Wednesday, February 06, 2008

Video Game Review: Super Mario Galaxy (Wii)


Alas, I am finally ready to review the release which is Super Mario Galaxy. It’s a game for the Wii, which is now infamous for its new and somewhat innovative controller interface. I think I may have mentioned the game here once or twice. I read many reviews of the game before buying it. Usually I would be a puritan about not spoiling it, but I suspected that those who reviewed the game had not played much of it, and I was right. All of the reviews I’ve read were obviously written by people who rushed the first 60 stars of the game to fight the final Bowser, and then called it quits so they could get their review out quickly. After all, they’re getting paid for their reviews (probably), but I’m not. So yes, I may have taken a month to beat it, and yes, it’s been 3 months since it came out, but at least I’m not calling the game easy because the first 60 stars were easy (of course they are) and calling it quits. You get the whole picture.
The Super Mario games have always been an experience. Mario became immediately famous from his NES releases, games which set the stage or the side-scrolling genre. Back in the day, Nintendo would happily crank out mutiple Mario games (3 on the NES) to eager fans. These games, however, were not so much separate entities as they were the previous game continued in a supplement, similar to sequels in the Halo series, which don’t have too much more in creativity to add to their predecessors. Any idea reused enough times, however, is bound to get old, and Nintendo knew this. I can only imagine was it must have been like to pop your “Super Mario 64” cartridge into your brand new N64 for the first time. It must have been startling to see a 3D Mario emerge from a 3D pipe in front of a massive 3D castle in graphical rendering which was at the time magnificent. The 3D aspect literally added a new dimension to world exploration and enemy combat, and suddenly Mario games did not have to be completely linear. Indeed, “Super Mario 64” was the new life for not only Mario games, but platformers at large.
64 introduced the platformer structure which Mario and other games still utilize today. The game takes place in one large world, in which lie several smaller worlds. In each sub-world there are a number of units to collect (in the case of 64 and Galaxy, Power Stars), and a certain amount of units allows you access to more sub-worlds. Galaxy follows this, with a few twists.
As in 64, Galaxy has 15 real levels, except that instead of having 6 “episode” stars, it has 3 plus 2 comets and 1 or 2 secret stars. The real creativity, however, lies in the gravity concept of the game.
Having the game take place in space was a great call on the part of Nintendo. I’ll admit, I was originally worried that the game would be disappointingly disjointed. I feared that it would consist almost completely of “you’re on a small planet, solve a puzzle there, access a way to another small planet, repeat”. And for the first bit of the game it is like that. It was really a bad idea to put the Good Egg Galaxy first on the roster, if in the game at all, because it does not make a great first impression. Its successor, the Honeyhive Galaxy, however, does. Honyhive, like most of the levels in the game, consists of one massive planet which acts as a main terrain, around which many satellites orbit. This is a great blend of 64/Sunshine-esque exploration, with the added twist of planet to planet transport.
The question on everyone’s mind when Galaxy came out was whether the control interface was any good. After all, the whole Wii thing was a bit of a gamble on Nintendo’s part. Well believe me, Galaxy knows how to use and not abuse the Wii interface. The main move in the game is a simple shake of the WiiMote. In normal conditions this allows Mario to spin, attacking enemies and breaking obstacles. However, it also allows him to use transport stars and activate certain abilities of the various Mario upgrades. The Nunchuck acts as a simple joystick should, and the interface gets comfortable frighteningly quick.
Now you may be wondering what a comet is, but since you’ve all seen me play Galaxy, you’re probably not. I’ll explain anyway. Basically a comet star is one where you replay a star you’ve already beaten with a new challenge. The first type of these challenges is a speed run. Like the name suggests, you have to replay a previous star in a certain amount of time. While slightly worrisome, these comets never really gave me any trouble. In fact, they seemed to be a waste of a perfectly good one of my 120 stars to collect.
The second type of comet is a Cosmic Mario comet. Shadow Mario is back in this game, except this time he’s not Baby Bowser, he’s some natural phenomenon. This comet requires you to race Shadow Mario across a map Koopa the Quick/ Il Piantissimo style. Just as with the two aforementioned opponents, he’s not that difficult. There were maybe one or two Cosmic Mario races that we had to give more than two tries.
The third type of comet is the Daredevil. This is a bit more legit than the other comets. The Daredevil challenges you to replay a star, usually a boss, with only one bar of health. It’s true, you only get 3 in Galaxy, but for most bosses you are given an overshield which raises your health to 6. 6 to 1 is a big drop, believe me. And in case you’re slow, only having one life means you can’t ever get hit. Ever. Most Daredevil challenges are mercifully easy to devise a strategy for. Topmaniac in Battlerock, for example, is an easy kill once you figure out how to avoid his spinning blades and prevent his usually harmless minions from spinning you into the electric barrier. Any ease on some Daredevil challenges, however, is compensated for in others. The Koopa witch Kamella in the Deep Dark Galaxy is a prime example. Though we’ve faced her methods of combat several times by this point in the game, never have we had to deal with her in such a closed space. Beating her with 3 or 6 health, piece of cake. Not getting hit once? Good luck. On a side note, isn’t Kamella a Paper Mario character? What’s next, X-nauts is Super Mario Galaxy 2 (More on that later…)? Come to think of it, Galaxy’s plot is a lot like Paper Mario 1’s. A lot. Let’s see, what was the plot of PM1? Bowser pulls Peach’s castle up into space and Mario must follow them into space to save her. Yeah…real original, Nintendo. But where were we? Oh yes, Daredevil runs. Good luck on Bouldergeist, too. That one only took me an hour or so.
