Because of their limited resources, indie games often have to rely on a specific ‘hook’ to compensate for their smaller scale. Minit is one such indie game, and one whose charm stems from its particular gameplay hook which, in a weird way, seems to be a parody of indie games with said hooks. Though it’s mostly modeled after 2D Zelda adventures, Minit also feels equally inspired by WarioWare. That’s because the aforementioned ‘hook’ of Minit is that the player character dies and returns to a checkpoint every sixty seconds, keeping whatever items you claim in a given life, meaning that you’ll make incremental progress at a time.
It’s a fun and charming little gimmick, as you rush to get even a single objective done within the allotted minute. Your house is your initial checkpoint where you’ll respawn after every minute, though there are other houses (as well as a hotel and a trailer) that become your new checkpoint when entering, thus serving as shortcuts to different objectives.
As stated, Minit works like a bite-sized Zelda. The player character (who resembles a Tamagotchi creature) travels the land, completes puzzles, and helps others to gain items. The ultimate goal of the game is to stop a factory from producing cursed swords, which are the cause of the “one minute of life” curse. With your own such cursed sword, you fight off enemies, but the character can only equip one primary item at a time, so for certain lives you may have to replace your sword with another item (found right outside your current checkpoint once collected) in order to solve a particular puzzle. It makes for some fun puzzle-solving as you try to use every last second effectively.
Perhaps the game’s greatest strength is how the setup allows for players to tackle it in different ways. Only a handful of items need to be acquired in order to stop the factory, but others still exist out in the game’s world to be collected, along with additional hearts and gold coins. Basically, even though the game is already served up in bits and pieces, it works in such a way that should really appeal to speed runners. On the downside, while Minit may be fun while it lasts, it doesn’t last very long, with most players probably able to complete the whole thing in about two hours. And unless you are really into speed running or are a completionist, I can’t imagine Minit would have too much replay value.
While it may seem like unfair to criticize the graphics of an indie game of limited resources and budget, the fact that Minit’s graphics lead to me dying more than any enemies seems to be a bit of a problem. Although the character designs are charmingly simplistic, the black and white graphics can often lead to objects blurring together, and I found my clock hit ‘0’ quite often simply because I couldn’t tell where I could and couldn’t go. Even the puzzles themselves can, at times, be pretty vague with what you’re supposed to be doing.
Minit may be something of “Zelda meets WarioWare” in concept then, but it lacks the depth of the former, and the latter’s instant communication. Minit could be better polished then, and it may not have enough substance to it to make up for its short playtime. But all things considered, Minit is a fun little experiment that strips the Zelda template to its barebones minimum, and should leave those with the interest finding scurrying to find ways to save every precious second.
Control is something we too often take for granted in video games. Even exceptional games usually require the player to get into the meat of things before they get truly engaging. But every so often, a game comes along where it’s thrilling as soon as you pick up the controller. It’s rare that you find a video game where the simple act of moving the character is a joy unto itself. Super Mario has continuously won us over by setting the standard for platforming controls in both his 2D and 3D iterations. Sonic the Hedgehog dared us to see just how fast he could go, bouncing around stages like a pinball. Alucard traversed the haunted halls of Dracula’s castle with a sense of grace worthy of Ayami Kojima’s beautiful illustrations. And Link paved the way for 3D combat with the likes of Ocarina of Time and The Wind Waker.
Thanks to Insomniac Games, Marvel’s Spider-Man now enters these hallowed halls. Although there’s plenty to enjoy about Insomniac’s take on the iconic web-slinger, its single greatest joy is found simply in moving Spider-Man around New York City. From swinging on skyscrapers to running up walls, Marvel’s Spider-Man succeeds in making players feel like they’re the one behind Spider-Man’s mask. It’s that rare kind of game that just feels right. This is how Spider-Man should play.
Insomniac puts their own spin on the Spider-Man mythology. Mercifully ignoring the origin story we all know, this version of Peter Parker has donned the Spider-Man name for eight years, frequently butting heads with the forces of William Fisk (AKA “The Kingpin”), and putting away super villains like the Vulture, Rhino, Shocker, Electro, and Scorpion some time ago. When he’s not fighting crime, Peter works as the assistant to an down-on-his-luck Dr. Otto Octavius (who has yet to become the villainous Doctor Octopus), giving up his job as photographer at the Dailey Bugle (though his lady-friend Mary Jane Watson is now a reporter for that very newspaper). Meanwhile, Norman Osborne has not become the evil Green Goblin, instead having been voted as the (corrupt) mayor of New York City some time ago.
