Today, May 13th of 2020, marks the twenty-fourth anniversary of Super Mario RPG’s release in the US (it was released in Japan two months prior, in March of 1996, and wouldn’t be released in Europe until its 2008 release on the Wii’s Virtual Console, which at the time was a record for longest delay between region releases for a single title).
As far as I’m concerned, Super Mario RPG is one of Nintendo’s finest achievements, and has steadily remained an all-time favorite of mine for these twenty-four years. If you ask me, it’s still the best damn RPG ever.
Sadly, despite being one of the most acclaimed and beloved Mario games of all time, it’s one of the very few that never received a direct sequel (it did inspire the wonderful Paper Mario and Mario & Luigi series, but none of them quite recaptured the same magic as the originator). And it’s basically the only Mario game to not have its characters or world elements carry over to subsequent games (save for a cameo or two). But that hasn’t stopped fans (myself most assuredly included) from hoping and begging Nintendo and Square to bring back this beloved game either through a sequel or simply resurrecting its characters for new titles.
Seriously Nintendo, just put Geno in Super Smash Bros. already. We’ve only been asking for it for twenty years! I don’t mean an insulting, slap-to-the-face Mii costume. The actual character as a playable fighter. You can’t stop adding those Fire Emblem swordsmen that no one asked for. Why not add another character people have actually wanted and asked for for years?
Anyway, happy anniversary to Super Mario RPG: Legend of the Seven Stars! A Legend indeed.
I reviewed Super Mario RPG as my special 300th video game review. You can read my 10/10 review here.
Poor New Super Mario Bros. U. As far as the “New Super Mario” games go, it was a marked improvement over the DS, Wii and 3DS titles that came before it. But due to its status as the fourth entry in the sub-series, and being released mere months after the uneventful New Super Mario Bros. 2, fans were a bit New Super Mario Bros-ed out. Being released on the ill-fated Wii U probably didn’t help it in the long run, either.
While the Super Mario series as a whole is known for innovation and reinventing itself, the ‘New’ sub-series was a throwback to Mario’s early side-scrolling years. The 2006 DS original was a nice nostalgic experience, and the Wii sequel added four-player co-op into the equation. By the time New Super Mario Bros. 2 on 3DS rolled around, and offered little to nothing in the realms of newness, gamers were burnt out on the retrograde sub-series. That really is a shame, because New Super Mario Bros. U felt like a refinement for the ‘NSMB’ series, even if the “New” in the title was increasingly ironic by this point.
NSMBU, like many Wii U titles before it, has been given a second life on Nintendo Switch (complete with the New Super Luigi U DLC intact). While it would be hard to argue that the title is one of Mario’s finest, hopefully its presence on Switch will allow a wider audience to see what an improvement it was over its NSMB predecessors.
Like the other NSMB titles, ‘U‘ was more interested in recreating Mario’s past than it was in paving the way for his future. It’s still a side scroller that sees players try to conquer obstacle course-like stages by reaching the flagpole at the end. With that said, however, this fourth New installment had a much more playful and intricate sense of level design. Though it may not stack up to classics like Super Mario Bros. 3 or Super Mario World, the depth and creativity of the level design was stronger here than it had been in any other 2D Mario title since those games (unless we’re counting Yoshi’s Island, of course).
Sadly, the visuals and music, while not technically bad, leave a lot to be desired. It’s almost humorous that this game – not Super Mario 3D World or Mario Kart 8 – was the first Mario game to be released in HD. It looks great from a technical standpoint, but while the 2D Mario games of old were visually and aesthetically distinct from one another, the New Super Mario Bros. games all used the same visual style. Sure, the graphics are certainly better now than the previous games, but from an artistic standpoint, New Super Mario Bros. U – like the other NSMB games – is Mario at its most vanilla.
At least the world of Super Mario is colorful and vibrant enough that, even in this vanilla state, it still has its charm. The music, sadly, suffers considerably more. The music isn’t bad per se, but it’s more or less the same as it was in the previous NSMB games. It can be fun and catchy, but this is far from Mario music at its best.
When you consider that the classic 2D Marios such as Super Mario Bros. 3 and Super Mario World all looked stylistically unique to the point that you could identify them from a single character sprite, and provided some of the most iconic video game tunes of all time, it was more than a little disappointing that New Super Mario Bros. U simply provided more of the same in terms of visuals and audio.
Still, it’s the gameplay and level design that are the stars of the show, and that’s where New Super Mario Bros. U always shined brightly over the preceding ‘New’ Super Mario games. The four player co-operative mayhem of New Super Mario Bros. Wii made its return here, with level design that just feels better suited for the additional players this time around, while also having enough to them that they don’t feel empty when going it solo.
As in the original Wii U release, New Super Mario Bros. U Deluxe can be played as Mario, Luigi and Toad. Unlike the original version, however, Toad isn’t separated into two characters, with the yellow and blue variants merely being pallet swaps for the same character this time. The Switch release fills the void of the fourth character by bringing in the addition of Toadette, as well as Nabbit’s inclusion in the main game this time around, as he only appeared in the DLC in the original release.
While Mario, Luigi and Toad all play identically in the main game, Nabbit is tailor-made for beginners, as he is unharmed by enemies. Toadette is somewhere in between, as playing as her will turn 1-Up Mushrooms into 3-Up Moons, and many of the usual power-ups are replaced with the ‘Super Crown.’ The Super Crown can only be used by Toadette, and transforms her into Peachette, a suspiciously Princess Peach-esque character who gains a double jump, in addition to Peach’s magic gliding abilities (essentially, she plays like the other characters when they get the flying squirrel suit).
