Saturday, 15 April 2017

Backlog Beatdown: Saving the Sprixies in Super Mario 3D World


I’ve played quite a few games this year so far across a whole load of platforms, and the first one I managed to get to the end of was Super Mario 3D World on the Wii U, of all things…
The reason is to do with a mix of the game’s design, the length, the optional extras and the plot. You see, there are quite a few things that often get in the way of me seeing the game through to the end. Here are a few:
·        The difficulty. I don’t like to admit I’m rubbish at a game, but if I can’t figure out how to get past a certain point, or haven’t developed my character well enough to do it (I’m looking at you Dark Souls,) it’s not going to last very long. I could probably work it out if I keep trying, but as long as I’m doing that, there are other games I could be playing.
·        The Length. I know gamers like their money’s worth, but the fact is most games are too long for me to see through to the end. Most of the time, the plot can be wrapped up relatively quickly. But there’s usually so much extra content to play that if you breeze through the main areas in order to finish the game, there’s no escaping the feeling that I’ve missed most of it.
·        The Plot. Should we expect a good plot from a game? Well yes – but therein lies a lot of what gets in the way of me beating them. Tied in with the length, if I’ve played the game up to a certain point then dropped it for something else, I can’t remember what’s been happening in the plot of the game when I come back to it! So I necessarily have to start again, and get caught up in a cycle of having an almost obsessive compulsive need to play the game “cover-to-cover,” so to speak, and not having the stamina to do so.
·        Game Design. This one’s actually quite straightforward: If a game is so poorly designed that I’m not having fun playing it, then I won’t play it.
Super Mario 3D World is a game that addresses most of these issues. This being one of Nintendo’s flagship franchises, it is a very competently-designed game, and there’s frequently a sense of satisfaction as you beat the level or a boss. Some levels are more challenging than others, but there’s always a sense of possibility in the level design – you can get to the end if you just get that jump right – and a nice feeling of satisfaction when you eventually beat it.
Hoe the screen handles all 4 players at once
is a mystery to me...
It’s not too long – I didn’t count but How Long To Beat reckons it lasts around ten hours – but the genius move in this game is that the optional content is just that: optional. It comes in the form of collectables – Green Stars, Stamps, getting to the end of the level and reaching the highest point of the flagpole – and while there are bonuses for collecting all of these, none of them get in the way of you making progress. You can only unlock certain progression points once you have enough Green Stars, but the chances that this will ever get in your way are very slim indeed. There’s no new equipment, or levelling-up: The game gives you everything you need, and it’s down to your skill as a player.
And of course, the plot is very basic. About the only difference between this and the other Mario games is that Bowser has captured the Sprixies rather than Princess Peach – who is a playable character in this game – and there’s no need to play through the game or read a lot of journals in order to remind yourself of what you’re doing.
The result is a game that was enjoyable, casual and well-designed enough for me to see it through to the end credits, with an option of going back through the game and getting all the collectibles if I wish so to do. There either aren’t enough games like this these days, or if there are, I don’t know where to look for them!
So now that I’ve gone off on one about how it was a Super Mario game I managed to beat for the first time this year, let’s talk about the actual game…
It’s true that Super Mario has come a long way from very humble – but no less well-designed – beginnings, and it can be argued that the franchise has come as far as it can go. A lot of the design choices were cherry-picked from previous games, and the ‘3D’ nature of the worlds had a 2D sensibility about them; a free-roaming game this is certainly not! The “Cat Suit” which allows you to climb walls and make dive attacks at an angle was new, and I don’t think controlling Princess Peach or Toad in a 3D platformer had been done before, but other than that, most of it was treading old ground.
Did that hamper my enjoyment of it? Absolutely not. You see, having not owned a Nintendo console since the SNES, and no later game than Super Mario World, I actually missed out on a lot of the Mario franchise over the past twenty-five years. Most of the game mechanics and designs that were re-hashed in this game were new to me, and I thoroughly enjoyed the new challenges they presented.
This was the only screenshot I could find
with just Mario in it.
I played through the game as Mario, as I wanted to play the most balanced character and let the game challenge me. And challenge me it did; the platforming mechanics are stable enough and there’s usually a gimmick on each level, a new idea you have to think through in order to progress. This becomes especially true in the later levels, which force you to think outside the box – but not too far! This gives each level its own specific challenge, a philosophy I try to adopt when designing levels on Super Mario Maker, and does a fine job of keeping the gameplay varied enough within the confines of a 3D platformer.
As the game progresses, it’s peppered with various other bits and pieces to shake up the gameplay. Boss fights are the most obvious ones, and here I think the games’ design comes into its own for its intended market: The boss fights are not hard, but if you keep bashing them they will kill you. Instead, you have to analyse their attack patterns, wait for your opportunities and dodge out the way for the rest of the time. Once you’ve figured it out, it’s not that much of a challenge – but for younger gamers, having to think about what you’re doing is a far more effective process than doing the same thing over and over again and hoping it will work this time.
Other variations include the Captain Toad levels, where you play as a Toad who can’t jump at all having to navigate his way around 3D labyrinths to gain five stars, dodging traps and using doors and elevators to negotiate the levels. This got its own spin-off game that I’m looking forward to playing. There’s also a few points in the game where you have a series of puzzle-levels; a rush where you have to beat in short levels in sequential order in a very limited time in order to get the ten green stars on offer. There’s also a series of mini-games in which extra coins, lives and power-ups are available.
There is a multiplayer mode, but I haven’t tried this yet for lack of having anyone to try it with at this point! This might come in useful for me in the future though.
So, now that I’ve got to the end of the game, what about the rest of it? Should I aim for a completionist run and go for all the green stars, stamps and flagpoles? Well, I probably will at some stage, but again, the game has happily given me the option not to do it. I’d like to have a go at the multiplayer mode at some point; when I do it will probably give me an additional challenge to the game. I think that’s a testament to a well-designed game: I’ve got to the end-credits, but I’m more than prepared for it to keep on giving!

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