Years ago, Nintendo used to hold a show called Space World. It was a sort of Nintendo-only counterpart to Tokyo Game Show, which they didn't (and still don't) attend, where they'd announce new games and consoles, and put them out for the public to play. It had very little to do with space as a concept, but its makes for a very convenient segue into the fact that Nintendo has a crazy shared universe you never knew about, and it all takes place in space. Also, it's all perfectly reasonable and requires no insane leaps in fan fiction logic.
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Some Japanese arcade machines don't have controls for a second player. Instead, they get two cabinets to be networked together. Sometimes, the two machines are right next to each other, sometimes they're across, so you can't see your opponent but you always know where they are. Sometimes, as was the case with the Japanese machines in the arcade I went to a few times in high school, they were scattered among the giant lineup of cabinets, so you had no idea who was playing with you. It added this palpable sense of loneliness to whatever game you were playing, since any opponent was essentially a CPU. There was no face to them, no name, just a series of strategies and inputs that was trying to defeat you.
Everyone's favourite Mario Kart is the one they spent the most time with. Among my peers (ie. jaded 20-somethings) that's usually Mario Kart 64. That actually probably holds to people about a decade older than me as well, considering they would have played it in college, but you're probably going to find some Super Mario Kart fans in those numbers, especially when you skew older. Younger fans might love Double Dash, DS or Wii. Nobody loves Super Circuit, because Super Circuit was a crime. The point is, the difference between Mario Karts is often so minute that it all comes down to personal preference. But, that also means when a game personally drives you crazy, it becomes a serious object of ire. All this comes down to an anecdote: the last time I played a Mario Kart game was 2008, when I fell asleep playing Mario Kart Wii.
That's not even a joke. My friend and I dozed off during an online race. The tracks were wide enough to drive five trucks though, side by side, and still leave legroom, while the karts moved so slow the finish line seemed an interminable distance away. You never actually saw other racers on the course, everyone had enough room to breathe that no turn was ever too tricky, no one was ever having too much fun. It went too far in the classic Mario Kart balance of fairness vs fun. In the interest of fairness, the racers in the back have a higher chance of getting items that could turn the tide of a race. In the interest of fun, good, disciplined racing should still be able to win the day. Of course, it wasn't, and combined with the series' traditional rubber banding AI, Mario Kart Wii was an unfun, boring mess of a racer. I swore of Mario Kart, and stayed away for six years, until it was time to do this review. Instead, I played other arcade-style racers, like Split/Second, and Sonic and Sega All-Stars Racing Transformed.
So take it to heart when I say that Mario Kart 8 is a spectacular racer, it's just inside of a disappointing package.
In case you've missed it over the last 22 years, Mario Kart is a series of games that puts Mario and his pals (along with some of his more amicable enemies) in go-karts and motorcycles to race each other across cartoon environments lifted from their adventures. But, in a Hanna-Barbera's Wacky Races style twist, they can pick up items and weapons along the track to use against other racers. This time around, the karts have been upgraded to have anti-gravity features, which gives them a sort of F-Zero-in-slow-motion twist on certain stretches of the tracks.
It sounds like a cheap trick on paper, but it really works in practice. In anti-grav mode, bumping into other vehicles gives you a speed boost, which is great on straightaways, but can kill you on a turn. In what has to be a response to MK Wii, 8 features significantly narrower courses, meaning bumping into other racers (the whole point of a go-kart) becomes a significant part of the strategy. On the ground, it mostly just punts them off the road and on to the acceleration-killing grass. But in anti-grav mode, racers can take the calculated risk to slam into opponents on turns, and send them flying off of the track entirely. Of course, this means they themselves then have to survive the turn with the speed boost, a mechanic largely borrowed from Mario Kart's faster but forgotten older brother, F-Zero. In that game, hitting other cars can slam them off course, but drains your energy bar, which acts as both your health as well as fuel for your boosts. It's the biggest change from previous games, and it's a welcome change of pace from the regular racing mechanics, but it's not exactly earth shattering innovation.
The other major change 8 brings to the table is HD graphics, which, while not a gameplay shift, are undoubtedly impressive. Nintendo continues to be one of the few companies to use HD to its fullest potential, with bright colours and eye-popping designs. I found myself wishing for a way to just view the tracks without a race going on, so I could appreciate how much design effort went into things that usually whiz by during a race. But, at the same time, it's hard to claim like it's a genuine step up for the series. It doesn't impact gameplay, other than making split-screen a teensy-tiny bit easier to read on smaller screens, and the general crowd for HD graphics is looking for photo realism, not a perfect cartoon. But that's neither here nor there, it's undeniable that the game looks incredible.
Similarly, the music is great. Nintendo keeps wheeling out the same live jazz band they seem to be using for every Mario branded game lately, but I'm not complaining. Just like Paper Mario: Sticker Star and Super Mario 3D World, this return to Mario's ragtime/big band musical roots sounds spectacular. A few of the retro tracks from previous games have a slightly more rocking take on the source music, but overall there's a lot of brass next to those electric guitars. The Electrodrome course music specifically is a standout no-brass track, with a really rad techno beat that fits the Shy Guy rave going on in the background.