I don’t mind that these characters are made with first-time gamers and young children in mind. That’s perfectly fair, as those audiences need to start somewhere. And these characters will probably make learning the ropes that much easier. What’s less tolerable, however, is now that the yellow and blue Toad are the same character, and two players can’t pick the same character, if you’re playing with a whole group of four, someone is going to have to play as one of the beginner characters whether they want to or not. What’s even worse, Mario isn’t present in the New Super Luigi U campaign, meaning that two players will have to play as Toadette and Nabbit no matter their skill level. Somehow, Nintendo has made the four player mode less appealing on Switch than it was on Wii U as a side effect of this.
Again, I have no issues with Nintendo including easier characters with new players in mind, but the fact that one or two players will have to play as them if you have a full group seems like a glaring oversight. Couldn’t the Switch version have added a few other characters who play like the standard ones in addition to the beginner characters?
The other big issue that’s plagued NSMBU since its Wii U release are the lackluster boss fights. Mario games may not be known for difficult boss battles, but the series has always done a great job at making them creative. Even the first New Super Mario Bros. on DS had a good variety of boss fights. But in New Super Mario Bros. U, not only are all the end-bosses of each world merely the Koopalings, but their battles don’t feel very different from what they were way back in Super Mario Bros. 3. And the mid-bosses of each world are mostly comprised of different fights against (the insultingly easy) Boom-Boom. Only in the late game does NSMBU throw different mid-bosses at you. And by that point, it feels like too little, too late.
As negative as I may be sounding by this point, New Super Mario Bros. U was always a great platformer, and a proper step up from its similarly-named precursors. Simply making it to the end of each stage is a joy to experience, but completionists will really have their work cut out for them by tracking down the three star coins hidden in every stage, as well as the secret exits found in select stages. And despite the unfortunate character limitations in the Switch re-release, New Super Mario Bros. U Deluxe is still a good time with multiple players.
For those seeking a bit more of a challenge, the New Super Luigi U campaign provides just that. Not only does Luigi regain his slippery physics that originated in Super Mario Bros. 2 in this mode, but the stages themselves – though shorter – feature a steeper difficulty. Though the world map is identical in both games, the stages of New Super Luigi U are entirely different than those of New Super Mario Bros. U. The downside to this is that, by nature of sharing an identical overworld, the levels with secret exits in Luigi’s adventure are found in the same exact spots as those in the base game, which is an unfortunate limitation that takes away a bit of distinction in Luigi’s titular mode.
Having both games together, as well as returning challenge modes, means New Super Mario Bros. U Deluxe certainly provides a good amount of content for platforming enthusiasts. Of course, even with its status as the best “New Super Mario Bros.” game, U Deluxe still falls drastically short if compared to Donkey Kong Country: Tropical Freeze, which is unquestionably the better option for 2D platforming fans. And unlike the Wii U releases, Tropical Freeze was released first this time. So if you’re only going to get one first-party 2D platformer on Switch, stick with DK.
New Super Mario Bros. U Summation
Consistently fun level design and fluid character control made this the best New Super Mario title. The levels feel more tailor-made for multiple players than previous entries. And like any great Mario game, it’s held up strong over the years. But the game is ultimately held back by flavorless aesthetics and poor boss fights.
New Super Luigi U Summation
The briefer, tougher levels make the Luigi-centric campaign something of the “hard mode” of NSMBU. A fun, steeper challenge for platforming veterans. But the multiplayer option is less fun now that half of a full group are required to play as the “easy mode” characters. And the fact it’s confined to the overworld of the base game prevents it from branching out more into its own beast.
While we were all burnt out on New Super Mario Bros. back in 2012, revisiting the Wii U installment on its shiny 2019 Switch release, and being reminded of how much of an improvement it was over its predecessors, makes you wonder what Nintendo could have done with a 2D Mario game in the seven years since. With NSMBU, Nintendo finally began to get their groove for 2D Mario back, which made it a fitting ‘finale’ to the New Super Mario Bros. sub-series. Hopefully this re-release inspires Nintendo to test where they can take the formula next (fingers crossed it comes with more distinct visuals and better music though).
The Super Mario Maker 2 trailer that launched back in February not only got me hyped for the upcoming Switch title, but its addition of the Super Mario 3D World play style had me feeling nostalgic for the 2013 Wii U platformer. And seeing as I previously stated I wanted to start replaying games more and writing more gaming articles besides reviews, now seemed as good a time as any to revisit Super Mario 3D World. Besides, after trudging through the overly-long and tedious Kingdom Hearts 3, and its mishandling of franchises I like, I needed to play something more fun, rewarding, charming, and that did justice to a franchise I like. Thus, replaying Super Mario 3D World was a no-brainer (it sure would be great if they could make a Disney game this good).
Okay, let’s get this out of the way: No, Super Mario 3D World is not as good as the Super Mario Galaxy titles that preceded it, nor is it as good as Super Mario Odyssey that followed. But considering the Galaxy duo and Odyssey are among the greatest games ever created, not being as good as them pretty much refers to most games that aren’t them. On its own merits, however, Super Mario 3D World is still one of the most consistently fun and creative games of the 2010s.
