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Super Mario Galaxy

 
 
Lama glama
20:58 / 16.11.07
I was going to wait until Christmas in order to devote to it the time it needs, but I haven't had a reason to play my Wii in months so what the hell.

I'm about an hour in and the variety of game-play employed is already infinitely more diverse than its predecessor, Sunshine. It doesn't feel as revolutionary as the videos have made it appear, but it plays fantastically. It feels bizarre (and almost blasphemous) to run over the edge of one of the many planetoids and instead of falling off, just running onto the other side.

The camera is a definite improvement and I haven't had the need to wrestle with it so far. For the most part it remains stationary and the perspective simply flips to accomodate how you're interacting with an individual planetoid's gravity.

The traditional enemies like Goombas, Piranha plants and bullet bills make a return and there are probably more that I haven't come across yet. There seems to be a variety of interesting powers to exploit too. Bee Mario allows rudimentary flight, while I've read that there are other suits too.

That's all I can think about writing at the moment, but hopefully as I get through more of the game I'll have more to say.

Anybody else have this yet?
 
 
CameronStewart
22:15 / 16.11.07
I have it and love it. I bought Sunshine a few weeks ago to tide me over until Galaxy was released and I wasn't really impressed with it - the gameplay was alternately uninspired or infuriatingly difficult (it's a bad sign when you're yelling at the screen calling Mario a "motherfucker") and after a week of playing I had to go on a short trip and when that killed any gameplay momentum - I haven't even bothered to play again.

Galaxy, however, is brilliant and fun in all the ways Sunshine wasn't. It feels like a true and proper sequel to Mario64, which is already an improvement on Sunshine, which felt like a game conceived as something other than a Mario game that had the Mario characters grafted onto it as an afterthought.

I've spent the last few evenings playing Galaxy and I've collected about 21 Stars so far, across a variety of brilliantly-conceived planets. It's a bit disorienting at first when you run around to the bottom of a platform and are suddenly upside down, but you quickly adjust. The shifting gravity is a great new addition and it's used in some very clever ways.

My one "complaint" so far is that it may be a bit too easy, I haven't really broken a sweat yet, particularly during the boss battles, but it could be that I'm still in the early stages of the game. I get the feeling based on the map that the game is enormous and the difficulty will increase the further along I go. This is a minor complaint though, as the game is really fun to play and I don't want any of the stupidly difficult levels that plagued Sunshine.

Anyway, easily one of the best of the year and a must-have for the Wii.
 
 
iamus
20:19 / 17.11.07
Aaaaannnnnddddd, that's Bowser DOWN. Time to collect the last sixty starts now!

Lots to say on this. I thought it was fuckin magic. There's a big post half-written that I'm gonna try and get off in the next day or two.
 
 
CameronStewart
20:44 / 17.11.07
You've finished it already?? I've only got 28 stars. Mind you I've only been playing in shortish bursts to make it last longer.
 
 
iamus
21:38 / 17.11.07
Hehe, yeah....

I don't actually think I've been hardcoring it that much, certainly not as much as I would have done back in the day, but I'm a bit of a Mario fiend, and I've been chomping at the bit for this for a while.

When I have sat down with it for a couple of hours though, I've been powering through the stars. It's quite easy, but that's not neccesarily a criticism. It bowls you over through sheer sensory overload. There are some inspired bits of madcap thinking here. It almost works for me because it flashes by so quickly. It's like the big spectacular bits where you launch off into space and stuff explodes behind you and amazing things happen all at once, except it's a whole game of that. Some bits are truly spectacular and epic. And there's some proper, proper old-school Marioing in there.

Music's bloody great too.

When I first played Spider-Man 2, before I discovered all the crap bits, I had a free run around New York, sprinting along walls and swinging down alleyways and it made me laugh. You know that laugh you have to laugh when something so awesome and right happens that you can't fill the space of your wonder with anything but THAT LAUGH?

Mario Galaxy has made me do that more often and more consistently than any game in recent memory. And there's still a metric fuckton of stuff to do. This is only the halfway mark.

It's a total return to form for the wee man.
 
 
iamus
21:43 / 17.11.07
I have heard though, through the grapevine, that Randy's no a fan. I'd really like to get his opinion too.

I have my niggles with it. Probably valid ones. But when I think about them properly and weigh them up against the rest of what I loved, they seem like nitpicking. It's only when I compare certain areas of it to Mario 64, and don't try and judge it on soley its own merits that stuff gets thrown up.

More on that later.
 
 
Spatula Clarke
22:37 / 17.11.07
Oh, I do like it - I like it a lot. When I mentioned to Suedey that i wasn't so keen, it was just that it hadn't hooked me by that point - about ten stars in, something like that. I'm being pretty negative about it elsewhere, admittedly, but that's because when something as good as this comes along, all the little things that stop it from being perfect - the tiny problems that, in a less impressive game, would slip under the radar - stick out like a fistful of sore thumbs.

