Super Mario Party Review

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.

“Star get!”

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.

“I kind of love how you can play as iconic enemies like Shy Guy, Boo, Monty Mole and a Hammer Brother.”

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.

“Oh lord, it’s Double Dash all over again!”

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.

“Waluigi wins? Is it possible to use those words together in a sentence like that?”

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.

“Hey! The Bob-omb King! Remember that guy? One of the boards revolves around him.”

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.

“Race for your life, Shy Guy!”

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.

“Alex, I’ll take “Things Sakurai Would Never Say” for 500.”

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.

“My favorite characters (minus Geno) teaming up? Yes please!”

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.

 

7

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Mario Tennis Aces Review

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.

“Rosalina is best girl!”

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.

“Waluigi is here. That’s one thing Mario Tennis will always have over Smash.”

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.

“Mario Tennis Aces brings back the odd Mario sports tradition of resurrecting Super Mario Sunshine bosses.”

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.

“Chain Chomp FTW!”

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.

 

6

Super Mario Galaxy Turns 10!

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.

“Super Mario Galaxy also introduced us to best girl, Rosalina.”

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.

“Galaxy reintroduced Mario World’s constant sense of invention to the series. There was never a dull moment in Galaxy.”

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.

Mario Kart 8 Deluxe Review

Mario Kart 8 was not only the best-selling game on the Wii U, and one of the system’s best titles, it was the best Mario Kart to date. It abandoned the luck-based nature of Mario Kart Wii, and gave it a sense of polish like the series had never seen before. There was, however, one glaring flaw with Mario Kart 8.

Despite all the improvements MK8 made to the core racing mechanics of the series, it somehow managed to butcher the series’ beloved Battle Mode of all things. Gone were the arenas where players did battle. Instead, players had to pop each other’s balloons while wandering around the racetracks, hoping that they could manage to even find one of the other players.

Thankfully, it seems Nintendo realized they made more than a little bit of an oopsie with Mario Kart 8’s Battle Mode, and decided to revamp it entirely for the game’s relaunch on the Nintendo Switch. By taking an already exceptional game, rectifying its one great flaw, and sprinkling in several other small changes, Nintendo has ensured that Mario Kart 8 Deluxe is as essential to the Switch as its original incarnation was to the Wii U.

This being a re-release, the core mechanics of the experience are nearly identical to what they were in the original Mario Kart 8. The racing is as tight and intricate as it was back in 2014. You still get boosts for drifting and for performing stunts, the racetracks still posses anti-gravity sections, and the items are still more balanced than in previous entries in the series.

There are, however, a few subtle changes that improve the already smooth experience. You can now drift longer for even greater boosts (represented by pink sparks flying from your wheels), and the infamous “fire hopping” trick (which gave an advantage to those who could pull it off) has been removed, making the racing all the more balanced.

Perhaps the most noticeable change in gameplay is that you can now hold two items at once, a returning feature from the GameCube’s Mario Kart: Double Dash!!. You can even find double item boxes, to immediately gain two items at once.

These may all sound like small changes, but you’d be surprised just how much they change things up. This is particularly true for the double items, which make getting and maintaining first place a greater challenge than before.

There are other changes present as well: Beginning players can now enable “Smart Steering,” which prevents your kart from falling off track (though this feature disables the pink sparks, and makes certain shortcuts harder to reach, should they require you to jump from one track to another). You can now change characters and karts in between online matches, instead of going back to the online lobby in order to do so. Additionally, the randomization of items seems to have been tweaked, with speed-boosting Mushrooms – while still the most common item – no longer feeling annoyingly frequent, while more useful items aren’t quite as rare, though not common enough to ruin the game’s balance.

We even get two items returning from older entries in the series: Super Mario Kart’s Super Feather allows players to jump over obstacles, and Mario Kart 64’s Boo turns players ethereal, making them impervious to enemy items, while also stealing an item from a random opponent.

