It should be obvious, as per my username, that I'm a Nintendo enthusiast. When certain new Nintendo 1st party games are released it's big news to me. I pre-purchase 'em, I play 'em obsessively, and I beat 'em.
I had mixed feelings going into SM3DL due to criticism I read about the game, and the sheer anxiety of waiting for it through dull months of lackluster 3DS originals. Nintendo has delivered enough gems throughout history to raise expectations through the roof for all their marquee games. Not only that, it was arguably the 3DS's do or die moment that would either strengthen or sour Nintendo diehards who purchased a 3DS. That's a lot of expectation for one game, and I waited a few days to write this blog so I could sort through my thoughts and give the game a justified critique.
It's true that SM3DL borrows heavily from SMB3 - the Tanooki Suit, the flying warships, the BGM - and those are all well and good. I think the most important element that is borrowed, however, is the overworld structure in both it's similarity and differences. One similarity is that each level is it's own unique area, and in each one there are two basic goals: reach the flagpole before the timer reaches zero, and collect all 3 star medals. Also, included in most worlds is an area for simply receiving a powerup from Toad.
Where it differs is that there are no warp whistles, no alternate paths, and no minigames (unless you want to count the purple boxes as a minigame). In SMB3, a minigame was required to earn a powerup, whereas in SM3DL you just get whatever's in the ? block. IMO, the exclusion of minigames is notable, as they were a staple in SMB3 and New SMB, and their absence is felt.
I mention the overworld structure as that was the main concept I had to wrap my mind around. Having a 2D overworld based in a 3D game felt foreign to me. It conflicted with what Mario 64, Sunshine and Galaxy 1 & 2 have conditioned me to accept as the norm, and somewhere in that a feeling of grandiosity was lost. This is what I realized after whizzing through the first 8 worlds. It's a 3D game covered in a 2D wrapping, and it felt awkward. Once I made that realization, though, I was able to accept it for what it is.
What it is is a great Mario game worthy of entry into the ranks of its forebearers. It's the first game of many to come that justifies the 3DS's existance. While slightly easy on the challenge side, it delivers full blown access yet again into the Mushroom Kingdom. Like many before me have stated, the game doesn't really get challenging until after world 8, and, in retrospect, I think naming the second trip through those first levels as "Special" is meant to reward and fascinate those who aren't yet familiar with the Mario formula. Of course the game was going to get harder. It HAD to. But to call it "Special" is a bit of hyperbole as they really aren't all that special, just more challenging versions of the first levels.
Don't get me wrong, I'm not complaining. To collect all the puple coins in Galaxy 1 & 2 en route to 100% completion required revisits to levels that didn't change all that much. This formula isn't entirely new, it just feels different as per the overworld layout.
Although I truly enjoyed this game, I would like to have seen more bosses and longer levels. The game does feel short, even if it's a 2D game mirrored to be 3D, but I overlook that as it's a handheld game. And that reminds me of one more point: I'm not sold on the advantage that 3D visuals offer in this game. There were maybe 2 or 3 rooms that had optical illusions in which 3D gave a slight enhancement, but overall the entire game can be enjoyed and played to completion in 2D. IMO, 3D is more a novelty than anything else, and I won't be upset if it remains that way, because I rather enjoy it.
What I liked:
Amazing graphics.
Tight gameplay.
Lots of fun.
What I didn't like:
Seemed short.
No minigames.
3D necessity is overhyped.
No comments:
Post a Comment