Yeah, it seems like I praise Mario games a lot. But while not every Mario game is good (New Super Mario Bros. 2 and Paper Mario: Sticker Star, both released a year prior to 3D World, were creatively empty and flat-out boring, respectively), I will say that Super Mario is the only series in which a game as great as 3D World could be considered one of its smaller achievements. It may not have the revolutionary factor of Super Mario Bros. or Super Mario 64, nor is it as great as the trio mentioned in the above paragraph or games like Super Mario World. And yet, it’s hard to find much fault in Super Mario 3D World other than “it’s not as good as some other Mario games.” The Legend of Zelda is probably the only other series that can boast equal quality, though maybe not quite at the same level of consistency (and maybe Dark Souls/Bloodborne, but that has far fewer entries).
What makes Super Mario 3D World so good? It all boils down to the two qualities that best define a good game: great gameplay, and a terrific sense of creativity. 3D World may not be the most innovative Mario game, but the gameplay and design is as polished as any of the heroic plumber’s entries, and each stage is a showcase of one playful idea after another. It’s the kind of game where the simple act of controlling your character is a joy (which is actually pretty rare, though seemingly less so with this series).
Many fans were at first disappointed with Super Mario 3D World’s initial E3 reveal, as it followed in the footsteps of the 2011 3DS title, Super Mario 3D Land. This raised fans’ eyebrows for two reasons: The first was that 3D Land was a solid game, but not a particularly standout one which, again, given the pedigree of the Mario series, is tantamount to a massive disappointment. The other reason is that, like 3D Land, 3D World seemed to be aiming more for the feel of a 2D Mario entry than a 3D one with its linear level design, with most fans protesting that the 3D Mario titles were losing their distinct identity due to the ludicrous sales of the New Super Mario Bros. side scrolling series.
While I admit I too at the time had some doubts about seeing a “proper” follow-up to 64, Sunshine, and the Galaxy duo (we would eventually get just that with Odyssey), I was hardly disappointed with what 3D World promised. After all, we were ‘only’ three years removed from Galaxy 2 at the time (most “proper” 3D Marios had much longer gaps in between releases), so it didn’t really feel like the necessary time for another Mario title of that scale. Secondly, while the New Super Mario Bros. games were competently fun, they never really felt like the worthy continuations of Super Mario Bros. 3 and Super Mario World that they wanted to be. 3D Land introduced the style and feeling of 2D Marios into the world of 3D Marios (linear stages with clear end goals, time limits, etc.) and felt like a step in the right direction. But again, didn’t quite hit the mark.
Super Mario 3D World, however, quickly reveals itself as the worthy successor to games like Super Mario Bros. 3 and World that we had been waiting for, despite being a 3D title. It took the foundations of 3D Land, and combined it with the sense of invention and polish that we expect from Mario’s best titles (which, again, was lacking from New Super Mario Bros. and 3D Land). The Galaxy games had refined what 64 started, so it was cool to get something that felt like a fitting continuation to the Mario games that predated 64 (now if only the Mario RPGs could get a worthy follow-up).
There are so many things that make Super Mario 3D World work so well: the level design is a constant delight, with each stage presenting something new, and always fun. The power-ups – from perennial favorites the Fire Flower and Tanooki Leaf, 3D Land’s Boomerang Suit, and 3D World’s own Double Cherry (which duplicates your character) and the surprisingly powerful and versatile Cat Suit – are all a joy, and add so much to the gameplay (the Cat Suit, in particular, has to join the ranks of Mario’s best power-ups). And you get to play as not only Mario, but Luigi, Princess Peach and Toad as well, each coming with their abilities from Super Mario Bros. 2 (Luigi jumps highest, Peach floats, and Toad is fastest, with Mario being well-rounded). And of course you can unlock Rosalina, who comes equipped with the spin attack from Super Mario Galaxy. It’s a Mario platformer where you get to play as Rosalina! That alone makes it a winner (Rosalina is best girl).
Oh yeah, I almost forgot that Super Mario 3D World is also the only four-player entry in the 3D Mario canon. And unlike many games that add co-op multiplayer to a traditionally single-player formula, the level design of Super Mario 3D World compliments playing alone or with friends.
If there’s any downside to Super Mario 3D World, it’s that the boss fights are an utter cakewalk. Yeah yeah, people claim Mario bosses tend to be easy, but the series often finds ways to make the boss battles feel creative, which makes it easy to look past a lack of difficulty. But aside from the final fight against Bowser and two other recurring bosses (a monarch snake and a Koopa/Blob/Clown/Monster), the boss fights of 3D World feel tacked on and rushed (Boom Boom should never serve as a world boss). But aside from the underwhelming boss battles, just about everything else about Super Mario 3D World is a constant barrage of fun and inspiration.
Along with gameplay and creativity, Super Mario 3D World also boasts what I consider to be the third key ingredient to a great game: a fantastic musical score. Again, the music may not quite be on Galaxy or Odyssey’s level, but 3D World still provides one of the most memorable scores in the Mario canon. Even the sound effects of the game seem to reinforce the game’s “fun at all costs” mentality.