To top it all off, the game includes every character from the Wii U version, including the DLC originals like Link from The Legend of Zelda, Villager and Isabelle from Animal Crossing, Tanooki Mario, and Dry Bowser, as well as five brand-new characters: King Boo, Dry Bones, Bowser Jr. and the boy and girl Inklings from Splatoon.

On the downside of things, the only unlockable character is Gold Mario, who is merely an alternate color for Metal Mario, who already seemed like an unnecessary character to begin with. Mario Kart 8 had a mixed bag of characters as it was, with every timeless video game icon like Mario, Bowser and Donkey Kong being countered with a throwaway addition like Baby Daisy and the creative low that is Pink Gold Peach. The five brand new characters do bring a bit more proper franchise representation to the game, but the more lackluster characters still sour the roster a little.

Of course, the big news here is the Battle Mode, which has been brought back to its former glory, and features five different gameplay styles.

Naturally, there’s the traditional Balloon Battle, where players fight in an arena and try to eliminate the other players’ balloons by using items. Then there’s Bob-omb Blast, which is essentially just Balloon Battle, but where every item is replaced with Bob-ombs, making for pure chaos. Coin Runners sees players trying to hold onto the most coins by the time the clock runs out, with players losing coins every time a weapon strikes them.

One of my personal favorites is Shine Thief, a returning mode from Double Dash!! that sees every player fighting for a single Shine Sprite. Whoever can hold the Shine Sprite for a count of twenty is the winner. As you can imagine, holding the Shine Sprite makes you the target of every other player, and though reclaiming the Shine Sprite will continue your counter from where it left off (until it reaches five or below), getting it back after losing it is easier said than done. The hectic action of Shine Thief is matched only by Renegade Roundup, a brand-new Battle Mode that is divided into teams. One team takes the role of “The Authorities,” identified by the Piranha Plants with police sirens attached to their karts, while the others are the “Renegades.” The goal of the Authorities is to capture all of the renegades via the Piranha Plant, while the Renegades simply try to survive within the allotted time. This may sound like it heavily favors the Authorities team, but the Renegades can free their captured teammates by driving into a switch, making things much more competitive.

Having a proper Battle Mode rectifies the one big mistake Mario Kart 8 made the first time around, and the fact that it comes in five variants makes it feel like Nintendo went out of their way to make up for its omission in the game’s original release. Battle Mode gives a great alternative to the racing, and all five versions of it are extremely fun.

If there’s any disappointment to be had with Mario Kart 8 Deluxe, it’s simply that there are no new racetracks added to the game (not counting the battle arenas). Yes, the track design in Mario Kart 8 is the best in the series, and the fact that Deluxe comes with all the original’s DLC tracks out of the box means there’s no shortage of variety. But considering how Nintendo went above and beyond the call of duty for the Battle Mode, you can’t help but wish they’d have done the same for the core racing by including a new cup or two.

Even with the lack of new racetracks, it’s hard not to be impressed with what Mario Kart 8 Deluxe has in store. Mario Kart 8 already had great gameplay, and more polish than any entry in the series before it. But now the few kinks that were present have been ironed out, making it the smoothest and most polished kart racer around.

You also couldn’t ask for much better in terms of presentation. Mario Kart 8 was always a gorgeous game. Though it’s hard to tell if the graphics have been improved at all, that’s just a testament to how stunning the game always looked. Its colorful characters and locales, fun and varied art direction, and sharp graphics come together to make a game that looks simply stunning, and whose visuals perhaps don’t get the attention they deserve. It’s an outright beautiful game to look at, and the orchestrated soundtrack is just as pleasing to the ears.

Combine all of this with the more streamlined tweaks, and an online mode that is sure to keep you coming back for more, and Mario Kart 8 Deluxe proves to be one of the finest of multiplayer games. Mario Kart 8 was already the closest thing the series had to a definitive entry, and now as Mario Kart 8 Deluxe, it undoubtedly belongs on any list of the best Nintendo games.