But while those parts of the presentation seem fantastically high budget, everything else feels like corner cutting. After two weeks of playing the game, I can't find an options menu anywhere. Not that there's anything I necessarily want to change, but it's odd that there's no option to tweak volume or display settings. Similarly, it's odd that the traditional post-grand prix ceremony animation is gone. Instead, it's been replaced by a rotating graphic of the trophy you won, and a list of who placed where. It's not a big deal, especially considering most people tend to skip those, but again, it's a weird tiny corner to cut that leave the game feeling a little cheap at times. Compared to other kart racers, like the criminally underappreciated Sonic and Sega All-Stars Racing Transformed, the single player portions of the game are lacking. Mario Kart has never really had a robust single player mode, but even a small mission mode would have been something. It looks strange that Mario Kart, the premiere kart racing series, and Nintendo's current great hope for the WiiU has a totally bare bones single player when compared to Sega All-Stars, a game that is by no accounts a top budget title, but has an hours long career mode. Admittedly, that career mode gets bogged down with boring missions that get far too difficult on higher levels, but it's something.
Having not played Mario Kart 7, the kart customization features are new to me, and they're a welcome level of complexity, but again, it's nothing that hasn't been done before. Similarly, the return of coins from Super Mario Kart is a nice strategic addition, but mostly just highlights how the series is just borrowing from its past to keep itself moving now. In that vein, pretty much every retro course brought back from the earlier games is spectacular, including the three best Mario Kart 64 tracks (Yoshi Valley, Toad Turnpike, and Rainbow Road). In fact, the only standout dud is Moo Moo Meadows, a course lifted almost directly from MK Wii, and less said about that the better. New tracks are similarly great, aside from super simple ones like the basic Mario Kart Stadium. One of my favourites is Mount Wario, which has no laps, instead featuring a three part race to the bottom of the mountain, with completely different challenges in each leg of the race. Nothing really stands out as bad when you're in the races.
It's all the stuff that happens outside the races that irks me. The main menu is as barebones as it gets, with options for single player, multiplayer, online, and Youtube uploads. When I was looking for players online and I couldn't find any, the game wouldn't let me quit searching without shutting off the console. Battle mode has been killed without remorse, changed from fast-paced arena battles to slow plodding circuits around massive tracks, desperately looking for another racer to fight. it all comes together to feel like a game that had a limited budget, and poured it all into what the designers felt mattered. I don't think they were wrong, but it certainly leaves the game as a whole feeling a little lacking when compared to its predecessors and contemporaries.
But again, there's no denying that Mario Kart 8 is a spectacular game, it's just a worrying package. It's the best console Mario Kart game in more than a decade, but it still feels lacking when compared to the previous games. It's bare-bones outside of races, where it's lavish and fun and Mario Kart at its very best. Mario Kart 8 is gorgeous, with tightly designed courses, frantic gameplay, and a spectacular soundtrack you'll never hear over people shouting at Baby Daisy for lapping you AGAIN. But the death of battle mode and the low-budget presentation set a bad precedent. Mario Kart DS was the spectacular return to form before the dreadful Mario Kart Wii. Mario Kart is totally worth it again, but how long will it last this time?
Then again, I’m doing time trials while I edit this review, so maybe we don’t have to worry about that just yet.
Verdict: Thumbs Up!
(Built to Play uses a simple, binary rating system. These aren't product reviews, but we do want to tell you where to best spend your time and money in this medium we cherish. So, if something is worth your time, it gets a thumbs up, if not, thumbs down.)
Cartoon mascot platformers were the genre of the mid ‘90s to early 2000s, but one day, they all suddenly disappeared, with onl a few stragglers carrying the torch into the HD era. Of course, with the death of the mascot platformer, many fan favourites were out of a job. Sonic and Mario are hanging in there, but characters like Gex, Banjo, and Kameo are still out there, looking for new work. Here are five forgotten mascots, who they were, and what they’re up to now.
Last Seen in: Bubsy 3D: Furbitten Planet- Atari Jaguar (1996)
Bubsy the Bobcat is best known for two things: his affinity for brain shatteringly awful puns, and Bubsy 3D, the shining symbol of why no one wants to go back to the early days of 3D platforming.
The first couple of Bubsy games are unremarkable, if strangely difficult. Bubsy is probably lesser known as the world’s only haemophiliac bobcat. In the first game, Bubsy only takes a single hit to kill, which is ridiculous for a platform game. Later games gave him some extra health, but by the time he wasn’t defeated by a sideways glance, he was in Bubsy 3D, and manoeuvred like a tank.
Bubsy 3D pretty much overshadows every other Bubsy game (and the terrible cartoon), but I don’t think anyone has ever complained about that before this very sentence. Bubsy’s SNES, Genesis and Jaguar aren’t absolute nightmares, though Hardcore Gaming 101 once referred to the leap from Bubsy 1 to Bubsy 2 as going from “’pile of junk’ to ‘’terribly mediocre.’”
