When the Nintendo 3DS was unveiled at E3, the gaming community lit up with excitement. There was no doubt that it was going to be a smash hit as a gaming platform, and there was even buzz about its ability as a movie-player. When it launched, it did not do very well for awhile. But eventually, with the aid of a big price drop, a stellar new Mario and Mario Kart, as well as a sweet Ocarina of Time remake, the system got itself on track. Today, the 3DS is the success that gamers initially expected, minus the movie-playing, which didn't go anywhere, really.
When the Wii U was announced, gamers knew better than to expect a hit success right off the bat. And, indeed, the Wii U's initial launch was rough, and still is quite a bit rough. Sales haven't been all that great, software hasn't been there, the launch UI was problematic, etc.
But today, in August of 2013, I can confidently say that I am excited about the Wii U.
Pikmin 3 is Phenomenal
I haven't played the first Pikmin, but I have played the Wii remake of the second, and I enjoyed it, but I'm not a huge fan of it. It's a good little game, but it doesn't get me fired up about its quality. Pikmin 3 looked to have amazing visuals when Nintendo first showed it off at E3 2012, which helped me get interested in playing the game, but I wasn't really excited about it. Now, when the game was about to come out, and the reviews were hitting the gaming sites, I started to get excited. Partially because the game looked great, and partially because it's something to play on the Wii U I got back in December.
I bought it, and expected a great time. I had a phenomenal time. Pikmin 3 is phenomenal.
For the first four days I had Pikmin 3, I basically did nothing else with my free time besides play it. It's a magical game. It's a door into a beautiful world that I loved being in. Exploring PNF-404 for all sixty-six pieces of fruit with my pikmin buddies is an experience I'll never forget. I became attached to the little guys, feeling bad every time one died. The game's story is surprisingly charming, funny and uplifting, as well. I loved it so much.
Even though I really wish the multiplayer aspects were online...
The Gamepad is Cool
The battery life on the Gamepad isn't so hot, and the fact that you can't turn the display off while you use the buttons does not help. The shoulder buttons are placed oddly high, and the triggers are not pressure sensitive. But that's where the issues with the Gamepad start and end. The first issue isn't even as crippling as some like to make it out to be, because I imagine most people play their games near an outlet where the Gamepad can be plugged in. I always play it near an outlet, so for me it's nothing more than a minor inconvenience.
It's a neat little doodad. During my Pikmin 3 hibernation, I enjoyed controlling the game with the Wiimote+Nunchuck and having the Gamepad on my lap for a map. I was able to beam the game to the Gamepad and take it upstairs while I microwaved my frozen lunch. I can beam simpler games to it and play without hogging the TV. It's also an immensely comfortable controller. Much more comfortable than that of the PS3, and probably on par with that of the 360.
Miiverse Rules
Pikmin 3 was able to show me how much Miiverse rules. There is a very active, positive and friendly community on the service, and it is set up very well. Seeing a bunch of posts from other users whenever I boot up the console, with a bunch of Miis all over the place, is fantastic. It's not locked to the console, even; you can access it on any browser.
It feels like a really fun forum experience, mixed with Twitter. Each game is like a section on a forum, with posts essentially serving as threads. You can befriend people without any friend codes, and even follow people for their posts without them having to do anything. Maybe it's just because it's early on in the system's life, with the current Wii U owners mostly being big fans of gaming and/or Nintendo, but the discussion is good.
And holy crap, some of the drawings people do are incredible.
Earthbound is on the Virtual Console
It's finally rereleased, guys! I haven't been able to play it yet, but it's Earthbound!
A Long Line of Games to Look Forward To
We have Platinum Games's promising The Wonderful 101, along with Rayman Legends coming out in September, Wind Waker HD and Sonic Lost World in October, Donkey Kong Tropical Freeze in November, and Super Mario 3D World in December! And then Mario Kart 8 and Super Smash Bros. to look forward to in 2014.