 

9

Mario Kart Arcade GP DX Review

MKAGPDX

Mario Kart as been one of Nintendo’s most successful and beloved franchises. Every major platform since the SNES has seen the release of a new Mario Kart title, and in more recent years, Nintendo has teamed with Namco Bandai Games to produce a series of Mario Kart titles for arcades. The third and most recent of which, Super Mario Arcade GP DX, can be played in many arcades in Japan and in the west. But just how well does this arcade installment stack up against the traditional entries on Nintendo’s platforms?

In many ways, Mario Kart Arcade GP DX is a pretty interesting game. Not only does it bring Mario Kart to arcades, but in many instances you are able to save data so that you keep unlocked features with future visits (though not every arcade provides the means to save progress, and simply have many of the game’s aspects unlocked from the get-go). Then there are silly little details that could only work in arcades, like taking a photo of yourself with a pirate hat or Rosalina’s hair to be displayed over your character for other players to see.

Gameplay-wise, Mario Kart Arcade GP DX is a pretty faithful transition for the franchise to arcade cabinets. The game is controlled via arcade wheel, with an acceleration and brake pedal being included to better mimic real-life driving. It definitely feels appropriate for an arcade version, though admittedly the wheel’s controls can feel a tad oversensitive.

Naturally, like any Mario Kart, the game is at its best when played with others. Most arcades that feature the game have multiple cabinets. Players can not only race against each other, but can even team up against computers, or have two-on-two races between players. Some of these modes even include special items that see players’ vehicles join together, with one player temporarily becoming the driver, and the other firing a barrage of weapons, Double Dash style.

On the downside of things, some of the classic Mario Kart aspects – namely the items and tracks – have been watered down. While it’s understandable for certain features to be simplified in the arcades, I can’t help but feel that the game went about the simplification in the wrong way.

Items are now placed into three categories: items that are launched in front of you, items that are dropped behind you, and special items. This not only takes out the variety in the Mario Kart weaponry, but in each race you’re only able to get a single item in each category, which – like your Kart – are determined via roulette wheel. So not only do you not have most of the classic Mario Kart items at your disposal (all but the Koopa Shells are replaced with more generic items like road signs),  but you don’t even have control as to which items you get, or what kart you drive.

The tracks themselves also have a strong lack in variety. Although there are still a few different cups to choose from (each containing four tracks), each track within a cup has a striking similarity to each other in both layout and themes (every track in Mario Cup resembles a beach, for example, while Bowser Jr. Cup is all about airships).

Mario Kart Arcade GP DX is definitely a fun time at the arcade, especially if you happen to get three other players to join in. Unfortunately, its feeling of being simplified for the arcades is a bit too prominent, which removes a good deal of variety and depth from the formula. It’s definitely worth a few tokens if you have some friends or other arcade patrons playing with or against you. Just don’t expect to spend a whole lot of time on it, even if you have the tokens to do so.

 

5

Super Mario Galaxy 2 Review

Super Mario Galaxy 2

Super Mario Galaxy 2, more so than any game I’ve played, loves video games. It loves video games in their purest form, putting gameplay and invention above all else, and polishing it all to the greatest of extents. Galaxy 2 takes many of the bells and whistles of modern game design, and tosses them out the window. That’s not to say that Galaxy 2 is a backwards game – that couldn’t be any further from the truth – but where most of today’s games are trying to prove they are more than just video games, Super Mario Galaxy 2 proudly lets players know that it is a pure, unadulterated video game, and that in itself is a beautiful thing.

The original Super Mario Galaxy was a triumph of design that showcased Nintendo’s abilities at their most imaginative. Galaxy 2 is nothing short of Nintendo trying to outdo themselves at their best. They succeeded.