So, for me, the bad is as follows:

There aren't 120 challenges. There are 120 stars, but a depressing number of them are repeats. The Daredevil stars ask you to beat a level's boss with only one bit of health, but the bosses are dead easy, so you don't even begin to break a sweat, and as you get transported straight to the boss, without having to go through the paltforming that normally leads up to it, the star is over and done with about sixty seconds after the level's begun.

Some other levels are an absolute joke. When it comes to those where you need to find another character, the first is done and dusted by walking about three feet from your starting position and performing a single backflip.

Bosses repeat. i've had two Bowser battles and they were as good as identical to each other. Same goes for those against Magikoopa and another enemy.

There's no playground. In SM64 - and, I'd argue, in Sunshine - the hub and some of the levels were pure fun just to run about in. You'd invent challenges for yourself, or for friends. Here, the hub looks lovely, but seems to be devoid of any hidden secrets or areas that invite experimentation. No backflipping from treetop to treetop.

There are no hidden nooks and crannies. The whole thing of moving from planetoid to planetoid is automated, pre-determined. I wanted to fly between them myself :<

On that, the one time when it *does* look like you might be able to get to a distant planetoid under your own steam, you find that the designers chucked a massive great invisible barrier up, just so that you can't.

I'm not a massive fan of some of the controls. Shaking the remote or nunchuk to perform a spin attack has neither the precision nor, bizarrely, the connection of stabbing a button to pull off a punch or a kick, and it frequently combines with the camera's occasional inability to keep up with fast or unexpected changes in perspective, leading to situations where you take a hit through absolutely no fault of your own.

I've not experienced any moments that have struck me in the same way that elements of SM64 - the never-ending staircase, the mirrored room, the hidden areas and switch palaces - or Sunshine - the pure-platforming void levels - did.

And I can't quite believe how easy it is. I played a little bit on Thursday night, a bit more last night and have thrown a good portion of today into it, and I'm already at 56 stars. 4 more and I'll get the final boss. Yeah, that's only half of the total number of stars, but the way things are going I can't see there being any more galaxies opening up - I've got the horrible feeling that the rest of the stars are going to be dotted around the places I've already been. This is my big complaint - some of those above form part of it. It's a very short journey from start to 'end'.

The thing about games that are difficult - or, at least, more difficult than this - is that they tend to end up being the most memorable. When you're flying through a game at an insane pace, it all passes by in a flash - there may be fantastic moments, but because of the speed with which they come and go, you don't remember them. For all the polish that's been put into it, the thought and imagination behind the levels - which are all beautiful, sometimes wholly original - it feels like a very slight game.

All that having been said, it *is* magical, on the whole. It must be for it to have eaten my day in the way it has - when I've not been playing it, I've been thinking about playing it and wanting to play it. The use of three-dimensional space is inspired, the twists on 2D level design are - as far as I'm aware - totally new.

For what it's worth, I think Sunshine gets an unfairly rough ride, and would challenge anybody to name a 3D platformer that it's inferior to, other than its own predecessor.
 
 
Spatula Clarke
23:01 / 17.11.07
Ah, yeah. It also makes the same mistake that Sunshine did, by not having the galaxies/levels stay in a consistent state across stars. Like, in SM64, you could enter a level on any of its stars (bar a couple of notable exceptions) and everything would be in the same place as it would be if you took on another of its stars. That meant that you could play them for high score - because the coins were always in the same place, regardless of which challenge you were taking, you knew that you stood as much chance of getting the high score as you would on any of the other challenges.

Sunshine broke that by altering the level layouts between challenges, this does too.

SM64's consistent levels had one other benefit, too: you could jump into one challenge and, theoretically, complete another one within it by taking a detour if you changed your mind or exploring if you felt like expressing some freedom. Again, you couldn't really do that in Sunshine. If anything, Galaxy keeps an even more restrictive hold on you.
 
 
CameronStewart
23:33 / 17.11.07
>>>Music's bloody great too.<<<

I was reading somewhere that it's a real 60-piece orchestra, rather than synthesized music, and that if you pay very close attention there's all sort of subtle musical tricks and cues, triggered by gameplay, that are seamlessly integrated into the score.
 
 
iamus
01:30 / 18.11.07
They're listed in the credits as the Mario Galaxy Orchestra. I'll get to the music in a bit, because it's just one aspect of how the whole game hangs together, but I'm going to have to find the soundtrack. The music on Battlerock Galaxy is particularly good, and the Observatory Waltz piece really is beautiful.



