By: Ryan Seiler
Posted: August 19, 2012
For years
video games have been accused of harboring misogynistic points of view and
behavior. I would argue that this idea spawns from the overwhelming majority
males hold in gaming culture, and that many times the depiction of females
falls to those who cynically view gamers as sexually repressed pubescent boys
who view women as if they’re in an eighties teen comedy. But this only excuses
the majority of female game tropes, i.e. the sexy warrior with armor skimpier
than lingerie models. Other games aren’t meant to titillate male gamers,
instead they offer up an unrealistic or ignorant view of women. Just look at
every Bratz game, or dress-up social game. Hell, even the well meaning Cooking Mama had players questioning
whether or not it was a modern day Easy Bake Oven, teaching girls their role in
the kitchen.
Enter Super Princess Peach, this seemed like
the obvious next step for Nintendo; Yoshi got his own game, and so did Luigi,
all they really had left was Peach and Toad. And I don’t think Toad appeals to
quite as many demographics as Peach does– what with being a near genderless
mushroom with a face. Soon after the game’s release it was attacked for its
negative portrayal of Peach. Many claimed that the game was merely a
back-handed cash-in towards a female audience. But this is Nintendo. People
must be blowing things out of proportion – right?
Story
Near the
Mushroom Kingdom lies Vibe Island, making the geography of the Mario universe
which seems more and more like an archipelago, with Yoshi’s Island and Isle Del
Fino scattered about, that much more convoluted. This island, however, is home
to the mythical Vibe Scepter, said to be capable to controlling the minds of
whoever is close to it, and Bowser has his eyes on it. After a lucky goomba
happens upon the scepter and brings it to his master, Bowser puts his plan into
action and for the first time ever, attacks and captures Mario and Luigi.
Returning to her castle, Peach is witness to exactly what the Vibe Scepter can
do, namely, render anyone into an emotionally crazed wreck. Being the only one
emotionally stable -- which is questionable – she sets off with her magical
magoffin umbrella, Perry, to save the seized brothers.
Mario games
have always had a “Bowser kidnaps/takes _____. So _____ must defeat him and
save _____.” story-line, and it does serve the gameplay well, but this time it
just seems stale. Normally this simple story is given to the audience either
quickly using flashcards or short cinematics like in New Super Mario Bros. or Mario
Galaxy, or drawn out as a story driven onslaught of dialogue like in Paper Mario or Mario and Luigi Superstar Saga.
Super Princess Peach attempts
to bridge the two doling out information through short dialogue sequences while
maintaining a flash card-like means of conveyance. Ultimately the plot is has
the traditional quirk and charm of other Mario games yet is delivered
haphazardly between bouts of gameplay and ultimately come off as story
tutorials.
Story 6/10
Gameplay
Remember Yoshi’s Island or WarioLand? TOSE, the developer behind Super Princess Peach sure does! Their platformer plays like a
combination of the two, having the floaty platforming of Yoshi and elemental
powerups of Wario. Perry the umbrella has an array of abilities, from ground
pounds, floating on water, and the traditional hovering for longer jumps. His
abilities mimic Yoshi’s closely, even having the ability to eat enemies – yes the
umbrella does that. As far as
controls go, Peach moves well and is satisfyingly responsive. However, her hit
box feels a bit off; some enemies would glide by leaving Peach unscathed while
others appear to cause damage without ever colliding, leaving the player
constantly guessing whether or not an attack will hit its target or not.
Another downside is Peach’s heels, which by my understanding are made entirely
of ice, causing her to scoot along whatever surface she is standing on when
coming to a stop. While platforming, this sliding motion will be your biggest
foe, causing many falls and impacts on its behalf. The DS is fragile by the
way; try not to throw it too hard.
Super Princess Peach’s main gameplay
mechanic has to be her emotions. Joy, gloom, rage and calm are all abilities
that Peach can use to aid her in her quest and to get out of sticky situations.
