Mario Kart

mario-kart-world-review:-getting-there-is-half-the-game

Mario Kart World review: Getting there is half the game

While that kind of item-based back-and-forth isn’t new to Mario Kart, it feels like it has been taken to a new extreme by World‘s more crowded race track. If you’re in the middle of the pack, every tranche of item boxes you pass can lead, in short order, to a flurry of near-unavoidable projectiles and item-enhanced opponents cluttering your immediate space. That’s especially true in online races, where human opponents tend to be much more ruthless with their item use than even the hardest computer-controlled opponents.

That blue “Kaboom!” can send you from first to 17th in a hurry.

That blue “Kaboom!” can send you from first to 17th in a hurry.

The change ultimately rewards defensive driving, where you do your best to avoid other racers and utilize protective items until you have a chance to rocket into the relative safety of the top few positions. Sometimes, though, there’s simply no avoiding a maddening series of bad breaks that can literally send you from first place to 19th in an instant.

It’s not the destination, it’s the journey

Once you’ve adjusted to the more crowded field of racers, you’ll then have to get used to the odd structure of Mario Kart World‘s main racing modes. Rather than racing multiple laps around the game’s well-designed tracks, you’ll spend the bulk of your race time in most racing modes trekking between those tracks across the great expanses of Mario Kart World‘s, uh, world.

Get used to seeing very straight sections like this in most of the game’s racing modes.

Credit: Nintendo

Get used to seeing very straight sections like this in most of the game’s racing modes. Credit: Nintendo

These inter-course interludes offer a decent variety to the structure, which will see you traveling through desert wastelands, down traffic-clogged highways, along the surface of tiered waterfalls, across frozen tundra, and more. What’s unavoidably similar about most of them, though, is their unbearable straightness. Players used to the undulating, crisscrossing curves of a standard Mario Kart course will marvel at just how rarely they have to powerslide around turns while shuttling between those courses in World.

These long straightaways aren’t boring, per se. The designers have done their best to dress them up with plenty of obstacles (of the stationary, vehicular, and livestock varieties), as well as jumps, dash pads, and frequent item boxes to make sure you’re still paying attention. But it can still be a jarring transition to go from two or three minutes across one of these mostly straight interregnums into the usual twisty wildness of the game’s more familiar pre-designed courses.

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what-we’re-expecting-from-nintendo’s-switch-2-announcement-wednesday

What we’re expecting from Nintendo’s Switch 2 announcement Wednesday

Implausible: Long-suffering Earthbound fans have been hoping for a new game in the series (or even an official localization of the Japan-exclusive Mother 3) for literal decades now. Personally, though, I’m hoping for a surprise revisit to the Punch-Out series, following on its similar surprise return on the Wii in 2009.

Screen

This compressed screenshot of a compressed video is by no means the resolution of the Switch 2 screen, but it’s going to be higher than the original Switch.

Credit: Nintendo

This compressed screenshot of a compressed video is by no means the resolution of the Switch 2 screen, but it’s going to be higher than the original Switch. Credit: Nintendo

Likely: While a 720p screen was pretty nice in a 2017 gaming handheld, a full 1080p display is much more standard in today’s high-end gaming portables. We expect Nintendo will follow this trend for what looks to be a nearly 8-inch screen on the Switch 2.

Possible: While a brighter OLED screen would be nice as a standard feature on the Switch 2, we expect Nintendo will follow the precedent of the Switch generation and offer this as a pricier upgrade at some point in the future.

Implausible: The Switch 2 would be the perfect time for Nintendo to revisit the glasses-free stereoscopic 3D that we all thought was such a revelation on the 3DS all those years ago.

C Button

Close-up of the

C-ing is believing.

Credit: Nintendo

C-ing is believing. Credit: Nintendo

Likely: The mysterious new button labeled “C” on the Switch 2’s right Joy-Con could serve as a handy way to “connect” to other players, perhaps through a new Miiverse-style social network.

Possible: Recent rumors suggest the C button could be used to connect to a second Switch console (or the TV-connected dock) for a true dual-screen experience. That would be especially fun and useful for Wii U/DS emulation and remasters.

Implausible: The C stands for Chibi-Robo! and launches a system-level mini-game focused on the miniature robot.

New features

Switch 2, with joycons slightly off the central unit/screen.

Credit: Nintendo

Likely: After forcing players to use a wonky smartphone app for voice chat on the Switch, we wouldn’t be surprised if Nintendo finally implements full on-device voice chat for online games on the Switch 2—at least between confirmed “friends” on the system.

Possible: Some sort of system-level achievement tracking would bring Nintendo’s new console in line with a feature that the competition from Sony and Microsoft has had for decades now.

Implausible: After killing it off for the Switch generation, we’d love it if Nintendo brought back the Virtual Console as a way to buy permanent downloadable copies of emulated classics that will carry over across generations. Failing that, how about a revival of the 3DS’s StreetPass passive social network for Switch 2 gamers on the go?

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