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Tuesday, November 13, 2007

Super Mario Galaxy - A Dialogue


Ruut and I have both had a chance to play Super Mario Galaxy for a couple of hours. Here's our conversation regarding our first impressions of Nintendo's latest Mario game:

s u d 0: so SMG.. you're further ahead than I am

Ruut: I want to play some more!
R: I *did* play for 3 and a half hours
R: that was fun
S: I played for a couple of hours I think
S: I can't put my finger on why it has that wonder of SM64
S: but Sunshine didn't
R: it's so polished
R: so beautiful
R: and the physics are bang on, you know everything in the world, all the objects exist for a reason
S: did you play Sunshine?
R: no
S: It didn't flow very well and although it had its moments it was ultimately quite a frustrating experience
R: but I know the feeling -- when they released SMB2
S: it didn't feel like a Mario game.
R: which was a rehash of a Japanese game called Doki Doki panic
R: it also didn't feel like a Mario game, and it lacked cohesion
R: and there were parts to it that you thought "What's this got to do with Mario?"
S: Once I understood how SMG was going to work I could see the logical succession from SM64 that just wasn't there in Sunshine
R: yeah
S: It sounds like SMB2 and Sunshine suffered from the same problem
R: there was a point to things in SM64
S: SM64 was so damn clever, and Galaxy is the same. I keep coming back to the word 'wonder'
R: in SMG, the progression works, the story works, the look and feel is bang on, I'm excited just remembering it
S: It's redefined platforming again, in the way that SM64 did
R: I was in Tesco on Saturday and I saw SMG on the cover of a mag and it felt like it feels when you've seen a really good action escapist film the night before
S: It's taken it to the next level, in a way I struggled to visualise from the videos
S: I wasn't sure, or couldn't see, how it was going to work... like the running upside down thing
R: it's so much more than the previews showed. Like, in the vids I thought it all looked disjointed, jumping from world to world, but in the game with the story line behind it it makes sense
R: Where you press A to get beamed to the blue stars and you follow a path that way, puzzles like that give me such a sense of achievement
R: it's like a Mario Zelda game
S: Especially with the fixed camera, all the things that are usually so frustrating in a game - moving in an unatural orientation, with a fixed viewpoint
R: the nunchuk has a button to make the view flip
R: and the first person view is glorious
R: I stop and look at the view a lot
S: but I guess, like SM64 you can't move like that?
R: no, no movement in FPP
R: but it's great for collecting star bits
R: stop, look about and point at the bits to pick them up
S: When I first died and got put back at the start of that Galaxy, I thought "Oh no."
S: but it wasn't a chore
S: and in fact the coin collecting encourages replay, just like SM64 did
R: the galaxies have rooms, too, and you have to do the room a different way each time
R: but they change the objects in the rooms to make it work differently
R: not room as in four walls, but you know, a connecting level
S: Ah yes.
S: I loved the first boss... the Dino Egg
S: I was going to say I was grinning, but then I was grinning all the way through
R: oh yeah, figuring him out was great, and the animation was lovely, the RAGE
R: I was grinning too and LOLing
S: I was wondering about the planets, or comets or whatever they're called
S: once you start running over them, they seem suddenly to become larger
S: they take a lot longer to circumnavigate
S: then the appearance seems to warrant
S: do you think that's clever scaling or a real illusion?
R: they're all different sizes
R: I didn't notice that...
R: I thought they seemed right to scale
S: I felt it straight away on the first puzzle planet... where you have to change the yellow switches to blue
R: that was fun
S: maybe it's just me
S: there hasn't been a rock I haven't completely scoured yet
R: no, I did that, too
R: it seemed a waste not to
S: exploration doesn't become a chore
R: and from the beginning I started to collect bits, even before they said
R: oh the village leading up to the caste from SM64
R: it was glorious
S: yes - in fact, when I accidentally catapulted off or climbed the vine to the next rock, before I'd completed my recce it bothered me
S: so - any downsides that you could find, or foresee?
R: not really
R: there were times when I plummeted off a ledge and thought "that's not fair..."
R: but that's just me
S: yeah.. the ledge thing. It didn't happen a lot to me, but the black-hole planets seem to be worse for it
S: there's no clear indication as to when you're going to fall and when you're going to flip
S: Hence I approach many of the precipices quite timidly