Bubsy’s original creator, Mike Berlyn, didn’t work on the sequel, but made a triumphant return for Bubsy in: Fracture Furry tales. In a 2006 interview, he referred to the experience as “being like a re-animator. Bubsy was dead and buried. ”
For context, both games came out the same year, so it was a pretty short death. Of course, Berlyn’s reanimation was so bad anyway that Atari, the publisher of Furry Tales, suggested that Jaguar owners buy Rayman instead.
Where is he now?
Accolade, Bubsy’s owner, was bought by Infogrames in 1999, and is now technically part of Atari. Though they’d never admit it, Atari’s executives still have a plan for Bubsy. Deep in the basement of their secret development labs, a new Atari system is waiting to launch. The Atari Jaguar will be avenged by the Bobcat, the world’s first pun-powered electronics device.
Aero the Acro-Bat/Zero the Kamikaze Squirrel:
Last seen in: Aero the Acro-Bat 2- SNES/Genesis (1994)
Iguana Entertainment and Sunsoft’s greatest sin was not creating Aero the Acro-Bat, but being greedy.
Aero the Acro-Bat was a middling, if forgettable 1993 platformer for the Genesis and SNES. Aero was a bat with awful hair who worked as a circus acrobat. He did battle with an evil former clown, who wants to shut down Aero’s circus. Now, I’m of the opinion that all clowns are evil, and you don’t need to be an “ex-clown” to be villainous, but I’ll accept Iguana Entertainment’s optimistic world view. It was the 90’s after all.
Anyway, Aero beats up the clown and his sidekick, Zero the Kamikaze Squirrel, and saves his circus. And then everyone promptly forgot about the whole thing for about 6 months. Sunsoft then decided to adopt Aero as their company mascot, which meant they needed to raise his profile. Thus, the sequels were born.
In April 1994, Aero the Acro-Bat 2 was released, less than a year after the first. Also that month, Sunsoft put out a game starring Zero the Kamikaze squirrel, one of the first game’s antagonists. In November of that year, both games were ported to SNES. Within seven months, Sunsoft managed to totally saturate the market with Aero the Acro-Bat related games. They were oversupplying for a demand that didn’t exist.
Unfortunately, the Aero games aren’t that interesting otherwise. The villainous plot in Zero the Kamikaze Squirrel involves an evil (presumably French Canadian) lumberjack named Jacques le Sheets chopping down Zero’s forest home in order to print counterfeit money. Of course, the evil clown from the first game is behind it all, but the story really pulls at the heartstrings of Canadians who know what it’s like to be accosted by Quebec’s many evil lumberjacks. We suffer every single day.
Also, the evil plan in Aero 2 is called “Plan B”, which is some pretty heavy-handed political leanings for a game about a bat fighting a clown.
Where are they now?
Aero now lives on comfortably through some Game Boy Advance and Virtual Console releases. Zero on he other hand hasn’t been seen since 1994. There are rumours that he’s out there in the forests of Quebec, waiting for the day where he can finally take revenge on the flannel-adorned harbingers of his ruin. Soon, lumberjacks. Soon.
Last seen in: Conker: Live and Reloaded- Xbox (2005)
Conker might be mascot embodiment of whiplash. He first appeared in Diddy Kong Racing as a new, child-friendly mascot character from Rare. Is Banjo and Kazooie were for kids in middle school, Conker was for their younger siblings.
His solo N64 game was delayed however, when the Game Boy Color game, Conker’s Pocket Tales came out and received mostly mixed reception for being yet another cutesy platformer. The N64 game was in development at the time, and was hewing too close to the Banjo and Kazooie games for Rare’s comfort. So, they pulled a 180.
Conker’s Bad Fur Day feels more like an Adult Swim cartoon than a game concept. Conker is an alcoholic squirrel who was kidnapped on his way home after a night of binge drinking. On his way back home, he deals with a quadripalegic weasel, Nazi teddy bears, an operatic mass of feces, and by the end, a xenomorph that crashes the game.
By the end of the game, Conker is pleading with the programmers to bring his dead girlfriend back to life (she was killed by a weasel mafia boss), and monologueing about how you don’t know what you’ve got ‘til it’s gone. Finally, he drinks his sorrows away in the bar where the game began.
Strangely enough, even though Nintendo had a very close working relationship with Rare at the time, they didn’t publish it, probably because it’s pretty much the exact opposite of the family friendly image Nintendo likes to keep. Of course, that didn’t stop them from telling Rare to change a few things in the game. Specifically, Nintendo asked for Pokémon to be removed from some of the game’s cutscenes, and the removal of a joke making fun of the KKK.
That’s right kids, Nazi teddy bears, binge-drinking squirrels, and a quadriplegic named “Kriplesac” is a-okay, but making fun of the KKK is just too much.
Where is he now?
Conker’s Bad Fur Day got a remake for Xbox in 2005, but Microsoft decided to get stricter than Nintendo with the censorship, which drove most of its fans away. There was a sequel in the works, but it was cancelled when Microsoft bought Rare from Nintendo. Conker is mostly forgotten by Rare today, now that they’re all Kinect sports games and Xbox avatars all the time, but sources tell me you can still hear opera singing coming from a bathroom stall on the third floor that no one’s used in almost a decade.