This unique take on the Spider-Man universe gives the game a fresh slate to build on. With Spider-Man being a veteran at his spider-duties, and his two most iconic villains yet to take up their mantles, the story and setting of the game definitely stand out in the franchise.
The game begins with Spider-Man taking the fight to Fisk himself. But after the Kingpin gets put behind bars, a new, more vicious mob begins to overrun New York City, the Demons. That’s a brief summation of the setup, though without spoiling anything, it does get a lot heftier than the simplicity of its setup would suggest. The story is split into three acts, with the final act almost feeling like a full-on sequel to the rest of the game. Overall, it’s probably my favorite Spider-Man story since Spider-Man 2.
Though the story is progressed one mission at a time, various side quests can be found around New York City, which not only give players plenty to do at their own leisure, but also provide numerous means to build up Spider-Man’s abilities. By completing side quests and meeting certain objectives, the player can unlock new gadgets – which give Spidey different web-based moves – and even new spider suits (many of which pay homage to Spidey’s past), with each suit providing its own bonuses and abilities. Spider-Man can also gain experience points and level up (it seems like every game requires RPG elements these days), which allows you to unlock new moves and upgrade the gadgets and abilities you already possess. Thankfully, not only does Spider-Man gain experience by traditional means (combat, completing missions), but doing things as simple as performing stunts during your web-slinging travels will inch you ever closer to the next level.
It’s actually surprising, how deep Spider-Man’s abilities go. With so many different play styles between Spidey’s moves, suits, gadgets and abilities, there’s no shortage of options for those who want to tackle the game their own way. I personally preferred trip mines that lassoed enemies together in webs, and throwing baddies to stick them to walls. But others may prefer explosive webs and the suits’ special weaponry. Or they may just love throwing environmental objects at enemies. There’s all kinds of ways to enjoy the combat of Marvel’s Spider-Man.
Speaking of combat, you will be doing much of it throughout the game. Mechanically, it works a lot like the combat system of the Batman Arkham series, though it flows more fluidly and feels more polished. And as stated, you have a lot more options to work with here, so no matter how many times you get in a scuffle, you can always try out different abilities and combinations to see what you like best. Unfortunately, there is one drawback to a number of combat sections that lives on from the Arkham games, and that’s that many combat sections just drag on and on. Again, the combat is never bad, but there will be numerous occasions when you’ll feel like the waves and waves of enemies feel unnecessary and redundant. It’s not a major issue, but while the sheer joy of swinging across New York City may never lose its luster, you may feel that many of the combat sections overstay their welcome.
The game’s other downside is that many of the side quests will become repetitious after a while. Almost every optional objective is part of a series of similar objectives (conducting research for Harry Osborne while he’s away in Europe, performing quick challenges for the Taskmaster, etc.). In small doses these side endeavors can be entertaining detours in their own right, but for those aiming for either one-hundred percent completion or maximizing Spider-Man’s stats, you may grow weary of doing the same objectives over and over again.
These elements ultimately prove to be minor complaints, however, as the main story is filled with fun twists and turns both in terms of its narrative and in its gameplay. There are even sections where you can play as Mary Jane Watson or Miles Morales which emphasize stealth (given their lack of super powers). Admittedly, the Miles Morales sections lack variety, but the MJ segments find ways to keep building upon themselves in fun ways.
Of course, the biggest appeal of the game is Spider-Man himself. The Arkham titles were previously considered the benchmark for super hero games for the way they made players feel like Batman. But I don’t think even the best entry in that series quite captured the essence of its titular hero the way Marvel’s Spider-Man puts players in the role of Spidey. The combat is fun and always evolving, but it’s the simple act of motion – the speed, the momentum, the physics – that provides the game’s greatest triumph. The game even features one of the most robust photo modes you will find in a game, a totally unnecessary but greatly appreciated feature that really hits the point home of all the crazy scenarios and actions Spidey can find himself in.
The side quests and other character sections aren’t always winners, and sometimes the game may not know when enough waves of mobsters are enough, but they’re small prices to pay for how well Marvel’s Spider-Man realizes its story and characters, and for how exhilarating it is just to travel around New York City as everyone’s friendly neighborhood Spider-Man.