Joy surrounds her in a gust of wind as she is happily lifted off her feet and
floats about. Gloom causes Peach to burst into a crying fit giving her the
ability to water plants and move mechanical objects. Rage envelops the Princess
in a ball of fire allowing her to burn through scenery and enemies alike. And
lastly, calm, where Peach utilizes her emotion meter to heal herself.
So unlike the
enemies around her that aren’t in control of their emotions due to the scepter,
Peach can switch in and out of tantrums on a whim. Reading between the lines it
isn’t hard to see why the word “sexist” gets thrown around this game. In Warioland, Wario is set on fire before
he begins running around in flames. Peach just gets mad at the push of a
button. Mario needs a cape before he can fly. Peach just becomes so happy and
oblivious to the world that she floats away. And the fact that these powers are
in no way regulated, spare a meter so you don’t always use them, takes away any
puzzle aspect they may have been able to accomplish. Seeing a female lose
control of herself and be unstoppable whenever she pleases gives the gameplay
an eerily masochistic vibe that permeates throughout every other aspect the
game implements and overshadows many of the genuinely well thought out
mechanics it has to offer.
There are
eight stages each with six levels and a boss battle, as well as a few
additional unlockable levels. In each level Peach can save three Toads hidden
throughout, and even a few secrets such as music tracks and puzzle pieces.
Although every stage has a particular theme (forest, ice, lava), they all feel
the same. There are very few unique game mechanics found in each stage. Most
items, objects and scenery are either the same throughout the game or function
the same, albeit with different sprites. Even enemies are just recycled clones
or versions of other Mario game enemies. You have your goombas, your koopas,
and cheep cheeps. You know, the same enemies you’ve seen for almost thirty years now. Aside from a
few bosses I don’t think there is even one unique enemy, even though this has a
different setting than other titles. The only key difference being that these
enemies can be sad, happy, or mad, changing their behavior slightly.
Peach’s
first foray into solo adventuring was a wise choice on her part. Mario has gotten
all the difficult adventuring out of the way, so her mission’s a cake walk.
Besides dying due to the shitty slide mechanic I don’t think I ever actually died.
It’s that easy. And the aforementioned calm mood which heals her only makes the
game easier. Perry even deliberately tells you the solutions to puzzles, guides
you through new obstacles, and even explains how to defeat bosses. On the very
first boss he says, “There's a huge plant over there! Watch out for the little
ones that sprout up... When its mouth is open, make it swallow a wave of water!
Its weak spot? Maybe that big belly button...” Kind of ruins the thrill of the
fight right? Remember the film saying, “Show don’t tell”? Well TOSE sure
didn’t. The game is clearly made to bring a new demographic into the Nintendo
marketplace; but dumbing down the game to this point leans on pandering.
Gameplay 5/10
Presentation
Being a game
clearly developed for girls, by men, Super
Princess Peach is bright and vibrant; evoking a daytime children’s show
aesthetic. The influence of Yoshi’s
Island is even more prevalent in this case and one can definitely come to
the conclusion that TOSE was trying to replicate the SNES classic. The bottom
touch screen features the four moods represented as hearts. Once pushed, Peach
will switch into the selected emotion. Between each of the moods Peach stands
glaring at the player, reacting to stimulus from the top screen. If she gets
hurt, her bottom avatar reacts. But due to the games non-existent difficulty
she spends the majority of her time staring blankly into your eyes, swaying
from side to side.
If you’re
holding your breath for a catchy Nintendo soundtrack you can let that thought
go now. Peach is accompanied by a cliché repetitive assembly of what I can only
imagine being titled “adventure game soundtrack.” The music is upbeat and fits the mood and look of
the game but only matches it, making for a mediocre track listing that isn’t
exactly memorable.
Presentation 6/10
Overall
Super Princess Peach comes across as an
attempt to pander to an audience the developers know nothing about. It’s like
the way an adult who never had children sees them; as dumb snot machines. But
in this case it’s adult men making a game for who they think little girls are.
And it’s downright insulting.
Super Princess Peach 5.6/10
Game Info
Platform: DS
ESRB: E
PEGI: 3
ESRB: E
PEGI: 3
Publisher: Nintendo
Developer: TOSERelease Date: February 27, 2006
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