Are you really sure they haven't come up with a single original property in two decades?
That's not to mention that their old properties are still treated better and feature content and gameplay that runs circles around the competition.
To this day there still isn't a single game on the market as mechanically complex as the original Super Mario Galaxy on the Wii. That game is an absolute mind-trip what those engineers accomplished, and gives a very small glimpse into how far ahead Nintendo was (and still is) when it comes to pushing the boundaries on 3D platformers and adventure games in general.
Given current trends (and the incompetency of diversity hires), I doubt there will ever be a game to match Super Mario Galaxy's design complexity; and some of the stuff they did with that game still leaves me in awe to this day.
Oh, I mentioned Bravely, Yo-Kai and Last Story because they were published/funded exclusively by Nintendo, so that makes them second-party, sort of like Bayonetta 2.
Anyway, you're right that F-Zero and Earthbound fans have been left out in the cold. I really don't get all the copyright nonsense with Earthbound, but Metroid has another game in the works, but I doubt it'll be good given all the restarts and delays.
F-Zero is a game that could do with another one, but Miyamoto and the rest at Nintendo said they had no new ideas for an F-Zero game, and to some extent I can see why since F-Zero GX on the GameCube is basically the perfect F-Zero game. It has a ton of tracks, great multiplayer modes, an amazing customization feature, awesome soundtrack and a large and wacky cast of characters. I guess brighter minds could figure out something new to do with it, but even I'm kind of stumped as to what else they could do other than up the graphics and track selection.
As for Super Mario Galaxy... it's probably the one game I've played where I was trying to understand the coding samples, functions, and gameplay loops but got lost in all of it. I mean, you have some segments where there's reverse polarity in the gravity, but only in a small fraction of a moving level that's rotating while you have to platform across, up, over, down, and even through some segments with full 460 degree access. All the meanwhile the controls are consistently shifting and changing based on Mario's polarity relative to the platforms, even while both he and they are moving!
Trying to program a balanced physics system that accounts for all the changes in Mario's positioning -- his position relative to the world, the platforms, and the camera angles -- while also accounting for the player making micro-adjustments while moving Mario without completely destroying any sense of control, and ensuring that nothing is falling through the geometry, no clipping, no obstructing camera swivel, and no entity or actor displacement is a real doozy to consider.
A lot of games that take place on solid geometric playing fields don't even have the level of polish that Super Mario Galaxy does (i.e., I'm looking at open-world Ubisoft games) and that's not including things like stages where they're moving and water is involve, where Mario will fall up into the water while the gravity is normal in the water but then inverted when you exit; or the fact that there are water gyroscopes where you can move around and about the axis and then jump out and onto another adjacent sphere/planet/platform that has its own physics systems.
I can't imagine the testing, timing, and physics-based architecture that went into all of that. It's all just really, really impressive, especially compared to today's poorly optimized, uninspired, SJW-laden crap.
ARMS?
Go Vacation?
Wii Fit?
Endless Ocean?
The Last Story?
Xenoblade Chronicles?
Devil's Third?
The Wonderful 101?
The World Ends With You?
Bravely Default?
Yo-Kai Watch?
1-2-Switch?
Miitopia?
Are you really sure they haven't come up with a single original property in two decades?
That's not to mention that their old properties are still treated better and feature content and gameplay that runs circles around the competition.
To this day there still isn't a single game on the market as mechanically complex as the original Super Mario Galaxy on the Wii. That game is an absolute mind-trip what those engineers accomplished, and gives a very small glimpse into how far ahead Nintendo was (and still is) when it comes to pushing the boundaries on 3D platformers and adventure games in general.
Given current trends (and the incompetency of diversity hires), I doubt there will ever be a game to match Super Mario Galaxy's design complexity; and some of the stuff they did with that game still leaves me in awe to this day.
Oh, I mentioned Bravely, Yo-Kai and Last Story because they were published/funded exclusively by Nintendo, so that makes them second-party, sort of like Bayonetta 2.
Anyway, you're right that F-Zero and Earthbound fans have been left out in the cold. I really don't get all the copyright nonsense with Earthbound, but Metroid has another game in the works, but I doubt it'll be good given all the restarts and delays.
F-Zero is a game that could do with another one, but Miyamoto and the rest at Nintendo said they had no new ideas for an F-Zero game, and to some extent I can see why since F-Zero GX on the GameCube is basically the perfect F-Zero game. It has a ton of tracks, great multiplayer modes, an amazing customization feature, awesome soundtrack and a large and wacky cast of characters. I guess brighter minds could figure out something new to do with it, but even I'm kind of stumped as to what else they could do other than up the graphics and track selection.
As for Super Mario Galaxy... it's probably the one game I've played where I was trying to understand the coding samples, functions, and gameplay loops but got lost in all of it. I mean, you have some segments where there's reverse polarity in the gravity, but only in a small fraction of a moving level that's rotating while you have to platform across, up, over, down, and even through some segments with full 460 degree access. All the meanwhile the controls are consistently shifting and changing based on Mario's polarity relative to the platforms, even while both he and they are moving!
Trying to program a balanced physics system that accounts for all the changes in Mario's positioning -- his position relative to the world, the platforms, and the camera angles -- while also accounting for the player making micro-adjustments while moving Mario without completely destroying any sense of control, and ensuring that nothing is falling through the geometry, no clipping, no obstructing camera swivel, and no entity or actor displacement is a real doozy to consider.
A lot of games that take place on solid geometric playing fields don't even have the level of polish that Super Mario Galaxy does (i.e., I'm looking at open-world Ubisoft games) and that's not including things like stages where they're moving and water is involve, where Mario will fall up into the water while the gravity is normal in the water but then inverted when you exit; or the fact that there are water gyroscopes where you can move around and about the axis and then jump out and onto another adjacent sphere/planet/platform that has its own physics systems.
I can't imagine the testing, timing, and physics-based architecture that went into all of that. It's all just really, really impressive, especially compared to today's poorly optimized, uninspired, SJW-laden crap.