Reviews// Super Mario Galaxy

05 Nov 2007 14:05

by Jonti Davies


There are two ways of doing this.

Having played Super Mario Galaxy to within an imperial inch of its last life since the Japanese release just 4 days ago (Nov 1), I could tell you about all the good bits and how they’re so very wonderful - but then you’d hate me because the good bits wouldn’t be quite so good for you, as you’d already be anticipating them, and you’d end up wishing you’d never read this review. It would be quite a crap review. 7/10 at best.

Alternatively, I could tell you how and why Super Mario Galaxy is the best non-shooty videogame of the new generation, only without any of the spoilers or unnecessary details concerning exactly what goes on inside this magic disc. The painless but still-sort-of-pertinent version of events. Let’s go with that, then.

We have to start by dismissing Twilight Princess for what it really was – just an adaptation of a very good GameCube game. Link needs to step aside because it’s this, Super Mario Galaxy, which makes it blindingly clear that when Nintendo chooses to develop gamers’ games on the Wii format it still has the power to produce world-beaters. (And the era of upgraded GameCube releases – see Twilight Princess, Super Paper Mario, Resident Evil 4 – should be pronounced ‘Over’ with the thud of a Thwomp.)
\ advertisement /

/ advertisement \


Since Super Mario 64 appeared just over a decade ago, changing the way we play videogames and the way They make videogames, we’ve been waiting for Super Mario 64 2. And while Super Mario Sunshine was a massively entertaining quasi-sequel, building on the ground of Mario 64 but never quite plucking up the courage to ask for a new plot of land – Super Mario 64 Plus, if you like – it’s only now that we have a game truly fit to be classed as a Super Mario 64 2.

Galaxy isn’t merely a bigger, better version of Mario 64; it exists in an alternate universe of gameplay ideas that are all its own - but it’s still in 3D and Mario still plays the lead.

It’s obvious that the Wii Remote, which has already proven powerful enough to be a make/break factor in the development of Wii games (a potent weapon when developers use it cleverly - and calibrate their Remote controls with some precision - but a bit of a tool when they misuse it) has been employed thoughtfully from the beginning of Super Mario Galaxy’s creation.

You can use the Wii Remote as a pointer at virtually any, um, point in the game, collecting small stars from the ether and firing them back at enemies or obstacles. But that’s only the most basic incorporation of Remote controls that Mario Galaxy has to offer. With intuitive use of Remote movement Mario can also spin, roll, shoot fireballs, catapult himself, tractor-beam himself through zero gravity areas, and do other things that you’d be better off finding out independently . In boss fights, too, Wii Remote movements are used for the delivery of attacks and killer blows while the Nunchuk’s analogue stick controls Mario’s basic movement.

-1- 2 3   next >>
Share this item on... N4G digg Slashdot NewsVine del.icio.us Reddit Fark

Comments


Read all comments >>
18 comments posted.

First comment

Posted by InsaneJonny
Excellent review, as someone convinced Sunshine was one of the most disappointing games of all time (A solid game, but the glimpses into mario magic like you mention in galaxy were too few and far between) . I'm curious about two things.

1. Linearity, one of the things that pissed me off about sunshine was the way you had to collect a specific 50 stars to beat the game, is Galaxy the same or can you go about it your own way.

2. Anything comparable to them god damn blue coin hunts? Their the only reason I haven't got all 120 shines yet.

And I'd say Prime 3 was the game to prove the wii not a novelty, I'm trading the garbage that was Super Paper Mario in for this day its out.

Latest comment

Posted by Pat
I've played the game since I live in Japan for about a week now and I have about 70 stars (I'm a working man...so even if I want to play more, real life does beckon). Of course another reason I only have 70 stars might be because the level design and control are so masterful that I once spent about an hour just jumping around this crazily shaped platform to see how many sides of the screen I could land on...I hit almost all of them and the camera didn't even sputter.

Anyhow, to answer your questions.

1) Linearity seems to be thrown out the window. You can pretty much pick up any star you want so long as you have gathered the amount needed to open a new area.

2)There are a few purple coin hunts...but they are nothing like the damned things in Sunshine. These are well done and enjoyable challenges and you are never left looking for that last damn coin without any clues. No, you can see them...you just have to be clever enough to reach them ;)

This game deserves a 98%. I never had the framerate dip as they mentioned on my game, but I did manage to confuse the camera once (and I tried pretty hard to do it). So if 100% is perfect (which no reviewer wants to give) then that would stop it's perfection. I also give it a 98% (which means it's the best damn thing out there)

Post Your Own

Quick sign-in Forgotten your password?
Don't go posting anonymously! Log-in or register for the unadulterated experience

(Go on, give it a check through)
Humans Rule OK
Show us that you're not an evil robot that's going turn us into dodgy meds junkies. Enter the letters, numbers and symbols shown on the left in to the box below.

Companies


Competitions


There are no competitions running right now.

If you've entered one of our recent competitions, then check out the winners

Polls


Cut Scenes: Art or Sheer Bloody Laziness?


See Results | See All Polls


. . .