The worst part about sunset wilds not having an actual sunset is that apparently in TOUR, the sun actually sets on a lap, so there is no excuse for Nintendo removing that feature
@@vesha6274 It makes sense when the game isn't made to do it. Compare old apps with new apps. Some new apps give little to nothing in functionality and flexibility, while some old apps have tons of functionality and flexibility. Depending on the engine of the app, it can be very limited or very open - AKA: It doesn't matter if a game is new or old, if a game is on a console or a phone: if the engine doesn't support it, it doesn't support it. Look forward to the next game.
The Booster Course pass Team Should Tell The engineers to Add Dynamic skybox Lighting,In order to Bring Back The Sunset Mechanic,Because It Called SUNSET WILDS,without it Ya Better Rename this track Wild West Dusk
@@jasperstuart5745 yeah nintendo doesn't care all the shitty courses are probably gonna stay the same. Maybe they'll change wilds a little but that's it
Honestly I didn’t even know the path with the bounce mushroom existed on squeaky clean sprint and I’ve played the course at least a dozen times yet you noticed it when you were new to the track so thanks for showing me that path exists
I think this wave was especially rushed in particular compared to the previous couple. Vancouver Velocity according to leaks was not supposed to come until next wave (would've made sense for winter), but it got bumped up. Tracks like Athens didn't suffer from those sudden turns in Tour because the smart steering collision would prevent you from ever hitting it, and the path on Squeaky Clean Sprint (which we will see in Tour in a couple weeks) would autocorrect your trajectory on the mushroom short cut as well. It's almost like these tracks weren't made for this game, and they weren't implemented with that in mind at all, because there was zero creative effort here when it came to making sure stuff fits the game, it's very clear with all of the visual problems aside from the fact that they "don't look like base 8" including the oversized background elements (have you seen the scooter on Paris Promenade?), usage of the 2d audience consisting of 4 frames, and horrible camerawork for some of these turns and shortcuts. It's really really sad that Nintendo has opted for this kind of release, because I bet it's terrible for the team behind these tracks to have such a short time to make this work just as much as we the audience will notice that they are half baked.
@@jaxsterminator8634 guy, STOP critizing others opnions! If hal thinks that the tracks look like a downgrade (wich I also think) than you SHOULD NOT critizise him from placing an opnion!
Are you fucking kidding me? "Wahh, arrows don't point in the direct position, it's blind" That's not how it goes It tells you the GENERAL AREA to go so you're not lost And that's what those arrows do
@@strange2638 1. I forgot about that 2. As soon as i remembered that, i realized it didnt matter because omitting hard obstacles from wii is a mistake they made in WAVE 1
Once wave 6 is finished, i really hope they go back and repolish some of these tracks, cause they all look so outve place compared to the base tracks and wave 3-4 Granted they probably wont, but its nice to imagine it 😢
My main issue is that they don't really play as well as the base game tracks. It isn't just Squeaky Clean Sprint or Athens Dash; none of them (save for the super basic ones that are hard to mess up, like SNES Mario Circuit 3 and 3DS Toad Circuit) feel nearly as polished or fun because they weren't made for MK8. At the very least, I'd love to see them repolish the tracks to improve their gameplay for MK8. But I doubt that'll happen :/
I think people exaggerate how good wave 3 and 4 look and even were. People look at the ONE track, Waluigis Stadium, that looked somewhat like a base 8 track and say that Rock Rock Mountain dosen’t exist
The question I have regarding Sunset Wilds is why would they release this track so late into the BCP considering that we have better GBA courses in Tour such as Bowser Castle 4? They also could’ve went with Yoshi Desert if they want a GBA desert themed course. This is the last GBA course we would be getting in case you don’t know.
Especially when we account the lack of actual sun-setting. Yoshi Desert’s layout is still pretty faithful-ish to the original, and Bowser Castle 4 got a great reimagining, they were right there..
I think the reason why they brought back Wilds specifically is cause they are aware of its fan favourite status and wanted to bring it back only for that reason alone. If fans knew that it would have been like this, which I personally had concerns about since it was leaked to be in the game, they never would have wanted to see it come back. But Bowsers Castle 4 never would have happened with SNES Bowsers Castle 3 likely being in the final wave.
Im glad you mentioned the walls in the Athens Dash part. In general, i think the BCP pass walls will screw you over MUCH more then in the base game. To be fair with Daisy Cruiser, they changed the pool part since 7, and it's the kind of change where reverting back to the Double Dash way would feel a little weird imo.
It doesn't really makes sense to make it like Double Dash with the underwater racing for better or worse, it only can be replacing the pool with an infinite voide in the center or something like that which makes no sense.