Under my original “.5” scoring system, I awarded Super Mario 3D World a 9.0 out of 10. But now, under my current whole number system, I’ve flip-flopped between an 8 and a 9 (flip-flopping more than perhaps any other game). Unlike other games where I’ve been indecisive with its score, it’s my ‘heart’ that rates the game lower and my ‘mind’ that rates it higher. In terms of ‘heart,’ I can say I don’t feel quite as strongly for 3D World as some other games I would rate highly. After all, I gave both Red Dead Redemption 2 and 2018’s God of War a score of 8/10, as I’m trying to make that the exceptional score that most games would strive for. In that sense, 3D World makes sense with that score. But in terms of ‘mind,’ I would say that Super Mario 3D World doesn’t really have many notable faults. Aside from the boss fights and “not being as good as other Mario games,” there’s really not much to gripe about with Super Mario 3D World. As great as Red Dead 2 and God of War are – and yes, they are undeniably ‘bigger’ games than 3D World – they also have more notable flaws than Mario’s Wii U outing. Super Mario 3D World doesn’t feature an obnoxiously sidetracked trip to Guarma, for example. So I’m still undecided on which score to settle on.
As of this writing, I’ve beaten the “main game” of my current playthrough of Super Mario 3D World, and am currently playing through the post-game secret worlds. And after recently playing through lengthy games (including the aforementioned tediousness of Kingdom Hearts 3), revisiting Super Mario 3D World is exactly what I needed. Its constant sense of fun and invention, combined with its polished execution makes Super Mario 3D World an easy game to pick up and play, and a delight to revisit again and again.
Super Mario 3D World may not be the most groundbreaking Mario game, but it’s an undeniable blast from start to finish. And while my favorite Wii U game will always be Donkey Kong Country: Tropical Freeze, Super Mario 3D World is just about the only Wii U game left that hasn’t either been ported to the Nintendo Switch, or have an improved sequel for Nintendo’s hybrid console (even Super Mario Maker, once believed to be the justification of the Wii U’s gamepad, is getting a Switch sequel). So along with the Virtual Console, Super Mario 3D World is basically the reason to keep your Wii U at the ready… at least until it gets ported to the Switch.
Is Super Mario 3D World worth a replay? Oh, hell yeah!
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.
Although they’ve never produced any all-time classics in the way the primary platformers of the Super Mario series, the Mario RPGs, and the Mario Karts have, the Mario sports title may be the best example of the franchise’s unique ability to seemingly make any genre more fun simply by having its name associated with it. Even those who have no interest whatsoever in any given sport should still be able to find enjoyment out of it when it’s given a Mushroom Kingdom twist. I mean, when you add in characters like Luigi and Donkey Kong, and then throw in some crazy gimmicks and special moves, something like golf suddenly becomes a lot more interesting. Perhaps the most consistent of Mario’s sporting endeavors are his ventures into tennis. The newest entry, Mario Tennis Aces, perhaps polishes up the core gameplay more than any previous Mario Tennis title, though it does come at the expense of a relative lack of content.
Mario Tennis Aces seems to be all about refining what we’ve come to know about Mario Tennis. In this sense, the game is a roaring success. Mario Tennis gameplay has simply never felt so smooth and fluid. No matter which character you pick, the game feels great to control, with slight differences given to each character based on their weight class (don’t expect Bowser to move as gracefully as Rosalina). Mario Tennis Aces features a variety of control styles, all of which feel comfortable, though my personal preference is a Joy-con in each hand.
Different types of shots are mapped to different buttons on the controller, while combinations of those buttons (one to prepare to strike the ball, one for the strike itself) add to the mix. Should you charge a shot long enough before striking the ball, you build up energy, which can be used to slow down time, perform a quick counter-shot, and – if the energy meter is completely full – a special move. Additionally, stars appear on the court from time to time, which allow players to perform a “zone shot,” which briefly brings things to a first-person view for player’s to throw an exceptionally fast ball.
This brings me to one of the more disappointing elements of Mario Tennis Aces’ gameplay: the zone shots and character specials are more or less the same. The only difference is that the special moves come with a unique animation beforehand, and do more damage to your opponent’s racket. If a player (or the CPU) doesn’t time the ball just right after their opponent hits a zone shot or special, their racket will take damage. With enough damage, your racket will break, thus ending the game early.
It’s easy to imagine this being a divisive mechanic. On one hand, it provides a unique spin to the series, and adds a different element of strategy to the proceedings as you gain energy and plot to build up to the point of destroying an opponent’s racket. But on the other hand, it kind of makes a drastic change to the very game of tennis. But if you’re among those frustrated with the mechanic, you can always turn it off.
Though this leads to another questionable design decision for the game. While you can choose whether or not your rackets can break during a match, you cannot change the length of a match or set in a game of tennis. And, bizarrely, you can’t directly select which court you wish to play on, instead having to “deselect” stages you don’t want on the options menu, which seems unnecessarily arduous. Perhaps in another tennis game it wouldn’t be a big deal, but given the unique themes and gimmicks of Mario Tennis courts, it would make a basic level select option all the more ideal than in normal circumstances.
Thankfully, the core gameplay is so much fun, that if you’re playing multiplayer (whether online or next to a friend), you might not mind the limited options. Single player, however, does leave a bit more to be desired.
The primary single player mode in Mario Tennis Aces is an adventure mode that sees Mario on a journey to collect five power stones to stop the power of an ancient, evil tennis racket, which has taken control of Luigi, Wario and Waluigi. It’s a surprisingly humorous story mode with its wacky plot, and it features some fun RPG elements to it (Mario can gain experience points and levels, and additional tennis rackets can be obtained through optional stages). Not to mention it provides a fair bit of variety in its challenges. The downside to the story mode, however, is its severely fluctuating difficulty curve.