Last seen in: Wild Woody- Sega CD (1995)
As the story goes, in 1995 Sega was looking for a competitor for Nintendo’s newest success, Donkey Kong Country. They wanted a game that could show off the Sega CD’s superior processing power, as well as have 3D graphics to rival what Rare was pulling off on the SNES. That same day, Sega’s executives were approached by the Number 2 Pencil Association of America, who wanted to make a game that would get kids excited about traditional pencils again, and leave gel pens and mechanical pencils behind.
Okay, that last part is a lie, but it’s the only reasonable explanation for why Sega would make a mascot platformer starring a pencil, of all things.
Wild Woody almost seems like he was designed to end up in the unfortunate mascot graveyard. For one, he has the world’s worst name. Wild Woody is catchier than Peter Pencil, but Peter Pencil also isn’t a euphemism for uncontrollable erections. Next comes the part where he’s a wacky, ‘tude-ified pencil. A PENCIL. I don’t think it’s the first case of a non-animal cartoon mascot character, but Wild Woody is definitely the first tool-based mascot platformer.
Worth mentioning are the prerendered 3D cutscenes, which, while more elaborate than Donkey Kong Country, are somehow orders of magnitude uglier than even Bubsy 3D. Trying to figure out what you’re looking at in the cutscenes is almost as challenging as moving Woody with the game’s stiff controls.
Woody still has the mascot-standard smirk, wild expression, and white gloves, but he also has an eraser on his butt which he uses to “rub out” enemies, according to the manual.
I’m starting to think Sega had an internal competition to see who could cram as many penis jokes as possible into one terrible game.
Where is he now?
Wild Woody has been (rightfully) forgotten by Sega, but one employee hasn’t let the torch burn out. Sonic, who still hates Woody for trying to take his place as Sega’s lovable mascot with ‘tude, made sure Woody was transferred over to the art department of Sega USA. Woody is being slowly whittled away, forced to draw pictures of Sonic until the day he dies.
Blinx the Time Sweeper:
Last Seen in: Blinx 2: Masters of Time and Space- Xbox (2004)
Poor, poor Blinx. He suffered a fate far worse than being an anthropomorphized cat stuffed into a dorky turtleneck/hoodie combo and steel-toed boots polished to a mirror sheen. You see, Blinx was supposed to be the original Xbox’s mascot.
That’s right, that adorable, Mountain-Dew-green eyed face was to launch a thousand consoles. Probably more, if Microsoft had anything to say about it. Unfortunately, people were sick and tired of mascot platformers by then, no matter how forward thinking the time manipulation mechanics were (no seriously, it’s like a crappier Braid before Braid existed).
Blinx is a Time Sweeper, an employee of the Time Factory, a facility that creates, distributes and maintains time. Which raises a lot of questions. Why are cats in charge of manufacturing time? Also, if Blinx’s job is to produce and maintain time, why are his powers represented by the buttons on your remote control? I think a more accurate title would be Blinx the VCR Sweeper, who is really good at setting the clock on it. He knows which buttons to hit, trust me, it’s nuts.
Anyway, a bunch of pigs mess up time in a certain dimension, so the Time Factory stop giving them time, freezing them in place But then Blinx gets a call from a local princess, and decides he has to save her; even though his job description is being a time janitor, not macking on human princess from other dimensions.
Basically, Blinx is horrible at his job, so the clunky controls and weird difficulty his games are known for are an early example of ludonarrative integration.
And you thought I couldn’t be pretentious about a cartoon cat wearing goggles.
Where is he now?
Surprisingly, Blinx is still at Microsoft. His developer Artoon was absorbed into AQ Interactive, and Microsoft was only too happy to offer him a job at their headquarters in Redmond, Washington. Blinx is now sweeping the halls of the Xbox division, hoping one day they’ll make him into an avatar costume, or better yet, a gritty reboot.
About 20 hours into Mario and Luigi: Dream Team, the game stopped me to teach me how to use a skill I’ve been using since the beginning of the game. Then, it added a minor wrinkle to this ability, and stopped to teach me how to use that. Then, in the next room, it stopped me to talk about it one more time. This was 20 hours in, very close to the end of the game. I almost threw my 3DS across the room when in the very next room, the game stopped to teach me how to use this ability AGAIN.
Mario and Luigi: Dream Team is not a bad game In fact, half of it is an excellent game. The other half of it is one of the most infuriating RPGs I’ve ever had the displeasure of sitting back and reading. Dream Team is not a half bad game; it’s a half good one.
Dream Team is the fourth Mario game in the Mario and Luigi series of RPGs, one of two series spun out of Squaresoft’s Super Mario RPG: The Legend of the Seven Stars. The Paper Mario series plays a little more like a Mario game, with a sidescrolling perspective in the overworld, and a very minor use of stats. The Mario and Luigi games are slightly more traditional in their RPG-ness, other than the fact that, like Mario RPG and Paper Mario, the game uses properly timed button presses during attacks to make them stronger. It’s a fantastic marriage of Mario’s action game roots to an RPG battle system, and turns the usual slog through turn-based battles into an exciting game of reading enemy tells, finding the timing to counterattack, and then perfecting the timing on your own attacks.