As someone who has played a lot of (and exclusively until recently) mario kart wii, the half pipes in the booster pass drive me mad. You always leave them on a similar angle, no matter how you entered them. That might be „more realistic“ but in a game like mario kart, that shouldn‘t be the focus, and it just ends up feeling horrible.
What's most disappointing is that Nintendo doesn't go back and fix the wave 1 and 2 tracks that they butchered by rushing them to release. wave 3 and especially 4 showed what a non-rushed track selections looks like, but sadly wave 1 and 2 will forever remain in that sorry state, unless Nintendo are waiting until all the tracks are released to fix them, but that's unlikely knowing Nintendo. And now wave 5 and perhaps 6 might also need some serious fixing.
I have a handful of disagreements with this review, but a massive amount of respect for its level of objectivity. It's funny, my first impressions of this wave and wave four were pretty much the opposite experience of yours. When I first played Wave 4 I thought it was mostly boring with a few high points but when I first played this I loved a lot of the stuff out of the gate. I've since grown to appreciate more aspects of Wave 4 and I can't deny any of the critiques of this wave with maybe an exception to one or two of them. I've already enjoyed your reviews quite a bit but the commitment to telling it like you see it is something I deeply respect.
I disagree with some stuff, he didn't talk about the beautiful shiny visuals in koopa cape, and I think he's focusing too much on the track visuals rather than the track layout and how it plays tho, altough the part when he talked about how good visuals wave 4 had, I felt like wave 4 still kinda struggle with some tracks visuals, like Amsterdam Drift felt really copied from tour, Yoshi's Island felt like the visuals of a tour track, DK Summit kinda struggled with the visuals especially the starting line, and DS Mario Circuit had TERRIBLE grass texture, altough I will say wave 5 looked alot better than waves 1-3, but kinda the same level of wave 4, altough I do have to agree with some stuff silo hawk says, but he forgot about some really good visuals of wave 5 to talk about
@@iLoveBread260koopa cape is not good looking. Those horrid brown rocks and that grass too. Im not sure what ur referring to with the shiny, beautiful visuals. And he mentioned all that stuff about wave 4 in his review of wave 4, his pointis that it had way higher highs
When they first revealed the Booster Course Pass for $24.99 I thought it was a steal. It's fun and by no means bad, but the Tour Tracks blend together. Now it seems they knew about the quality and priced it accordingly.
I went into this video like "Damn, I just don't get how people can still b*tch about those games. I played it and it looked just fine". Then it got to the parts where you showed the Athens Dash houses. Man, I'll never b*tch about anyone b*tching about tracks again. That example was really hilarious, lol
@@nolanjthesupergoanimator2909ut do you really notice them when racing? NO!!! That is just being nitpicky (if the word exists) at anything But yeah they gotta fix those bland textures
@@Igna311 I mean at the glider part when you basically go straight my eyes kinda stray off and then all i see are lego bricks in the back, so yes. A lot of other people probably also do that and notice the downgrade in quality.
@@nolanjthesupergoanimator2909I think it’s worth mentioning that Athens was meant to be in Wave 6 initially, so it’s possible that the graphics were rushed and the devs didn’t have time to give the track its proper visual respect.
1. As a (kind of) former Santa Cruzian, I can confirm they got rid of the Ferris wheel at the beach boardwalk 2. Omg I so wish they make Santa Cruz Speedway or smth that'd be sick
As a competitive player I rarely ever focus on the visual aestheitc and prioritize how the track feels to drive/how it flows in a high level race. In all my hours of grinding the tracks I NEVER noticed the background in Athens and the rough models in SCS I'm glad visuals never bothered me cus youre 100% right some of these look egregious compared to wave 4 Also regarding that wall on athens, that's a physics interaction seen universally in this game. If u hit map geometry at certain angles it shoots you 90 degrees.
Yep I don't give no shits about visuals if I can see well enough for it to play well, and maybe that's why I enjoy 3DS TC because I actually enjoy the game 💀💀💀 but I guess I'm stupid
They could have added the underwater current from Squeaky Clean Sprint into Koopa Cape so it had the feel of the original. Also, they should have added the lazers, there is no reason to not include it.
@@trafficcone7448 They removed the lasers because the section is underwater now. It wouldn’t make any sense to have lasers working underwater. Also, even if they were fun they made no sense being there! Why are there random lasers in an underwater tube?
