Genre: Platformer
Director: Koichi Hayashida
Developer: Nintendo EAD Tokyo
Publisher: Nintendo
Console(s): Nintendo Wii
Release Dates: May 23, 2010 (NA), May 27, 2010 (JP), Jun. 11, 2010 (EU), Jul. 1, 2010 (AUS)
Rated: E for Everyone
Super Mario Galaxy 2 was certainly an unexpected announcement from Nintendo, considering the series past releases. On N64 we had Super Mario 64 (SM64) and on the Gamecube we had Super Mario Sunshine. Super Mario Galaxy 2 breaks the trend both by releasing another main series 3-D Mario on the same platform, and by making it so closely related to its predecessor Super Mario Galaxy.
The most obvious aspect of Galaxy 2 is that it is built completely off of the original Galaxy's engine. Thus, instead of reinventing the wheel for their newest title, the development team was able to focus completely on making improvements and crafting the best game possible. Now, the level design is more focused, interesting, and varied than ever before — the best aspects of Galaxy have been amplified, the lesser portions revamped or tossed aside, and new gameplay mechanics have been introduced that show off the skills of the team. The player is thrown enough gameplay mechanics to keep the game constantly interesting without any one element sticking around too long.
The addition of Yoshi is much more than Mario fan service, as he plays an important role in the game; his abilities are interesting and the control tight. Yoshi's presence in New Super Mario Bros Wii felt tacked on as he had too few appearances; I actually remember talking to someone who had played the game, but forgot that Yoshi was even in it. Here, the dinosaur gets plenty of exposure, but not enough to make the game too Yoshi-centric. The only Mario power up that I could really do without is Spring-Mario; awkward controls and its small role in the game could have been better used giving other powers more time in the spotlight.
Thankfully, the difficulty has been kicked up since Mario's last 3-D outing, as the easiness of the original Galaxy was one of my main issues with it. The only times it was very hard were when you were searching around for purple coins, but the platforming itself was too simple. While much of Galaxy 2 isn't very different from Galaxy, there are plenty of challenging spots. Purple coins, timed challenges, and stages populated by these infernal mini-Mario enemies can be delightfully tricky, but the hard parts are not reserved for such bonus areas. The difficulty in Galaxy 2 is comparable to Sunshine, besides a few of Sunshine’s infernally hard platforming stages.
One interesting aspect of the game is the attempt at expanding the audience through gameplay help. When this was first announced, gaming blogs and forums were already making a huge fuss over it, but honestly in the game it is completely unobtrusive. If you are continually dying in one stage, Roselina asks if you require assistance. That is it. There is no hand-holding or dumbing down the gameplay at all. If you wanted some help then the option is there, but completely ignorable. While I never used the feature, I read that stars collected by having the game play for you are not in the usual gold, but instead a bronze star to differentiate between legitimate victories.
Galaxy 2 has stronger gameplay diversity that the preceding game- There are the stages built around collecting purple coins, often with time limits. There are timed challenges given to you by a chimp with shades. There are ball rolling levels, flying levels, and all kinds of different gameplay. Often timed and collecting stages in games feel like distractions from the main quest in a game, but Galaxy 2 manages to blur this line by keeping everything fun and nothing feeling extracurricular from the normal play. Even simple concepts such as timed speed-runs of previous missions or single HP boss fights come off as completely legitimate and entertaining additions to the game.
An atmosphere of delight has been achieved in Galaxy 2 that I have not felt since Super Mario World 2: Yoshi's Island for SNES. Everything about the game contributes to an overall aura of joy and whimsy. The music is beautiful with even more studio pieces and high quality synthesized compositions, and while the arrangements of classic Mario music are present and fantastic, they don't overshadow the impressive new scores. I'm also personally very happy with the upbeat big band influence on the soundtrack. The graphics are the same as the original Galaxy, but with certain visual flourishes that make this game stand out even further. It may not have that HD goodness of the other consoles, but the creativity and aesthetics stand out as something more appealing and inspired than a lot of what is out on the market.
The game has a certain energy and excitement to it, thanks to the masterfully crafted level design, well-focused linearity, and appropriate music and visuals. Certain moments are especially captivating — blasting through the star-lit sky toward the next planet, turning the watery world of “Cosmic Cove” into solid ice and looking down at the now-frozen world below, navigating the dangers of “Supermassive Galaxy”, watching the flowers grow underneath Mario's feet ... There were many moments in the game that I just had to pause for a moment, forget about the mission, and just appreciate the spectacle.