This part of Dream Team, the combat half of the game, is spectacular. The game is loaded with plenty of interesting, challenging enemy attack patterns to learn, and boss fights start becoming a serious challenge pretty quickly. I found myself dying on bosses multiple times, just because they get so tricky. Fortunately, dying lets you just restart the current battle instead of having to go back to the title screen, which makes the challenge fun rather than brutally frustrating.
The frustrating part of the game is everything else. From the presentation to the dialog to the puzzles to the overworld, nothing else about this game works the way you’d hope it should. While the game has gorgeous spritework (I found myself obsessing over the tiny animation details, like Mario adjusting his cap after landing from a particularly high jump in battle), that level of detail isn’t matched by the music. There’s only one battle theme, one boss theme, and one tune for each area, and you hear them a lot. It gets incredibly grating very quickly.
You can’t turn to the dialog to keep you entertained though, because while the localization staff tried their hardest to pump the exposition-laden script full of jokes, they just couldn’t keep up with amount of chattiness in this game. Characters rarely talk for a long period of time, but they do take a page out of Final Fantasy 13’s book and give you some exposition before making you walk across the room for another five minutes of their lecture on the history of this island you don’t care about.
I don’t think there’s a single room where the game doesn’t wrest control of the camera away from you to highlight the solution to that room’s puzzle, and then has one of your two Navi-like companions pop out to wonder if what the camera just focused in on is the solution to a puzzle. And then when you solve this puzzle in 30 seconds because the answer was spelled out for you, they will fly out of Mario’s back pocket again to comment on how that WAS the solution and boy they’re sure proud you figured out that brain-buster.
It’s a toothless exercise in going through the motions, exacerbated by the fact that it never just shuts the hell up and lets you enjoy the combat. Other than backtracking, there are no 10 minutes of playtime in this game that go uninterrupted by some NPC who will heavy-handedly reveal the solution to a puzzle, give you some exposition, then maybe manage to crack one cute joke.
The localization staff deserves some real recognition for managing to punch up this script as much as they did. They tried to make as many jokes as they possibly could, but the sheer amount of text in this game must have overwhelmed them. It’s a real shame, because the game’s predecessor, 2010’s Bowser’s Inside Story, managed to have a consistently punchy script all the way through. Mario and Luigi only had one tagalong “helper” to chat up tutorials, Bowser rampaged through exposition because he just wanted to break stuff, and the game’s villain, Fawful, spouted incomprehensible gibberish most of the time. It was great.
Boswer’s Inside Story had the same structure as Dream Team too, with half the game taking place in a sidescrolling, platformer-lite world, and the other taking place in a more traditional, top down overworld. In this game however, instead of Mario and Luigi spelunking inside Bowser’s internal organs for the sidescrolling portions, Mario delves into the dreams of his ever-forgotten younger brother. In these dream worlds, Mario fights alone, with Luigi’s many dream selves acting as afterimages that power up his attacks. The battles also let you move up and down or face left and right with the circle pad when dodging certain attacks, which adds an appreciated level of extra depth to the combat.
But again, the combat is great. If it weren’t for the fact that playing as Bowser in the previous game was so fun, Dream Team would have the best combat in the series. It’s the constant hand holding and exposition that drives me up a wall. It almost feels like a reaction to last year’s Paper Mario: Sticker Star, which refused to hold your hand so much that it never even hinted at the solutions to the increasingly obtuse puzzles. Sticker Star hated holding your hand; it wanted nothing to do with it. Dream Team loves your hand, and wants to hold it so tight and never let go. It wants to take your hand and lead it to this item box, which it will make you stand under and show you how the A button makes you jump, 25 hours into the game.
I can understand tutorials in games, they aren’t a big deal most of the time. Ten hours into Dream Team, I thought I was finally seeing the end of them. That’s a long time for a game, but the combat was so good that I was willing to accept it. And then they didn’t stop. They never stopped. Ever. Mario and Luigi: Dream Team is a half good game. The combat is the good half, everything else is the bad half. It’s a testament to how great the combat is that I want to recommend the game at all, but unless you’re jonesing for a new Mario and Luigi fix, I don’t know if anyone can make it past the constant hand-holding, exposition and tutorials. If you need to play it though, do yourself a favour and maybe do something else when everyone’s talking, you won’t miss much.
For those of us unable to head down to Los Angeles for E3, Nintendo provided a (significantly less smoggy) venue in Toronto to play the Wii U and 3DS demos from the E3 show floor. The games were mostly titles coming out between now and the end of the fall, but there were some notable absences in the lineup. Nintendo's roaming Best Buy demos included Mario Kart 8, which was notably absent from Nintendo's previews, but we soldiered on nonetheless. Here are Nintendo's upcoming Summer and Fall Wii U and 3DS games.
