![]() If I do end up getting annoyed by them I can always turn them off in the settings. ![]() They don't talk that much and often give you a neat little hint about a secret hidden nearby. As of now, I'm not bothered by the talking flowers all across the levels. With the vibrant graphics and catchy music, the whole game just has this very pleasant vibe. From Mario briefly losing his hat when entering a pipe, to each character actually emoting what's going on, sleeping Goomba's. ![]() Wonder is filled with lots of little things that make it feel so much more alive. Gameplay-wise I don't have much more to say at the moment so let's dive into all those little details I alluded to. I don't think that the badge system can really replace this but, we'll see. I understand that they wanted kids to be able to pick their favourite without any drawbacks but I do miss the slightly different playstyle, say, the slippier but better jumping Luigi offered. I also hope there's one that gives each character their unique traits back though. To really create a very different playstyle. Nothing special yet but I can see the game ramping these up later to great results. From an extra move, like being able to glide for a short while, to little bonuses, such as starting each level with a super mushroom. These add a layer of customizability to Mario and his friends. Speaking of the badges, I don't have enough experience with them yet to really talk about them but I like what they could do. Like the trunk attack, don't like how heavy it is. The Elephant powerup, the big new powerup of the game, is nice I guess. Do I feel like a very challenging level or do I want to do a badge challenge? A small level that rewards you with a badge? I love that I'm able to decide that for myself. Here, a few levels are placed in an open space on the map and freely choose any of the levels there. We have the standard linear progression sections 'beat this level to get to the next' but we also have some free roaming sections. They are thus not only collectables but are needed to move along which is why I want them so badly. And yes, you need to unlock levels. These wonder seeds are the new stars: collect enough of them to unlock levels and progress. They have such intersting visuals and mechanics that I look forward to experiencing them and find them to be. To see what new and exciting things it will do and because I, want, that, wonder seed! They are loads of fun because they are so different. These sections are the defining trait of this game, even so early in the experience that I am. When you collect a wonder flower, you never know what might happen next! From a stamp of bull-like enemies running across the screen to Trottin' Piranha Plants doing an entire musical number during which you have to avoid them to get the wonder seed. You've seen it in the trailers: collect a wonder flower and the level changes around you. Let's start with the wonder seeds/wonder flowers since that's where most of the trademark craziness of the game comes into play. The wonder flowers, badges and creativity While the core is very much standard Mairo, which doesn't have to be a bad thing, Wonder has so many little design choices that when you add it all up you get an experience that does feel, and look, refreshing from what came before. I think that's because I'm only a casual Mario player. I will say that I don't have that 'mindblown' reaction that I've seen many have with this game. My first impression of the game is very positive. Gives me a reason to come back to these levels later when my skills have improved from playing the game some more. I played through all the levels though I failed to get every wonder seed. It is the introductionary world after all so it's got to get its hooks in you by the time you're done with it. For this post, I played through the entirety of the first world, Pipe-Rock Plateau, and everything there is to do there so that I could get a good idea of what the game has to offer.
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