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Mario Kart 8 - Review

6/4/2014

 
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By Chris Crompton

For twenty-two years that happy-go-lucky mustached plumber (and the various anthropomorphic  creatures of the Mushroom Kingdom) have been writing and rewriting the playbook on how to correctly do a racing game, and this latest installment has its sights set on adding its own special chapter to this infamous genre-defining series. Nintendo pulls out all the stops in this regard, and I’m going to try and keep the twelve-year-old fanboy in me at bay to tell you about the good, the bad and the downright nit-picky about Mario Kart 8.

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With sixteen characters (and fourteen more unlockable ones waiting in the wings) you’ll be spoilt for choice. The roster this time around is big enough to make a Chain Chomp’s head spin. The most notable additions are a couple of first-timers to the Mario Kart series, Bowser’s recently-orphaned Koopalings (named Morton, Lemmy and Roy, respectively) who appear in an effort to stir things up a bit. As much as I love all their individual characteristics and understand that they each fall into different classes (out of Light, Medium and Heavy) as all racers, as playable characters they feel very familiar to each other.

With Baby Rosalina and a “brand-new” racer Nintendo have dubbed 'Pink Gold Peach' (who is essentially the Peach-equivalent of Metal Mario) it seems to dilute the fourteen unlockable characters down to just four (including the option of also playing as your own personalised Mii). With a cache of characters from the Super Mario universe to choose from, it shouldn’t be difficult to keep things a little more fresh than this. Just for example, Donkey Kong: Tropical Freeze was released less than four months ago. Why not add Cranky Kong or Dixie to the mix? Even Diddy (a Mario Kart regular) didn’t make the cut this time! Although there are rumours of potential DLC lurking on the online forums, so we may get more character choices at some point in the near future. But personally I’d love to see a Goomba take to the starting grid. He’d certainly have a score to settle with someone after being squished in his every in-game appearance. And yes! I realise he’s got no hands but you know what he does have?

A mouth!

...
I’m just saying.

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After you’ve chosen your character, it's time to pick your vehicle. Taking a leaf from the book of the previous installment (Mario Kart 7) kart-customisation makes a welcome return here. The bikes make a comeback too, and a completely new addition to the Mario Kart garage altogether are the All-Terrain vehicles (ATVs), or quad-bikes if you will. The frame, wheels and attached glider of your chosen type can each be chosen from a list of different styles, with each sporting its own unique effect and appearance. The balancing issue from Mario Kart Wii is resolved now as well. As a result, vehicle selection becomes more about personal choice than playing to tactical advantage. This makes for an all-round more enjoyable experience for everyone and, most importantly, keeps the playing field even.

Upon seeing the starting line of the first track of The Mushroom Cup, you are given a glorious visual feast of fireworks and lights in the form of Mario Kart Stadium, the proverbial toe-dip into the world of this latest installment. Only after your second turn you are given a taste of the games featured mechanic, anti-grav, and in the blink of an eye your vehicle has transformed into something that looks like it’s just hovered right out of Doc Brown’s Lab.

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Unless of course you choose to try out the Retro Cup first, and relive some of those iconic tracks from previous installments, which have been remade in gorgeous high-definition. If you ever played Mario Kart Wii then you might very well recognise the sun-soaked hills of Moo Moo Meadows, the first track to greet you in the Shell Cup. You may, like me, be fooled into thinking that it’s not the same one from the Wii version and you’d be right. Whilst it is still the same basic track layout as the last one, the new HD makeover makes it feel like a completely new experience, and it's an absolute joy to race on. That’s just the start. You’ll drift your way around thirty-two unique race courses over three distinct engine classes (50cc, 100cc and 150cc), and after that - in true Mario Kart fashion - you’ll unlock mirror mode where the tracks you’ve spent time revising each turn and each shortcut on are flipped, so right turns become left, left turns become right, etc. This adds a further challenge, thereby enhancing the gameplay even after you've made it through all of the Cups.

This is where we arrive at that tiny nit-pick I mentioned in my opening paragraph. In all of the previous Mario Kart titles at the end of each Cup, you are treated to a victory lap cinematic where your character races around a selected track, and the three victorious racers a place on a podium. Instead however this time you simply get clips of your races from throughout the Cup. I know it’s not really important to the overall experience, but it's frustrating in a way as each victory feels a little less celebrated and somehow less important than before.