I agree with a good bit of what you say there Randy (disagree with the control shaking, which I find in this game to be completely intuitive and totally on point at all times). I also do agree about Sunshine's merits as a jumper, compared to others. It's just a little hard to bear when you wait five years for a game that tries to do more or less exactly what its predecessor did, just not as well.

Galaxy is, in its weakest aspects, prey to the same pitfalls as Sunshine was over Mario 64. Mainly that it doesn't feel quite as free and sometimes feels a bit too "digital" (less control over Mario's movement, more linearity in level design), whereas a Mario game should be analogue from the soles of its boots to the peak of its cap, shouldn't it?

Weeeellllll.... The more I play of the game, particularly now that I've taken out the main boss, the more I see that while Sunshine tried too hard to be M64 and tripped up over its loss of freedom, Galaxy takes that loss of freedom and pretty much turns it into a strength.

In all senses, from music, art direction and right the way to game design, Galaxy is a synthesis of every Mario game thats come before it. It takes the approach to control that Mario 64 brought in, but level design is closer in spirit to the old 2D games.

Super Mario Bros was like playing music to a set composition, in that there's a beginning, a middle and an end. They're always in the same place but the way you get through them is up to you. Mario's your instrument. The better you know his ins and outs, the more say you have in bringing your own personality to how you play those tunes. You can take it a slow rythmic pace, hitting the head of every Koopa Trooper as you go, or you can bomb it like holy fuck, pinging him through it like a rubber band.

Mario 64 was more like freeform Jazz. There's a variety of different places you can go (within set boundries defined by the structure of the thing you're actually playing) and it's kind of up to you how you go about it and get to them. There's far more space and time to noodle about, and doing so can turn up some sublime surprises.

In Mario Bros, you play through levels. In Mario 64, you play around levels. Galaxy smooshes these both together, pretty bloody sucessfully, taking structure from Bros and control from 64. It's like playing 120(ish) of the best fucking pop songs you've ever heard, in quick succession. This one has exploding volcanoes and a planetfull of Goombas. That one has you skating pirouettes up waterfalls. Dont like one? Here's another!

Some of these courses are masterclasses in temporal art. What you loose in freedom, you gain in the spectacular pacing and instrumentation, condensed into a five-minute brain injection that can in places leave you reeling. Why it works holds a lot of similar ground with why 2D shooters work.

(For all this talk of music, the actual score itself is just another incredible component to the game's pacing. It can change from planet to planet while you're on the same run, always reflecting the pace or scope, epic or personal, of what you're doing. It's bloody marvelous).

It's not entirely succesful in the synthesis of these two eras of Mario gaming though. I think it enhances the structure it takes from the 2D games endlessly, but loses stuff from 64 in the mix. Control of the wee bugger is still lacking in some respects from what it was ten year ago. There are whole new lews of physics to try your moves out in, but the moveset is drastically reduced into the bargain.

The camera system, control over which is vastly more limited in Galaxy, is a good pointer to what I mean here. As we've said, Mario 64 was characterised by its open-plan free-roaming playgrounds. Playgrounds where you got dumped in a corner with a vague description of what you were aiming for, and then left to your own devices to run, twist and jump all over the place, straining yourself against the boundries of the environment until you could bend them exactly to your will. As a result, you could pretty much find yourself in any nook or cranny with a need to get to any other. Cue the 360 camera, which was absolutely crucial for squaring up your intended path and keeping your leaps in line.

In Galaxy the camera is a lot more straightforward. There seem to be two reasons for this. First is the linearity of the levels. You pick a star, and generally the only way you can go is for that star. The level gets set up for it, and the other paths are blocked off. This seems to be as true of the more open-plan levels like Honeyhive, as it does of the ones where you're launched from planetoid to planetoid backwards, forwards and upwards. Linear routes, from one place to another means you're only ever really going to end up where you're meant to end up (which isn't neccessarily a bad thing). The camera doesn't need to fuck about. It knows where you are. (But unfortunately, not always where you want to be).

The other reason I'd reckon camera control is more limited is because of where the game goes a bit more expansive than its predeccesor. Mainly, the gravity, and the bits where you have the ability to run on any surface. It can get confusing at first while you try to rewire your brain for the next step in platforming logic, and really, giving rotational control of the camera to the player at these points would probably break the game. And not in a good way.

There is a good way to break a game. And I think that this is where Galaxy loses out a bit to 64.

See, the camera in Mario 64 had a few fairly useless functions (like the ability to lock it in place and run off into the distance) and there were attacks that you'd never use (like the crouching breakdance kick). These things were there for no specific purposes other than that they were, first of all, fun, and secondly because they were a logical extension of the controls you had over the character. For every kind of movement you could make with the control stick, you could jab the A button and there'd be a corresponding jump. For every jump you could make with those two, a jab of the B button would trigger a corresponding attack, be it a punch, kick or all-out ariel dive.