I played the demo for The Wonderful 101, and I had mixed feelings. It's a colorful, explosive looking game and there's certainly fun to be had. I did, however, find it hard to control and keep track of. But it's a very high-quality developer, and even if it isn't all that great, it will at least be interesting. Rayman Origins is an amazing game, so surely the sequel will also impress. The Wii U seems to have the definitive version, from what I've seen, to boot.
Wind Waker HD being worthwhile is a pretty safe bet. I loved the original up until the triforce fetch-quest, which is getting streamlined in this version. Other things are getting streamlined as well, to improve the game's pacing, which was a bit shoddy in the original. The new graphics look excellent, and I'm sure that having your equipment on the Gamepad is going to be cool. Sonic Lost World looks like a fun Mario Galaxy/Sonic mashup, even though something about the trailers gives me fatigue. It may be a lack of originality, or it may be memories of Sonic Colors, which I didn't like. It's something I'm definitely interesting in checking out, at this point.
I am super-stoked for Donkey Kong Tropical Freeze. DKC Returns may just be the best 2D platformer Nintendo has ever put out. It's perfectly challenging and very tight. Many of the levels force you to be constantly moving, to platform your way out of insane set-pieces. The sequel will surely be great. Super Mario 3D World is also a sure-fired hit because of its amazing predecessor. 3D Land is one of Nintendo's finest 3D platformers, in second place right behind Galaxy 2, in my mind. I love that Nintendo is allowing four players to play together for the first time in a 3D Mario game, even though it probably won't be online. And unlike the New Super games, each character has their own distinct abilities, and Peach is playable!
The Wii U has problems. The wifi signal isn't as strong as just about any other gaming system I've ever owned, forcing me to move my gaming set-up in my house. The horsepower in comparison to the PS4 and Xbox One is going to seriously hurt Nintendo's relationship with the triple-A third-party scene. It's still not performing nearly as well as it needs to for Nintendo.
But I'm excited about the system, and I'm confident that by next year, things will really pick up for the Wii U. Even if it isn't a success, I'm sure there will be a steady stream of great games for a standard lifetime, like there was with the Wii.
Showing posts with label Mario. Show all posts
Showing posts with label Mario. Show all posts
Tuesday, August 13, 2013
Friday, June 28, 2013
Mario and Donkey Kong: Minis on the Move (Video Game) - Review
Back in 2006, Nintendo put out Mario vs. Donkey Kong 2: March of the Minis for the Nintendo DS, which was quite the departure from Mario vs. Donkey Kong on the Gameboy Advance. The original game on the GBA was a spiritual successor to Donkey Kong on the original Gameboy, which is often dubbed Donkey Kong 94, in order to distinguish this 1994 release from the classic arcade game. These two games on the GB and GBA are brilliant puzzle-platformers, but when that DS game came out, the series changed to straight-up puzzle games, similar to Lemmings.
Many fans were disappointed with this change. I, for one, enjoyed the newer ones, but I have to admit that the series was getting a bit stale. Since MvD2, there have been three more games in the series. The latest, Mario and Donkey Kong: Minis on the Move, for the Nintendo 3DS's eShop, is actually quite different from the others since MvD2, despite being another straight-up puzzle game. The problem of staleness is not evident in this release. Minis on the Move mixes things up enough to feel fresh, and it's a smart, addictive puzzle game, despite some missed opportunity.
The major difference between this game and the few games before it is the angled, 3D view, replacing the on-the-side, 2D view. That may not seem like too big of a deal, but I'd say it gives the game an updated feel. The goal of this game is to place tiles on a board to form pathways for the series-signature minis (adorable little toys of Mario and co.) to use, in order to get them to the goal. Along the way, there are doodads to be collected which are unneeded for progression, but the game is definitely most enjoyable when attempting to collect everything on each board. These boards are very fun and challenging to solve. Completing a board with all of the doodads collected is very satisfying. Aesthetically, it's certainly colorful, certainly cute, and it looks nice in 3D. The music is fine, yet forgettable: If you'd like something to do while watching TV or listening to your iPod, this is an alright game to mute and play during. You'll just have to go without the satisfying victory music and crushing failure music.