You would think that the stages would gradually get more progressively difficult as you go, especially seeing as this is a Mario game, and that’s an area in which the franchise usually shines. But the challenge of the story mode in Mario Tennis Aces is all over the place. You’ll go from a ridiculously easy stage to a ludicrously difficult one at any given time, with seemingly no warning as to when the difficulty is going to spike to a new high or drop to relaxing low. Two stages in particular – against Blooper and Boom Boom, of all characters – gave me a considerable challenge. The story mode does provide some solid fun in the gameplay, variety and RPG elements, but the inconsistent difficulty may be too jarring for some.
Even with these issues, however, Mario Tennis Aces is an undeniable good time. The sheer polish that exudes from its gameplay marks a new high for the series, while free play and tournament modes give multiplayer a huge amount of replay value. Add in the fact that you can not only play as series regulars like Mario, Luigi, Peach and Bowser, but entertaining newcomers like Spike and Chain Chomp, and you have one of the most distinctly ‘Mario’ of all Mario sports titles. If Nintendo and Camelot can take this core gameplay for the next entry, while refining the single player campaign and adding more play styles and customizable options, and we could have the Mario Kart 8 equivalent of Mario’s sports titles. As it is, well, the pieces are in place.
*Review based on Super Mario RPG: Legend of the Seven Stars release as part of the SNES Classic*
Since its inception in 1985, the Super Mario series has proven to be the avant garde of video games, prioritizing gameplay innovation and concepts unique to the video game medium over all else. This design philosophy has not only allowed the core platformers of the Super Mario series to consistently reinvent themselves, but has also turned its titular plumber into gaming’s renaissance man, able to adapt to seemingly any genre Nintendo decides to cast him in. Of the various “spinoff” Mario titles, Mario Kart gets the most widespread recognition, as it created the ‘kart racer’ sub-genre while simultaneously producing a series that rivals the core Mario titles in popularity. But while Mario Kart might be the most famous of Mario’s detours, the most outstanding might just be the 1996 SNES classic, Super Mario RPG: Legend of the Seven Stars, the title that sent Mario into most unfamiliar territory.
Super Mario RPG was a bold venture. A joint effort between series’ publisher Nintendo and Final Fantasy developer Square-Enix (then Squaresoft), Super Mario RPG took the characters and world of Nintendo’s flagship franchise, and merged it with the RPG genre that Square was renowned for. Though a fan-favorite today, at the time many wondered if converting the Mario series into the narrative-heavy RPG genre could work. The fact that Super Mario RPG remains one of the most beloved Mario games should be a testament to just how successful the finished product was. Its hefty reputation is well deserved.
While Super Mario RPG is a joining together of the series and genre of its title, what makes it work so well is how it both pays homage and parody to both parties involved, and turns them on their heads.
The story here is that – just as Mario is about to defeat Bowser for another daring rescue of Princess Peach (here called Toadstool, as she was known in the west at the time) – a massive earthquake hits the scene, throwing Mario, Bowser and the Princess to different corners of the Mushroom Kingdom. The source of this quake is a giant, anthropomorphic sword that has fallen from the heavens and plunged into Bowser’s castle. The sword is called Exor, and declares Bowser’s Keep to be occupied by its master, Smithy, who plans to conquer the rest of Mario’s world.
As it turns out, Smithy is already closer to world conquest than he knows, as Exor slashed through the Star Road on its descent onto Mario’s world, shattering it into seven magical Star Pieces. The Star Road is what allows people’s wishes to come true. With its power scattered into seven fallen pieces, the wishes of the denizens of Mario’s world can no longer come to light. It then becomes a race between Mario and his companions to prevent the Smithy Gang from claiming the seven Stars, which would result in the evil Smithy’s dark desires coming to fruition.
What makes this story memorable is that it both adds a serious narrative to the Super Mario series (for the first time), while still maintaining the franchise’s whimsical lightheartedness. The premise feels like it could have been pulled out of a Disney movie, and the game takes advantage of the nature of the Mario series to add a good dose of humor into the serious RPG plot.
Mario is joined on his adventure by four companions: The aforementioned Princess Toadstool is the obvious ally, but for the first time in the series, Bowser fights alongside Mario in a quest to reclaim his castle. The remaining two members of Mario’s party were original to Super Mario RPG; Mallow, the fluffy, cloud-like black mage of the group, and Geno, an otherworldly spirit occupying an action figure for its body.
It’s a memorable cast of characters. Mario is his usual, silent self, but the Princess becomes something of the ‘tough guy’ of the party after growing tired of being rescued, while Bowser steals the show as the insecure brute with a heart of gold. Meanwhile, Mallow is the kid of the group wanting to prove himself, while Geno has connections to the Star Road and is something of the Gandalf of the team (the wise, old badass). Mallow and Geno left such an impression that – although they have yet to properly appear in another game – fans still long for their return.
No matter how iconic or likable these characters are though, it wouldn’t mean much if the game they starred in weren’t great. Luckily for them, Super Mario RPG was one of the best games of the genre’s golden era, and remains one of Mario’s timeless classics.
The battle system here at first looks like the usual turn-based affair, but with some fresh changes, such as each action in battle being mapped to specific buttons (A for regular attacks, B for defense, Y for special moves, and X for items). The biggest addition Super Mario RPG makes to RPG battles is one that’s subtle, yet game-changing: Action Commands.
During battles, players have more involvement than in other RPGs of the time. During attacks, well-timed button presses can increase damage (and timing them just right during enemy attacks can reduce damage), while special moves have their own interactive elements (repeated button-presses or timing, holding a button and releasing it, etc.). It’s such a seemingly simple twist on RPG norms, but it adds so much more fun to the proceedings than simply selecting items from menus.
