Houston. We Have No Problems: Super Mario Galaxy Review

January 23, 2008

A REALLY in-depth and spoiler-free look into the plumber’s latest venture.

by Manuel Perez

MarioBread_1.jpg    The 3D perspective in videogames has always been one of difficulties and problems; titles being ruined at times from poor point-of-view, easily lost sense of direction, and loss of depth perception for the player. Imagine, a game that was built from the ground up with the sole purpose to avoid these flaws.

     Seven years ago, Nintendo released a transitional title for its popular Super Mario series that placed the normally two-dimensional tube traveling Italian on a third plane. The title was formally called Super Mario 64, but was named a masterpiece by gamers and critics across the board. Its claim to fame was not that it was the first 3D game, though, but rather that it was the first game to do the genre WELL and it still takes a top-spot on any list of the best games in history. Super Mario Galaxy is the follow-up to Super Mario 64, and it brings with it the same level of ingenuity and innovation as its predecessor.

    In this installment, Mario’s brooding arch-nemesis, Bowser, has kidnapped the eternally helpless Princess Peach into the dark recesses of space, thrusting Mario into hot pursuit. He now needs to collect the energy of the lost power stars with the help of the squishy and baby-looking Lumas and their mother, space Peach Rosalina, to reach and save her. This time, though, the wide and sprawling levels of previous games have been replaced with clusters of spherical and floating planetoids that must be explored to find the hidden star. These mini-worlds can be circum-navigated and views when atop them can quickly switch to upside down vistas and gravity-swiveling situations.

Gameplay and control of Mario stay largely the same in Galaxy coming from previous installments: Sunshine and 64. Players still search for a hidden star somewhere in the level whilst jumping several times to do such. This time, though, several changes have been made to the already winning formula. Aside from Mario’s usual buffet of leaps (long jumps, back flips etc.), his melee attacks have all been combined into the all-purpose “spin attack”. This move, executed via shaking either Remote or Nunchuck, causes Mario to swing his fists around in a circle damaging enemies, kicking objects, flinging from planet to planet, and dozens of other secret interactions.

The more noticeable weapon to the armory is the inclusion of Star Bits. This “second currency” can be found literally under rocks. Gaining 50 of the abundant candy-looking things equal an extra life for the player, but more importantly, can be used as pseudo-bullets. Using the Wii Remote’s pointer-like technology, Bits can be gathered by simply aiming at them, then be shooting them at enemies to stun them, halving Mario’s dirty work.

This job can be taken over by a second player, utilizing another remote in the all-new Co-Star mode. This casual co-op has the player assisting (or hampering) Mario’s progress by collecting the numerous Bits, holding enemies in place, deflecting projectiles, or even helping the plumber reach new heights with a super jump. The mode is either a hit-or-miss with various people, but when a willing person decides to give a hand the game gets a much-needed social dimension that diverges from solitary titles such The Legend of Zelda, Bioshock, or even The Sims.

    The one thing about the game that some gamers will notice in a more subtle way, while others will point out attentively, is the games departure into linearity. Linearity – the format wherein going from point A to point B is crucial, such as in Chutes and Ladders, or non-linearity, which is the format wherein options and different paths are widely available, such as in Chess – in Galaxy means the level set-up. Most levels will be a simple path to a power star with obstacles on every turn; basically, planet hopping to a finish line, with an occasional fork-in-the-road, or a large area to explore now-and-then. This is by no means a bad thing. This can be taken either as a horrific contortion of the sandbox-esque, 3D Mario series (which will be said by the more negative toned players), or as an ingenious backtrack to previous reach-the-flag 2D Mario game. Choosing which level to partake in is always open to decisions. Usually at least 10 assorted stars are always available to be chased after, and even then, there are always secret stars hidden for the avid explorer to be rewarded with if they do so choose to leave the path. Linearity is not necessarily a wrong thing if the trip from A to B is the most hilarious journey since the one to the bank.

