in previous games. However, in 3D, it's a completely different story.
What if there's a space themed world with a transformation that blasts Wario around like a laser and he richochets like the cannons in Shake It? And that level has a space themed boss in a UFO where you have to ground pound the cockpit, but then it starts flying a bit too high out of reach, so then as an antepiece, you realize you have to transform to reach it in a way similar to how puffy or spring Wario would? What if some of these bosses had big unavoidable attacks, and you had to transform to dodge them? What if there was a boss as fast as Hot Roderick, but it was completely different in 3D and ended up looking something like the Zelda Goron Mask boss I mentioned earlier, and Wario needed a transformation even faster than flaming Wario to chase after them? Even Wario World has some incredible bosses and that game doesn't have transformations at all, so imagine what they WOULD do with them?
So far I've only talked about how the bosses alone could work, so I can only imagine how much potential the transformations would have in actual 3D levels. I feel like a big thing would be making them as recognizable as possible though, because they're just as advantageous as they are disadvantageous, so you wouldn't want the player to be avoiding them all the time. I'm even thinking about how in DK Bananza transformations can be used anywhere, but there are also lots of areas where you need to make use of specific types of terrain to progress, but if it was Wario, it'd probably be the opposite, where you're not dealt specific terrain, but specific transformations
What do you guys think? I think it'd cause a lot of different gameplay mechanics that would be a lot to take in and as Wario World has shown its worked before without it, but on the other hand, I also think if it was executed properly it'd be a super fun, distinct and chaotic Wario game that's a little more chaotic than usual