devonrv

I know I foreshadowed a different game in my last post, but as fate would have it, my brothers came to visit, and they brought their Nintendo Switches! The new console doesn’t have many games for it right now, and my brothers have even less games for it, but out of the games they do have, there was one that I was interested in, and I beat it today:

I like how they apparently couldn't figure out a seamless way to work the hat into the logo, so they just kinda crammed it on there.

This is a collectathon platformer. Like in previous Mario games, you have the triple jump, long jump, and back-flip, but new to this game is your method of attack: you throw your hat at your enemies, and it boomerangs back toward you. Some enemies get possessed by you when you throw your hat at them, at which point the controls change to reflect your new body. Also, for the first time since Super Mario 64, this is a mainstream Mario platformer that doesn’t have lives! When you die, you lose 10 coins before being sent back to the last checkpoint (and if you die on land, you can get those coins back).

As with previous collectathon platformers, there are multiples of a certain item scattered throughout the level, and you have to collect a certain number of them to progress through the game (this time, it’s Power Moons). Like previous Mario collectathons, there are the easy-to-get ones for Nintendo’s target demographic of 3-year-olds, and there are some more tricky-to-reach ones for those of us who’ve played a video game before. However, something this game does that bothered me is that certain Power Moons in a level can’t be accessed until after certain story missions are cleared. You see, this isn’t like previous Mario collectathons where each collectible has its own mission on a mission select screen with certain changes being made depending on which mission was selected; this game tries to be more open with its levels, with all Power Moons being in their designated spots from the beginning. For a game that requires exploration to get all of the Power Moons, I find it odd that they’d force story progression like this, especially since there are plenty of optional Power Moons that can be gotten in levels without completing the story missions first. After all, this forced story progression only serves to discourage exploration (it isn’t even like you’re unlocking new powers like in Mario 64 and Sunshine; the game literally just puts up walls in front of obvious doors, forcing you to backtrack to them if you want all the Power Moons). In fact, many of the levels are designed more like linear one-and-done stages with the occasional small, branching path rather than a large area meant to be explored, perhaps implying that the devs were originally going to make a game more like 3D Land and 3D World than Super Mario 64. I also found it odd that you get certain Power Moons by buying them at shops; it’s like the developers were required to put a certain number of Power Moons in the game by management, but they weren’t able to think of enough challenges for all of the Power Moons, so they said “screw it, lets just make them shop items.” Curse you, arbitrary management requirements! Then again, previous Mario games had equally arbitrary ways to get certain collectibles; Super Mario 64 had the 100-coin goal, Super Mario Sunshine had the blue coins, and Super Mario Galaxy had the purple coins.

Something else this game does differently (from previous Mario collectathons, at least) is that it doesn’t require a flat number of Power Moons to progress to each location; rather it requires a certain amount from the previous level. I always ended up with enough for each level; I just thought it was something worth bringing up.

Another issue I have with the game is the way it treats bosses. The bosses themselves are well designed, but the game makes you fight most of them twice just for story progression, with barely anything different done the following battle. Heck, even the final fight against Bowser is just a slight alteration from a previous boss battle. As you can imagine, I have this same issue with most other Mario games.

Despite all of the previous issues, the levels and challenges are well made for the most part, and I did have enough fun with the game to beat it. However, what really got to me was the post-game content. When you beat the game, you get to travel to the Mushroom Kingdom, and when you get 250 Power Moons, you get to travel to a level that’s essentially just a boss-rush of bosses you’ve already fought twice. At this point, the game notifies you that “New Power Moons have been added to the shops!” which already bothered me since the game is essentially saying that it’s expanding upon one of its worst parts. However, the game really went all-in on this aspect. You see, there isn’t just one per shop like before; there’s over 50. If you have 1000 coins or more, the game gives you the option to buy 10 at once, but at those numbers, why not add an option to let us select the exact number players want to buy?

Plus, there’s an NPC in the Mushroom Kingdom who gives you a Power Moon for each achievement you get (the achievements include things like beating the game, making me think the player was originally meant to start the game here). However, this NPC gives you the Moons one at a time, and since you’ll have likely gotten several achievements by the end of the main game, you’ll have to talk to the NPC once for each Power Moon, and just like buying the Power Moons in the shops and defeating the same bosses over and over, it gets tedious. Plus, some achievements are really dumb, like “jump 10000 times” or “throw your hat 5000 times.” I haven’t seen achievements this dumb since Out There Somewhere.