Well, the final Super Smash Bros. Ultimate-focused Nintendo Direct before the game’s launch has come and gone. And, well…that was it? I mean, really? That’s it? To use an old (and pretty disgusting) phrase, Super Smash Bros. Ultimate was about to win the race, and then crapped its pants right at the finish line.
Look, I have no doubts that – mechanically speaking – Super Smash Bros. Ultimate will still be a very fun game. It has a solid foundation to work from, and it really can’t be too bad in terms of gameplay if it sticks to what the series does best (Brawl was also a very fun game, even with the tripping). But the forty or so minutes it took for the Direct to begin and end made Ultimate go from my most anticipated game of the year, to one I’m simply going to play and review. And that’s kind of sad when I think about it.
Let’s get the big bad out of the way first: Geno is not in the game. Despite being arguably the single most requested character to join the series for well over a decade, he’s still MIA. And I know people will say I’m just being sour over the character I wanted not making it, but here’s two things: 1) This is a series built on fan-service, so being bummed out about your favorite character not making it is actually a reasonable disappointment (provided that the character in question was a likely possibility, which Geno very much was at this point). And more importantly 2) It’s not like I’m the only one who wanted Geno. Like I said, he’s been possibly the most requested character for years, rivaled only by Ridley and King K. Rool, who collectively became known as the “Big Three.”
Look, I think it would be awesome if Muddy Mole were added to Super Smash Bros., but I also know I’m just about the only person who thinks that. So no harm no foul with that omission. But Geno? Pretty much everyone and their grandmother wanted him at this point, and after giving fans what they wanted with Ridley and King K. Rool, people actually expected Geno to make it in. So now it all feels like a cruel tease, especially after that Mii Fighter costume debacle last time around…
“But Geno’s too obscure! He was in one game! He hasn’t been seen in years!” is what the detractors (AKA people who apologize for everything Sakurai does) would say. But none of those arguments hold a bit of weight by this point, considering K. Rool and several other characters hadn’t been seen in years, obscure characters have been part of the series since day one (EarthBound, Ice Climbers), and the fact that a character like Dark Pit is in the game at all means relevance clearly isn’t an issue. Hell, if anything, the demand for Geno over the years has actually made him more relevant than ever. Besides, Ultimate is the fifth (technically sixth) installment in the Super Smash Bros. series. We got all the most recognizable characters out of the way long ago, now was the time to get crazy with the fan-service. Instead Ultimate only went halfway.
Again, if we were talking about a character I wanted, but I know I was alone in wanting, I would give it a pass. But when a character has actually grown more iconic because people want him in Smash Bros., wouldn’t you think they’d prioritize such a character? As stated, if we weren’t teased with a Mii Fighter costume in the last game in might not sting as much, but after that mess, it feels like the fans were practically owed the character.
It’s not just Geno’s exclusion, but other characters that people have wanted for years also got left in the cold. Isaac from Golden Sun is still an Assist Trophy. Again, people would say I just regret the omissions of my favorite characters, but I’ve never actually played Golden Sun (it’s on my to do list), so I’m not talking about personal history or want here. But I sure as hell know he’s been one of the more requested characters over the years, certainly more so than many characters who are already there (did anyone really want three different Marth clones?), so the fact that the Direct just casually showed Isaac still stuck in his Assist Trophy position and just expected people to be cool with it is kind of insulting. I mean, could they have at least made a bigger deal about him somehow? It basically just screamed “you want this character? Yeah, we don’t care.”
Yet even more notable omissions include Skull Kid and Dixie Kong (the latter of which having no excuse for not having been in the series for some time already). Two prominent, highly requested characters from two of Nintendo’s biggest series. But, y’know, screw them. And yes, I know, from the beginning, Sakurai said there wouldn’t be too many newcomers this time around. But you would think, with fewer newcomers, they’d actually put the most requested characters front and center. At the very least, had Geno made it, I’m guessing the other exclusions would have been a little easier to swallow, considering it would mean we’d finally be getting the “Big Three.”
What makes the omissions sting all the more is the final lineup of newcomers in the Direct. Ken from Street Fighter makes sense, but it’s kind of hard to get too excited over a clone of an existing character. What makes less sense, however, is that the final ‘new’ character was revealed as Incineroar from Pokemon Sun/Moon.