I know many will disagree, but I can't help but question the inclusion of “Throwback Galaxy” — a SM64 stage slightly remixed but enhanced with Galaxy graphics. It is gorgeous and an interesting look at how the game would look if made today, but I dislike that kind of obvious fan pandering. Having arrangements of classic Mario music is great, but duplicating entire levels is a little too nostalgia-fueled for my liking. It isn't a big deal though, as most people will love it, and it's too unobtrusive to be that offensive to cranky gamers such as myself. If I wanted to play SM64, though, I would be playing SM64.
The story of the game is hardly worth mentioning, but people seem to find it enjoyable to make fun of its simplistic tale (as if anyone plays Mario for the plot). The important thing is that it fits right at home with the atmosphere of the game, and doesn't have any significant standout cheesiness. It gives a reason for the gameplay without any annoying intrusions, and that is all I require from most platformers.
I was admittedly skeptical at first towards Super Mario Galaxy 2. Super Mario 64, Super Mario Sunshine, and Super Mario Galaxy were very different from each other and worked together to create a franchise that could vary wildly across the games. I was worried that the magic would deteriorate with Galaxy 2 being a rehash of the first. Fortunately, I was wrong; sure, it's the same assets and engine, but if that allows for more creative design and attention to detail then I welcome it. After all, was not my favorite Zelda game — The Legend of Zelda: Majora's Mask — even more guilty in that regard? The game not only ran on the same engine, but re-used character models by giving them new names! What the game delivered was an adventure with more exploration, more character interaction, and a more sophisticated overall production. If it allows for games such as Majora's Mask and Galaxy 2 then I hope the next platform's big series get a second game using the same engine.
Unfortunately, Galaxy 2 was unable to launch with the same impact and excitement that surrounded Galaxy. With its strong similarity to the first game, it isn't revolutionary, but it is certainly an evolutionary title in that it expands and fine-tunes what Galaxy started. Many gamers have either skipped out on Galaxy 2 or at least put the purchase on hold, unable to get enthusiastic over a second serving of “Mario in Space”. I hope that it will be remembered, though, as not the “other” Galaxy, but the “better” Galaxy.
[Highly Recommended]
This review is based on a retail copy purchased by the reviewer.
Now, here I was thinking that this game was just a shameful representation for Olympic sports and here Kosuke Kitajima was using Mario and Sonic at the Olympics to mentally prepare himself for the competition in Beijing. Flabbergasting! Naturally, you can't become a great swimmer only by playing some Wii; he ate and swam an assload and all that good stuff. When asked, he explained...
See, Mario does the breaststroke. And thus, it's perfect mental training for envisioning the actual Olympic hall.So there you have it. Some video games can help you score some gold medals. I'm just wondering if he was envisioning all the other competitors as Bowser and Waluigi. [via 北島「Wii」で「金」予行演習]
Nintendo pulled a fast one on us today, holding a Japanese press conference that caught most of the American gaming press off-guard. And believe me, this "Nintendo Conference Fall 2007" contained quite a large amount of Wii announcements. Here they are in bulleted form for your reading pleasure.
- Monster Hunter 3, originally a PS3 title, will release on Wii, not PS3.
- Super Smash Bros. Brawl delayed until January 24, 2008 in Japan. The SSB Dojo changes its US release date to an ominous TBD.
- As previously mentioned, Brawl will feature Sonic as a playable character. In addition, the game will allow online co-op in Subspace Emissary mode.
- Mario Kart is set for a tentative Spring 2008 release window. Also, the game will include motorcycles.
- Wii Fit will release on December 1, 2007 in Japan.
- The Wii Vote (I'm assuming Everybody Votes) Channel will be updated with the ability to rank games you've played and search for new ones you're interested in.
- The Wii will be able to send DS demos to your DS using Wii Ware functions.
- First "Wii Ware" downloadable original games announced. Pokemon Bokujou (Pokemon Farm) allows you to transfer Diamond/Pearl Pokemon into a farm where you can raise them. A new Final Fantasy Crystal Chronicles game from Square Enix, titled The Young King and the Promised Land, allows you to build your own country. A new version of Dr. Mario that includes Miis and 4-player online is also part of the service. Mojipittan Wii, a word puzzle game from Bandai-Namco, and Star Soldier R were also announced.
- You can play as your Miis in Mario and Sonic at the Olympics.