@@robotnick9867 The only reason why that tube section was underwater because there was an underwater gimmick being added to the Mario Kart series EVER since MK7
Some things of note, the Split Paths in Daisy's Cruiser was from 7, I personally don't mind them, but I can see how its kinda redundant because, just take the right path, by default it's faster than the left lmao, iirc the way 7 handled it was that there was items on the left, incentivising you to go to the left side if you need items, but in the BCP that doesn't really matter anymore. Secondly, the most insulting thing about Sunset Wilds not having the Sunset is that TOUR HAS IT, meaning they 100% could've added it, but didn't, likely out of laziness, anyone who says MK8 can't handle dynamic lighting has lost it, are we looking at the same game here, even if MK8 couldn't handle dynamic lighting, they could still do a work around to simulate it, hell, as you pointed out, the Lightning literally has a effect that mimics the sky getting Darker, so saying that they couldn't because of limitations is really undermining what these guys as devs can do. One final thing of note is, as you mentioned, the lack of Anti-Grav REALLY bothers me, especially since a lot of parts in most of the courses feel like they should really have Anti-Grav, like the pipe you mentioned, that is all from me, Ciao!
They literally can’t, if the lightning effect was to constantly be on screen it would not only look *awful* it would also lag the game A LOT… Oh and taking the right path is slower/the same speed in Daisy Cruiser…
@@Notyouraveragegal69 as I stated, even if, the game can't handle Lighting effects like that, there is multiple ways around it, hell the most barebones thing you can do is make the Skybox change colour, will it look good? No. But it's better than simply not doing anything at all, Sunset Wilds without the Sunset is like if Cheese Land had no Cheese, you'd loose a aspect of the course that people liked about it, as for both courses, without their themes they're pretty much just 2 barebones Desert courses with barely any merit to them, the best part about Mario Kart courses is the THEMES in them, without them you get a pretty lackluster Kart racer. ...Also are you seriously trying to convince me the path closer to where you need to go in Daisy Cruiser is s l o w e r than the left??? The World Record literally takes the Right side because it is Faster, its Mathematically Faster, Logistically its Faster, how could you think it's slower??? Literally how?
@@ingothasnolife8040 Let me guess, you love Mario Circuit 3, if so then that also has a super lame theming, even lamer than Sunset Wilds since that's at the very least a Western Desert instead of a regular one... maybe not slower, but about as fast as eachother, just because the world record takes one route doesn't mean the other one is slower...
@@Notyouraveragegal69 Nope I actually hate how they handled Circuit 3, (personally I was hoping they wouldn't include any of the Mario Circuit's, there's a reason why none of them are in 8, and they decided to choose the most bland one course design wise out of all of them.) at the very least if you're gonna add a Mario Circuit, do something cool with them... they did not do something cool with Circuit 3. Also I don't really want to keep going with this, and I usually don't like being aggressive, so, just, in short, you can literally check this yourself, boot up MK8DX, go to time trials, and look at how long it takes for you to get to the Stairs that leads to the inside of the Ship for both pathways, I promise you the right path is Faster, you can see this for yourself.
Athens Dash seems like a MKW custom track. Cool layout and shortcuts and drives well if you know the track but the visuals are inconsistent, certain parts can be jank, and if you don't know the track then you will trick into many walls.
@@Jdudec367 low price isn't an excuse for low quality especially for the ridiculously high profit of a game that was sold at full price on 2 different consoles.
I definitely liked Wave 4 more, but I enjoyed Daisy Cruiser and Moonview Highway a lot. Daisy Cruiser looks nice (especially the dining room) and I like how Moonview Highway will randomize the placements of speed boosts making you think of a route every time you play (plus, I absolutely love the city variant of Moonview's music!) Very good review, your videos are always super entertaining!! Keep up the great work!
Yeah,moonview highway,Vancouver velocity and daisy cruiser are the only tracks that got an actually good remake in this wave,to me those are still top tier tracks
@@brobro2673I disagree. Moonview Highway was butchered in terms of difficulty, and the map layout is so simple it hurts. Daisy Cruiser is also a very boring track. It was more fun when the pool was an actual falling hazard back in DD, and the cannon in the bottom part was so much better. Vancouver literally gets worse every lap. Lap one is good, but two and three are awfully generic. This whole wave is honestly a whole lot of overhyped mid, and we have yet to get a wave that surpasses wave three imho.
