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« on: November 05, 2023, 04:12:56 PM »
I managed to finish Mario Wonder before the end of October so might as well get my thoughts on that one.
Super Mario Wonder
Well here it is, the first 2D Mario in over a decade that everyone has been going crazy over because they moved away from the New series into something different again. So how does it hold up from a 2D Mario hardcore like myself? Well for the most part pretty good but it's does have some glaring issues.
What I love the best about the game is how it's the first 2D Mario since Bros 3 to actually try and match that games creativity. The thing that made Bros 3 my favorite game in the 2D series is just the complete variety of gameplay in each level. So many one off idea's, and one off enemies to make things fresh with every level that no 2D Mario since then was able to match, until now. Mario Wonder actually does a great job of making every level feel fresh with lots of new enemies and gameplay that will be used once, and then moved on. I also like how the levels are shorter like Bros 3 and Luigi U, which means nothing every overstays it's welcome and going back into a level to find any thing you missed doesn't take very long.
The game also has an amazing first few hours since they give you access to harder optional levels early on along with the normal levels so combined with the shorter level length, the beginning of the game was non stop fun since it didn't suffer from intro that World and New Super Mario Bros Wii and U have were the first few world area's can feel a little boring because of how easy they are.
But then I reach the 3rd main area of the game and suddenly start to realize, the overall difficulty isn't getting any harder. I mean there's still optional harder levels every once and a while, but the average 3rd World level feels about the same in difficulty as the average 2nd world level. I'm thinking, OK, I'm not quite halfway through yet so I'd imagine things will pick up once I hit the 4th world since New Super Mario Bros Wii and U both get noticable difficulty increases in their second half. Nope I was wrong, it doesn't get any harder until the second half of the second to last world.
So yeah, this is the biggest problem with Mario Wonder, the difficulty on the average level for most of game is just a straight line. There's a star rating system for each level to tell you how difficult is is, but to me the 1-3 star range all feel about the same. Only 4 and 5 stars actually feel noticeable more difficult from the rest but that don't make up the majority. To me the 1st world overall is the easiest, but then world 2-5 all feel the same in terms of difficulty until then finally the 6th and 7th world finally increase the difficulty but even their average level is easier then what the later levels of Mario World, NSMB Wii and NSMB U where.
It also has the same problem Mario Galaxy 1 and Mario Odyssey have in the Wonder flower sections where these area's are really creative and visually striking, but much of the gameplay they introduce in them is too easy and end before they can take full advantage of the idea they created. Now a few of these Wonder section do get expanded on in the Bonus World levels that are the hardest levels in the game and these levels are by far the best in the game as a result as well. It really makes me wish they would have done more with a lot of these Wonder flower sections, especially since many of them are optional in the first place. It's like since they're optional, the developers shouldn't have worried about them being too hard since less skilled players couldn't have just skipped them if the section was too much for them. I guess they wanted to make sure everyone could see most of the Wonder flower sections since those were a major selling point of the marketing so that's why most are just extremely easy to do.
Now overall the game is still really fun, the shorter levels that are all unique made me never get bored even if many were easier then I would have liked. It did have very hard final bonus level for doing everything like the 3D Mario's have that literally took me close to 2 hours to finish, so it ended on a very high note for me at least.
If I were to put Mario Wonder in my Top 5 Mario list, it'd go like this.
1. Super Mario Bros 3
2. New Super Luigi U
3. New Super Mario Bros U
4. Super Mario Wonder
5. New Super Mario Bros Wii
Super Mario Bros 3 is still at the top since it has a large variety of gameplay with a great challenge to back it up. New Super Luigi U is right behind it since it has the shorter and challenging levels like Bros 3, but the gameplay isn't quite a varied. New Super Mario Bros U starts slower then Wonder but the difficulty does get noticeably harder around the 3rd World and keeps bumping it up each World as well which makes the overall game more exciting. New Super Mario Bros Wii might have originally been higher since the overall second half is more difficulty then Wonder, but not that much compared to the other top 3 games. Plus I found NSMB Wii Bonus world stages not that great for the most part, while in Wonder the Bonus World levels are some of the best levels I've played in a 2D Mario, so that gives Mario Wonder the slight edge over NSMB Wii.
Oh and while I'm at it, might as well add Cathedral since I almost finished it this week and I had the majority of the game done by October 31'st
Cathedral
You know how I said my biggest problem with Mario Wonder was how they didn't use many of it's idea's to their fullest. Well Cathedral shows that's it's possible to have the opposite problem, and run your idea's into the ground. I compared it earlier to a Wonder Boy title, but it goes on way longer then any of those games. It's trying to be all retro like them, but the older Wonder Boy games are all less then 10 hour experiences while this game took me over 20 hours to beat. The only Wonder Boy game that's even close to this length was the recent Monster Boy and the Cursed Kingdom and that game took me less then 20 hours and had way more gameplay variety then Cathedral does.
Now it's got some good gameplay sections that do a good job of representing the gameplay you'd find in a classic Wonder Boy, but then it decides to keep stretching it out until you just get exhausted. The Final Area's in particular is the perfect example. It's starts out with a pretty challenging platforming area filled with instant death spikes trying to crush you, then followed by a super bullshit boss fight. You'd think ok, now the final boss must be right around the corner but then no, here's a new large dungeon that has 5 different things you have to collect to unlock a door that looks like the final boss will be behind it. So after you get all these and unlock the door, it turns out here's a bunch of platforming and puzzles sections based on area's from the rest of the game that you have to do as well now. Then you finally get to fight the final boss who's was pretty challenging, but I really enjoyed the fight itself, but the final area's didn't need to be anywhere near that length to get to this fight.
This game is like the perfect example of how these small indie games can be just as bloated as their AAA counterparts. The developers are making something like the classic Wonder Boy titles, but don't seem to realize the classic Wonder Boy games were all sub 10 hours games for a reason. I mean there's are some good idea's and boss fights in this game I really enjoyed, but there's a lot of frustrating things that make it hard for me to recommend this to anyone that isn't super hardcore into the classic Wonder Boy style titles and even then, I warn people to be prepared for a lot of BS. Since it goes on way longer then any of those games and isn't anywhere near as polished, don't buy it unless it's on sale or else you might be really disappointed.
Now I don't want people to think I hate the game because there's was quite a few area's in the game that I really liked. It's just it's so frustrating that the signs of something that could have been truly great are their if the devs didn't stretch themselves so thin by making something way bigger then it needed to be.