Tuesday, 15 July 2014

Game Review: Mario Kart 8

Developer: Nintendo
Publisher: Nintendo
Genre: Racer
Platforms: Wii U
Age Rating: 3+ (PEGI)

When I got my Nintendo Wii U, I bought a copy of Sonic & All Stars Racing Transformed to go with it. I’d learnt people involved in making games such as Split/Second, Blur and one of my favourite racing games of all time, Project Gotham Racing 4, had migrated to Sumo Digital after their old studios had been unceremoniously shut down by Disney and Activision respectively.

In Sonic & All Stars Racing Transformed, Sumo Digital made a fantastic kart racer that was imaginative, balanced and varied which was not only a lot of fun, but good enough to challenge the all-time master of the kart racing genre; Mario Kart itself.

Mario Kart 8 has a lot to live up to, not least of all as many people still need a reason to actually buy a Wii U. Can Mario Kart 8 live up to the enormous challenge before it?

Some people come out with the same criticism every time. ‘Oh, it’s just the same old Mario Kart again’ they cry ‘Nintendo are out of ideas and doomed!’ they continue to bark before going off to play the latest Call of Duty, blissfully unaware of the irony.

Mario Kart 8 is very definitely Mario Kart. You don’t expect staggering revolution from this series, but it never fails to add new ideas while refining existing ones and, as always, Nintendo shows they’re the masters of the craft.

There a significant change in Mario Kart 8, along with an interesting addition that gives you extra to think about. First and most importantly, while items play the usual huge role in the chaotic races, they’re now slightly less vital as you can only ever hold one at a time. Gone are the days of holding two bananas so you can lay a trap behind one set of item boxes and still have something to defend yourself against a possible red shell. Now, that item box trapping is an active risk as you’ll go without any defences until the next set of items. Also, items such as triple shells and bananas have larger vulnerable spots so you’re never completely safe.

The items themselves have undergone a lot of tweaking and balancing as well, with a few unnecessary items such as the POW Block being removed while a savoir to all those who hate the blue shell has been added in the form of the Super Horn, which creates a shock wave around the user that destroys everything. There’s also a Boomerang that you can use three times and a portable Piranha Plant that’ll chomp anything nearby, including opponents, hazards and even coins.

Coins make a return from Mario Kart 7, increasing your speed slightly to a maximum of ten, but being dropped when hit by something or falling off the track. What also makes a return are the gliders and underwater racing, along with the big new addition in the form of anti-gravity racing.

When you drive over a line on the tracks, your wheels re-orientate themselves ala Back to the Future and allow you to grip to surfaces as they loop and warp around. For all intents and purposes, your racing much as you were on normal wheels (or underwater, for that matter), but while in anti-gravity mode you can gain additional boosts by either ramming opponents or hitting what look like Pinball bummers to get a small boost. While small, they add up over time and can be used to put an opponent in a bad position or fly off the track.

Nintendo has developed some fantastic tracks to make use of all the mechanics at their disposal. Like the previous few entries, there’s sixteen brand new tracks, including the brilliant and sixteen retro tracks which have all undergone renovations to look their best and, in some cases, outclass their originals. The retro line up isn’t quite as strong as previous entries in the series with a surprising number of Mario Kart 7 tracks, but they’re all fantastically entertaining with standouts such as Yoshi Valley and Royal Raceway from MK64 and Wario Stadium from MKDS, along with Melody Motorway from MK7.

There are problems, mind, problems that Sonic & All Stars Racing Transformed (refered to as SASRT from now on) doesn’t have. The character roster is somewhat scatter brained in MK8, dropping characters such as Birdo, Diddy Kong and King Boo in favour of the Kooperlings, Baby Rosalina and, for some reason, a gold metal Peach. The battle mode has also been somewhat crippled by the baffling absence of actual arenas with battle games taking place instead on regular race tracks.

Also, disappointingly, there’s no separate mission mode as there was in Mario Kart DS and is in SASRT, leaving you with just the Grand Prix and Time Trail modes to keep your occupied outside of multiplayer.

Throughout the single player grand prixs and time trails, you unlock additional characters and vehicle parts as the body/wheel/glider choice combination makes a return from MK7. The parts are unlocked purely at random so it can be annoying when you desperation want one of the motorbikes but keep getting different gliders. The AI seems to have been re-balanced for the grand prixs, still as devious as ever but not quite as cheap as the higher level AI racers in SASRT

Naturally enough, however, multiplayer is where the game shines, both offline and online. Doing battle with your friends in local four player games (sadly MK8 doesn’t do five players as SASRT does, instead leaving the gamepad to duplicate the TV) while the silky smooth online mode supports full twelve player races, though track selection is a bit awkward with three randomly chosen tracks to pick from with a random option.

Groups and tournaments can be set up online with custom rule sets, such as simple things like no items, bikes only and more. These tournaments can be set to start at certain times and replay themselves over and over.

Mario Kart 8’s final major feature is MKTV, which will create and hold onto highlight reels of your last twelve races of any sort, as well as up to six favourites. These reels can be between thirty and sixty seconds long and automatically re-jig themselves depending on who you want them to focus on and what sort of action you want before being uploaded to Miiverse and Youtube (see the video above for some of my own shenanigans and skillz).

It’s a useful and fun little feature that lets you show off your best moments, but it’s not quite as flexible as, say, GRiD 2’s replay cutting feature that allows you to take any chunk of replay you want. It would be nice to pick and choose your own bits or even upload the entire race, but it’s not a deal breaker of any sort, especially as the reels can be changed at any time while you have them.

I usually leave graphics until last as they’re not the be all and end all of a game, contrary to what some people think. That doesn’t make them unimportant, however, and Mario Kart 8 delivers visual and audio splendour in spades. The dazzling environments are packed with detail, such as the town beneath the remake of the N64 Rainbow Road, the dancing Piranha Plants in the Electrodrome and Shyguys working away in mines on Shyguy Falls, all the time enjoying a jazzy soundtrack with brilliant renditions of existing tracks and equally as good original pieces.

All in all, Nintendo’s done it again. It may have a few flaws and odd omissions, but Mario Kart 8 remains at the top of the genre with sublime handling, imaginative tracks and straight up fun. For all of you who’ve been whining that there’s no reason to buy the Wii U, here it is. Stop complaining and go and buy the damn thing.


Verdict: BUY NOW!!

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