There are some small quibbles in that there’s a lack of on-screen directions to inform you of when to use button-presses during many actions (directions are briefly explained before certain special attacks, but others are trickier to figure out). Still, most of the Action Commands aren’t too hard to get the hang of, so nothing’s too cryptic. But if you do manage to master them, you may find that the overall adventure is a bit on the easy side, though I suppose turn-based RPGs aren’t known for brutal difficulty anyway. Still, these hardly qualify as complaints, as they never get in the way of the enjoyment of the gameplay, story, or overall fun.
Meanwhile, wandering through the overworlds is also improved over other games in the genre, with just a dash of platforming added into the mix for – you guessed it – more interactivity than you’d find in other RPGs. The game is given all the more personality when you talk to NPCs, who often put that aforementioned humor on full display. In case that weren’t enough, Super Mario RPG features a myriad of entertaining mini-games and side quests, some of which are exceptionally well hidden.
Being released at the tail-end of the Super Nintendo’s life cycle, Super Mario RPG pushed the console’s capabilities to their limits. Super Mario RPG features highly detailed environments and an isometric perspective to give the game something of a 3D quality, with character graphics that are comparable to the Donkey Kong Country sequels (one enemy monster even resembles good ol’ DK, perhaps to emphasize this).
However, the best aesthetic qualities of Super Mario RPG are in its sounds. Composed by Yoko Shinomura – famous for her soundtracks of Street Fighter II and the Kingdom Hearts series – Super Mario RPG’s score is her masterwork, encompassing a wide range of styles and emotions, and captures that distinct Mario personality while also creating an identity unique to itself. The SNES is widely regarded for the stellar soundtracks of its games, and Super Mario RPG is second only to Donkey Kong Country 2: Diddy’s Kong Quest for the title of best musical score on the platform. It’s an all-time great gaming soundtrack.
Sadly, while Super Mario RPG: Legend of the Seven Stars remains one of Mario’s most memorable adventures, it seems to be the only entry in the entire franchise that was to be a one-and-done deal. It may have influenced spiritual successors in the Paper Mario and Mario & Luigi series of RPGs – which improved on a few individual elements (Paper Mario introduced on-screen button cues during attacks) – but none of them have captured the same magic of the whole experience that Super Mario RPG did, nor have they left the same kind of unique impact on the overall Mario series.
If anything, Super Mario RPG’s isolation from the rest of the Mario series has only helped it endure as one of the most beloved entries in the franchise’s peerless history (it’s even helped inspire games such as Undertale). Here’s hoping that, someday, we might see Super Mario RPG’s legacy continue in some form. For now, however, Super Mario RPG: Legend of the Seven Stars can at least still claim to be among Mario’s greatest adventures, and one of the best RPGs of all time. A legend indeed.
Today is Mar. 10, which means it’s Mario Day! I had originally planned on getting a review for a certain Mario game up today, but I was unable to get it done in time (be patient, my loves). To compensate, let’s celebrate Mario Day with every Mario review I’ve written thus far (Plus one by Mr. AfterStory)!Here we go!
Super Mario Galaxy was released on the Nintendo Wii on November 12, 2007, meaning that today is the tenth anniversary of its (western) release. Wow… I feel old.
Anyway, the ten-year milestone is always a big one, but I feel this is an exceptional cause for celebration in the video game world for a couple of reasons.
The first such reason is that Super Mario Galaxy can be seen as a resurgence of the Super Mario series, which is still going strong these ten years later. Sure, the Mario series never got into any real slump (he’s not Sonic, after all), but aside from the two Paper Mario titles on the N64 and GameCube, it felt like the series had been missing that little something extra after Super Mario 64. But then Galaxy came along and brought the series back to its strongest. Here was a game that could ranked alongside any of Nintendo’s best. And because of it, we later got the holy-crap-it’s-somehow-even-better Super Mario Galaxy 2 a few years later. Sure, Super Mario 3D Land was a bit of a regression, but Super Mario 3D World, while no Galaxy, delivered another Mario great shortly thereafter, largely because of the impact Galaxy made to the series, and its influence on Nintendo’s designers.
This influence stretched past Nintendo’s doors, however, as many other developers sang the praises of Super Mario Galaxy. It also seemed to shift the industry as a whole in a more positive direction. After the early 2000s seemed to transform gaming into “edgelord” mode, where everything was dark and gritty, and vengeance seemed to be the go-to motive for the armies of “anti-heroes” of the time; Super Mario Galaxy’s high praise and strong sales seemed to lighten things up a bit, and reminded people that a colorful, cheerful game doesn’t equate to a bad one. Thankfully, we see a much wider variety of tones and styles in games today then we did in the 2000s, and although that’s not all on Galaxy’s shoulders, it probably is the centerpiece of this shift thanks to its acclaim and influence.
Now perhaps this is just me talking, but I feel like Super Mario Galaxy revived the “perfect 10” in video games. That’s entirely subjective, of course, but I think if you look at most publications’ records of perfect scores, they seemed to pick up in numbers with the release of Super Mario Galaxy. I don’t think critics are any easier in giving perfect scores, I just think games have gotten better, and are at a height they haven’t been in since the 16-bit days. Again, it’s not that Galaxy magically made perfect 10s possible, but it can be seen as the beginning of this high level of quality.
