Social Fun
Mario Galaxy is primary
a one-player gamer's game (lots of hard fun), but it includes a brilliant two-player feature that will surely become a standard. Some dismiss this
feature as "tacked on," but something that strikes such an exactly
correct note was surely a carefully considered feature. The two-player
co-pilot feature is intended for a non-gamer to enjoy the game alongside
a gamer. I call it "girlfriend mode," and it adds a lot of social
fun to a game that would otherwise have nearly none of that kind of
fun.
The second player uses their
own Wiimote, but does not use the nunchuck add-on (what non-gamer would
want to anyway?) The second player gets their own cursor on-screen
that can collect the many star bits littered throughout most levels.
The second player (as well as the main player) can shoot these star
bits at enemies. The star bits are basically like a shared pool of ammunition,
and the second player can add to that pool and deplete it by shooting.
The greatness of this feature
is in the details. First, the main player never actually needs the help
of a second player, so this isn't like forced grouping in an MMO.
Also, the second player can enter and leave the game at any time without
any annoyance or stop in the action. When the co-pilot is helping, they
feel like they are contributing because collecting star bits and shooting
enemies is at least somewhat helpful.
Also, there are several times
in the game where a special NPC appears who asks you to contribute a
bunch of star bits in order to unlock a new level. This means you can't
completely ignore collecting star bits, and again, the co-pilot is contributing
by collecting them. There are certain times when the main player is
too engaged in hard fun platforming to be able to collect star bits
at the same time, and this is yet another situation where the co-pilot
can contribute.
The role of the co-pilot is
kept from having too much impact because shooting enemies does not actually
kill them (it momentarily stuns them). Also, even without a co-pilot,
any hardcore gamer worth his salt would be able to get enough star bits
that no co-pilot is needed. But the non-gamer co-pilot doesn't know
that!
Finally, the co-pilot's role
consists entirely of easy fun. There is no way to actually fail at anything
as a co-pilot. You just collect star bits whenever you feel like it,
and shoot enemies if it seems like it would help.
If at any point your
co-pilot would prefer to sit there and do nothing or put down the controller
and check on the stove, that doesn't cause any problems. Because the
co-pilot has no pressure, it's easy to suck in a non-gamer. You get
their in-game help, you get their observations about where a secret
might be hidden, and most importantly, you'll actually communicate
back and forth about things (aka social fun).
Surprise and Wonder
In addition to these types
of fun, Nicole Lazzaro also mentions several types of emotions that
come up in games. I already mentioned fiero, the emotion you feel when
you achieve something difficult. Mario Galaxy also creates the very
rare game-emotions of surprise and wonder. That's quite an accomplishment
considering the game's genre is well-worn territory, but the twists
on gravity are interesting enough that sometimes you just sit back and
say "wow, that's cool!"
The surprise part is that you feel the
wonder part several different times as the gravity tricks change. Just
when you thought it was cool to run around the surface of spherical
planets, you get to a room where "down" can potentially be any surface.
Then a level where you can flip switches to change the direction of
gravity. Then a level where moving spotlights determine exactly where
a different direction of gravity is "shining" on an otherwise normal
level. There are enough surprises to go around, and I've already ruined
most of them for you.
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The game almost seems to suffer from being too refined. That whole idea from 'The Matrix' where Agent Smith explains that people lost interest in the original artificial world because it was too perfect seemed to ring true with this game. Everything was so smooth, clearly labeled, and neatly packaged that it just started to become...unsurprising? I don't mean to insult such an incredible game, but its perfection does seem to come at the cost of having 'Agent Smith' syndrome.
/reallyjoel
1. Make the prankster comets actually cycle through the galaxies. Maybe I want do the Daredevil comet in Deep Dark Galaxy, but maybe next time I want to do the Fast Foe or Speedster. I was quite disappointed when I discovered the comets didn’t ever change, even on subsequent play-throughs. In fact, if the game wasn’t so wonderful, I would accuse Nintendo of bait-and-switch when it came to this feature. They sure hyped it as if the comet challenge in galaxies would be a changing experience…
2. Fill in some of the bare spots. There are quite a few levels where there is too much emptiness. For instance, the beginning of Deep Dark Galaxy has a ring of water around a beach with almost nothing in it. A couple fish school sprites and one chest with a 1up in it. Maybe I would have been distracted from the emptiness if they used something other than the blank concrete texture. I remember exploring it for the first time and being disappointed at how barren it seemed. If you’re going to make it empty, at least make it pretty. No one complained about the castle grounds in SM64 because there were just enough trees to keep it interesting. Now the top of the castle was another story. Couldn’t we get a couple of tiers or a balcony or something to give us somewhere to go with that wing cap??
3. Give me more hidden extras. Coconuts to watermelons at 9999 star bits is a nice touch, but how about do stuff like that in 10 more places? Would it have been so hard to let me play as Peach and Toad and let me try to get all 120 stars with their play characteristics? Let me answer that for you – no it wouldn’t and it would have made complete sense in the storyline and would have pushed epic to uber-epic. How about completing purple coin challenges open up red stars in each of the galaxies? I’ve got all the stars – why not let me fly around?!? Oh, and not letting me cross the drawbridge in the Grand Finale Galaxy was just cruel.
4. Expanding on a point in #3, why couldn’t we fly around in the main galaxies? I wanted to fly from planetoid to planetoid without the aid of the launch stars! I wanted to fly under the haunted house or buoy base! Maybe there is some game mechanic that hides the fact that the planetoids are not actually in a continuous area of 3D space, but I hope not. I hope to someday play a hacked version of SMG that lets me enter New Egg Galaxy and fly to whatever rock I want. Call me a dreamer…
Personally, I think the purple coin missions were just fine (better than the equivalent in SM64, where you had to collect 100 coins for a Star, because here the purple coins are usually placed in a specific area of the level so as to be more interesting to collect). All in all, I thought the difficulty curve was one of the best I've ever seen, and didn't feel that it got monotonous towards the end at all.
Regarding camera, I did eventually get used to it but this was really my biggest gripe with the game -- most of the challenge is quite simply depth perception-based. I often felt very 'cramped', being so used to a free-roaming camera in the likes of Ratchet & Clank. Again, I ultimately got used to the camera system here (and am impressed at how well it *often* works), but I don't think this was one of its greatest accomplishments by any means.
Also, it's funny that you mention the castle flip in SotN, because this game actually does have something similar when you collect 120 Stars...
P.S. Why do all the Feature contributors squeeze in a reference to the project they're working on? :-P
Not quite of the same order as Castlevania, but still a whole new set of challenges for the player to overcome, and a reward for the players who don't shelve the game when they get the required 61 stars.