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Publisher:
Nintendo
Developer:
Nintendo
Release date:
Apr 26 2008
Reviewed on:
WII

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Mario Kart Wii
Posted By: James on May 21 2008

Mario Kart a series that not only created the genre of mascot racers, but has also been the best example of that genre. The most recent submission is slipping away from the head of the pack. What plagues Mario Kart Wii is the same thing that tends to inhabit the better portion of the Wii lineup. In an attempt to appeal to everyone, gameplay suffers, as does long term appeal.

Mario Kart Wii possess a layout of Grand Prix, Time Trial and Battles modes, offering nothing new in game types. The Grand Prix offers eight cups of four races each. Four of those cups are tracks brought in from previous games, it is a serious disappointment to get a new game in which half the tracks are ONCE AGAIN rehashes. One cup of classic tracks would be nice nostalgia, but half the game is just lazy. The new track offerings provided are mostly new layouts of the same ideas we have seen time and again (Oh dear I have to drive in Bowser's Castle again...). Battle mode manages to actually add a little variety with a team mode in which AI controlled allies assisting you in a points race.

Mario Kart Wii has the most shallow and uninspiring collection of items ever introduced. Standard items, like the Star, that make you invincible and speed you up are present. Some items are borrowed from the DS version, like the Bullet Bill that makes you invincible and speeds you up. Also, the new Giant Mushroom which makes you invincible and speeds you up. New items, like a POW block that spins out everyone in front of you, are joined by the Lightning Bolt. It serves as the same mistress. Item boxes heavily litter the track, to ensure that you are constantly being assaulted. Similarly, item power and over distribution give the game a frustrating amount of “lucky” wins.

Other new features include a sorry collection of new characters, including such stars as Baby Peach and Funky Kong. While afraid to expand the roster like that of Smash Bros., Nintendo seems fine pulling up Funky Kong... That is scraping the bottom of the barrel. Along with the characters, you have motorcycles in addition to karts. The motorcycles change the control very little, offering a wheelie to boost speed a little. The best thing about them is probably Princess Peach in her little racing suit. It is adorable.

Not forgetting that this is Mario Kart for the Wii, waggle is a must. Nintendo does this with a plastic wheel that your Wii remote snaps into, providing some sloppy steering action. Sloppy, because the Wii remote movement lacks the precision of an analog controller, and the trick system ( a new method of speed boosts) involves jerking the Wii remote in various directions. This flailing about with the wheel is only responsive enough for the unknowing to think they are having a good experience. My only suggestion for anyone wanting a good control experience is the excellent nunchuk/Wii remote combo, which allows for analog steering and the waggle necessary to utilize the trick system.

Online in Mario Kart Wii still suffers from the same issues as all Nintendo online: no voice and friend codes. Beginning with a globe to show you where the other players hail from is neat and it presented no lag in my experience. However, until Nintendo gets on the ball with voice and what-not, this is little more than racing against better AI.

Mario Kart Wii is a game that you will have fun with, only not as much fun. It feels as though this one was simply phoned in, perhaps developed by another party. The soul and magic are missing, but the game is still enjoyable, just not long lasting.

Grade: C



Grade: C




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