Author Topic: REVIEWS: New Super Mario Bros. Wii  (Read 24305 times)

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Offline TheYoungerPlumber

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REVIEWS: New Super Mario Bros. Wii
« on: November 18, 2009, 06:36:52 PM »
Nintendo fans, old and new, can all unite behind this fantastic entry in the Mario series.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=20368

 New Super Mario Bros. for Nintendo DS was a huge success for Nintendo. On the surface, New Super Mario Bros. Wii is much like its predecessor: a 2D Mario game that plays out like a "best hits" album. But the familiar veneer belies a far more robust and innovative design. In every important way, NSMB Wii is a brand new Mario game well worth your time.    


That's not to say it reinvents the series—far from it. The classic Mario mechanics are back, from running and jumping to fire flowers and Yoshi. Mario and his friends are notably sticky, allowing for heroic aerobatics with rotating platforms and wall jumps. The nostalgia factor is in full force as well. Long-time fans will shout out with glee as they encounter almost-forgotten baddies and subtle head-nods to prior games in the level designs and soundtrack (Remember Fire Chomp?).    


But NSMB Wii is Nintendo EAD's first 2D Mario console game since Yoshi's Island for the Super Nintendo, and its efforts to harness the technology are readily apparent. Most obviously, NSMB Wii features four-player co-op and can handle far more on-screen action than the SNES ever could. But much like The Legend of Zelda: Four Swords Adventures on GameCube, NSMB Wii uses the extra horsepower in clever ways that directly affect gameplay. For example, one extremely dark level leverages dynamic lighting, enticing players to discover their surroundings using Mario and enemies' fireballs. In another, players can freeze underwater baddies (using the ice flower) so that they float upward in blocks of ice.    


Most importantly, NSMB Wii sticks to the fundamental rule of all good Mario games: focused level design. As I explained in my review of Super Mario Bros 3 for Game Boy Advance over half a decade ago, the NES classic remains distinctive to this day because almost every level presents a unique challenge or twist. Whether large or small, this nugget of personality makes each level memorable and worth revisiting. NSMB Wii carries on this tradition far better than the DS entry, introducing new gameplay variants and baddies from start to finish and never lingering on a single idea. The one arguable exception are the fortresses and castle designs, but the varied and clever Koopaling boss battles help address this—even if they are somewhat easy.    


The brand new multiplayer gameplay is a triumph. A second player introduces an element of unpredictability that runs counter to Mario's empowering skill-set. In a single-player Mario game, it's the player's job to remain in control of the environment; attempting to do so in NSMB Wii's co-op is futile. Players will stumble over each other, swipe items, scroll the screen forward, and generally engage in horseplay. Much like in Super Smash Bros., the action can become profoundly chaotic with four players, and unintentional interference can result in some catastrophically hilarious failures and colorful banter. The result is a multiplayer experience that plays very much like a single-player Mario game, but simultaneously feels new and different. One nice touch is the ability to add and drop players from the map screen without having to exit—perfect for passersby at parties. The multiplayer experience is further bolstered by Coin Battle mode, in which players can quarrel through any of the main game's levels in addition to a handful of extra stages, competing for the most coins.    


What makes New Super Mario Bros. Wii's robust multiplayer even more impressive is that it hasn't upset the game's difficulty.  This Mario game isn't afraid to put veterans through Bullet Bill Hell.  Gamers aiming for 100 percent will have to exploit Mario's arsenal of power-ups to find secret areas and nab star coins, and even those who simply want to clear each level will be expected to pull off some advanced moves. The game remains difficult in multiplayer, but for a different reason: death itself is no longer a great inconvenience (players with remaining lives respawn in bubbles as long as someone is alive), but coordinating amongst friends is often its own challenge.  Players looking for some tips can purchase demo videos with star coins they collect, and struggling players can defer to the Super Guide, but discovering secrets and tricks alone is far more satisfying.      


The game does have its shortcomings. There is no online play—although the feature's omission is perfectly understandable after the similarly busy Super Smash Bros. Brawl's failed attempt. The graphical style is crisp and less plastic-y than on the DS, but still unimaginative, as is the use of a second Toad character for Player 4. Allowing you retain Yoshi instead of sequestering him to specific stages would have been nice, and the game could have used a greater emphasis on secret exits and map exploration. Also, the game bafflingly allows the team to commit suicide in co-op by accidentally pushing the A button to idle in a bubble.    


But the complaints above amount to nitpicks. This is New Super Mario Bros., not Super Mario World, and on its own terms New Super Mario Bros. Wii holds its own. As both a platformer and a party game, for both casual and enthusiast gamers, Nintendo's latest Mario game delivers in spades.

