måndag 21 november 2011

Super Mario 3D Land

Inbetween playing The Legend of Zelda: Skyward Sword and checking out the coverage of the last real World Championships in Magic: The Gathering, I have also had time to kick back and play some Super Mario 3D Land. There's not much of a story more than the princess being kidnapped and you as Mario having to rescue her, as usual. Because of this you can check your brain by the door so to speak when you play it and that's always nice for a change of pace.

The levels in SM3DL are in 3D just like Super Mario 64 and the subsequent 3D Mario games for the Gamecube and Wii, but it plays more like the New Super Mario Bros games. Even though the levels are in 3D, their layout is similiar to the ones you find in a 2D Mario game because of their linear style, and most of the time they only have a certain limited depth. SM3DL is a 3DS-game where the 3D actually serves a functional purpose in the game. As you maneuver Mario through the levels you have to time and calculate your jumps based on your 3D perception. In fact playing without 3D makes the game harder. Reviews have stated that SM3DL is the first game to do this, but I would digress, Rayman 3D for example uses it as well although perhaps not as explicitly.

SM3DL uses the same art style as in the NSMB and Mario Galaxy games. Together with the 3D it looks really good even considering the 3DS's low resolution compared to a smart phone's screen. The selection of powerups includes the leaf from Super Mario Bros 3, a fire flower which is untimed thank God and a new Koopa Brothers-boomerang. My main complaint is that the levels in the game are too short and a bit too simple in their design, which in turn makes the game very easy. There is a ton of replay value though in getting all three star coins in every level, and a dark "special" world where the stages are played backwards and are a lot harder.

The controls which usually are spot-on in Mario games are not that perfect here, they are a bit "floating" and Mario is too slow when running. Calculating your jumps based on the 3D takes a while getting used too, so I suspect there is a reason for this in it making controlling Mario more forgiving. The same case can most likely be made for including the SMB3-leaf as well since it makes missing a jump less of a concern when you can float in a slow descent to the nearest platform.

SM3DL is a nice relaxing game but ultimately I wonder if it wouldn't have been better to just make a Galaxy-type game with nonlinear big stages, or just make the stages a bit more detailed and complicated. Still if you are a fan of Mario games I heartily recommend this one. I want to write a blog post about my initial impressions of Skyward Sword so far too, but I will save it for another day.

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