Look, I get that Pokemon is Nintendo’s big money maker, and I’ve said in the past that Pokemon (along with Mario and Zelda) is one of the few series that could have as many characters as it wants and it would be hard to argue against it. But THAT’S the final character you decide to reveal? Incineroar isn’t even as popular as fellow Sun/Moon starter Dicidueye, who would have been a more unique character anyway. I mean, I’m not totally opposed to Incineroar, but to be the final character in the starting roster? Talk about a popcorn fart of a reveal… Would have been better off revealing Incineroar months ago and ending with the Belmonts and K. Rool.
Since I mentioned the starting roster, it is important to note that Sakurai has promised that, through the first year or so after Ultimate’s release, a quintet of DLC characters will be released, each coming with their own stage and selections of music. So there is hope yet for Geno, Skull Kid, and Dixie (not sure on Isaac though, given that they kept him as an Assist Trophy). But still, wouldn’t revealing someone like Geno (after already having Ridley and K. Rool) been the perfect final character? Incineroar just seems so…unceremonious.
There is a downside to the DLC, however, in that the five characters are still a mystery. So while we can all be hopeful that those aforementioned fan favorites will make the cut, after having the rug pulled from under us time and again from the Smash Bros. series’ character choices, it’s kind of hard to get too excited. I mean, if Geno couldn’t make it even after teasing everyone with the Mii costume, it’s more than a little bit of a kick to the crotch of the fans.
Speaking of the DLC, however, there is one inclusion that might be even more questionable than Incineroar’s baffling presence as the final reveal… Piranha Plant is going to be a DLC fighter shortly after the game’s launch. Thankfully, it’s separate from the other five mentioned mystery DLC characters, but yes, a standard enemy from the Mario series gets in before the handfuls of characters fans have been requesting for years. That’s… that’s just insulting. I mean, I think Waluigi is a pretty lame character, and I think his requests for inclusion is little more than a joke taken too far. But at least Waluigi is a character! I think he’s earned a spot before a basic enemy like a Piranha Plant, no matter how much of a staple they are to their series. And if we’re throwing in standard enemies now, why not add the Waddle Dee with the bandana, since people at least wanted him? It is the most baffling inclusion, and not in a good “I wasn’t expecting that!” kind of way, but in a “wow, no one asked for that…” kind of way.
Sure, the Direct also revealed things like the new Story Mode, titled ‘Spirits.’ And I know some people are excited for a story mode. But in a game like Super Smash Bros., a story mode isn’t exactly the selling point. I’m sure more people would have preferred to see more of their requested characters make it into a series all about providing fan-service than they would like a story mode out of a fighting game. I mean, Brawl’s story mode – Subspace Emmisary – became pretty infamous for being a means to unlock the characters, and then completely forgotten about afterwards. And while the Spirits mechanic has some appeal, I again state that people would have probably preferred more newcomers over it.
Yeah yeah, Sakurai apologists would just write me off as being salty about the exclusions, but again, I’m talking about characters fans have wanted for years (some for over a decade). And they get bumped (yet again) for uneventful inclusions like Ken and Incineroar, and a Piranha Plant, something no one wanted. How exactly were they expecting people to react to these final announcements?
Sure, I’ll repeat myself and say I’m sure the game will be good fun in terms of gameplay and mechanics. But whatever steam Super Smash Bros. Ultimate picked up in the past few months through the likes of the Inklings, Ridley, Simon Belmont and King K. Rool came to a screeching halt in the span of forty minutes. Sure, Ultimate has already added some good new characters, but if you’re playing the lottery it doesn’t matter how many numbers you have, if you’re missing out on the last number, you still lose the jackpot.
Well, here’s hoping those five mystery DLC characters end up being worth the hype. In the meantime… Meh.
Probably the most hyped video game of the year, Red Dead Redemption 2, was released last week. And after growing old waiting for my PS4 to install the game, I’ve managed to put a good number of hours into it. So here are my thoughts so far.
The good news is, it’s easy to see why people were so excited for the game, given its sheer scope not just in size, but content. It really does feel like you can interact with pretty much everything in one way or another. You can completely ignore the story and just spend time playing poker or robbing passersby on the road. You can make small talk with citizens, take baths, go hunting, and play Dominos (though even in a video game, I still don’t get it). It’s simply fun just goofing off and doing your own thing.
Red Dead Redemption 2 is a very meticulous game, with all of the above activities (and so many others) having their own rules and mechanics. It feels like everything about the game’s world is given an extreme attention to detail. This level of intricacy is felt in the game’s sense of realism. Arthur Morgan – the player character – really feels like he has human limitations that other video game characters don’t have.
