With the exception of adventures. there are virtually no mario brothers skills to get through HoT maps. Those who say there are didn’t spend long enough on those maps.
You can pretty much walk to most places. Jumping mushrooms require very very very little skill. If you can jump on the mushroom it places you were you want to be.
The fact is this oft repeated platforming claim has very little to back it up. I can walk you from one end of VB to the other. At night choppers land to take you to the canopy. You need to interact with a rope to get there.
AB is even less of a platforming experience. It’s mostly a flat map.
DS doesn’t have any platforming, except a single hero point.
It’s easy to say something. If you don’t believe me, get into the game and I’ll show you how little platforming actually exists.
Seems like kind of a strange thing to contradict someone on. Jumping on the mushrooms is a kind of jumping, whether it’s objectively “easy” or not. I don’t really struggle with it, but then, I’m not one of the people saying I inherently despise platforming either.
If someone hates platforming with a passion… well, getting on the mushrooms is a kind of platforming, regardless of how much “skill” it requires. This has been a complaint in the game any time there is something that’s considered required that you need jumping for. (As opposed to jumping puzzles, which are generally not required for anything.)
Also, I find it funky how you conveniently left out mentioning TD in your reply, when that’s obviously the biggest culprit in terms of platforming. Or, at the very least, in terms of vertical navigation, which may be where some who despise platforming struggle, in part.
Personally, I enjoy platforming, but I hate being harassed by mobs in a 3D space while I do it. Being harassed by mobs in a 2D space is annoying too, but at least they’re easier to see then. I tend to prefer platforming games that are an exercise in thought rather than reflexes. Where you can take your time to puzzle it out, rather than needing to react immediately to your environment a lot.
I also think it’s worth noting that in terms of vertical navigation, the flagship feature of HoT (gliding) is vertical navigation, so obviously there’s some emphasis on navigation through vertical space, regardless of whether it’s strictly required in every case. Heck, the DS fight at the end, as I recall, is pretty much pure vertical navigation with interludes of standing on flat ground.
So I’d say it makes sense if someone doesn’t like that sort of thing to not like HoT, considering that HoT’s flagship feature is all about the vertical navigation. So… I see your “let me prove it to you” and raise you “so what? some flat paths doesn’t change the fundamental design of it.”
Or words to that effect.