Friday, June 20, 2014

Review: Mario Kart 8

Mario Kart 8 is an injection of adrenaline right into the Wii U's quivering heart.  Now the console has had a rocky start and despite a fairly solid lineup of games currently available for the system, gamers are still reluctant to make the purchase, as if there will be "perfect time to buy" during some unforeseen golden harvest of Nintendo titles.  Well, though we may still be waiting on a few titles, I'm willing to say confidently that now is indeed the time to pick up a Wii U.  Mario Kart 8 comes powersliding onto the scene and though there are minor shortcomings and a few missed opportunities, this is one power house of a title that will draw you in with its comfortable controls, multiplayer madness, and gorgeous graphics.

Visuals are crisp and each detail pops impressively as Luigi's mustache flutters gracefully in the breeze and Bowser's shell shines after being submerged in water.  This is the most beautiful looking game on the Wii U to-date and, dare I say it, topples over many of the "next-gen" titles we've seen so far thanks to the unique art design.  And what's most noteworthy is the game functions with this level of graphical fidelity at a buttery smooth 60 FPS, a benchmark that is commonly pushed to the wayside these days in favor of higher resolution and packing the screen with textures.  Mario Kart 8 definitely proves that games can have their cake and eat it too if developers are willing to plunge into a bit of creativity with the art style.

The sound design is spot on from the diverse rumble of each kart's engine to the noisy green shell nipping at your heels.  Each course features memorable music, both reimagined from older games and original compositions that you'll joyfully hum long after the Wii U has powered down.  Dolphin Shoals, for example, features a dynamic soundtrack that changes depending on where you are in the course, delivering a sense of triumph as a jazz saxophones blares while your kart rockets out of the depths of the sea and straight into the sunlight.

There were features implemented in Mario Kart 7 to change up the races; a glider for soaring through the air and driving completely submerged in water.  Those both return on top of a new mechanic acutely advertised with MK8; anti-gravity sections.  Certain points of the course flip the kart's wheels on their side and let you stick to the track as it twists and turns like a roller coaster.  And despite its initial simplicity, this adds multitudes of depth to the racing; as alternate routes open up underwater, through the air, or up the sides of walls, players are presented with plenty of viable options in which path to take to sneakily overtake the competition.

I've never seen better course design in a Mario Kart game and I think it's due to how neatly anti-gravity pulls everything together and allowed the developers to stretch their creativity.  Even remakes of courses have their own updated spin and each new course dips its toes into the new mechanics, keeping every part of the race fresh and exciting, but never distracting.  In fact, the camera operates so smoothly behind your character that you'd be hard pressed to notice which was is up as you casually stroll along ceilings like a lunatic.  During many races, it wasn't until I noted the impressive course backgrounds flipped around that my brain clicked and I realized I had been driving upside down for the last stretch of the road.

Each Grand Prix offers a set of courses that are unique and diversified.  There will certainly be some crowd favorites, such as Wario Mountain, a single lap track that starts at the back of a cargo plane oin top of the snowy peaks and ends at the bottom of a slaloming ski slope.  Others like Sweets Canyon will aggravate many players with its tight curves threatening to plunge you into an offroad terrain of sticky chocolate, but regardless of personal opinion, each track has been crafted with care and showcases each racing mechanic in a beautiful, balanced way.

Though if there are going to be complaints about the races, it will be concerning item balance.  I personally think the item distribution is better than it's ever been.  Blue Shells and Lightning are rare this time around, so much in fact that sometimes you're gifted with several races in which you don't encounter one or the other.  But now racers can no longer stack items by dragging their current item behind their kart, so 1st place is left with less impenetrable defenses to compensate for the minimized amount of little blue devils.  The Coin (returning to MK8 as a method of reaching your top speed) is a pretty common item in 1st as well, meaning not every item you gather can be used as an effective shield.  Of course, the RNG can and will play you for a fool.  2nd or 3rd place can hit the jackpot with Triple Red Shells and become a whirlwind of force and you'll cuss as you get your sixth Coin in a row as players behind you fire shells at your exposed ass.  But despite some frustrating "Of all the luck..." instances, the balance is generally fair and the most skilled player will win 9/10 times.

A few new items make their debut, but there isn't too much to say about them.  The Boomerang can be thrown forward or backward and returns to you after reaching its max distance.  A potted Piranha Plant chomps around you, gobbling up bananas, coins, shells, road hazards, and anything else that might be in your way, including other racers.  Crazy 8 appears in the form of 8 items circling around your character, which you can time your button presses to use them in sync (though I just mash and fire everything at once). The two most talked about items will be the Fire Flower, which gives you the ability to spray a flood of fireballs around the course and the Super Horn, a single use shockwave that destroys anything around you, including the almighty Blue Shell.

On the driving front, I will claim as a long-time Mario Kart player that the physics have never felt better.  There's a sense of power to behold as you drift around a series of corners, building up a boost that slingshots you past someone else.  Whether you're landing trick shots with green shells or drafting behind your buddy to gain enough speed to pull ahead as you cross the finish line, each race becomes a series of "Did you see that?!" moments, making local multiplayer the true meat of the experience.

Mario Kart 8 supports up to 4 player splitscreen, maintaining its impressive 60 FPS when racing a second player, but dropping to 30 FPS after adding a 3rd and 4th participant.  The drop in framerate is noticeable-- especially if you played a few races in smooth 60 FPS before your buddies joined-- but after a match or two, it fades into the background as the typical fun and frustration of a night filled with Mario Kart creeps in its place.

But even though Nintendo offers a wonderful splitscreen experience that cannot be found in other current gen platforms, there are still a few missed opportunities that could have brought the game up a notch or two in terms of functionality.  For instance, an option for a 5th player, allowing one player to use the Gamepad screen, would have been a welcome touch and is something we've already seen in other games such as Nintendo Land and the upcoming Mario Party 10.  Or at the very least, they could have given one player the option to strictly use the Gamepad screen.  As it stands, if you switch to the touch screen during multiplayer, it still displays a splitscreen view.  More screen options would free up some TV space for the other drivers and it could have been a clever method for head-to-head Battle Mode as "screen peeking" would be removed from the equation.

My other major disappointment is the severely mundane character roster, which is packed with enough palette swaps and babies to make you wonder if Nintendo is completely blind to the 30 years worth of interesting, diverse Mario characters to draw from.  It's an absolute shame when Baby Daisy, Baby Rosalina, and Pink Gold Peach make the cut over favorites like Petey Piranha, Dry Bones, King Boo, and Diddy Kong.  As I stare at the screen full of Koopalings, I'm left wondering if there was a rush to get the roster to a certain number before the game went out the door.  I never thought I'd say this, but I'd even prefer Birdo to be in if it meant a more diverse cast.  I'm hoping that DLC can spice things up a bit.

But Minor complaints aside, this is one solid racing experience and one of the must-own multiplayer games of the last five years.  The online mode is sturdy with minimal lag and fast lobbies, offering tons of longevity to the game.  My only wish is for some DLC courses, karts, and characters to keep things interesting.  As much as I love each of the 32 courses, after pouring hours and hours into them and memorizing each and every curve, I'm already ready for something fresh to keep me coming back.  If you're a Wii U owner, this game deserves to be on your shelf.  If you're not a Wii U owner, the Wii U deserves to be on your shelf, for now really is "the perfect time to buy."

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