The game’s sense of control is identical to its predecessor, and it remains one of the most fluid control schemes in gaming: Mario’s movement is performed with the Wii remote’s nunchuck attachment, with the remote itself being used to perform Mario’s signature jumping maneuvers. A quick shake of the remote has Mario performing an ever-important spin attack, which not only stuns enemies, but gives a vital boost to Mario’s jumps. Additionally, the Wii Remote’s motion controls are used to collect Star Bits, which can be used against enemies with an onscreen cursor as well as collected to unlock additional stages.

While Galaxy 2 controls similarly to the original, it’s in its design and progression that Galaxy 2 becomes its own creation.

The hub world of the previous 3D Mario games is abandoned. In its place is the simpler Starship Mario, a mini-planetoid that humorously resembles Mario himself. Starship Mario works closer to a miniature playground for players to test out their abilities than a traditional hub like Mario 64’s castle or Galaxy’s Comet Observatory. Through Starship Mario players traverse a world map akin to the 2D Marios, giving Galaxy 2 a more instantaneous sense of progression.Super Mario Galaxy 2

Mario must still collect Power Stars, which he gains from completing missions within the game’s many levels (referred to here as “Galaxies”). These Galaxies mostly consist of linear series of planetoids that tinker with various levels of gravity, but some larger, more grounded open worlds as well as 2D stages also show up from time to time. Acquiring Stars never becomes tedious or repetitive, as Galaxy 2 is constantly throwing new ideas into the mix to keep the game fresh throughout its entirety, never slowing down with its restless creativity.

Throughout his adventure, Mario will race down giant tree trunks, traverse a haunted pop-up book, and compete in a series of mini-games against a blue chimp, to name but a few of the odd ventures Mario partakes in.Super Mario Galaxy 2

Even the stages that house multiple Power Stars feel wonderfully varied within their return visits. One such galaxy initially has Mario braving an obstacle course of moons while avoiding the maws of giant lava hippos, but the second time around the famed plumber must use one of the game’s power-ups to become a bowling ball and make his way through a bowling alley suspended in the sky. Galaxy 2 even finds the time to recreate events from some of Mario’s past adventures, and add its own spin on them to make them feel new all over again. Super Mario Galaxy 2 upstages even its predecessor with its wondrous sense of invention.

It isn’t just the level design that separates Galaxy 2 from the original, however, as new elements are added to the core gameplay to ensure the experience is its own.

The most obvious addition to Galaxy 2 is the return of Yoshi, who was better utilized here than he had been in any Mario game since his debut in Super Mario World. Yoshi not only has a more floaty jump to help Mario across more dangerous chasms, but he also provides the game’s best use of motion controls, as Yoshi’s whiplike tongue is controlled by pointing the Wii remote to gobble up enemies or interact with objects.

Super Mario Galaxy 2Yoshi even gets three power-ups of his own this time around: The Dash Pepper allows Yoshi to run so fast he can sprint up walls and glide on water. The Blimp Fruit causes Yoshi to turn into a balloon to float to out of reach heights. Finally, the Bulb Berry is one of Galaxy 2’s greatest gameplay innovations, as it causes Yoshi to illuminate dark places and reveal ethereal platforms, which slowly disappear as the effects of the berry wear off.

Although Yoshi is not present in every stage, his addition to the game is used to its fullest, and he adds an even greater depth and variety to an already deep and varied game.

Besides Yoshi, a plethora of power-ups add to the gameplay, with most of the first Galaxy’s power-ups making a return: The ever-present Fire Flower allows Mario to throw fireballs, the Bee Mushroom gives Mario small bursts of flight and the ability to climb honeycombs, the Boo Mushroom grants Mario the ability to float and disappear through walls, the Spring Mushroom wraps Mario in a coil that – although humorously muddling his controls – allows him to jump to greater heights, and the Rainbow Star gives Mario temporary invincibility.

Three new power-ups were introduced here, however, giving Galaxy 2 Mario’s best array of abilities yet in the long-standing series.