Even on a more personal level, there were plenty of games I enjoyed greatly during the early 2000s, but at the same time, there aren’t a whole lot I’m quick to point out as some of the best games I’ve ever played if asked today. That’s certainly not a knock on those games (again, many of them were great), but as stated, I think Galaxy resurrected that timeless quality in games that hadn’t been seen since the Super Nintendo era.
I mean, when the worst thing I can say about Galaxy is that Galaxy 2 and Super Mario Odyssey are even better, that kind of speaks volumes about it.
Happy tenth anniversary Super Mario Galaxy! An all-time classic, without question.
Much has been said of how Super Mario Odyssey is the return to the “sandbox style” of Mario game found in Super Mario 64 and Super Mario Sunshine. But the truth is it’s much more than that. This is the latest evolution in a series that is no stranger to evolving, as it feels like a culmination of everything Mario has learned up to this point, all tied together with a bag of tricks that are entirely its own. World ensured Mario was an icon to endure past the 8-bit NES, 64 brought Mario into the third dimension and changed the way platformers are played, and Galaxy turned the very nature of the series on its head (often literally). Odyssey is the latest continuation of Mario’s progression, as it contorts and redefines the very foundations of gaming’s greatest icon.
From the get-go, it’s easy to tell that Odyssey is something special. Though the story is the tale as old as time – with the fiendish Bowser absconding with Princess Peach in an attempt to force her to be his bride – there are new twists here that make things feel fresh. The first, and most apparent, is the new cinematic quality given to the game’s events. The story this time around begins with what would be the end of another Mario adventure, with the mustachioed hero coming face-to-face with the King Koopa to rescue Princess Peach.
Bowser, now decked out in a wedding tux, has hired a band of evil bunny wedding planners called the Broodals to aide him in his schemes, which all revolve around the forced nuptials. Bowser manages to get the upper hand in the scuffle, and soon Mario is sent plummeting from Bowser’s airship. Mario awakes not in the sunshine covered grassy hills that would signify the first level of virtually every previous Mario title, but in the Nightmare Before Christmas-esque world of the Cap Kingdom, which is inhabited by spectral hats.
Bowser is traveling the world, stealing different items from various kingdoms to ensure his ceremony is perfect: Flowers from the Wooded Kingdom, sparkling water from the Seaside Kingdom, and a mystic wedding ring from the Sand Kingdom, to name a few of the objects Bowser has apprehended. One of these items happens to be a sentient tiara from the Cap Kingdom (aptly named Tiara), whose brother Cappy is on a mission to rescue her. Mario and Cappy join forces, and soon the duo set off on a globetrotting adventure to save the day.
Being a Mario title, of course the plot is simple stuff, but its cinematic presentation is a new high for the series, with many moments feeling like extravagant set pieces ripped out of Uncharted. And though it’s minimal, a travel brochure that serves as the player’s map contributes a bit of world building, with each kingdom getting some little details given to their environment, citizens, and local industries. Odyssey’s world may never pull at the heartstrings like Rosalina’s storybook, but Mario’s world has never felt more alive.
This is perhaps a bit ironic, because Mario’s world has also never been weirder. The realistically-proportioned humans of New Donk City (the Metro Kingdom) have already gained internet infamy for how they hilariously clash with Mario’s cartoonish self. But that’s far from the end of it, with Odyssey seemingly having a ball implementing whatever art directions and world themes tickle its fancy. The Sand Kingdom is home to sugar skull people inspired by Dia de los Muertos, while the Cascade Kingdom houses a T-rex that looks like it was ripped out of Jurassic Park. There are many other wonderful diversities in Odyssey’s visuals, including one boss who – along with its world – looks more like something from Dark Souls or Skyrim than Super Mario.
Of course, with Mario, it’s the gameplay that always comes first, and that’s as true here as ever. The best part is Odyssey’s distinct sense of weirdness is found even in its gameplay.
Describing the gameplay as weird certainly isn’t a knock on the game’s controls – Odyssey is as much a sequel to the Galaxy duo as it is to 64, as Mario himself retains all his classic acrobatics from those games, and controls just as fluidly as he did in his space ventures – but this weirdness is found in the form of Odyssey’s key new feature: the capture mechanic.
By throwing Cappy, Mario can effectively possess creatures and his classic enemies via his ghostly headwear (think of it like Oddjob from Goldfinger meets Bob from Twin Peaks), with each capture-able character bringing its own gameplay.
Some creatures provide small changes, such as the Cheap Cheap allowing for faster swimming without the need to take a break for air, while Goombas can stack on top of each other to reach higher places. Others are a bit more drastic, with the notorious Hammer Bros. having their own sense of movement, and can rapidly throw projectiles to fell enemies and break objects.
The capture ability isn’t limited to Mario’s classic rogues gallery, however, and the former plumber can possess new creatures like the Gushen, a squid-like figure entrapped in a bubble of water which pays homage to Sunshine’s F.L.U.D.D. by means of using the water as a jetpack. The Tropical Wiggler can stretch like an accordion for some unique navigation, while the aforementioned T-rex proves to be an unstoppable behemoth. Mario can even capture some inanimate objects, like the poles of New Donk City, which fling Mario to great heights.
Being able to capture such a wide array of creatures and objects means that the gameplay is constantly changing, and Odyssey wisely incorporates the mechanic into a seemingly endless variety of objects both big and small. Traditional power-ups are nowhere to be found, but the capture ability is so robust and used so creatively that it’s a more than worthy alternative.