Similar to Breath of the Wild, Morgan needs to eat, dress appropriately for the weather, and craft materials in order to survive. Unlike Breath of the Wild, Morgan can’t climb every surface, and struggles against the environment as much as he does fellow outlaws. Your horses also need to be taken care of, and yes, you can even let Morgan grow a beard, and then decide how to shave his facial hair.
On the downside of things, I think this emphasis on realism can sometimes be frustrating. Having to stop and set up camp in the middle of a quest, and then needing to use item after item to keep all your stats in order can grow a little tedious after a while. Breath of the Wild’s similar survival elements were much quicker paced and always enhanced the experience. By comparison, Red Dead Redemption 2’s survival aspects can be involving, but just as often can feel cumbersome, and drag what is already a very long game out even longer.
Another problem I have is shuffling through items. Now, RDR2 is wise enough to have a Secret of Mana-esque item wheel for most of the essentials by holding the L1 button (though going to a menu is still required for many other items). But I kind of wish you had to hit a button to select an item, instead of simply letting go of L1 on a highlighted item, because this often causes me numerous problems when I’m in a firefight.
Although I’m less than twenty percent through the story, I’ve already encountered some notable technical issues. One especially egregious moment saw two bounty hunters randomly spawn in front of me as I was going through a tutorial on crafting while camping, the bounty hunters bumped into me with their horse, which canceled my crafting (and the dialogue that went with it). The bounty hunters then instantly despawned (and later respawned), and I couldn’t get back to my tutorial, so I had to kill myself to get back to the previous checkpoint. I’ve also witnessed a few instances of NPCs’ character models suddenly changing (a man working a hotel lobby inexplicably transformed into a bandaged version of himself and back again in the span of time it took to rent a bath). Granted, with just how massive and detailed the game is, you could say that such technical issues are almost expected. But does that really change the fact that they’re issues?
With all that said, I have had a mostly stellar time with Red Dead Redemption so far despite the flaws. It is a very easy game to get lost in and just have fun acting out the old west. I still have a long way to go before I reach the end of the story, so I guess I’ll have to wait and see how long the game remains engrossing. As it stands, Read Dead Redemption 2 has so far been an addicting, if flawed time.
Wow, can you believe it’s already been a year since Super Mario Odyssey brought perfection into our gaming lives?
Yes indeed, Super Mario Odyssey celebrates its first anniversary today.
Of the hundreds and hundreds of video games I’ve played over the course of my life, Super Mario Odyssey is easily among the very best. It stands as one of (currently) only nine games I’ve awarded a perfect 10/10, and probably its biggest competition for the title of best game of this decade is its own predecessor, Super Mario Galaxy 2 (another of my 10/10s).
How good is Super Mario Odyssey? So good that, when I beat its story and the credits started rolling, I actually stood up and gave the game a standing ovation. You might say that doesn’t make any sense, since I just completed a video game by my lonesome and it’s not the same as a theater environment where other moviegoers could join in. But that’s just how good Odyssey is. Come to think of it, I don’t know why I didn’t mention my standing ovation in my review of the game somewhere. I don’t believe I’ve done that before with a video game, so it’s worth mentioning in regards to how much I enjoyed it.
Why is Super Mario Odyssey so good? Like all the best games that don the Super Mario name, its a non-stop barrage of creative ideas. And Odyssey might just showcase this better than any other entry in the series. From the second the game begins to well after the credits roll, Odyssey presents players with insurmountable imagination. There’s not a moment in Odyssey that isn’t utterly delightful and inventive.
Super Mario Odyssey is a game that takes elements from just about all of its predecessors, and rearranges them in such ways that it constantly feels fresh and new. Whereas most games – even exceptional ones – often present you with the long and the short of their vision within the first couple of hours and then repeat those elements for longevity, Odyssey never lets up with its restless imagination. It looks back on its peerless catalogue of predecessors not just to simply rekindle fond memories of gaming’s past, but more importantly, to reinvent the very things we love about the series.
Happy one year anniversary, Super Mario Odyssey! One of the very best experiences gaming has to offer. Keep putting smiles on faces.
Full Super Mario Odyssey review can be found here.
Super Mario Party is something of a bittersweet occasion. It’s mostly sweet, mind you, as this eleventh installment in the long-running series feels refreshingly like a return to form, after the past few sequels seemed to go off the rails. Super Mario Party is, in essence, what Mario Party should be: four-player multiplayer fun. The bitterness is felt in Super Mario Party’s technical restrictions, a few unfortunate gameplay limitations, and at least one element in the main mode which feels outright unfair… even by Mario Party standards. So while Super Mario Party may be a return to form for the beloved series, its shortcomings prevent it from reaching the staggering heights it otherwise may have.