Pros:
       

  • Fantastic both alone and with friends
  •  
  • Multiplayer, secrets, and star coins notably extend the game's life
  •  
  • Varied level designs, power-ups, and bosses
  •  
  • Enjoyably difficult


  •        Cons:
           
  • Repetitive soundtrack
  •  
  • Well-worn graphical style
  •  
  • Underwhelming map designs and recycled world themes


  •                Graphics:  8.0
           The visuals are decidedly conservative but aesthetically pleasing, sticking very close to the DS game. That said, the greater attention to enemy and environmental details provides the Wii game with more personality, and even when things get busy the game animates smoothly.

                   Sound:  7.0
           There are plenty of enjoyable callbacks, but the new compositions aren't horribly memorable and the New Super Mario Bros. theme is catchy but highly overused. Nintendo wisely tempered its use of voice samples in favor of old-school sound effects.

                   Control:  9.0
           Controlling Mario and his friends is a breeze, and aside from shaking the remote while in a bubble, the motion controls are tactful and intuitive. The brief pause that occurs whenever someone nabs a power-up or gets hurt may annoy some, and the lack of Classic controller support is disappointing.

                          Gameplay: 10.0
           This game is all smiles. Its levels build upon familiar motifs without feeling like rehashes, and the game's difficulty and multiplayer are superbly balanced. The streamlined selection of quality power-ups rounds out the package.

     


           Lastability: 10.0
           NSMB Wii's interesting levels are worth exploring several times over both alone and with friends. Everyone plays Mario a little differently, and whether you are a die-hard Nintendo fan, a lapsed gamer, a newbie, or somewhere in-between, you will most likely appreciate this game and find that it remains as fresh as your friends and their zany antics.

     


           Final:  9.5
           New Super Mario Bros. Wii champions 2D gaming. Its elegant and familiar design makes it instantly approachable, while its distinctive multiplayer appeal makes it worthwhile for even the most seasoned of gamers. I cannot recommend New Super Mario Bros. Wii highly enough.      

    ::Michael "TYP" Cole
    ::Associate Editor
    Nintendo World Report

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    Offline AV

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    Re: REVIEWS: New Super Mario Bros. Wii
    « Reply #1 on: November 19, 2009, 08:34:22 AM »
    Quote
    The one arguable exception are the fortresses and castle designs, but the varied and clever Koopaling boss battles help address this—even if they are somewhat easy.   
     

    I'm really enjoying the castle levels.

    Really good review I pretty much agree with everything. I'm not a fan of shaking the wiimote to pick up items or people.

    Offline Ian Sane

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    Re: REVIEWS: New Super Mario Bros. Wii
    « Reply #2 on: November 19, 2009, 12:46:25 PM »
    Quote
    I'm not a fan of shaking the wiimote to pick up items or people.

    Agreed.  Waggle is the only thing so far that I can say it outright BAD with this game.  I've had Mario drop items or goof up jumps because I couldn't hold the controller still enough.

    Offline GoldenPhoenix

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    Re: REVIEWS: New Super Mario Bros. Wii
    « Reply #3 on: November 19, 2009, 12:53:09 PM »
    Quote
    I'm not a fan of shaking the wiimote to pick up items or people.

    Agreed.  Waggle is the only thing so far that I can say it outright BAD with this game.  I've had Mario drop items or goof up jumps because I couldn't hold the controller still enough.

    Picking up items is fine with me but I agree that the waggle for spin moves and such is obnoxious and caused me to die unnecessarily several times or wasn't precisely right and a move didn't activate like the helicopter spin. On the flip side the motion controls for moving platforms was quite unique and challenging working quite well IMO.
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    Offline that Baby guy

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    Re: REVIEWS: New Super Mario Bros. Wii
    « Reply #4 on: November 19, 2009, 12:59:14 PM »
    There's only a few times I've performed undesired spin jumps, and a major bulk has been when I've set the controller down or repositioned my body, how I was sitting, while playing.  The rest have been from trying to grab something where I was too far away from said thing.  I don't think I've made a mistake as far as spin-jumping or that little air-spin goes that was a result of using it on accident.  I could be wrong, but it hasn't been a major factor.

    Personally, I like the addition of motion-controls in the game, and see it as a new addition that adds to the gameplay.

    Offline MegaByte

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    Re: REVIEWS: New Super Mario Bros. Wii
    « Reply #5 on: November 19, 2009, 01:04:11 PM »
    Picking up items is fine with me but I agree that the waggle for spin moves and such is obnoxious and caused me to die unnecessarily several times or wasn't precisely right and a move didn't activate like the helicopter spin.

