Even More Excellent?
It's a real jerky thing to
take an excellent game and say, "I'm knocking it because it wasn't
excellent in some other area that it didn't even attempt." I already
cringe at that being done to me someday, so I apologize in advance for
this, but I do wish Mario Galaxy were even more excellent.
Before
I say what that is, I'll tell you what I think is one of the best
surprises in a video game. I already said this in my previous article,
The Power of Pacing (Game Developer Magazine, August 2006), and
I'm about to say the same spoiler now, for Castlevania: Symphony
of the Night.
When you beat that game (which only takes about 10
hours), you are lead to believe that you really reached the end. The
game has been showing you what percentage of the map you've uncovered
and it gets closer and closer to 100% as you work your way toward the
final boss.
After you defeat him, the big reveal is that the entire
castle where the game takes place turns upside down, and you have as
much more gameplay ahead of you as lay behind. This isn't some cheapy
"play the entire game again and get the pink weapon" trick like
Ghosts 'n Goblins uses, though. All the stairs and chandeliers
and everything else are now upside down, creating all-new puzzles even
though the territory is familiar. The enemies are also all replaced
by harder enemies. It's surprising and amazing that it works.
Back to Mario Galaxy.
It has plenty of surprises of its own, but those take place within each
of the many levels. If you take a zoomed out view of the game and just
look at the structure of it, it's incredibly predictable. You very
quickly realize that each world has 5 galaxies (levels). You realize
how many worlds there are from the way the blank spots are arranged
on the map.
Even though particular levels are surprising, the overall
exercise on the most zoomed-out level becomes monotonous. I played
probably the last third of the game on low volume while I watched reruns
of Frasier and The Golden Girls on a second TV. (A less
honest writer would not have admitted that!)
Mario Galaxy's purple
coin missions were especially boring and tedious, even though some of them were very difficult. These missions have you return to familiar
levels, but this time the levels have 100 purple coins in them that
you must collect.
It's like a 25 cent version of the Castlevania's
upside-down castle gold standard. I really wanted Mario Galaxy
to break out of its own formula and surprise me on the macro level as
much as it surprised me on the micro level. If a big, paradigm-shifting
surprise belonged in any game, I think it's this one.
In some strange synchronicity, note that even this
very article took a completely different direction than it started on.
You expected it to be sheer glowing praise all the way through, then
I started giving you may strange fantasies about what the game might
have been. Nonetheless, as I mentioned earlier, Super Mario Galaxy iterates on its core mechanics in some of the most clever, polished, and beautiful
ways possible.
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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.