First and foremost, Super Mario Party resurrects the series’ classic gameplay (No more ‘party car’ nonsense). Four players face-off in a giant board game, where they compete to gain the most stars. In between turns a mini-game is played, with the winner of each mini-game claiming coins. Players primarily gain stars by purchasing them from Toadette on the game board, though there are a few other means of obtaining them.
Although the classic gameplay has returned, a few new twists have been made to the formula. Super Mario Party includes twenty playable characters (four of which need to be unlocked). While they may all play the same within the mini-games to keep things fair, each character now possesses their own special dice, in addition to the standard six-sided die that anyone can use.
The character specific dice are a case of risk and reward. Shy Guy’s dice, for example, is comprised of five sides of 4 and one 0, giving him a safe chance of moving a decent number of spaces, but risking not moving at all. Meanwhile, Bowser’s dice allows him to trample all over the place with high rolls of 8, 9 and 10 spaces, but also risks landing on a 1 or losing three coins (in addition to not moving). It’s an interesting twist on the Mario Party formula, with the characters who boast the biggest advantages also having the biggest shortcomings, which not only balances things a bit, but prevents the standard dice from losing its relevance.
There’s another interesting new element to the proceedings, as players can now gain allies by means of landing on a special space or using an item to summon them. These allies are comprised of any of the playable characters not currently in the session. Whoever you claim will not only add to your roll (allies can only roll a 1 or 2), but also give you access to that character’s dice. You can also gain multiple allies, which means that much more can be added to your rolls, and you can use that many more dice. There are even a few mini-games in which your allies can help out, which may seem unfair, but it’s the kind of “hate your friends” unfair that has always been associated with the series.
As for the mini-games, Super Mario Party boasts no less than 80 of them. And for the most part, it’s a pretty stellar lineup. The usual four player, two-vs-two and three-vs-one mini-games return, though the battle and dueling mini-games from the series’ oldest entries are sadly still absent. The mini-games use a variety of different play methods, whether traditional button presses, motion controls, and even games with minimal interaction (like selecting objects in one of the game’s surprisingly fun memorization games). Thankfully, very few of the mini-games feel based around luck this time around, and the motion-control implementation is top-notch (one game which sees players try to jiggle candy out of a jar is the best use of physics in a video game this year).
On the downside of the game, there is one aspect that is completely luck-based: the end-game bonuses.
Yes, the old Mario Party titles also included end-game bonuses, which could turn the tide completely at the last minute, but they were consistent with what their bonuses were. Those entries rewarded the player who won the most mini-games, landed on the most green spaces, and claimed the most coins (an odd choice, considering it usually coincided with the mini-game bonus). But in Super Mario Party, the bonuses are randomly selected, as are the number of bonuses it decides to dish out at the end of a match (usually it’s two, but every so often there will be three).
In the first game I played, I managed to snag a bonus star for winning the most mini-games, but I ended up in a close second in my second game because one of my opponents got bonuses for having an ally and for moving the least spaces (why should that even warrant an award?). It was frustrating in the old Mario Parties when your friends would steal first place in the last minute thanks to the bonuses, but at least you could somewhat strategize with the knowledge of what the bonuses would be. You could try to win the most mini-games, or aim for the most coins. But here, you have no idea what the bonuses will be until they’re dished out. If the game had to have random end-game rewards, it should at least inform players what they’ll be at the start of the game, so that they can actually try working towards earning them, instead of keeping their fingers crossed.
Aside from that (admittedly infuriating) aspect, the classic board game play style of Mario Party is at the best it’s been since the early GameCube titles. And the excellent mini-games are the most memorable since the beloved N64 trilogy. Unfortunately, there is a strange shortage of game boards to choose from at only four. Each board is fun and finds ways to stand out, but you can’t help but wish there were more.
On the bright of things, Super Mario Party makes up for the lack of boards by providing some interesting new modes, one of which – River Survival – is actually a great alternative to the classic board game setup. If classic Mario Party is all about competition, River Survival changes things up in the name of cooperation.