It’s all for the sake of collecting Power Moons, the new equivalent to Stars and Shines of 3D Marios past. These Power Moons are the energy source that fuels Mario and Cappy’s ship, the Odyssey, with more moons required to visit each subsequent kingdom.
Here’s where Super Mario Odyssey lives up to its monicker of an open-world Mario title more than 64 and Sunshine ever did. There is no hub world in Odyssey, instead, each stage is its own wide open sandbox. Without a hub to return to after a Moon is collected, Mario pulls a page out of Banjo-Kazooie’s playbook, and is free to comb through a stage finding as many Power Moons as he possibly can at the player’s own leisure. There is a small caveat in that Odyssey is slightly more story-dictated than other Mario titles, and most of the stages are unlocked in a subsequent order (with only a few instances of multiple levels opening up at once). This is ultimately minor, however, as each stage has so much to do at any given time – with more activities being unlocked as you progress through the adventure – that the sheer abundance of player choice is perhaps equalled solely by Breath of the Wild.
Odyssey’s stages can get pretty massive, but they never feel overwhelming. Checkpoint flags can be fast-traveled to on the map screen, and the capture ability often leads to faster means of exploration. Plus, there’s so much to do in any given space of Odyssey’s levels that you’ll never feel like your travels are for naught.
The story will take about fifteen hours to complete, but rest assured the game is far from over at that point, as postgame content opens the adventure up all the more, leaving every sandbox of a stage completely open for the player to traverse them like never before. With hundreds of Moons to acquire, there’s rarely ever an end in sight, unless the player so desires to move on.
There are other means in which Odyssey gleefully leaves the player in charge, with a host of different control options available. Though the motion controls may take a few minutes to get used to, once you do, they play like a dream, and I found myself actively wanting to play with a joycon in each hand. You can always dock the joycons or use a pro controller if you wish, but Nintendo really went all out in ensuring every control option feels so responsive.
Perhaps Odyssey’s most charming little customizable option is the ability to change Mario’s costume and hat. Coins play a larger role than ever, as they can be traded to a chain of shops known as the Crazy Cap to gain new costumes. Similarly, purple currency is different to each kingdom, and are used to unlock costumes based on or inspired by that region (often with ties to Mario’s past, such as New Donk City’s construction worker uniform being identical to that which Mario wore on the box art to Super Mario Maker).
For the most part, the costumes and hats are purely cosmetic, though there are a few instances of a particular costume set being required to enter specific doors or to get the proper reaction from an NPC. Though this may be Odyssey’s lone lacking element, as Mario is usually just granted a Moon for entering said doors or talking to said NPCs. It’s a minor quibble, but it would have been a bit more interesting if the sections that required specific costumes had more to them.
If one has to search really hard to find anything else to raise an eyebrow about, it’s simply that the penalty for defeat is a measly ten coins. Gone are 1-ups and game overs in an admittedly modernized approach. But seeing as coins are all over the place, and more prevalent than ever before, defeat seems to have very little consequence.
Another noteworthy aspect of Odyssey is its bombardment of memorable boss fights. Although the boss battles tend to be on the easy side, they deliver on the fronts of creativity which, for my money, is the more important area. The boss battles are varied and plentiful, with many of the best ones also taking advantage of different capture abilities.
Visually speaking, Odyssey is the best looking game on the Switch. Along with the aforementioned abundance of art directions, the game as a whole is just a beauty to look at. Every texture, surface and liquid to be found in Mario’s world is given a new sheen, so even the most absurd of creatures and locations have a sense of realism. Better still are the tiny little details that are littered all over the place, like Mario getting covered in soot if he jumps over a chimney, or small animals scurrying in the distance. Although Mario’s world is more surreal than the land of Hyrule, Odyssey evokes the same sense of love for attention to detail as Breath of the Wild.
Of course, what would a Mario game be without a great soundtrack? This is another area in which Odyssey seemingly sets a new highpoint for the series, expanding on the orchestrated wonderment of Galaxy and making it into something even more grandiose, while still sounding distinctly Mario. Odyssey’s soundtrack is as fun and epic as any in Nintendo’s history, and is nothing short of a joy to listen to.
Super Mario Odyssey is a phenomenal game. It never stops piquing the player’s curiosity, and consistently rewarding it with one brilliant idea after another. There’s simply never a dull moment in Super Mario Odyssey, as it displays a constant stream of inventiveness that few games could match. Even a second player can join in on the action, and take control of Cappy while player one takes up Mario’s mantle.
Mario is one of gaming’s oldest icons, and yet he’s also proven to be the medium’s most consistent source of new ideas time and again. That concept has maybe never been more apparent than it is here in Odyssey, as it combines so many aspects of Mario’s greatest adventures while simultaneously rewriting them. It’s the next step in Mario’s evolution, while also being a loving homage to the series’ peerless history.
If I didn’t know any better, I might even say that Odyssey feels like a fitting conclusion to gaming’s most iconic franchise. It won’t be, of course, but Odyssey feels like the crescendo of all things Mario. There were more than a few instance in which Odyssey had me misty-eyed. Some instances were due to personal nostalgia, others were because of how beautifully Odyssey pays tribute to its entire lineage.
Fitting that Super Mario Odyssey should be released ten years after Galaxy. In 2007, Super Mario Galaxy seemed to encapsulate the Super Mario series, and brought it all to such newfound heights that many wondered where Mario could possibly go next. Now, Odyssey has pulled it off all over again. Its restless imagination, non-stop surprises, and pitch-perfect gameplay will leave anyone wondering what the future holds for Mario and company.