The last type of comet is the Fast Foe. This one only really happens with block enemies, and, as you may be able to guess, it involves your foes being must faster than usual. Like Cosmic Mario, these are initially daunting yet quickly overcome and generally disappointing. And then of course they’re Purple Comets, but I’ll get to those in a bit.
Anyone whose played Sunshine was a bit frightened by the prospect of Secret Stars in Galaxy. Of the mistakes Sunshine made, non-Mystery level secret stars were probably at the top of the list. If you’ll recall, one involved spraying a gold bird until it turned into a Shine, one involved spraying the sun for no apparent reason, and one involved spraying sand. It seemed like the creators of the game wanted to award you not so much for cleverness and exploration (as secret stars should be), but rather for doing random acts which made them feel you were getting use out of the FLUDD pack. Indeed, Sunshine seemed to specialize in throwing away Shines. Of the 120 in the game, 24 were gained by finding 240 blue coins scattered throughout, 4 were uncreative secret shines, and many were awarded for random cleaning around Delphino. Yet somehow Sunshine still managed to be an awesome game.
So how are Galaxy’s secret stars? Well, they’re involved, which is a good thing. You actually have to try to get them , and there are entire planets and complexes designed to house them. They are essentially their own episode stars, as they should be. Yet their fault is that they are too obvious. Too often are secret stars accessed by taking a different transport star off of a planet than usual or feeding a Hungry Luma, a creature who seems to scream “SECRET STAR!” whenever you see it. In this respect, Nintendo has taken secret stars from one extreme to the other, from impossibly random to glaringly obvious. Ideally, Secret Stars should be awarded for exploration. In Sunshine, a good Secret Shine in Noki Bay would have been one where you had to walk around the perimeter of the level, a place no one would expect to look, and find one of the water symbols on cliff wall. You would spray it and then access a chain aof mazes and puzzles leading to the Secret Shine. This is neither obvious nor is it the result of random experimentation, but rather exploration. That said, Galaxy has a few good secret stars among its many misses, including the cleverness of Gusty Garden and Dusty Dunes (Shifting Sand Land II).
The new Mario upgrades are also fairly questionable. Remember flying, metal head, and vanish cap Mario? Well, those upgrade ideas haven’t been lost on the writers. Just as there were FLUDD pack upgrades in Sunshine, so are there upgrades in Galaxy. But they’re really not all that great.
First, Fly Mario. I’m going to get this one out of the way immediately because it sucks. And do you know why it sucks? Because it’s so awesome. Yes, Mario can fly again, just as he once did in 64. This time his flying ability even comes with a badass black outfit and better controls. Gone are the days of not being able to gain altitude to save your life; now you can ascend, ascend, ascend to your heart’s content. One drawback is that you can’t pull off the sick dives you could in 64. You first use Fly Mario in the Gateway Galaxy to gather purple coins. This is the only time in the game it is necessary to use it, and the only other place you can use it is the Comet Observatory, where it does nothing. Way to not use a perfectly good upgrade. Lame.
Next, the Bee Suit. This is the first upgrade you use in the game, and arguably the best. The bee suit allows you to fly from place to place, and keeps being brought back throughout the game in creative ways.
Boo Mario: Almost as useless as Fly Mario, but less cool, so it’s not so much of a crime. They use it once or twice in the Ghostly Galaxy, where it seems okay. But then there is only one more necessary use of it in the game. Underused and pretty uncool.
Fire Mario. This one’s a throwback to classic Mario, with your spin move letting you throw fireballs to light torches and burn enemies. It’s fairly cool, but it’s also pretty much a one trick pony. Whatever, we’ll call it worth it for the nostalgic value.
Nostalgic value does not save the Rainbow Star, which has been brought back as Mario’s invincibility. Just like the Boo Mario, there is barely any use for it in the game, unless you want to kick ass, which, given, is always fulfilling.
Spring Mario is pretty cool though. It’s incorporated fairly well and often after it’s introduced, and bouncing around and launching yourself is pretty fun.
Ice Mario is probably the second best incorporated upgrade in the game, after the Bee Suit. Ice Mario has many beneficial qualities including the power to walk on (and even long jump between in some cases) water and lava. The creators were fairly good about bringing this one back again and again, and it’s pretty fun.
Alright, I must discuss the secrets of the game. If you have not gotten 120 stars, do not read the red text. Believe me, it’s not worth spoiling.


