By: Ryan Seiler
Posted: August 25, 2012
Mario’s had
himself an eventful life. He’s saved a princess in the Mushroom Kingdom, he’s
saved a princess in Dinosaur Land and he’s even saved a princess in MarioLand. He’s
a well traveled guy! Born into the Nintendo family, Mario had an outstanding
start in life with Super Mario Bros.,
a game that placed him firmly in the head of his class. Through his adolescence
his creativity and polish only heightened his title as video gaming’s mascot,
as games like Super Mario Bros. 3 and
Super Mario World built off of the
now famous Mario’esque gameplay and aesthetics. In his teens the emboldened
plumber broke into the third dimension, showing the rest of the gaming industry
that a 2D translation into 3D was even possible, and again, setting the bar
higher while he was at it. Recently, Mario has begun to reach middle age, and
like all middle aged men he has been desperately grabbing onto and recreating
what made him great in his early years. Yet unlike most middle aged men, he has
a corporation behind him. So instead of having to see him trudge around the
Mushroom Kingdom in his high school jersey, or scoot around town in a Corvette,
we have to watch him use and reuse classic Mario game mechanics and characters
in a desperate attempt to evoke nostalgia, at the cost of innovation.
Story/Design
Peach is
once again stolen, from her castle, making the Toads who inhabit it, the least
effective wardens in all of video gaming. Luckily the culprit isn’t Bowser this
time – although you can be sure he’ll show his face eventually – instead it’s
the Koopa Kids; the seven children Bowser seems to have forgotten in liue of
Bowser Jr. They, appear to have, stolen their father’s “clown-head helicopter
thing”, as well as some of Kami Koopa’s wands and begun running amok in the
Mushroom Kingdom. Mario, being Mario, sets off to defeat the Koopa Kids and
free Peach before it’s too late.
If you feel
like you’ve heard this story before it’s because you have, like fifty times
now. Peach getting kidnapped is nothing new to the franchise and has become a
sort of running joke in the series. As far as plot goes, that’s where it stops.
It does set up the game’s context well, albeit unoriginally.
Mario games
have rarely been story driven, usually leaving that job up for spin-off series
like Paper Mario. However, they
usually add to the Mario universe in some way. I cannot say the same for New Super Mario Bros. 2, or any games in
the New series. The settings,
characters, and enemies are all recycled versions of past incarnations; namely
from Super Mario Bros. 3 and Super Mario World. The game borders on
ripping off its predecessors. Remember the Triceratops from Mario World, the
four dinosaurs on the ferris-wheel? Well now you get to face them seven more
times, in the exact same way as in 1991. Be prepared for many of these little
nods to past games; the novelty wears off quick.
Story/Design 6/10
Gameplay
If you’re
like me, you know exactly how a Mario game operates. You know the buttons, and
the way Mario jumps. You know how fast he runs, and how certain power-ups work.
Nintendo has burned this into our brains since 1985. New Super Mario Bros. 2, is no exception. The controls are tight
and responsive; Mario has a great feel to his movements and gives a great sense
of weight and momentum. Again, none of this is new to anyone. Of course the newest game will have spectacular
controls, but what can be done with them?
To answer
that I have to ask, again, “What do you expect?” The bad guys are goombas and
koopas. The playfield is filled with bricks and pipes. All work incredibly well
in conjunction with the controls. All serve a purpose and make for incredibly
diverse and intricate linear level design. The few new elements added to the
game are power-ups and coins. The emphasis is to grab as many coins as
possible. And while there have always been coins scattered about in these
games, this one may have gone a little overboard. When entering a room full of
coins back on the NES, there was a sense of accomplishment. There was a thrill
to sprinting along grabbing as many as possible, because you were rarely able
to. It was more of a reward for finding a secret area or performing a special
move to reach them, than just something to grab along the way. In New Super Mario Bros. 2, that excitement
is thrown out the window. Now everything seems to give you tons of coins. Every
brick, gives a coin, POW blocks, give massive amounts of coins, buttons turn
all sorts of object into coins, and lastly a slew of new power-ups are only
used to collect, you guessed it, coins. The golden fire flower allows Mario to
fire a golden fireball, that, when contacting a surface or enemy, turns them
into coins. I understand taking something that worked in old games and adding
to it in a new game, but overflowing the screen with coins isn’t the way to go
about it. It’s like when you get to eat a lot of that one rare food you never
used to get, and now it lost its novelty and even maybe your taste for it. But,
you know, with coins.
The sparse
few new enemies and game mechanics were a welcomed sight and make for truly
enjoyable gameplay. There’s a few new skeletons in castles such as, skeleton
goombas and piranha plants which have thankfully mixed up the cliché lava
castle levels we have all grown so accustomed to. New level features such as cannons and new
types of platforms make for varied routes through levels and give the game a
slight uniqueness when compared to others in the series.
Gameplay 7/10
Presentation
New Super Mario Bros. 2 looks great on
the 3DS. The colors are striking, with a fantastic and diverse color palate.
The 3D aspect of the game is visually apparent compared to 2D, in more ways
than just making 80’s kids scream, “It’s like I can touch it!” While the
foreground isn’t affected by switching into 3D, the background drops inward
giving a great depth to the environment. Also the background when in 2D is as
sharp and detailed as the foreground,
but while in 3D the background elements blur realistically as they would if you
were to focus on something near to you. It’s a nice touch and goes a long way
in making the game a worthwhile 3D experience.
However, I
did not find any occurrence when the 3D was ever implemented into gameplay.
Unlike Super Mario 3D Land where
using 3D gave the player the ability to differentiate between objects by their
location on the Z axis, possibly hiding objects behind them, New Super Mario Bros. 2 never uses this
mechanic, most likely due to only having a 2D playfield to operate from.
Like the
gameplay I’m sure you know most Mario tunes by heart. We’ve all heard them in
the 200+ games the portly plumber has pumped out over the years. Luckily
they’re likable little jingles, fitting the art aesthetic and gameplay
perfectly. In this instance, every song has a vocal element that gives each
track a sort of Doo-wop tone. Additionally during each song the koopas, and
goombas, among others, will dance during certain highlights in each song,
making it quite awkward when Mario cuts them off mid-jig crushing them beneath
his boots.
Presentation 8/10
Overall
New Super Mario Bros. 2 is a good game, don’t get me wrong. While it does not innovate at all, it instead
refines an already stellar style of gameplay that’s been improved upon for over
25 years now. True, its plot, characters and mechanics have been recycled from
past games, but they’re carried out and used in ways we couldn’t have dreamed
of back in the 90’s. Nintendo needs to know that we all love Mario. We also
understand that Mario has been around for a while and did some pretty great
stuff back in the day. If only he would move on and give his audience the innovation
and creativity he did back then, he’ll be here for another 25 years.
New Super Mario Bros. 2 7/10
Game Info
Platform: 3DS
ESRB: E
PEGI: 7
ESRB: E
PEGI: 7
Publisher: Nintendo
Developer: NintendoRelease Date: August 19, 2012
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