(that is to say, i enjoyed it as much as i did nsmbw back in the day which was the last nsmb i played)
before finishing the game i wrote down my thoughts of it while half asleep:
likes
- different wonder flower songs
- wonder flowers are an evolution of bonus rooms and a gameplay mechanic's logical extreme/twist
- wonder flowers give each level a "full"/complete feeling compared to the regular levels of previous games where (in comparison to this) any level can feel trivial/disposable, which tbh isn't necessarily a bad thing to me; but it really adds a bit of oomph to this experience
- like kirby and the forgotten land, this game is mostly devoid of lousy padding as all areas feel rich with uniquely crafted things -- something i greatly enjoy more than emergent uniqueness from a sandbox of options (i.e. botw design)
- i love the yoshi's island esque 1-up sound -- that's enough to make getting 1-ups rewarding, lol (i have accumulated a steady 90 lives up to this point, so i really don't see a need for them... yet)
- surprisingly happy with a lot of the trivial game feel. it's fun to just collect everything and do things, getting the natural responses from the game, like the coin sounds and hearing/feeling my controller vibrate, and listening to that music, etc. again i also just love the 1-up sound
- movement feels a lot of fun with thoughtful animation
- visuals are something i have to remind myself not to tune out every once in a while. sometimes i'll just take a step back and realize how much this feels like a game I'd dream of playing based on the background visuals, enemy designs, and overall level designs
- i love when u turn into goo!! :< and the sounds of the coins during that are way too satisfying
- collecting all flower coins has a very satisfying drum sound
- that *snap* when jumping off the flag pole is perfect for my fidgety mind that needs to have something to do upon waiting through a repeated cutscene (that is, i always attempt to snap my fingers at the exact same time, which leads well to me slapping my leg to the syncopated beat afterwards)
- starman theme is very crunchy and satisfying. reminds me of super mario kart's version
- underground theme is top tier mario music
- all level themes are pretty dang good... except the main one which was always suuuper nothing to me since i first heard it in the trailer
- drill mushroom and bubble flower are great. just kinda wish they were their own things and not just alterations of previous power-ups
- world map is so rich and satisfying to explore -- it doesn't reach mario 3's mechanical satisfaction, but it's still really nice
hmm's
- i do not like mario's jump sound or his new voice, so this is turning out to be a fully toadette game, which is actually kinda cool as it's adding to the feeling of this game's uniqueness
- secret exits are cool for the level, but that's about it. i wish they guaranteed a separate path in the world map -- it's really weird that they don't.
- elephant was weird at first but i got really used to it. all power-ups feel well-balanced
- i like that they brought back smw's flippy blocks, but sad that you can't break them from spin jumping onto them :/ what a waste
- also the spin jump is super nerfed in this game. is there any reason to even use it? last i checked you can't bounce on un-stompable enemies (like piranha plants, spike balls, etc.) so it just feels like they missed the point
meh's
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please get rid of captain toad. his presence in this game feels so mindless and just a waste of time. he takes the spot for what could've been a more thought-out secret/surprise. a bit of dialog from a generic toad with familiar repetitive music and disposable coins as your reward is so 2016. please Nintendo. move on.
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bosses are surprisingly so ... nothing. like this is actually the worst a 2d mario has been with bosses (if you don't count mario 1/lost levels). it's extremely weird and is leaving a gap in my experience playing this. about to start the bowser castle and i'm just realizing how surprisingly uneventful the whole experience has been so far, which is funny considering this whole game is littered with unique events in each level. that's what makes cool bosses' absence an even stranger thing, because it would so be in spirit to have a big twisty climax at the end of each world, but... no... just the same bowser jr fight, slightly altered each time (similar to boom boom in smb3)... and that's only some of the worlds too. other worlds just have a standard level be the boss i guess...
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talking flowers are cute and silly, but they ultimately detract from the cool feelings i could feel from immersing myself in my own flow of a blind 2d mario experience. it always just takes me right out of my autonomy when a flower is like "wow! wasn't that cool?!" like fucking shut up and let it be cool on its own. it's almost quite literally a forced laugh track of a video game, reminding us how to feel and think. and i hate laugh tracks all the same. i really don't get how anyone can genuinely say that any hate towards these guys can't be justified. if anything, Nintendo needs to have a HARD toggle to turn them off completely (no voice, no speech bubble, no flower -- just gone, lol) that'd be a funny final reward
now that i have completed the game, i can say that i basically feel the same way all around, just extended to the rest of the game. the ending was basically all that i expected. the final stretch was a good time, and ended without too much surprise. final mechanic was super cute as it was putting a twist on the basic mechanic of mario. last level difficulty was manageable but not insane. i do like how the lives i accumulated essentially were all just for that lol. all in typical mario fashion.
and actually i was shocked for a moment to think that the last badge actually was just a simple sound-off toggle, thinking that it technically was possible to mute talking flowers without compromise... until i learned what it actually was... which was a little charming in its own right. it felt like the tiniest glimpse of the sillier self-aware nintendo of the iwata days, and also took me back to how i did the same thing as a teenager with the sound effects of of my big game project at the time, sharing it only with my friends. overall, that last badge, while feeling a little forced in charm, was overall cute and silly -- a nicely simple way to wrap up the game
game's like a solid 7 out of 10. get rid of the talking flowers and it's a 7.5. add unique bosses to each world, dampen the sound of characters' jumps, bring charles martinet back, remove a bunch of dialog and all of captain toad and it's an 8. let smooth mcgroove be the singer of the main ground theme and it might be a 9 for me.
(future trayson popping in. this game has aged poorly in my mind, so i'd say it's more like a 6/10)
overall though, the more i sit and look back on this game, the less i care for it. i've tried to describe this before, but this game just feels too... sugary. like it's honestly a little grating to my brain after an hour of exposure. i think it's a lot of the music, because, while it's still good, it's good in a numbing sorta way where it's manufactured to loop in my brain making me go a little insane. the visuals, while polished, are just a little too "perfect"/plastic/manufactured to my liking. it's like this whole game was polished in a direction that i just don't care about in the long run -- clean and marketable for Target. i can humor it for sure and be in the right mood for it, but again it can often leave me with feelings similar to a headache, so it just can't be a 10 for me. the best way i can describe it and the way i described it from the very start -- this game is like a tasty sugary cereal.
edit: i have more thoughts. to clarify why i don't really like this game looking back to it is because a lot of it is still incredibly generic and seems to be going for the bare minimum in style. the racing wiggler is literally just a wiggler with no unique design. the popplins all look the same including the annoying sensei one. the end goal is still a fucking flagpole again with no new gimmick to it (remember when it was different every mario game to add to the unique taste of that game?), and similarly the dying theme is still a twist on super mario bros 1's overworld theme. -_- like i really don't understand why nintendo holds themselves back from being like full-blown creative with everything. you may think it'd be a lot of hard work, but all i see is a lot of fun opportunities to make this game gushing with a variety of personality and not just some pointlessly plastic figurine at target. the more i think about it, the more i'm realizing the direction of mario feels like it's largely being overall governed by old out-of-touch people trying to make something for children, whereas before it felt like it was being made solely for the younger less-business-experienced developers' sense of fun. i guess this is why i end up appreciating indie games way more nowadays anyway, because they are at least in spirit what nintendo used to be :p
also, i feel like the game includes a lot of fun options but doesn't nearly reach a satisfying amount of content for it, so despite all my gripes, im hoping for some extra content later down the line. also make it actually hard because this game was way too easy (even without baby characters or badges)
(im realizing there's a lot for me to unpack with how i feel about this game, so i may be coming back to this review to add something here and there)