Super Mario 3D World:
that strikes me most about Super Mario 3D World isn’t so much its lack
of innovation as how good it is at hiding clever design. The Mario team has
always liked to play it coy with level design, never doing anything too huge,
instead preferring to let levels speak for themselves, without any major set
pieces. As such, the new items and mechanics in Mario 3D World do end up
feeling a little underwhelming, but that might not be the worst thing in the
The cat suit, which lets Mario and company don a fursuit (and will certainly inspire some frightening cosplay) gives them the ability to climb up walls and do pouncing attacks. The pouncing didn’t come into pay too much in the levels that were on demo, but the wall climbing definitely let players who weren’t quite up to platforming cheat their way up certain walls. Wall climbing is a little tricky, but the ability to bubble up and wait for someone to finish the area for you, like in New Super Mario Bros. Wii, should appease some less skilled players.
The other new mechanic the demo showed off was the Mario series’ iconic green pipes repainted to be transparent. It feels a little disingenuous to call this a mechanic, considering it mostly seems like an aesthetic change, but it does allow for some neat little pipe mazes that will probably be explored much further in post-game worlds.
But the real nugget of great design in Mario 3D World doesn’t come from these new things, it comes from what they took from Super Mario Bros. 2 and New Super Mario Bros. Wii. Having four players on screen at once in a 3D level should be overwhelming and claustrophobic, and making them all different should make it feel unbalanced, but somehow, it all clicks together perfectly.
Levels are designed with just enough space to the four players can check out different paths better suited to their abilities, and working together often led to greater rewards. It feels like a natural step from the “everyone plays the same” mentality that held back New Super Mario Bros. Wii’s multiplayer, and allows for much more dynamic interesting levels.
While 3D World hasn’t bowled me over like Super Mario Galaxy and Super Mario 64 did, I know it’s a fun game with clever concepts tucked away in it, but every Mario game is. 3D World comes off as underwhelming, and doesn’t talk a big game, but you have to wonder where the Mario game that does is hiding.
Pikmin has been suspiciously absent from Nintendo’s releases since 2004, and this decade in the making sequel has quite a lot to prove, especially considering it’s been delayed so much. For the most part though, Pikmin 3 is an unassuming game that doesn’t seem like it recognizes that burden, it just wants to be fun.
Compared to playing the game with a wiimote and nunchuck, the control scheme on the gamepad is cumbersome and unbelievably inaccurate, which sort of betrays the fact that the game was originally designed for Wii. I found the best way to play the game was with the wiimote for aiming, and the gamepad in front of me to use as a map when I got lost. It’s kind of clunky and doesn’t really sell you on the idea of the gamepad working so well in conjunction with other devices, but the map is unnecessary, and the game is so rock solid that it doesn’t matter.
You play an astronaut sent to drain the resources of a faraway planet to bring back to his troubled home planet. In order to do this, you pluck Pikmin, tiny little flower-like creatures with different powers from the ground to do your bidding. Red Pikmin withstand fire, blue Pikmin can swim, the new rock Pikmin do more damage when thrown, etcetera. The whole thing is Nintendo’s take on the real time strategy genre, and offers a relaxing stroll through a dangerous planet littered with horrible death monsters just waiting to send your little Pikmin’s souls up to Pikmin heaven.
The mode that really got me was the new competitive Bingo Battle mode. Pikmin 2 had some co-op functionality, but it was nowhere near as fun as this. Each player receives a bingo card of items they need to pick up, and the first to fill a row wins. Naturally, this means you both race for items, but players start messing with each other by stealing items from out of their Pikmin’s hands, or sniping an item they don’t need because they see their opponent needed it to win. Pikmin 2’s competitive multiplayer boiled down to a pretty basic and kind of boring capture the flag mode, but Bingo Battle’s balance of scavenger hunting and screwing with opponents made it one of the more interesting multiplayer experiences I’ve had in a while.
The Legend of Zelda: The Wind Waker HD:
Wind Waker HD is exactly what it says on the tin, an HD remake of the first Gamecube entry in the Zelda series. It’s very pretty, with a new, slightly more shaded art style that brings to mind studio Ghibli movies like Spirited Away and Princess Mononoke, but is still rooted in the original game’s highly controversial cel-shaded style. It’s the same cartoony game, and from what Nintendo has been showing, it’s literally that. The mostly unused Tingle Tuner Game Boy Advance minigame has been replaced with a message in a bottle system that connects the game to Miiverse, the Wii U’s social network, and Nintendo has gone on record saying that the two dungeons cut from Wind Waker will not be restored for the HD remake. It’s a classic, and one of my favourite Zelda games ever, but Wind Waker HD isn’t really blowing my mind yet, and it might not need to, but itdefinitely won't be doing it anytime soon.
Donkey Kong Country: Tropical Freeze:
Retro’s sequel to their 2010 Donkey Kong Country revival is, not shockingly, an almost identical game. I was never a huge DKC fan, but one of the reasons I dropped out of that franchise pretty quick was the almost indistinguishable sequels. The flat, point-A to point-B level design was fixed for the 2010 reboot, but seeing a game that’s almost identical to its predecessor, three years after it came out, is a bit disheartening.