Super Mario Galaxy 2The Cloud Flower, Galaxy 2’s most prominent power-up, allows Mario to create three cloud platforms, which becomes an invaluable contribution in more challenging stages. The Rock Mushroom turns Mario into a boulder that crushes everything in its path. Finally, the Spin Drill is used to dig through and into the ground, adding a whole new layer to Galaxy’s wonderfully dizzying level design.

Some power-ups are found far more frequently than others, but much like the other aspects of the game, Galaxy 2 brings out the best of its toybox of power-ups with their every use. You’ll rarely be using them the same way twice.

Super Mario Galaxy 2Galaxy 2 outdoes its predecessor in two other key areas: One is the difficulty, which has been upped from Mario’s first intergalactic adventure. It’s never painfully difficult, but it has a more notable difficulty curve than the first game. Then there’s the boss encounters, which are far more frequent, creative and challenging than the first Galaxy, with a new and inventive boss fight seemingly around every corner.

Some may lament that Galaxy 2 undoes much of what the first Super Mario Galaxy did in terms of narrative. Although the original didn’t have an Earth-shatteringly new story, it displayed it with a much stronger cinematic presentation, and the character addition of Rosalina provided not only the series’ most fleshed-out character, but also brought a genuinely touching side-story to the table. Galaxy 2 abandons these concepts, with the story now being minimized to the point of self-parody. Rosalina’s role is also largely reduced, being more or less replaced by the cute but basic Lubba, who provides little to the game outside of some light humor.

Galaxy 2 may not match the first game in terms of it cinematic approach or heartfelt side-stories – with Bowser seemingly invading the Mushroom Kingdom and taking the Princess to outer space on a mere whim this time around – but the change is ultimately for the best. Simply replicating those aspects from Galaxy may have felt recycled, and introducing a new character with a similar story to Rosalina would not only feel rehashed, but it would cheapen what the first game accomplished with Rosalina. Galaxy 2’s insistence of pure gameplay over all else differentiates it from its predecessor, thus not cheapening either title.

Super Mario Galaxy 2In terms of presentation, it’s hard to imagine Galaxy 2 could look or sound better. The visuals were the absolute best to come out of the Wii, pushing its hardware to its limit and even improving on the sheen of the first game’s graphics with more colorful visuals, fun character designs, detailed environments and ridiculously fluid animations. Its soundtrack stands as one of the very best in gaming, using most of the orchestrated tracks from the first game with a host of new ones by Nintendo’s orchestra man, Mahito Yokota. Galaxy 2’s soundtrack perfectly combines a sense of awe and beauty while still sounding distinctly Mario.

To say Super Mario Galaxy 2 is a hefty package of gaming is an understatement. The main adventure alone will take close to twenty hours to complete. Long after Bowser is defeated there are secret levels to unlock and more Power Stars to find. And once you’ve gained that 120th Power Star (traditionally the series’ maximum since Mario 64), a whole new, more challenging goal is unlocked within the game’s stages.

Super Mario Galaxy 2 is a triumph of game design and imagination: It’s constantly inventing, reinventing and perfecting not only what the original Galaxy started, but the very foundations of the Mario series itself. It never stops introducing new ideas and gameplay concepts, keeping them long enough to showcase their brilliance but never letting one of them overstay their welcome. Galaxy 2 takes the blueprints of its brilliant predecessor, turns them upside down, and scribbles all over them, coloring outside the lines.

Super Mario Galaxy 2The Super Mario series has remained a consistent force in gaming since its inception, producing some of the most memorable and beloved games of all time. Super Mario Galaxy 2 is so full of invention and exudes such quality in its execution that it puts up a strong argument to being the best game in the illustrious series. Super Mario Galaxy 2 is a celebration of video games, and the end result is not only the best 3D platformer yet made, it’s also one of the finest video games of all time.

Super Mario Galaxy 2 is a video game through and through, and because of that, it’s so much more.

 

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