In River Survival, four players work together to – as the name suggests – survive river rafting by working together. All four players paddle their oars using motion controls, with the players on the left swerving the raft right, and the players on the right swerving the raft left. Players will have to pop balloons spread throughout the river to play cooperative mini-games, which will add more time to the clock upon completion. While the number of mini-games in River Survival are limited, the river itself contains branching paths, with each path providing their own challenges. So there’s still a decent sense of variety.
The other new mode is Sound Stage, which pits players in a series of motion controlled, rhythm-based mini-games as they compete for the highest score. It’s a fun and welcome diversion, but Sound Stage lacks the heft of the classic mode and River Survival. In addition to these modes, you can always choose to play a selection of unlocked mini-games.
One unavoidable aspect of Super Mario Party that might not sit well with all players is that it’s a Switch title that cannot be played in the Switch’s handheld mode. There are a few mini-games that can be played with multiple undocked Switches – which serve as cool tech demos but won’t last long – but you can’t play any of the game’s main modes in handheld form. At the very least, this is an understandable technical limitation, as the game requires players to only use a single Joycon so that it’s easier for multiple players to join in (not to mention the game brings out some creative uses in the Joycons’ motion and rumble features). But it’s obviously a limitation that won’t sit well for those who enjoy the on-the-go nature of the Switch.
A far, far less understandable restriction comes in the form of Super Mario Party’s online mode. Continuing Nintendo’s infamous trend of bizarre online decisions, Super Mario Party’s online is limited to a single mode which sees players sprint through five mini-games. Five mini-games that are on rotation from a grand total of ten.
That’s right, Mario Party finally has an online mode, but you can’t get the whole Mario Party experience with friends across the world. You’re limited to a measly ten mini-games, with only five of which being playable at a time. No board game, no River Survival, no access to the majority of mini-games.
This not only comes off as a huge downer, but also an embarrassing missed opportunity, considering Super Mario Party’s release practically coincided with the launch of Switch’s online service. Some might say that the board game matches are too lengthy, and have a higher risk of players dropping out, but I can’t see why they couldn’t limit the board games to be played with people on your friends list, and giving access to every mini-game to the broader online crowd.
For those who long for the glory days of Mario Party, Super Mario Party serves up a fitting return to form for the series. The classic board game style is resurrected and at full force – being muddled only by a lack of boards and the obnoxiously random end-game bonuses – and the additions of character dice and allies provide some meaningful change. The mini-games are varied and among the best the series has ever seen. The River Survival and Sound Stage modes provide some good versatility to the overall package. The game boasts simple-but-catchy music, and incredibly sharp, colorful visuals (it’s no Odyssey, but it doesn’t need to be). The single control option won’t be to everyone’s liking, but it’s the bafflingly restrictive online features that serve as the real party-pooper.
Super Mario Party is a whole lot of fun, and it’s great to see the series get back on track. But here’s hoping the Switch sees a Mario Party sequel in the not-to-distant future that expands on what Super Mario Party started, and isn’t afraid to take the entire friendship-ruining Mario Party experience online.
*Review based on the Nintendo Switch version of Mega Man 11*
Mega Man is in a unique place among gaming’s classic franchises. Unlike Mario or Zelda, Mega Man doesn’t strive to innovate with each new iteration. In fact, the Blue Bomber more or less settled on its formula back in the NES days, which saw no less than six entries make their way on the console. Perhaps ‘settled’ is too negative a way to put it, as the series found ways to tweak and twist its classic formula, and each entry still remained fun to play.
After a decade of classic Mega Man titles (which saw two additional entries on SNES and Playstation/Saturn), developer Capcom simply stopped making further iterations in the classic series in favor of its various spinoffs like Mega Man X or Mega Man Battle Network. Then, after a decade of dormancy, the original Mega Man series returned with Mega Man 9 in 2008, which paid homage to the NES games. It seemed like Mega Man was here to stay once again, with Mega Man 10 following suit in 2010. But after 10, the series once again left the spotlight. This time, however, there weren’t even any spinoff titles to speak of. Mega Man simply disappeared (outside of recent compilation releases of past games). Series producer Keiji Inafune left Capcom, and many thought the developer was withholding the series out of spite.
Well, after an eight-year hiatus, the main Mega Man series is finally back with the aptly-named Mega Man 11. And while it still may not be an evolutionary step in gaming that we expect from Mario or Zelda, Mega Man shows no signs of rust after his extended absence. The wheel may not be reinvented, but Mega Man 11 still finds enough new tricks to feel like a proper sequel, and not just a nostalgic retread.