Another new addition found in Mario Kart 8 comes at the end of each race. You're treated to not a replay sequence, but to a special 'highlight reel' of the race's most interesting moments. Things like well-timed drifts for instance. You have the option to slow-down, fast-forward, rewind and even edit the clip to see as much (or as little) of the action as you could possibly want. You can then upload your clips to YouTube or Miiverse and share it with all of your friends. This feature also gives you the opportunity to truly marvel at the amount of effort that has gone into the design of each and every track by the game's loving developers which, although certainly admirable to behold during a race as you drive through it, you're too preoccupied with winning to actually stop and take a good long look around. Here is one such reel:

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Flying and underwater sections also return, but the biggest new feature for Mario Kart 8 is the new anti-grav mechanic. These sections of the race courses allow you to drive across walls, ceilings and reach other unusual places. While in this mode, if a racer bumps into another racer the kart spins and, rather than just harmlessly bumping as was the case before, both racers receive a small speed-boost. This technique is called "spin boosting." As well as bumping into other racers, certain anti-grav sections boast special objects which can offer another extra spin boost. Combine this with drifting as well as the more conventional Mario Kart item boosts, and you’ll leave your rivals in the dust.

On top of anti-grav, the items have been changed up quite a substantial amount too. A new balancing mechanic is introduced which allows no single item to give one player god-like racing capabilities rather. With the inclusion of four new items, there is now even more ways to instigate karting chaos. The first of these is the Boomerang Flower, a three-shot boomerang that even if it misses your target it could still hit its mark on the returning trip. Secondly there is the Piranha Plant, which chomps on obstacles, gobbles up coins and also other racers and gives a short speed-boost for each bite it takes. Thirdly comes the notorious Crazy Eight, which generates eight items that encircle the player, giving up each for use in turn (a Coin, Bob-omb, Mushroom, Star, Blooper, Green Shell, Red Shell, and a Banana). Last of all comes the Super horn. This is the most exciting addition to the items as it emits a powerful shockwave which affects other racers, as well as destroying all obstacles and items including (for the first time) the dreaded blue, spiny shell.

This allows a new way of strategic thinking. For example, if you’re in second or third place and get the Super Horn, do you use it to put yourself in first? Or keep hold of it until the time is right? It’s such a satisfying feeling to be in first place with this item, with an incoming blue shell about to cannonball up your rear (spikey-end first), but then instead seeing it destroyed without having any damaging affect to you or your rear.

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The multiplayer side of Mario Kart has always been the big drawing power of the games and this game lives up to that reputation in many ways. The Battle Mode makes another return to the series as well, but don’t expect to be tearing around arenas blowing up your mates or popping their balloons as was the case in previous games. Although the balloons are indeed back (fulfilling the vital role of in-game health meter), the actual battle “arenas” are - in fact - just slightly-modified racing tracks from the main game, but allowing you to roam the course in any direction you choose. All players start with three points and three balloons. Successfully popping an opponent’s balloon earns you a point and by losing a balloon by any means (i.e running into your own green shell) will cause you to lose a point. Balloons can be regained by stealing them from other players by boosting into them with the help of a Mushroom.

If the worst should happen and (God forbid) all balloons are lost, points can no longer be lost or gained. If you are defeated, you can still attack players as a ghost player, but you won’t receive any points for it. I’ve only played a few battle matches so far so take this as you will, but for me it’s like they spent so much time and effort into making the rest of the game experience the best it could be and then threw the Battle Mode together last second.

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Don’t let this disappoint you though as the true value comes in the competitive races. Mario Kart 8 supports up to four players on one system and two players in online mode, so you and a friend can take on other online friends in private lobbies or the entire online community from the comfort of one console. You can customise your online experience too by setting up a private lobby, creating your own tournaments or joining in with someone else's. As amazing as all this is, the biggest pain comes in arranging races with your friends having to use outside sources, in my case either phoning, texting and messaging via Facebook to communicate with friends. You can use in-game voice chat in private lobbies only, but you can’t continue the chat once you’ve started racing.

Despite all this however, competing online is a thrilling experience and a vast improvement from the Wii version. Mario Kart 8 is a fine addition to the series. It’s bright, beautiful, fun and enjoyably challenging. It’s a life-line too for the Wii U, a very much overlooked console by the mainstream gaming community, and with E3 very much upon us this title has got some people paying serious attention to Nintendo once more. The all-important racing is implemented flawlessly and based on that, I would highly recommend playing this game to any gamer.


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