One of the highlights to the Mario series has always been the inclusion of its trademark power-ups – abilities and transformations that allow Mario to do a multitude of things he couldn’t do alone. Such beloved empowerments as the Tanooki Suit and Metal Cap of yesteryear now unfortunately fall into the shadow of much shinier, and frankly, more adorable ones. Bee Mario eats Frog Suits for breakfast. By picking up a brown and yellow striped mushroom, our plumber donnes a bee suite (stinger and all), teeny wings, and pair of antennae and is granted the ability to buzz around for a limited time; landing on flowers, and climbing honeycombs. Winning the Cutest-Thing-Ever award is now a breeze for the portly plumber. Along with the Bee power-up comes a number of others, such as the traditional Rainbow Star, that temporarily renders him invincible, the Fire Flower which gives Mario fireballs to lob around, and a few more that need unlocking to be made accessible.

The game also sports some major updates for the title by utilizing the exclusive motion-detecting tech in the Wii Remote. Aside from the usual fare of intergalactic platforming, the planetoids offer the player some new challenges such as rolling Mario atop a sphere to a goal a’la Monkey Ball, or racing on a manta ray in a sunny, suspended water slide by twisting the remote around. The title’s trump card is its smartly distributed use of variety, wherein truly divergent mechanics are isolated to certain locations and can be skipped entirely if they don’t fit the player’s taste.

Boss Battles are also one of the more noteworthy parts of the game – these take place when Mario is pinned against some obtrusive, usually 10-times-his-size monster, hoarding a power star. All fights are epic, if not adrenaline rushing. One in particular, a rocky and aggressive spirit called the Bouldergeist, can be considered one of the most memorable playthroughs in my gaming history.

The audio background in Galaxy is also nothing short of amazing. Tracks range from classical versions of songs that would normally be found playing at a carousel, and fully orchestrated scores that form a cross between a Star Wars film and a trip to an amusement park, to remixed retro favorites from the past 10+ years of Mario games. Each level contains its own individual music, and each fits it to a T. The ghost level is spooky, the battlefield is epic, the island beaches are bright; the soundtrack to this game is awe inspiring and is almost reason enough to warrant a purchase.
     
    If there is one perk to owning a High-Definition TV it is to see the full glory that is Super Mario Galaxy. The game is gorgeous. Planet views are breathtaking, particles and glitter effects are impressive, even Mario with his updated 2007 pudgy physique is eye-catching. Now, there will forever be those who will put-down the Wii for its low visual output (the console rated the lowest in computing power against competing machines the Playstation 3 and XBOX 360, so low that it is considered by some to be last generation) and to those naysayers I AGREE – to an extent. Past games for the system have looked like blocky, pixilated messes rushed through development to cash-in on the Wii’s popularity amongst the casual crowd. These titles will lastingly be stains on the system and will be fuel for anyone seeking to nitpick. But, as a shining example and as evidence as what the Wii can be capable of, is Super Mario Galaxy. Nintendo once stated that a good game is not entirely ranked by its visuals, but by its gameplay. This of course does not mean every fun title is going to look like some rejected PONG game, or that every polished game is a stick-in-the-mud; it just goes to say that a game need not be positively beauteous to be fun, but it helps, and Galaxy is eternal proof of that.

    When reviewing a game, I would usually reserve the following as a place to put the title’s more negative aspects. Thing is, problems in Galaxy are so few and far between that any attention to such things would be deemed as nitpicking. No matter though! Nitpicker I shall be called, and nitpicking I shall do! To begin, the camera is funky at times. When playing, once or twice the view of Mario was in an obstructed place, forcing me to realign the camera to get a clear look. That was slightly inconvenient. Another problem is with the manual. In the flimsy little book most games are packaged with ALL the power-ups. Luckily, I had the foresight to avoid reading into it until I was far into the game, but I was sad to discover some of the game’s most interesting surprises are shown right on page nine with no warning.
My last jab has to do with one of the power-ups themselves, but as to avoid the oh-so-terrible SPOILARS (sic) I will be incredibly vague. First encountered in the toy-themed galaxy, this empowerment gives Mario a unique way of movement that allows him to reach new places. The new movement is at first difficult to control and does require a good sense of timing. The power-up later kills Dumbledore and turns out to be Luke’s father while being a dream all along.

    Mario has come a long way since the days of the first Duh-Duh-Duh-Duh-Duh-DUH. And even now, with his starring role in what many are already calling the Best. Game. Ever. The modest pipe cleaner shows no sign of stopping. The standard from which all games will be stacked against has just been raised, and all past games now seem damp and lackluster. Ocarina of What? Master Who? Mario laughs. He laughs hard. He laughs knowingly. But not for long, princesses still need saving.

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