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The problem that I usually have with a lot of games that want you to build things is that they aren't great at two things: inspiring you and teaching you. But there's something else about it that I'm loving even more: how it holds your hand. I made my first level, called "Mario & The UFO Catcher Factory," over the weekend. Super Mario Maker 2 has already tickled the same itch as the first game. I got really into Super Mario Maker, more than any other build-a-thon before it.
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I made high concept ones, like emulating sequences of the anime Revolutionary Girl Utena, made possible thanks to Mario skins like Mario Kart and Palutena. I built short ones that required my favorite spin jump of Super Mario World to get across a bed of spiky-shelled foes. (Excuse me, I came to The Witcher 3 about a year late.) I got into not just scavenging online forums and threads to discover meticulously designed levels, but I fell in love with actually making levels too. The Wii U darling was my favorite game of 2015, in fact. Super Mario Maker, for me at least, has been the big exception though. I think most of that comes with the age where I approached them from teen to adulthood, my sense of imagination has dashed with age. Minecraft, and the thousands of "build shit" games it's birthed, I've always found more tedious than freeing. I've never been one for games that force you to be creative.
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