The 120 star reward in 64 was alright. Seeing Yoshi was pretty cool, and laughing at his poor rendering in comparison to Mario Kart 64 (released at the same time) was fun too. Plus we got that little pat on the back from Nintendo, which made us feel like less of a loser for spending all of our time on our couch instead of being productive…yeah.
Galaxy decided to step it up a notch. When you get all 120 stars, Rosalina (Your hot yet terribly annoying guide on this journey) asks you to go to the center of the universe again. Yes it’s true, you must fight Bowser and watch the ten minute video/credits again. Deal. After you go through this, you can play the game over as Luigi. And yes, I did, because I’m that cool.
Luigi doesn’t handle all that different from Mario. In fact, it’s pretty much the same game over again. Except this time you know all the tricks and can blaze through it a bit faster. Also, Luigi has an annoying habit of sliding about six feet after you stop moving the control stick. This makes Space Junk a bit more difficult. Cosmic Luigi races are also a bit more difficult than Cosmic Mario races.
After you beat the game with both bros, you open up the Grand Finale Galaxy. This part is a bit disappointing. You see, all you do there is grab 100 purple coins on your way to Peach’s castle. Then you talk to the mail toad and he sends a letter to your Wii which parallels the note at the end of 64 from the creators. In any case, the Grand Finale Galaxy is still cool because it gets you 121 stars, which just feels awesome.


I’ve been slowly coming to the sad realization that Super Mario 64 is not as awesome a game as I have thought for the last ten years. Frankly, it’s too easy. It’ll probably still be my favorite forever just because of the nostalgia, but Galaxy certainly has some innovation and difficulty on 64. Bottom line, buy/play this game at all costs, it’s great. It’s got a few setbacks and gimmicks, but overall it offers a new dimension which breathes new life into Mario. I just hope the rumors about Super Mario Galaxy 2 are true.

-OSK

Fun Fact: If you look at all of the letters highlighted by sparkles in "Super Mario Galaxy" on the game's front cover , they spell "U R MR GAY" Accident? Who knows?

DOUBLE COOKIE!

“Anyone who doesn’t believe in Faeries isn’t worth knowing.”

-T. Amos

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