Review- Super Mario Bros. Wonder
Mario in 2D has stagnated for the past 20+ years. After
Yoshi’s Island in 1995, the majority of Mario’s 2D outings have been through the
New Super Mario Bros. series, a series that has increasingly seemed like a
snake eating its own tail, as the past 3 entries for each of Nintendo’s major
consoles have all seemed incredibly similar in terms of both mechanics and
aesthetics. Juxtapose that with the sheer level of innovation, creativity, and
difference between any of the original 2D games, and you would not be called
crazy to say that modern 2D Mario has seemingly run out of juice. In comes
Super Mario Bros. Wonder to dispel any notion of that idea. There is not a
moment in Super Mario Bros. Wonder that doesn’t feel bursting with new enemies,
mechanics, or set pieces. The game’s precise goal is invoking joy and wonder,
and it does both to the utmost degree.
The story of Mario Wonder has you collecting royal wonder
seeds from the flower kingdom in order to defeat Bowser, who this time has
turned himself into a castle thanks to the awesome power that said royal wonder
seeds have. There are seven worlds with seven wonder seeds to collect, as well
as a special world that has curated difficult levels that lacks a royal wonder
seed. Speaking first of the main seven worlds, every world has a set aesthetic
to differentiate themselves from one another as well as set expectations for
the type of levels Mario will be jumping in. In these worlds are the four main
types of worlds that encompass most every game: Grass, sand, underground, and
lava. The ask of each world is to collect a certain amount of wonder seeds,
which unlocks the main boss stage that nets you one of these royal wonder
seeds. Collecting all six in the overworld grants access to Bowser’s castle to
defeat him and collect the final wonder seed. Along your journey in some of
these worlds there are unlockable travel points that take Mario (or others) to
the special stage, a place that lacks a royal wonder seed but makes up for it
by taking all of your stored extra lives away because of the difficulty spike.
The best thing that can be said about these special levels is that they never
felt unfair. Frustrating for sure, but the levels are short enough that it’s
more about a swift execution of jumps rather than an endurance test of the same
feat.
The winning
combination of this game’s level design is the enemy variety working in tandem
with each levels wonder flower set piece. While there are the mainstay enemies
of the series, like Goombas and Koopa Troopas, every level is jam packed with
new enemy varieties that comes with their own movement that often works in
tangent with Mario in some way. There’s these big blue buffaloes that will
charge full speed at the player, to the point where they can gain a bit of
airtime after running up a hill. Then there are these birds that shoot their
beaks at Mario, and their beaks stick into a surface, temporarily creating a
platform that Mario can use as solid ground for a few seconds. Almost every
level showcases some new enemy, or how to use an enemy in a new way, and it
leads to such a fun new experience, but as mentioned earlier, that is only one
part of the equation.
The second part of that winning combination is the wonder
flower set pieces, the big new thing shown off in all the marketing. The player
will find, either hidden or obvious, a wonder flower in a level (normally
around the halfway point), and when this flower is collected the level itself
will change. These changes are almost always unique to each level, and either
change up the difficulty, or show off a level made up of singing Piranha Plants.
I’m not the first person to mention this, but it’s still worth mentioning that
these set piece wonder flower moments feel a lot like the big set piece in New
Donk City in Super Mario Odyssey, where the town throws a big party for Mario,
singing the famous Jump Up Superstar song. The best thing about this game as a
whole in regard to the wonder flower, is that even without these set pieces the
game is still filled the brim with creativity and joy, and the wonder flower
takes those things and just dials it up to 11. Mario Wonder is a game that is
always running on all cylinders, and these wonder flower moments are a big part
of that.
The wonder flower isn’t the only new addition to the world
of Mario, as three brand new powerups have been introduced in the elephant,
bubble, and drill power up, the drill power up serves the very useful function
of being able to drill into the ground and ceiling, which allow the player to
evade enemies explore areas otherwise cordoned off from the main path. The
bubble power up has a high skill ceiling but is fun to use regardless of that
fact. The bubbles that the player blows out can automatically take care of
enemies by surrounding them and turning them into coins, but also as an
emergency platform that can be used for traversal. I was never able to get it
to work, but the people that can have shown off some crazy skips in some levels
that just blow me away no pun intended. The best was saved for last of course,
as the elephant power up does just what the name implies, it turns Mario into a
Republican. No but seriously, turning Mario into an elephant was never
something I thought I needed in my life but I’m glad to admit that Nintendo can
make basically any concept work. When Mario turns into an elephant, 3 major
things happen. One, the course music adds more bass with some brass
instruments, and it’s legitimately my favorite part of the power, to the point
that if the music addition was all it does then that would be enough for me.
The other two abilities are how Mario uses his elephant trunk, one where he can
hit enemies or bricks, and the other where water is stored in the trunk and can
be used on wilted flowers around the level that grant secret items. All these
powerups are nice on their own, but the highlight is how the level incorporates
their powers to benefit the player, like a low hanging ceiling for the drill,
or an annoying enemy guarded by walls that only the bubble can reach. The
abilities don’t stop at the power-ups, as this game also introduces a badge system
that gives the player a variety of new abilities to help them navigate the
course. These badges can be purchased or earned through special courses
throughout the world and can do things like add more items blocks around a
level, give the player a vertical wall jump, or even give the player a grapple
hook, which objectively makes this a Game of the Year contender on that fact
alone, since we all know that grapple hooks only make games better. All these abilities
elevate player choice in the moment and work in concert to create a satisfying
gameplay experience.
Everything mentioned so far has been great additions to
shake up the Mario formula that has set in with the past few 2D entries, but
the connective tissue that holds it all together are the small details to add
life into the levels. When Mario goes into a horizontal pipe, his cap will stay
behind, and he has to reach his hand out to get it. When Mario is in his elephant
form, he will get stuck in a pipe momentarily before squeezing through. When
the player is about to jump on a goomba, it will have a momentary face of shock
right before it gets stomped. When a koopa shell gets too close to a flying
koopa, it will get all stressed and try to flutter away. Mario has new running,
jumping, and crouching animations. He’s started to say Wowie Zowie, like his
brother Luigi did in Luigi’s Mansion 3, every time he turns into an elephant. My
favorite part of this entire game was all these little details I would spot as
I played to the point that an earlier concept for this review was going to
start with me listing off every little detail I could remember or had recorded.
These small moments aren’t large but taken with the context of everything mentioned
previously, they enrich each moment with just that much more life, tying the
entire experience together.
Sup Mario Bros. Wonder is joy built, packaged, and sold for $60. Every
aspect of this game, be it the power-ups, the enemies, the set pieces, or the
small 1-second character animations, has been polished and designed to create
the wonder advertised on the front of the box. The more I think about it, the
higher it ranks on my Game of the Year list, in a year filled to the brim with games
vying for those spots. If you choose to check the game out, I hope you enjoy it
as much as I did, and I thank you for reading my review.
Comments
Post a Comment