The game is solid, built on the same engine with sharp controls and great graphics, but I can’t help but feel like I’ve been here before, gathered these same bananas, beat up these same barrels. Maybe by distaste for the Country series in general is colouring my enjoyment of the game, but I did have a bit of fun while playing it, it just felt hollow. With this game coming out so close to the 3DS port of the original game, I can only hope Retro and Nintendo start showing off some unique stuff, because even the promise of Dixie Kong and her Tails-like helicopter ponytail isn’t really giving me much hope for this reboot’s chances of not falling into the trap that pushed DKC 2 and 3 into irrelevance.
Wii Party U:
Wii Party U holds an interesting place in the Wii U’s line up. It’s the third first party minigame collection for the console in less than a year, and one really has to wonder if that means Nintendo doesn’t have any ideas for full games that use the gamepad in interesting ways, but can think of all kind of neat, 5-15 minute applications for the device.
The game’s regular multiplayer mode plays a lot like Mario Party, with four players rolling virtual dice to move spaces on a board, playing minigames between turns. The minigames themselves though are a little different from the standard Mario Party fare. The minigames Nintendo was showing off in this demo were slightly more akin to parlour games; icebreaker type stuff. I got to play a take on the iOS hit Draw Something, where every player was given 15 seconds to draw, with one player given a slightly different prompt from the rest. The drawings went up on the TV and players had to vote on which they thought was the different prompt.
Another game I saw being played involved one player getting a prompt from the gamepad to make a specific face. For example, “Make a face as if you just told a really funny joke.” The player makes the face, the gamepad takes a picture, and the other players vote between four options as to what the face was. With more than 80 games in the collection, there are probably more than a few traditional, Mario Party-style minigames, but the focus on these games that could be played without a gamepad but are slightly enhanced by the technology is telling.
The games were fun, and I can see them being a hit at parties, but maybe only once or twice. Like most icebreaker games, once everyone’s comfortable around each other, they really don’t serve much of a purpose beyond giving everyone something to do, which might be achieved better by a game like Nintendo Land, which everyone with a Wii U already has.
The Wonderful 101:
The Wonderful 101 is far and away the most interesting Nintendo has up their sleeve for Wii U. The new Platinum Games title takes cues from Pikmin, Viewtiful Joe, classic superhero serials and Japanese super sentai aesthetics and mixes them all into one frenetic, frantic action game mess.
You play as a group of superheroes (the titular 101, natch), with the ability to combine together and morph into various forms. The demo started off with the ability to change into a giant fist, a sword, a whip, a pistol, and a hand glider. To change forms, you draw the shape of your transformation on the gamepad’s touch screen, or with the right analog stick. For example, to change into a sword, you draw a straight line. Depending on how long the line you draw is, the longer your sword gets, but there are only so many heroes you can use to make the weapon. It creates a really interesting risk/reward balance between looking down to draw on the touch screen and looking up at the TV screen to avoid attacks from enemies. Drawing with the right stick negates a bit of the danger of looking down to draw, but is less accurate than drawing with the touch screen, and you’re more likely to mess up what you meant to draw. There’s no perfect way to play, and it keeps the pace of the game frantic and exciting, which is part of what makes the game impossible to understand from trailers.
What really struck me about the game were the small details. As you run through a level you collect new heroes, and some have special cutaways that give you some data on their secret identity. The TV screen shows their name, secret identity, place of origin, super power, and some other details, while the gamepad screen shows their superhero ID along with their personal logo. It’s a cute little touch that really adds to the charming, pulpy atmosphere of The Wonderful 101, and I really can’t wait to see more of stuff like that.
Also, one of the heroes I collected had a toilet bowl for a head, which basically makes it the best game I’ve ever played.
The Legend of Zelda: A Link Between Worlds:
A common complaint against Nintendo recently has been that they rely too strongly on their old franchises and don’t innovate on those original concepts. I bring this up because Link Between World’s overworld (at least the tiny fraction of it that Nintendo allowed me to explore during the demo) is an almost pixel-perfect recreation of the overworld from 1991’s The Legend of Zelda: A Link to the Past.
The fact that the demo only let me explore a few screens of the map before hitting a wall of unbreakable rocks bodes well for the rest of the world being significantly different, and the whole “between worlds” thing in the subtitle all but confirms that there will be some other worlds Link will be exploring. But even with the brand new dungeon the demo let me explore, I couldn’t help but feel I’d seen and done all of this before.
The dungeon was focused on Link to the Past’s standard coloured block puzzles, where hitting a switch would raise one colour of blocks and lower another. The new magic bar subweapon system makes it impossible to get yourself stuck on these puzzles like you could in the original game. All subweapons draw from a purple bar in the corner of the screen. Charging an arrow or hammer strike will use more magic, but create a more powerful attack, and the bar slowly recharges over time. It’s an elegant system, and makes the game fast and fluid. But even with the added speed and surprisingly intuitive and fun merge mechanic -where Link flattens himself onto a wall and walks along as a 2D structure- I can’t help but feel like I’ve been to this Hyrule before. Hopefully we’ll see some more interesting, unique environments from this game soon.
Mario & Luigi: Dream Team:
What you might not glean from Mario and Luigi Dream Team’s trailers is that the characters are drawn in 2D. What you probably will glean is that this game is very, very weird, even by the standards of the off-the-wall wackiness of the Mario and Luigi series.