    Actually, I thought the shake for spin was okay, but it was a pain for picking up objects, especially since you had to hold another button to do it anyway.
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    Offline GoldenPhoenix

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    Re: REVIEWS: New Super Mario Bros. Wii
    « Reply #6 on: November 19, 2009, 01:08:57 PM »
    Picking up items is fine with me but I agree that the waggle for spin moves and such is obnoxious and caused me to die unnecessarily several times or wasn't precisely right and a move didn't activate like the helicopter spin.

    Actually, I thought the shake for spin was okay, but it was a pain for picking up objects, especially since you had to hold another button to do it anyway.

    Didn't encounter much problem with picking stuff up lol.
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    Offline Shecky

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    Re: REVIEWS: New Super Mario Bros. Wii
    « Reply #7 on: November 19, 2009, 01:16:36 PM »
    Actually, I thought the shake for spin was okay, but it was a pain for picking up objects, especially since you had to hold another button to do it anyway.

    Only have gone through the first two levels, but I also do dislike how I have two different ways of picking up items... just holding 1 and then holding 1 and shaking??  Just takes a little to understand what's possible too.  For example I once couldn't pick up a frozen flowers (due to clearance I guess) and died as a result, no biggie but still.

    I don't know if the spin jump has the same effect as it did in super mario world... where you could tap jump off spiny objects.  I've not run into many such enemies yet.  If it does then I'd probably have a complaint where I would have liked to have the spin jump as a separate button for comfort reasons.

    Offline vudu

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    Re: REVIEWS: New Super Mario Bros. Wii
    « Reply #8 on: November 19, 2009, 02:25:10 PM »
    The game forces you to both shake the remote and hold a button to pick up items/Toads so you don't accidentally pick up one of your teammates in co-op.  Get used to it--it's not hard.
    Why must all things be so bright? Why can things not appear only in hues of brown! I am so serious about this! Dull colors are the future! The next generation! I will never accept a world with such bright colors! It is far too childish! I will rage against your cheery palette with my last breath!

    Offline that Baby guy

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    Re: REVIEWS: New Super Mario Bros. Wii
    « Reply #9 on: November 19, 2009, 02:37:40 PM »
    Actually, I thought the shake for spin was okay, but it was a pain for picking up objects, especially since you had to hold another button to do it anyway.

    Only have gone through the first two levels, but I also do dislike how I have two different ways of picking up items... just holding 1 and then holding 1 and shaking??  Just takes a little to understand what's possible too.  For example I once couldn't pick up a frozen flowers (due to clearance I guess) and died as a result, no biggie but still.

    I don't know if the spin jump has the same effect as it did in super mario world... where you could tap jump off spiny objects.  I've not run into many such enemies yet.  If it does then I'd probably have a complaint where I would have liked to have the spin jump as a separate button for comfort reasons.

    Spin Jump is a little less useful than it was in Super Mario World.  The major time I've used it was the checkered-tiled boxes that you spring off of:  When you spin jump onto one, you automatically do a high jump.

    In fact, I believe that's the main difference between a spin-jump and the normal type: You do a high bounce off of an enemy or object you bounce on.  It also can do more "damage" to some things, but I'm not sure of what, though.

    Offline Peachylala

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    Re: REVIEWS: New Super Mario Bros. Wii
    « Reply #10 on: November 19, 2009, 02:48:09 PM »
    The only time the game forced you to use waggle is with the Spin Cap, but like the cape and super leaf from World/3, it's not needed to finish the game. Only when you need it to find those pain in the ass star coins.
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    Offline King of Twitch

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    Re: REVIEWS: New Super Mario Bros. Wii
    « Reply #11 on: November 19, 2009, 04:58:16 PM »
    " Cons:
    -Repetitive soundtrack
    -Well-worn graphical style
    -Underwhelming map designs and recycled world themes"

    This is a real shame. This stuff used to be a sparkling innovation in each Mario entry.
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    Offline MegaByte

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    Re: REVIEWS: New Super Mario Bros. Wii
    « Reply #12 on: November 19, 2009, 05:04:49 PM »
    I still hope for a Mario game with Wario Land Shake It art direction.
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    Re: REVIEWS: New Super Mario Bros. Wii
    « Reply #13 on: November 19, 2009, 05:10:37 PM »
    I second that. Wario Land: Shake It is a really beautiful game.