Personally I think the feather cup is better than the cherry cup with every course -Athens dash is one of the most unique city tracks, with a fun and interesting layout using lots of verticality. - Daisy cruiser is a great course that still looks pretty good in terms of art direction with some areas like the dining hall that are direct improvements, also a great idea -moonview highway is a great track from Wii that while less difficult is still pretty fun with the bomb cars adding a nice bit of strategy and the randomized panels making it less predictable. Also one of the most banger remixes in the entire game, both the highway and city sections go hard - Squeaky clean sprint is just as creative and interesting as ribbon road was (I’d say even more so, ribbon road most interesting stuff is background elements but squeaky clean you actually drive around and into stuff like the bathtub and sink) and while the textures are basic I think the lighting, color, and visual creativity still make this track look really nice overall. Plus a fun and creative layout
@@brobro2673 Bro I wish it were just an opinion. Moonview Highway is OBJECTIVELY speaking one of the worst track remakes in the entire Mario Kart series because nearly every change made completely goes against the course design established in the original. Changed car patterns: Only 16 vehicles total on the track, 3 of which are surfboard trucks that help the racer more than harm them, compared to 28 vehicles in Mario Kart Wii. Vehicles also no longer speed up on the highway section which means they are evenly distributed around the entire track at any given time. As a result, the first section goes from having pretty dense traffic to being almost completely empty. The only part of the section that retains any semblance of challenge is the sharp turn before the bridge, but due to less consistent and predictable car patterns, any collisions that happen are much less fair than before. Ramp added on the hill to the left of the second turn: Makes that route the fastest now. Racers are incentivized to leave the main road and thus interact with traffic even less. Unlike in the original version, there is no risk found within the return to the main road because of the previous problem. Ramp/wall ride section removed and replaced with grass patch: Removes a fair amount of interactivity from this area. The grass patch in its place is virtually useless in terms of shortcut potential since the turn isn't pronounced enough. Extended guard rails: If the first section wasn't easy enough already, now racers don't even need to exhibit any caution when using speed items since they can just keep boosting as they bounce off a wall instead of falling off. The only part of the entire track that doesn't have guard rails is the part that's extended outwards so far that racers won't realistically fall off anyways. Changed car behavior: Vehicles in the highway section no longer constantly change lanes to avoid driving on the dash panels. This means that racers can simply drive between the two lanes on the right side of the road and never once encounter a single obstacle, all while losing way less time than someone taking a risk-free route in the original would. The challenge presented in the original due to its dynamic vehicle behavior and high vehicle speed justified a very simple course layout for this part, but now the vehicles are far too easy to react to for this section to provide any meaningful challenge either. Even on the sharp turns, you can just stay between the right two lanes and know you'll never hit anything. While racers do still need to cross the lanes to take the fastest possible route, the vehicles are so slow and the dash panels are so much larger that there's still likely never going to be a single collision. I will concede that the change of having randomized dash panel layouts is actually good, but it would have not been compatible with the way the vehicles originally worked, meaning this change is essentially just a side effect of a much more significant and worse change for the track. As a bonus, the change of not having the cars speed up on the highway section single handedly ruins the track's thematic cohesion as well. Literally what the hell is the point of a highway if you are going to drive exactly as slow as you were going before?
I personally don't think the river mix of Koopa Cape is that bad. In fact the river mix was removed since '7'. My issue with this version of Koopa Cape though, and you could say it with the other retro tracks that hasn't had their track layout obviously changed, is that it feels smaller. Like, the walls and boundaries shrunk. Also, I'd thought I'd mention that the glider ramp from '7' is gone, if they were gonna remove the stream of water from the underwater section from the original, they should've at least replaced it with an underwater current in it's place or something...
3:48 I think the actual reason was, they just got bored of them and removed them. Not wanting to put in the effort for something they didn’t even like. Or they couldn’t think of anything else interesting to do with halfpipes. Most of the time in Wii and BC, you can just completely skip the half pipes and save some time and your placement. And you can sometimes abuse their placement, by hugging the edge of the halfpipe. Constantly jumping on and off to get easy speed. Sure you could put items only on the half pipe, but it isn’t as interesting as it being used as a shortcut, like it was in Waluigi Stadium.
@@michaelvanmeter6984 I think Waluigi Stadium does suffer from having the half pipes you can hug. Since it has the longest sets of halfpipes in the game so far.
13:26 anyone else ever gets unreasonably sad at the Lester Possum scene from A Goofy Movie ? I don't know if it's the theme of losing your childlike innocence by growing up or if it's the little girl smiling at Max while being completely unaware that he is not enjoying the show but something in this scene always made me very sad
I kinda see what you are talking about. It's moreso that Max is the POV of a young adult/teen slowly realizing that he won't be able to enjoy most things that he once considered cool. Maybe he even feels a bit of pity for the other kids there as if they might one day go through what he is currently going through. It's pretty interesting ngl.
