>>15412557
>>15412537
Sunshine's level themes were the most mundane the series had ever seen, and generic level themes have always been a problem, so that's saying a lot. The game was tedious, having few stages and padding a fifth of the game out behind blue coins. The actual platforming was piss-easy, and FLUDD meant that you literally could not die unless you tried. Hell, the only times I died in the game were on the lilypad and the pachinko machine, both of which I glitched through. The only even remotely challenging, and even remotely fun, stages were the secret missions that took FLUDD away, and if the best part of the game is when you take away the main gimmick, you fucked up.
64 is still by far the best one. Hell, it's still the best platformer ever made. I've played plenty that improve on one specific element, like stage variety, mission variety or aesthetics, but then fuck the rest of it up. One step forward, three steps back. It really shouldn't be that hard to make an actually great 3D platformer, and it's sad that it hasn't been done yet.