From that comes an infinite range of possibilities and permutations, so that now, ten years later, I can still turn on Mario 64, run up a hill, do a U-turn jump into a wall, kick off it to gain more air before diving down a hill on my belly, springing into the sea and breaking out in a grin (I'd do that last one, not Mario).

All while the camera's locked in position ten foot back, of course.

Using these three basic components of motion, jump and attack, you can rattle off the walls and push and push until you see things you weren't meant to. But that can be a very good thing indeed. It means you're playing. You're engaging. You're testing the limits of what's possible in the system you're in. That's a basic drive of being human, and it's something only games, as a consumer entertainment medium, can bring.

So far, there's no such freedom to strain at the limits of the developer here. There's not even a proper multi-use attack button. You can feel these limitations as soon as you get control of Mario for the first time. He feels like he's on reigns compared to the way he used to be. There just isn't the same ability to send him pinging around like a bouncyball (Bouncyballs are the 3D equivalent of rubber bands). He's a bloody damn sight better than he is in Sunshine though. Nintendo thankfully seem to have realised that strapping anything to the wee guy only serves to slow him down.


What Galaxy does offer though, is precisely what I look for in Nintendo games and something which seems to have been lacking for the past while. Abundance.
There's an abundance of everything is this game. Imagination... fun... laughs... and... most importantly.... little rainbow coloured things that you can collect! Doesn't matter if they're "Rupees", or "Star Bits" or whatever. I love those things! And the less purpose they serve the better.

Shiny things are good, but generally a bit more self-important and portentous.

Rainbow things that spray out of every patch of grass in batches of ten or more and then whizz across space to fly into me with the perfect wee collecty noise? YES PLEASE!


And, you know? I'm not joking, but they might be what I like most about this game, because to me they're symptomatic of every design decision here that's been made in order to recapture that sense of limitless imagination and storybook wonder that seems to have been hiding for the last ten years.

I love Mario 64 with a passion, and the same goes for Zelda 64, but even those games felt as if they were missing something very important their series had given me back in the old SNES days. Here, in Mario Galaxy, I have that back, and if I have to lose some of the other stuff to get it, then I'm willing to make that trade-off.

Besides, seeing as it'll have all the lovely experiments from here to draw on as well, the next one'll be a fuckin dancer.
 
 
Lama glama
15:05 / 20.11.07
Beautiful essay on the mechanics of Galaxy and its differences from predecessors, iamus.

I’m just going to comment on a few of your points.

He's a bloody damn sight better than he is in Sunshine though. Nintendo thankfully seem to have realised that strapping anything to the wee guy only serves to slow him down.

He did seem to have difficulty in picking up speed in Sunshine, didn’t he? I always thought his encumbrance was imagined by me, but compared to Galaxy, in which Mario can just pelt away at huge speeds from a stationary position, he was very slow in Sunshine. Actually, Galaxy features the best “feeling” Mario in a long time. It’s so easy to play as him. He has the precision and speed of a two dimensional Mario without sacrificing the fluidity we’re so familiar with in his 3D incarnations.

Of course, you describe that feeling much more succinctly here:

It takes the approach to control that Mario 64 brought in, but level design is closer in spirit to the old 2D games.

I’m enamoured by the music. It’s simply the best soundtrack to any game I’ve played in a long time. I was afraid that the orchestration would offer a sense of a scale not normally suited to more confined Marios, but it really doesn’t impose itself at all. The levels are grand and deserving of a similarly grand scale. The more intimate levels, where you’re navigating smaller platforms, or trying to jump kick your way up walls are accompanied by the more traditional Mario melodies which really suit the playing environment. Definitely the most considered Mario score to date. Best musical touch: When swimming underwater, the music because much more muted and distant. Wonderful!

There's no playground. In SM64 - and, I'd argue, in Sunshine - the hub and some of the levels were pure fun just to run about in. You'd invent challenges for yourself, or for friends. Here, the hub looks lovely, but seems to be devoid of any hidden secrets or areas that invite experimentation. No backflipping from treetop to treetop.

I definitely agree here, Randy. It’s the most disappointing aspect of the game. The lack of exploration in the hub is somewhat alleviated by the wonderful library cut-scenes (that artwork is fantastic. It’s simplicity is endearing and quite beautiful) and the hungry Lumas. But still, it’s not exactly like they’re hidden and need finding. The hub system Galaxy reminds me of the Crash Bandicoot series’ hub levels. Nice to look at, but not very rewarding otherwise.
 
 
Spatula Clarke
18:49 / 20.11.07
That's some fantastic posting action right there, iamus. Will reply properly eventually, but just wanted to say that it made me look at the game in a slightly different, more generous light when I went back to it.
 
  
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