When in the “real” world, Mario and Luigi explore Pi’illo island just like they did the Mushroom Kingdom in previous games. The overworld is top-down, with each brother being controlled with either the A or B buttons, with various abilities remapped to the buttons when the R button is pressed. In battle, the game is a turn-based RPG with actions commands, similar to the Paper Mario games. For example, hitting A after a jump allows Mario and Luigi to jump in the air again and bop the opponent one more time. The game also maintains the series traditional Bros. moves, special attacks that have the brothers Mario working in tandem to kick shells, toss fireballs, and surf on each other to deliver powerful finishing blows.
However, in a feature new to Dream Team, Mario can step into the dreams of his long-suffering younger brother, and experience some of the most surreal things I’ve ever seen in a Nintendo game. The dream world is a side scrolling environment, similar to Mario and Luigi’s levels in the previous game in the series, Bowser’s Inside Story. When in Luigi’s dreams, players use the touch screen to mess with Luigi, causing him to do….things in his dreams. For example, pulling on Luigi’s moustache causes him to possess vines in the dream world, which Mario can then use to swing across chasms. Like I said: weird.
In dream world battles, Luigi merges into Mario, and gives him access to thousands of Luigi clones that copy his moves. Jumping on enemies with Mario causes dozens of Luigis to fall down on them as well. The bros. moves are in turn replaced by Luiginary attacks, where Mario does things like crowd surf on hundreds of Luigis as he tries to stack them up in a perfect pile by ordering them to jump at once onto another army of Luigis before ordering them to all fall down on the opponent in a torrent of green. Additionally, when dodging attacks in dream battles, Mario can move up and down and turn left or right, adding some appreciated depth to combat.
In another substitution from Bowser’s Inside Story, the Luigi clones can also merge together in a Godzilla-sized Luigi to giant boss battles that play very similarly to the giant Bowser fights from the previous game.
All this, combined with the dreamy, muted colour palette and the strange cross between 2D characters and 3D environments, this is almost certainly the most surreal thing Nintendo has put out in America. The year of Luigi is turning out to be a strange one indeed.
Nintendo came into E3 with good news and bad news. In good news, 3DS sales have picked up significantly since last year, and the handheld is no longer treading water. In bad news, the WiiU isn't exactly lighting the world on fire, in fact, it's only barely outselling Sony's bastard stepchild, the Vita. But with promises of price cuts, Smash Bros. and Mario games, can Nintendo turn the sinking WiiU ship around?
Nintendo went for a lower key presentation this year, sticking to the Nintendo Direct livestream format that's served them so well for the last little while. And it makes sense, after all, nothing they could show off would be as impressive as Sony's show last night, why go big when you know you can't win?
Nintendo started off by talking up the new Pokemon games, X and Y. They showed off a new Fairy type which will be applied to some new Pokemon, as well as a handful of old favorites, like Marill and Jigglypuff. They also showed a new mode for the game, Pokemon Amitie, which lets you interact with your Pokemon in a Nintendogs-like fashion.
The next big game on the docket was Mario 3D World . In the vein of their New Super Mario Bros. titles the game features multiplayer for up to four players in levels that resemble the level design of stages from last year's Super Mario 3D Land. Nintendo touted the fact that Princess Peach was playable again in a main Mario game, the first time since Super Mario Bros. 2 on the NES. Also, Mario got in a cat suit and climbed up the flagpole at the end of the level. It was pretty neat.
Mario Kart 8 was then shown, and looked very similar to Mario Kart 7, but this time with hovercars. After a quick WiiU eShop sizzle reel, Nintendo talked up Wind Waker HD, which will have some minor improvements over the original, including a speed-up function for sailing.
Retro Studio's Donkey Kong Country: Tropical Freeze was next up, with some quick gameplay shown off before Nintendo revealed another CG teaser for Bayonetta 2. Iwata seemed very excited about Bayonetta's "major makeover," which mostly included shorter hair. After aproximately 30 seconds of gameplay footage, Nintendo moved along to another Platinum game, The Wonderful 101, which launches in September.
Nintendo gave us a quick look at X , the spiritual sequel to Xenoblade , also developed by Monolith Soft. The new trailer featured giant transforming robots which fought dinosaurs in RPG combat.
Finally, Nintendo played themselved out with the first trailer for the new Super Smash Bros.. The trailer showed off both the 3DS and Wii U versions of the game. The handheld game looked more cartoony than it's console sibling, but the big news were the two new characters. Well, one of them. First was the player character from Animal Crossing , who fights with various tools from the game. The second new character was Megaman. In the trailer, he swapped between weapons from various Megaman games as a remix of Wily's theme from Megaman 2 played. The trailer ended off with Megaman battling a still-forming Yellow Devil, a recurring character from his series.
All in all, it was a bit of a plain event. Nintendo just focused on the games, which kept it brief and to the point, but you really do get a sense that need something more to push the Wii U. If last year's E3 events are anything to go by, Nintendo has some more announcements in store for the weeks to come, but for now, they aren't going to be leaving E3 with any trophies.