- Super Mario Stadium Baseball briefly announced. Trailers shown for Super Mario Galaxy, Mario Kart, and the new Crystal Chronicles
[via IGN]
The ever-vigilant posters over at NeoGAF found this humorous easter egg/scary coincidence in the Super Mario Galaxy boxart. The little sparkles in front of the title clearly point out a set of letters, which when placed in order, spell--you guessed it--"U R MR GAY."
Have fun with this one, anti-Nintendo fanboys, since right here we have irrevocable proof directly from Nintendo that Wii is FTG (for teh gay). At this very moment, AniGamers is receiving word that Nintendo PR people are organizing a redesign in which the sparkles will spell an anagram of "UM SORRY."
[via NeoGAF Forums]
At yesterday's press conference, Nintendo officially announced release dates for two of the "big three" Wii franchises. Super Mario Galaxy releases on November 12, 2007, while Super Smash Bros. Brawl releases on December 3, 2007. Since Metroid Prime 3: Corruption's date was announced a few weeks back as August 27, that means that the big three are finally dated for the North American market.
In addition to the dates, Nintendo also released trailers for Galaxy and Corruption. The Galaxy trailer clearly shows the ability to transform into other creatures, like bees and Boos, and the Corruption one shows the traditional new enemies and such along with a scene from the Ridley fight. View the new Galaxy and Corruption footage here and here, respectively.
[via IGN]
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Mario Kart is officially coming to Wii, and it's online to boot. During Nintendo's E3 press conference, Reggie showed off footage from the new game, along with the new peripheral that will be packaged with it: the Wii Wheel. As usual, Reggie hinted us that the game would have a large roster of characters, but he also mentioned that the game will not be "your father's Mario Kart." Riiight. This one is all edgy and violent, because Nintendo is all about the new generation. According to the Regginator, the Wii Wheel should "level the track for beginners." (yep, pun intended) Check out the new screens on Nintendo's Mario Kart page
[via Joystiq]
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Genre(s): Action, Adventure, Platformer
Director: Ryota Kawade
Developer: Nintendo
Publisher: Nintendo
Console(s): Wii
Rated: E for Everyone
Oh boy. Another 2D Mario platformer. But of course, Nintendo throws us all for a loop by giving us everything we love about just about every Mario game. This is a 2D sidescroller, a 3D platformer, a puzzler, an RPG, and its got multiple playable characters from the Mushroom Kingdom. I recently stopped in at the Nintendo World Store for the first time, (and what a nice place it is) and I got a chance to play Super Paper Mario on its launch day. The game is generally very enjoyable, and is a real diversion from the path many developers have taken with the Wii.
Lets get down to the core feature of this game. First off, to play, you hold the Wii remote on its side like an NES controller, using the D-pad, 1, and 2 buttons. Mario can run and jump just like in any Mario game, but here comes the biggest difference. At any point in the gameplay, you can press the A button (right next to the D-pad) to flip the world into 3D. In this mode, the blocks that seemed like they were aligned will be separated, and you might even find a new pathway or way around an obstacle. (You can walk behind large walls, and even occasionally walk on the background to pass over gaps and such) Don't even try to decipher the way this works, since a lot of times something will work in one dimension and not the other. Seemingly far apart blocks will somehow be right next to each other, and defying logic, Mario will walk over blocks that are clearly not in a straight line. As this game proves, everything's different when you look from a different perspective. The controls are tight and simple as expected from a mario game. Some other interesting additions include the ability to point the remote at the screen (at which time it pauses) so your butterfly companion can explain objects and enemies to you, Navi-style. Also, everything but the actual controls plays like an RPG, with collectable and use-at-will items, hit points, and even leveling up. (When you or an enemy gets hit, they lose a certain amount of health, depending on the typical RPG plethora of factors)
Graphics are a striking feature of Super Paper Mario. While the Wii is not very graphically powerful, it is able to deliver some very nicely art directed visuals. Using its typical cartoony style, Super Paper Mario shows us very vibrant and interesting landscapes. Of course, the characters and enemies are cute and very--how should I say it--bubbly (or sometimes even blocky) There are also some very nice effects added in that give the graphics an artistic flair. For example, the screen ripples all around your selection area when asking the butterfly for help. Also, when you enter a pipe, Mario's body is split into blocks, and each one is sucked down seperately. The game uses simple visuals to create fun and colorful gameplay.
I really enjoyed playing this game for the total of 10 or so minutes I spent on it. It looks very nice, especially on an HDTV with Component cables I might add, and plays gracefully, as we've come to expect from Nintendo's development team. Super Paper Mario is looking to be the best Wii game since Zelda, and should tide over Nintendo fans until the spring-summer game drought is over.
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