R: Yeah, I know what you mean
S: so he gets to do the fingertip catch if it's a drop
S: do you think you could get bored with the format?
S: it just seems so open to invention
S: i can imagine the developers coming up with this idea, say, one day before lunch
S: and by 3pm, when they'd realised what they'd come up with...
R: it's prolly one of the finest gaming moments I can remember
S: can you imagine the brainstorming sessions?
R: just pure fun
R: oh yeah, it must be great to do
R: it's a killer app
R: that, zelda and metroid justify the console's existence
R: if they do nothing else worth while, they at least gave it it's history making games
S: is it too hardcore for the new gamer bunch?
R: no
R: it's very gentle at the start
S: i wonder.. like metroid it takes advantage of conventions that we know about
S: from 20 years of gaming
R: it leads you to each new move in a very Shigeru way
S: I think it is a lot more friendly than Metroid, overall though
R: some of it may confuse, like hitting and re-hitting ? blocks
R: like, why would you do that?
R: plus crouch jumping and wall jumping
R: but you would discover them
R: and we dont have a book
S: The slide-flip was quite a hard move to pull off in SM64 at first
S: but I think it's much easier on the Wii controls
S: they've tuned that in nicely
R: yeah
R: I liked the waggle to pull me off toward the next planetoid
S: heh... I remember one bit that I loved.. on a giant five-point star
S: with a blue pull star on each point
R: yeah, floating towards the middle -- timing and selection
S: and you had to switch direction mid-flow in order to get to the center
S: also - there are stars in space that seem to be there purely to extend your journey
S: no other reason but to make Mario go Whheeeeee and do an extra loop
S: there's a lot there for someone with previous knowledge of the genre.
R: there are the stars that you waggle to activate in deep space, you can fly past, or if you time the waggle right when he's flying, you can divert to a new path
S: Shig's just gone "Here you are guys, I know you'll like this."
S: and a new player wouldn't even see it, let alone get it
R: the music in the underground pipe... rooms
R: "banna banna banna"
S: yeah... following that path
R: I love how he grabs the stars when he's won them too
R: he slaps them in a different way sometimes
S: I hadn't even noticed that
S: To be honest this is the game that Zelda and Metroid didn't quite manage to be.
S: And by that I mean - the game that makes the Wii.
S: to be fair Twilight Princess is a Gamecube game
S: But despite the fact that Corruption is technically spot on, it felt lacking in some ways
S: Corruption is strange... it's a pixel perfect Metroid game. You really can't fault it (as long as you're right handed.)
S: But there's a spark missing. There's nothing new there, even given the brilliant control scheme.
S: Is it better than SM64?
R: Galaxies?
S: yeah
R: yeah, so much better
R: this is better than Super Mario World
S: it's not such a technical leap forward, but it seems like a quantum leap in how to think about building a platform game
R: it's not about the technical side, never has been with Mario, it's the fact that it's so well finished off
R: so complete
R: and it's the little touches
S: We have so much praise and we've only played for a total of 4 hours between us.
R: I reckon three hours is enough time to know a game
S: so - when are you getting your Wii?
R: LOL
S: you looking forward to babysitting again? ;)
R: fo def
S: I can't wait to get home tonight.
R: I'll bet
S: I was so annoyed at falling asleep.
R: LOL
S: I was tempted to grab a coffee at midnight so I could carry on
R: did he wake you up? "Hey! What-a-da-fuck?"
R: lets-a-go
S: Mario is dangling by his fingertips while I doze!

2 comments:

k 0 0 k 1 e said...

Lol.

Small post, then. ;)

andybeta said...

This just keeps getting better and better.

I thought the bite-size levels might get repetitive or impose a lack of flow, but just when you think you've seen it all a new galaxy opens up and there's a whole new mechanic to get to grips with. In addition Mini-game-galaxies often feature totally non-platforming controls.

It's tough, but not annoyingly so, falling brilliantly into the very narrow slot between too easy and wiimote-chuckingly difficult. Optional stars stretch your skills just a little bit further if you're looking for something a bit more challenging. (Game ending apparently requiring 60 stars out of a total of 120.)

I have had ONE bad camera angle gripe in about 10 hours of playing, and nearly every death has been the direct result of my action or inaction rather than the 'world' getting in the way of what I needed to do.

This is without doubt the best game I've played on the Wii and, I think, the best game I've played this year.