There are four different variants on this basic design, each intertwined and each equally fun and well thought-out. One, entitled "Mario's Main Event," gives tiles for you to use mostly randomly. If you don't use the tiles given to you quick enough, your pipe of tiles will overflow and you'll fail. Things like bombs, which get rid of tiles on the board, and trash cans, which will take three unwanted tiles in your pipe, make things easier on you, but this mode remains very tense. It's tons of fun. It forces you to think quickly, and frantically tap your mini in order to get them to go faster. The "Giant Jungle" mode is basically the same, except that boards are massive and with much more to collect, making it ludicrously challenging, which makes this mode fun in its own right.
"Many Mini Mayhem" throws multiple Minis into the equation, and doesn't let you add any tiles onto the board. Instead, some tiles on the board can just be moved or manipulated. This mode is the most frantic of them all, and a real rush. Another is called "Puzzle Palace," which gives you all of the tiles you're allowed to use at the start. This mode forces you to carefully think things out, without pressure to do anything quickly. This difference in design means that this variant has to have more complex boards in order to be as challenging as the others, and it pulls that off.
Each mode ramps up the difficultly progressively by adding new tiles and obstacles into the equation, which means the game doesn't wear thin. "Mario's Main Game" has seventy levels, "Puzzle Palace" has eighty levels, and "Many Mini Mayhem" has fifty. If you collect all of the doodads on each of the levels of these three modes, you'll receive a star. The doodads on "Giant Jungle" are stars, and there are ten of these on each of the three levels for that mode. These stars, 230 possible, overall, go in a shared pool, which cleverly connects each mode. Once you reach certain amounts of stars, mini games and virtual toys are unlocked.
There are four mini games, and each has at least a few variants, which are individually unlocked. One is "Mini Target Smash," which is a pretty standard but enjoyable shooting range. Another is "Fly Guy Grab," which is definitely the worst of the bunch; not bad, but pretty mediocre. "Cube Crash" is the best, which is similar to the shooting range game, but instead of regular ol' targets, you smash large, three dimensional structures. The last is "Elevation Station," which is an alright on-the-side 2D affair in which you move around a mini to avoid bullet bills and collect coins. All of these, besides the last, look very striking in stereoscopic 3D. Overall these mini games are a great diversion, and progressively unlocking more variants on these four mini games really incentivizes collecting those doodads!
There is also a creation suite which allows you to create levels which can be uploaded online for anyone with the game to download [or stream] and play. Creation is simple, uploading is simple, and players others' levels is simple. Levels are organized into "Top Weekly," "Random," "Popular" and "Friends" categories. The only problem is that you can only make levels like the ones you'd find in "Mario's Main Game."
That problem is really one facet of a larger problem, which is the only one plaguing this game, and that's missed opportunity. Why don't the four modes have an identical amount of stars in them, making the experience even more cohesive? Unlocking the little "Toy Collection" toys and polishing them and looking at them is neat, but why can't I play as them? The best example of missed opportunity is how frivolous the top screen feels during the main game. All of the control for placing and moving tiles is on the bottom screen, and the entire board is depicted on the bottom screen, albeit with a minimalistic, uninteresting look. The top screen merely has a visually interesting look at the action, with no real useful information besides the timer, so you'll mostly never look at it. Why not make it less frivolous? None of these things really affect the quality of the game in any mechanical way, but these all just feel jarring. These are just nitpicks, but they all pile up into one big nitpick - there is clearly missed opportunity here.
But don't get me wrong: The game as it is, is great. The core mechanics are very clever, and it's a totally addictive experience. There's a lot to do, and none of it feels like padding, making this feel like a very substantial package. A very cute, substantial package, that is sometimes frantic, sometimes methodical, and always mentally stimulating. Even though there are things I wish this game would have done, I love it for what it is.
***
According to my 3DS's activity log, I played this game for 11 hours and 42 minutes. It currently costs $9.99, which is a fantastic price.
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