The first difference you’re bound to notice between Mega Man 11 and its immediate predecessors are the visuals. While 9 and 10 paid homage to the 8-bit origins of the series, Mega Man 11 looks like a proper follow-up to Mega Man 8’s more cartoony aesthetics. It’s a welcome change of pace to be honest. As nice as it was to see 8-bit Mega Man return on (then)modern hardware for the past two games, simply repeating the throwback visuals for a third time in a row may not have had the same appeal. By continuing the style of Mega Man’s 7 and 8, 11 feels like a more unique sequel paying respects to Mega Man’s most tragically overlooked gems. Not to mention the variety of bright colors and ‘softer’ character models transition really well into the current gaming age. As is expected of the Mega Man series, 11 also features a great soundtrack that – although not among the series’ best – provides some of the catchiest video game music of 2018.
As for the structure of the game, well, it’s exactly what you would expect: Eight Robot Masters are waiting at the end of eight different stages, which can be played in any order the player sees fit. Each defeated Robot Master gives Mega Man a new power, with each power being particularly effective against a different Robot Master. Once these eight stages are completed, Mega Man moves on to Dr. Wily’s Castle for a small series of especially difficult stages leading up to a confrontation with the mad doctor himself.
In another nod to Mega Man 8, the Blue Bomber can collect bolts throughout stages, which can then be used to purchase items in between stages. Some of these are the usual extra lives, E and W Tanks (for refilling health and weapon power, respectively), but you can also purchase special items like a shield that reduces damage by half and Beat the robotic bird, who will rescue Mega Man should he fall into a bottomless pit. You can also purchase items that will permanently boost Mega Man’s abilities during your playthrough.
If the structure is the same, what exactly is new about Mega Man 11 that differentiates it from its predecessors? Well, the benefit of platformers is that, even if a series re-uses the same blueprints, the level design alone can distinguish one game from the rest. And for the most part, the level design in Mega Man 11 is stellar. The stages are lengthy, have distinctive themes that find their way into the gameplay, and provide a good challenge. On the downside, the game seems to overuse some swarming, constantly spawning enemies, which feels like an unnecessary means to make already difficult platforming sections even more difficult. Sure, past Mega Man games had some sections with constantly spawning enemies, but Mega Man 11 pulls that card a little too often.
The big new mechanic of Mega Man 11 is the Double Gear System. As the name implies, the Double Gear System features two new abilities, both of which are activated with shoulder buttons, and can only be used for a short duration before the Double Gear System overheats and needs to recharge. The Power Gear boosts the strength of not only Mega Man’s Mega Buster, but also the Robot Master abilities, leading to a variety of super powerful moves. Meanwhile, the Speed Gear makes Mega Man move so fast that everything around him seems to be in slow motion.
The Double Gear System is a great addition to the classic Mega Man gameplay, though it can feel a tad underutilized. The Power Gear, in conjunction with the Robot Master abilities, adds an extra element to the series’ rock-paper-scissors setup, and the Speed Gear sees some innovative uses in auto-scrolling and sub-boss sections. But by the time you finish the adventure, you can’t help but feel that the game could have provided more opportunities where you felt the gears were needed. Mega Man 11 does feature some additional challenge modes – like time trials, collecting blue balloons for points while avoiding red balloons, and things of that sort – but they aren’t exactly game-changers. So while these modes may serve as fun distractions, they still leave you wanting a little more for the main adventure.
Mega Man 11 is a tried-and-true sequel. A worthy follow-up to an iconic series that feels all the more welcome due to the series’ lengthy hiatus. The Double Gear System is a nice little twist, but you may hope that, come Mega Man 12, the series might see a more radical change. Imagine a Mega Man title with 12 Robot Masters! Or 16! Or a sequel that lets you combine Robot Master abilities! The series already has a timeless formula to fallback on, so it could use a littler more experimentation. If Mega Man 12 tries its hand at something radically different for the series and falls short, they can always backtrack with Mega Man 13. This is a hard series to cause any permanent damage to itself.
The classic Mega Man formula will admittedly always work to an extent, and Mega Man 11 is as fun as ever. But considering the Double Gear System feels a little underutilized – and other than that system this is a very straightforward Mega Man sequel – you can’t help but hope that the next entry will bring a little bit more to the table in regards to newness. Mega Man 11 delivers the Mega Man goodness the gaming world has been missing for far too long, but hopefully next time around, Mega Man can push himself to be even more.