@@digitalgamer457 you nailed exactly the feeling of discomfort I have with that scene, it's the feeling of pity for the other kids that makes me sad, they're happy right now but soon they'll just be in Max's shoes and feel sad watching what they once loved, it is a very interesting scene to analyze tho I have to agree
4:10 finally ! I just avoid jumping on these in the previous snowy Wii track especially when I'm drifting because every time they just send me straight into the opposite wall or ledge. The physics are just bad, and then the camera adds another layer, especially in split screen where we can't see the turns because the screen is vertical instead of horizontal
DK Summit is considered to be the most polarizing track in Deluxe specifically because of how the double shortcut was translated into the Switch and the half-pipes specifically the last turn. There are a bunch of clips posted on Twitter where the half pipe on the last turn flings them to weird directions where they have to turn on smart steering so the game would re-align them back onto the main road.
@@burnypython8230 I swear those half pipes in DK summit throw me into an abyss so deep and then lakitu refuses to fetch me and I keep falling for a while, and then lakitu carries me for like 5 seconds slowly navigating his way to put me back on the track. It's crazy
I think there are retextured mods which is nice but to really resemble the base game they would have to re do most of the level geometry and backgrounds and no one is gonna do that for free.
@@StarmisYT Especially the underwater part. FatCat definitely makes the best MK remixes. Some of them (in my opinion) are even better than Nintendo's remixes like Riverside Park and Waluigi Stadium.
You said everything I've been thinking. I still had a relatively enjoyable time with the tracks, but there's so much to criticize here. Also thank you! I've been saying for so long that opening up the underwater tunnel in Koopa Cape ruined its best part, but I've never heard anyone else say it before. Also I miss my wife Tails lol
i personally think in this game specifically, the pipe in this version works better. A lot of the original intent and design of that section is gone, but i think it’s simply to make it play better in an online format. The section is insanely fast paced in this game with the added halfpipe (that just doesnt work sometimes???), and the spin boosters (which is probably why probably why they added antigravity there- to make it more interesting. The waterfall drop also just wouldnt work without antigravity). You have to understand that in online you are gonna have fireballs, boomerangs, HUGE ass green shells, and bombs in your way ALL the time in that section. If there was a current in the middle of the pipe, it would be a prime spot for items and traps. Same with the zappers. If there were zappers in this version, it would be a pain to navigate that section online.
I too felt this wave was off from the last two, and was just better than the first two. Sunset Wilds in this wave is straight up the worst track in the DLC since Sky High Sundae, a course that Nintendo brought back only because of its popularity and nothing else. However to me personally I don’t find the half pipes really annoying, in fact if anything I find the jankiness kind of hilarious. It’s that broken nature that made me enjoy Wii. It gives you some risk and reward with taking them. Koopa Cape doesn’t disappoint me cause I feel the addition of anti gravity was actually a good feature that make up for the ones lost since 7. I’ve also expected all Tour city tracks to look like ass so that doesn’t really bother me anymore. I can tell you just wish we got a new game instead of this, but for me personally, I’m fine with it, and can wait a bit longer for a real new entry on hopefully the next system. At least we have S tier music.
@@EmperorPenguin1217 it's mainly how the entire track is anti-grav because from wave 1-2 there wasn't much use of anti-grav so they just made the entire thing anti-grav even though it wasn't originally made to be so. there are objects that allow you spin with the handrails but you can clip right through and it looks weird. there is also the complaint of it being too bright as well
@@nightwish1453Yeah those are true, other than that it's still a solid track (I bet Nintendo only made the track anti-grav so they wouldn't have to make new colors for stained tires)
“the engine doesn’t support dynamic lighting changes” isnt even true modder a have been able to add the sunset back so nintendo could’ve easily done the same
Didn’t realise how bad some of the tracks looked at first, sucks how they look compared to last waves tracks. Apart from that, enjoyed my time with the tracks. Hope they can end this booster course dlc well in wave 6.
The problem with wave 5 is that the developers spent most of their time focusing on new characters and rebalancing old ones, and spent whatever time they had left on the maps. 🤦🏾♂️
Ngl the unpredictability of the half pipes can be kinda fun. I like in the new LA map how you basically hit the ground at a 90 degree nosedive and start speeding off in whatever direction.
I was under the impression that the exaggerated scaling was due to the entire track being scaled-up to match the kart speeds/sizes in MK8 as compared to tour.
@@creativebeetle nah. they also did that in mario kart wii where sidelines characters were drastically bigger, same with base game 8. it's done solely so that you can actually see what it is when racing.
They’ve always done that but it’s done to a much higher degree in the booster course pass. Just for example compare the parlor section at the start of sky high sundae to the start of super bell subway. Both have mostly toads and yoshis, and sky high sundae they look GIANT compared to the ones in super bell subway.