    I'm loving this game. Tonight I'm going to get some experience in multiplayer mayhem!
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    Re: REVIEWS: New Super Mario Bros. Wii
    « Reply #14 on: November 19, 2009, 05:41:36 PM »
    Well written review!  Hopefully I get my hands on it this weekend.
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    Re: REVIEWS: New Super Mario Bros. Wii
    « Reply #15 on: November 19, 2009, 07:00:54 PM »
    Quote
    Con
    -Well-worn graphical style

    i wish Nintendo made the game look like this:

    http://fc03.deviantart.com/fs38/f/2008/362/a/d/Mario_World_by_Orioto.jpg

    or

    http://fc09.deviantart.com/fs32/f/2008/233/a/e/Milky_Sky_by_Orioto.jpg


    but Nintendo is lazy with art style in mario games. I guess they don't want to try to top Yoshi Island.
    « Last Edit: November 19, 2009, 07:04:39 PM by Mr. Adolph Vega »

    Offline Ian Sane

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    Re: REVIEWS: New Super Mario Bros. Wii
    « Reply #16 on: November 19, 2009, 07:41:17 PM »
    Quote
    The game forces you to both shake the remote and hold a button to pick up items/Toads so you don't accidentally pick up one of your teammates in co-op.  Get used to it--it's not hard.

    Why even have the shake then except to force motion control down our throats?  Every other Mario game mapped the pick-up and run functions to the same button.  So why in NSMB Wii do they have to make it that same button PLUS waggle?

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    Re: REVIEWS: New Super Mario Bros. Wii
    « Reply #17 on: November 19, 2009, 07:53:08 PM »
    I don't have a problem with accidentally using the spin move or with it not registering, but maybe that's because I use the Wiimote + Nunchuk controls?

    And hey, where are all of the complaints about no online? How can you give this game such a high score when it is lacking a feature which would be poorly implemented because the Wii can't handle it? You gave Super Mario Sunshine an 8.0 and it doesn't have online play so you can't give this game a higher score!

    ...Okay, so that wasn't funny. But somebody was going to make a comment about online so I thought I'd get it out of the way.

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    Re: REVIEWS: New Super Mario Bros. Wii
    « Reply #18 on: November 19, 2009, 07:54:06 PM »
    The game is great. But I just could seem to get that into it for some reason. I was kinda slightly disappointed overall... Don't know the specific reason but I just was.
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    Re: REVIEWS: New Super Mario Bros. Wii
    « Reply #19 on: November 19, 2009, 08:05:10 PM »
    I'm afraid the spin move is going to hurt my ability to play older Mario games that don't give you that extra bit of error control.  To me, it almost felt Smash Bros.-esque and became part of the natural move set.
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    Re: REVIEWS: New Super Mario Bros. Wii
    « Reply #20 on: November 19, 2009, 08:38:14 PM »
    I think the shaking is a real turn off. It doesn't belong in our 2D worlds.
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    Re: REVIEWS: New Super Mario Bros. Wii
    « Reply #21 on: November 19, 2009, 08:40:36 PM »
    Why even have the shake then except to force motion control down our throats?  Every other Mario game mapped the pick-up and run functions to the same button.  So why in NSMB Wii do they have to make it that same button PLUS waggle?

    See my previous post.

    The game forces you to both shake the remote and hold a button to pick up items/Toads so you don't accidentally pick up one of your teammates in co-op.  Get used to it--it's not hard.
    Why must all things be so bright? Why can things not appear only in hues of brown! I am so serious about this! Dull colors are the future! The next generation! I will never accept a world with such bright colors! It is far too childish! I will rage against your cheery palette with my last breath!

    Offline NinGurl69 *huggles

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    Re: REVIEWS: New Super Mario Bros. Wii
    « Reply #22 on: November 19, 2009, 09:50:16 PM »
    Why even have the shake then except to force motion control down our throats?  Every other Mario game mapped the pick-up and run functions to the same button.  So why in NSMB Wii do they have to make it that same button PLUS waggle?

    See my previous post.

    The game forces you to both shake the remote and hold a button to pick up items/Toads so you don't accidentally pick up one of your teammates in co-op.  Get used to it--it's not hard.

    You're assuming... teammates...
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    Re: REVIEWS: New Super Mario Bros. Wii
    « Reply #23 on: November 19, 2009, 10:29:48 PM »
    "Underwhelming map designs"

    Is this referring to the "overworld(s)", or the levels, or what?

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    Re: REVIEWS: New Super Mario Bros. Wii
    « Reply #24 on: November 19, 2009, 10:30:25 PM »
    IMO, they should have used B for pick-up.
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