To be clear, beating MK7 for this blog is defined as getting gold in all 8 cups. I still need to earn 3-star gold rating in all cups and unlock some kart accessories, but for the most part I think I've now put enough time into it to give it a solid critique.
The best way to describe MK7 is to call it MK Wii with 16 new tracks, 16 new retro tracks, no bikes and a few other tweaks. Graphically, it's on par with MK Wii, and feels similar to it, which, IMO, is a good thing. The 3D effect adds depth and really shines in this game. A lot of feedback about MK7 has already been expressed in articles, comments and blogs, so I'll address what I've read and add some of my own observations.
First of all, I don't understand the complaint of being penalized for good racing by getting knocked out of first place by a blue shell strike. This is Mario Kart, is it not? Maybe it's agony carried over from MK Wii, which I understand. It seemed that no matter what happened in MK Wii, getting hit with a blue shell was inevitable if you were in first place during the 2nd or 3rd lap for any reasonable length of time. In MK7, though, blue shell attacks seem less frequent. The most I encountered in any one race was 2, and sometimes none were encountered at all. Another thing about blue shells, they behave differently in MK7, zooming along the ground, knocking out all in their path, as opposed to previous MK's where they hover above the racers. Also, although it was rare but possible in previous MK's, I've yet to actually dodge a blue shell using a mushroom turbo or well-timed track turbo. I'm not saying it's impossible, I'm just saying I've yet to pull it off. Maybe if there was some quirky complicated way to dodge them then the complaints might cease. Personally, I'd like to be able to defend against a blue shell with a perfectly timed item strike. I just think it would add depth to the gameplay.
Next, I read some complaints about the game feeling slow. This is true, but as faster karts and accessories become available so, too, does the speed increase. I had unlocked maybe a half-dozen items when I reached 150cc, and it did feel rather slow for 150cc, but the pace quickened once faster karts and tires were unlocked. Secret charcters also add more speed to your rig, but they aren't even available until you start beating 150cc cups. So, I understand the complaint, but maybe it was a bit premature from those who hadn't yet delved deeply enough.
IMO, the game is balanced just fine. Winning gold in some of the harder 150cc and mirror cups was a challenge for me and took multiple tries. Many times I missed victory by one point, where all I had to do was win the last race but failed. Sometimes it was due to a blue shell, sometimes it was sloppy racing on my part. Either way, I don't see how this is a bad thing. I want a challenge, not a 50cc stroll through the park during every race.
So, anyway, without trying to seem like too faithful of a Mario Kart apologist, I understand some of the complaints, but I think the game fleshes out as you get deeper into it. I agree that the base formula remains mostly unchanged, but I'm not sure what people should expect. Mario Kart's always been a battle racer, not a straight up racer. It's what makes it exciting, and frustrating. If anything should change, it could be something that's been stated by others, like a story mode or overworld layout ala Diddy Kong Racing. Or maybe more modes or tracks could be added. The racing mechanic itself, though, is as solid as any previous Mario Kart I ever played.
Most of my time has been spent winning cups and unlocking stuff in offline mode. Playing online without doing so can put a player at a stark disadvantage against opponents who've unlocked faster karts and tires. Playing online before unlocking everything makes no sense to me. I did, however, play a few multiplayer rounds in the 1up community lobby on Monday and had some fun. I like how the community feature is set up, allowing different types of play based on turning certain items on and off. The mushrooms-only lobby should satisfy naysayers who cry foul against blue shells and attack-induced failure. I did notice one whacky occurance, though. I was racing one vs. one against a guy, and his kart would appear sporadically, zooming left and right across the track in ways which shatter the laws of physics. It was funny to see, and I wouldn't have minded at all, except the obviously glitched-out representation of my opponent would actually collide with me and slow me down. My guess is that this happened due to lag, and it only happened in one race. I tried joining the "Worldwide" online multiplayer lobby a couple of times but never managed to connect. This could be a problem going forth after I unlock everything, but I honestly didn't give it enough of a chance to make a solid case.
This blog is getting long-winded, so I'll quickly wrap it up. I like the fireball flower power up and the new Lucky 7 power up. The Tanooki tail isn't all that great, but helpful in some circumstances. I like customizing my kart, but some of the new secret characters leave me scratching my head. Like I mentioned in my 1st impression blog, I like most of the retro tracks, but the old school 2D ones are not welcomed by me. I like the time-trial feature of racing against 7 ghosts instead of just 1. The Mario Kart Channel does well in downloading random ghosts for you to challenge in time-trial, and I hope they bring back the tournaments like they had on the MK Wii MK Channel. I've added a couple 1up users to my friends list, but have yet to find a way to send ghost data, nor have I received any from them. Also, one menu-navigating pet peeve of mine is that after you race against a downloaded ghost challenge you must quit the mode and return to the title screen to race against another challenge. Yes, it is possible to select "change track" and hand pick which ghosts to race against (from the fastest to the slowest I might add), but I'd like to be able to knock out all the challenges one after another without navigating my way back every time. And, one last complaint, I don't like the fact that new items can't be collected while using the Tanooki tail, forcing you to wait until it expires.
What I liked:
Great graphics with added depth in 3D.
The fireball flower and Lucky 7 power ups.
The ability to customize your kart.
What I didn't like:
2D tracks seem dated and lackluster.
Some new secret characters are obscure and forgettable.
Unwarranted menu-navigating complexity when racing against downloaded ghost trials.
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