Wave 5 made me realize they aren't using the anti-gravity to their fullest in nothing, imagine the full underwater section from koopa cape being anti-gravity and you being able to drive in the walls or roof Crash Nitro Kart style, the same with the bathroom one At least the 3 new characters surprised me, I was expecting safer bets like Pauline or Diddy Kong, however I doubt they'll forget any of them and add at least one of them in wave 6
@@micahfurlow2624 Ye wave 4 was great. More variety in retros. And Yoshi’s island was excellent. I do think wave 5 has better cities imo. And Squeaky Clean is also a great track
My favorite part about the Tour city tracks is how the completely fictional locales of all the base 8Dx courses look more convincingly realistic than the courses based on _actual real world locations_
Having played a bit with my roommate earlier tonight and being reminded about the blatant JPEG crowds in Sydney Tour [I know it had an actual name, Sydney Sprint or something, but I don't care, all the IRL city courses blend together so they're just "(Location) Tour" in my book] And that in turn made me further tilted about the visual [and even design to an extent] quality of courses from the DLC vs base Deluxe, and I feel the best comparison to make would be Donut Plains 3 vs Mario Circuit 3 Both stem from Super Mario Kart and, being that they're from the first Mario Kart, and by extension a Super Nintendo, they're obviously quite on the plain side when it comes to their origins, and even with the merit of redesigning, I don't think too much was done with DP3 outside of some tiny underwater sections with the bridges However, what DP3 lacks in an actual race track, I argue it makes up for in visuals, in that I find it to be a pleasing course to look at The abundance of clouds in the sky possibly implies the course had rain not too long before the time of racing, further noted by how wet the road becomes around the section with the Monty Moles, perhaps their disturbing of the soil causing absorbed water to resurface [note: I am not an expert on dirt, so if that's not how it works at all, sorry I guess?] Y'can even see a Toad house and some funky square trees out past the walls of the course, and it just overall feels cozy, dare I say that it's somewhere that I'd love to have a picnic at if I could Mario Circuit 3, on the other hand, is basically just the original track, but it's in 3D now Thrilling Hell, I'm almost certain the skybox of the course is the same exact one from the Mario Circuit course from Mario Kart Wii, though quote me on that at your own risk And while one could make an argument that the fact that it's so faithful is good, I'd make a counterargument that for as pathetically bland as the SNES courses were, they absolutely _need_ to be redesigned, if not the course itself than at least the visuals Like, good lord folks, being extremely faithful is not always a good thing, Pokemon Brilliant Diamond got rightfully obliterated for that among its other insane problems
On a completely unrelated and random note: While I was making that reply "addendum" of sorts, I ended up finding out that you can accelerate and brake/reverse in MK8Dx [I dunno if it might be in the original too] by pushing the right analog stick up and down, respectively I kinda love that because it's like controlling an RC car, and while don't think I'm gonna switch off of A/B for it, I still love that it's an option at all
You’re 100% right, but I think they’re just using Waluigi Stadium as a clear example to show what Nintendo can do, like the mud in sunset wilds, especially since they mention course 4 as a collective and not only Waluigi Stadium, most of the time.
@@Gumball99999Most of wave 4 kinda looked bad like waves 1-3 honestly, tracks like Amsterdam Drift, Wii DK Summit, Yoshi's Island, DS Mario Circuit, and Singapore Speedway feels like the graphics were STRAIGHT from tour for the most part
@@iLoveBread260 If you think so that’s fine. I only commented to elaborate why the video referred to Waluigi Stadium the most out of the other course as a ‘good looking’ course.
If i had to assume the difference in quality from base Mario Kart 8 to Mario Kart 8 booster pass, all i would say is that it was developed by a different team. Likely one that doesn't know how to use Mario Kart 8's engine that well.
@@deadmeme739 Nope, more like the original MK8/MK8DX team is definitely not working on Tour, but Bandai Namco is, but Bandai Namco is helping the original MARIO KART TOUR TEAM, and the BCP'S art direction was directed by a development director from Mario Kart Tour
Imo the worst part about Sunset Wilds is that they actually made it worse than the Tour version. Tour's version botched the layout HARD, but it had some things that the 8DX version doesn't. On the night time lap, there'd occasionally be lines of Swoops on the track that you can bump into, meaning that there's a bit more to the sunset than just different visuals. And those patches of mud? In Tour they were actually puddles of water, and driving on they were not treated as off-road. Making it off-road was an annoying change that just makes playing through the course more annoying, if anything. It was obviously designed to just be part of the track, so making them act as off road is just baffling to me.