Even if I could unlock the dumb achievements and gather enough coins to sell out the shops just by going back and collecting all of the Power Moons I missed, I won’t bother doing so since the game already showed that it isn’t above devolving to a tedious grindfest (especially with the post-game level that’s just a boss rush of previously reused bosses).

Overall, I did like most of the game, but I wouldn’t recommend it to everyone who likes collectathon platformers. If you’re okay with just beating the game and leaving it at that, then you’ll like it. However, if you’re the kind of person who prefers to 100% all of your games, it may not be worth it.

adil

Reading you it seems you had little to no fun playing it, yet you still had enough fun to beat it xD it sounds weird.

And to share my opinion regarding some stuff you listed, unlocking new stuff after “beating” the game is something I appreciate. Mostly because I enjoy progressing and was happy to revisit each levels back to discover more stuff. Doing 100% exploration on first playthrough can be nice, but in Mario case it worked well with unlocking stuff after you finish the main story because each level was awesome to play! And, it might be stupid but you’re supposed to save Peach, doesn’t make much sense to take your time to get there :D
Though, I suppose it’s all a matter of perspective, maybe. However, I can agree on boss fight, it was more or less always the same with only a slight difficulty increase for each new battle. I wasn’t a fan of these boss fights but they don’t represent much of the game so it was okay.

Also, I’m pretty sure, the moons you can buy once you beat the game, they are just there to lessen the frustration of people who aren’t able to unlock all moons (or don’t want to bother with it) but still wish to unlock the other levels without going through the trouble of exploring more of each maps. Because they serve no purpose to 100% the game. I believe only one per shop is listed in the 800+ moons you have to collect.

Anyway Mario Odyssey is really an awesome game! Definitively one of the most fun game I played this year.

devonrv

Reading you it seems you had little to no fun playing it, yet you still had enough fun to beat it xD it sounds weird.

Heh, yeah. ☺ If there’s one thing I’ve never been good at, it’s getting my point of view across accurately. Let me try to explain myself again if you don’t mind:


The levels are well designed, and it’s fun playing through them. However, most of them are designed more like linear 3D Land/World stages, which conflicts with the exploration-oriented collectathon genre. In other words, if you play through the levels just once, not getting much more than what you need to reach the end credits, you’ll have fun, but if you try to explore each kingdom to get 100% completion, it starts to become a bit repetitive.

Plus…

unlocking new stuff after “beating” the game is something I appreciate.

That’s not what I have an issue with, though. My issue is with the game locking out stuff that would otherwise be a natural part of the level and reward the exploration encouraged by its genre. The game wants you to get a certain amount of moons from each level to progress the story, but it also locks certain moons in said levels away from you until you progress the story; this is what I have an issue with. This is different than, say, unlocking a new level or power-up as post-game content.

only one per shop is listed in the 800+ moons you have to collect.

True, but there’s also only one listing for each of the triple-moons (the ones you get from bosses), so I don’t know how accurate it is to assume they’re not needed for 100% completion (it’s just that instead of a grey 3 shown on the side, it’s a grey 53). I mean, you may be right, but no other collectathon I’ve played had progression items that didn’t contribute to 100% completion.


Did that make more sense? Remember, I’m not trying to argue with you (I liked the (main) game, too, after all); I just want to know if you understand my perspective better now. Your feedback is appreciated.

adil

Ah yeah, I think I got more or less the main idea. It was more like, the overall text felt somewhat negative so then reading that you still had fun, it is a weird mix :D

Also, I’ll probably repeat myself but I guess it all depends on how you play the game. I’m pretty sure you’re actually supposed to play this Mario a certain way due to how it has been thought of. Beat the boss as soon as possible, unlock all contents and explore away. Because it’s Nintendo, and they think of everyone and want everyone to be able to beat their games. It also explains why people think it’s too easy, because getting to the end is actually not hard at all, but for people wanting more, going back to collect harder moons is how you get your challenge.
But I can understand your disappointment, if you went all out and explored thoroughly each maps and then, you’re told new moons have unlocked in all these maps. I would probably be pissed as well if I played the game like that.

And to get back to the moons from shop after finishing the game, it’s like I previously said, it’s most likely something made out to avoid frustration for people unable to collect enough to unlock other worlds. Because it’s Nintendo, because they think of everyone and want their games to be accessible for everyone. There’s nothing more to it.