Quoted By:
battle planet has some neat toys, but if feels like we've had to start over in terms of design complexity.
near the end of its original run- we were getting some pretty sick balls.
(see pic related for old cool bakugan, then compare to new lame bakugan)
nut when battle planet started- it felt like we were back to the first few waves again.
in terms of the games:
the original card game was super basic on paper. more about who has the best cards and balls.
in play- the skill instead of coming from strategy and outthinking your opponent (because there's hardly any strategy in cards. most of them are just adding a set ammount of power to a chosen piece")
your skill in the game is dictated by the actual physicality of the game.
its more like an evolved version of marbles (like the game where you flick marbles int eachother)
theres more focus on movement and field control.
see any of the official stadiums ffor the game. theyre riddled with ramps and rubber band barriers to launch your bakugan into. a lot of the gimmicks were also movement based. or had functions whose purpose was to move from one card to another.
bakuzoom/turbine figures had weighted wheels in them that would spin up as a gyro- and the influence it had on your roll could be used to veer around corners and land on a specific card on the field- that maybe your opponent has blocked you from.
sky raiderz had all of the flipping and jumping, and while totally unpredictable- and hard to use strategically- the idea was that you could navigate the field with the gimmick by using one card as a launchpad to jump to the next.
the console game (the original one) does a very good job at showcasing this- albiet with you directly controlling the bakugan as it rolls. but emphasis is still very much on how you move around the field (which now have things like bouncepads and moving platforms) than strategy in the cards.
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