I mean, considering the graphical downgrade, hit boxes, reuse of bad assets and removal of essential track components, it’s pretty obvious that Wave 5 was pretty rushed, I’m surprised this video didn’t mention the fact Wave 5 broke drifting as well
@@time2e636 well obviously some people will find out, it’s still very uncommon. I noticed something felt off too but I didn’t immediately jump to the conclusion it was a bug, I thought it might be due to the stat changes they implemented or something.
@@time2e636 that’s true, but it’s not like I’m casually using every single cart and character. And most people aren’t going to do that. Which is why I say, most people won’t realize that it’s bugged. Either they won’t notice it, or will notice something is off but not think much of it or assume it’s due to stat changes
8:30 as a SoCal resident, I have to hard disagree here. I don't go to LA that often, but the track 100% looks and feels like LA, or at least what it ideally would look and feel like. Like, the oil fields don't look great but they are very significant to the city, and are used well in the track. They switched it from sunset in Tour to midday in 8DX which also helps it a lot, and the new music, while very different from Tour, also fits slightly better. Also, Moonview was my favorite track in Wii and I think they handled it amazingly, the boost panels are randomized each time and the music for the city section is one of the best songs in the game!
I honestly really liked wave 5. Didn’t really notice the nit picks mentioned in the video (I honestly think Squeaky Clean Sprint looked amazing), a lot of the tracks were really fun which is the main thing I look for in this dlc.
It would look like a base game track IF it weren't even for those low poly-looking models, asphalt/noise textures onto the majority of that track, tour trees, and blocky modelling
idk if it’s just me but Koopa Cape also feels really small to me. I felt that the Wii and even MK7 had a lot more space, especially noticeable after the start/finish.
This franchise makes Nintendo billions and the best they will give back is blocky designs and boring textures. I would rather have them make a fourth the amount of courses with the quality of base 8
Tbf this guy absolutely has justified criticism, he doesn't say 'Bad Graphics, Bad Gameplay,' however they at least tried to make the tunnel in Koopa Cape have some sort of speed in it with the anti-grav boosters, personally I agree Wave 4 was presented better but I like the tracks in Wave 5 more, Good Vid
I disagree on your Athens Dash collision point. I think 8 has always had shocking response to wall collision but the jagged rocks of Athens Dash does make it more obvious and it is obviously a problem but I thinks saying base has the edge here isnt necessarily correct. Also I think you were way too kind to Moonview Highway. You said it yourself. It is a course about dodging traffic rather than difficult layouts. The issue arises when they drastically reduced both the number and the speed of the cars. People complain about N64 Toad's Turnpike way too boring but this track is made 1000x worse with the changes to traffic with sparser and possibly even slower cars than there with somehow a less interesting layout than a figure-8. Also Wii Koopa Cape is so embarrassing because they literally implemented an underwater current in Squeaky Clean Sprint. Why not add it here? The currents above ground are slower too. They entirely missed the point. I agree that people like it because it reminds them of something they like.
BIG agree on Koopa Cape, that's my favorite MKWii track and it's mostly because of the underwater tube with the flowing river. Not having that river automatically makes it way less fun, and then they don't even have the lasers.
@@nathanblackburn1193 I didn't know about Tour, but I did previously wonder if the changes in 7 were just hardware limitation and hoped it'd be back on a home console 🤷
The Athens buildings/trees are no worse than the buildings in the other cities, not sure why people are freaking out over Athen's graphics when it looks better than Sydney, Tokyo, and London. And no im not saying its good, it should be better they all should be, but people are acting like Athens is the first city track that looks like that
It really does make me sad to see that the same developers who created the beautiful tracks that could run at 60fps on a freaking Wii U during a time that Nintendo was losing money, passes this as good in 2023 on the switch.
At this point I want a brand new Mario Kart game. I adore Mario Kart 8 so much, but they have been milking it dry. If we expect better from Nintendo, perhaps we need a brand new game entirely if they are giving us mixed quality with the booster pass. I prefer quality over quantity and that is why I will always prefer the base game tracks over the Booster Pass DLC.
One thing that’s missing in Los Angeles Laps is the crackheads as hazards either making your kart spin out and if you have a shell,star,super horn,or bob ombs to make them fly up in the air when you hit them just like how you can do it with the cars,trains,walking shy guys,and the other hazards that make your kart knock out
I feel like they didn’t do much quality control on this wave compared to wave 4 and some of the tracks feel lackluster compared to the original like Koopa Cape. I really hope they don’t drop the ball with wave 6.
I know, like, if they're going to keep the exact same or similar colored cliffs from Tour, then they should have put those cliff textures from Royal Raceway onto them instead of those stupid sand normal maps being coated with brown vertex colors
While I do agree with some of your criticisms on things like the general step down in quality from Wave 4 and everything about Sunset Wilds, I have to disagree with everything you said about Squeaky Clean Sprint. I literally never noticed the rough corners until you pointed them out, and this course honestly is almost as good as Yoshi's Island to me, easily the second best course in the entire BCP so far. A lot of your complaints across the whole video felt more like personal minor nitpicks rather than genuine criticism
They really did Koopa Kape dirty, also the argument ‘it’s fine to look bad because it’s ripped from a mobile game!’ Is a horrendous argument. Also some of these people that think wave 5 and most of the booster course is on par with base 8 need to get a new pair of glasses.
I’m not gonna lie to y’all, I’m a huge MK fan but have never played Wii, and playing all these tracks with half pipes had me asking if they were this bad to control in the older game. Turns out it’s just this one that has the horrible camera & makes me hit the wall every time 😂
nintendo doesn't care about quality anymore and it shows everywhere, including in the console itself and its controllers (I'm looking at you, pro controller with innaccurate dpad)
@@jaxsterminator8634 Okay now I can't tell which of your comments are stupider, the one saying Nintnedo did their best, or the one saying that Joy-con Drift doesn't exist, that it has the best specs out of every other console, that it has the best UI, the best selection of games, the best customization, the best controllers.
The oddest thing about the Booster Course Pass is clearly *someone* or even a group of folks *knew* what Mario Kart 8 and its original DLC looked like for Wave 4, but either because of some nonexistent deadline or maybe one of the higher-ups was grumpy nearly every other wave looks like it was ripped *directly* from Tour without any necessary changes or improvements. And I really do mean directly. Take Coconut Mall for example, the original track had so many aspects that reflected what some malls looked like but with a Mario/Nintendo twist, but when it was added in the Booster Course Pass (and then Tour) all that detail when out the window for no apparent reason. Even 7 still had 99% of the original design minus a few details for the sake of running smoothly on the 3DS. Which leads me to believe that minus Wave 4, all of the previous Booster Course Pass tracks (and maybe even future tracks) were either, actually ripped wholesale from Tour or were taken from early versions meant for Tour considering some tracks never appeared in Tour until much later with the *exact same design* seen in the Booster Course Pass.
I could forgive Koopa Cape if the new art direction wasn’t so gross. I miss the blue-grey cliffs, teal and yellow apexes and the Koopa sign at the start. It all feels so… industrial?
I 100% agree. The terra-cotta colored brown rocks look hideous with the blue and green art direction this course is meant to have, the grey rocks always looked much better. And industrial is definitely the way to describe it. For example on the river section there’s these ugly black and yellow caution sign like strips to the sides that just don’t fit at all (in past iterations they were teal and orange and looked great)
@@JacobPDeIiNoNi Yeah those black/yellow stripes are what I was mentioning when I said apexes! I’m glad other people hate it too lmao, just makes the whole vibe of the track feel less fun and more produced :(
15:00 the "what they're capable of" argument, those talented people who made MK8 on the Wii U are long gone from Nintendo. If they were still here they'd be making better looking tracks easily.
@@jaxsterminator8634 I saw your other comments, you're a nintendo fanboy that responds with angry "UR WRONG!!1!" to all the comments in this video without making any counterarguments. And maybe you're also 12yo
I don't think there is any real evidence they are gone from Nintendo, they are likely just making something else and the booster course pass was just given to a smaller team.
I never played Wii, except for that one time, where my friend offered me to play with her. But yeah, I grew up with the DS version. Anyways, I was intrigued on the Koopa track, because I wanted to see why so many fans loved it. So I played it on the booster course pass and it was kind of boring. The entire time, I thought to myself: “This is a fan favourite?” To be fair though, I also did not really enjoy playing Wii with my friend, because I absolutely despised the controls lol Either way, I do not get the appeal of that track. I think MK8 dlc was way better than MK8DX’s.
I didn't see any dofference between this wave and wave 4. There are improvements, but the corner cutting is still very obvious. Vancouver Velocity and Squeaky Clean Sprint are my favs though.
They also left out the big sign with the koopa face on it at the beginning of Koopa Cape. It's minor in the scheme of things, but I think it takes away a bit of the personality of the course.
Koopa Cape isn't nearly as good as the original but it's waaaay better than the butchered 3ds iteration by at least getting rid of that stupid glider section that let you easily skip most of the river segment and added some gameplay elements back to the underwater section which was super bare bones on 3DS. Not great but still good.