Luigi’s Mansion 3 is very much a return to the first game, rather than the multiple small mansion structure of the 3DS second game in the series. Not that the second game was bad, but it works better as one big mansion. Or rather, one big hotel as it is here.
Each floor is themed, with a boss ghost that fits into that theme, and the aim is to beat the bosses to get the lift buttons to allow you to reach new floors. There are a few diversions along the way, Polterkitty being one and a main irritation as she steals a button and you have to chase her around the hotel for reasons of artificially lengthening the game. If you remember, the original Luigi’s Mansion was purposefully short, with Nintendo explaining that’s how people prefer their games, so it’s a little odd to do this.
Another diversion is when you have to navigate the lower basement, complete with the worst control scheme and associated boss in the game. Moving your inflatable duck around in order to avoid spikes and mines is incredibly fiddly and frustrating, and is definitely the worst bit of the game.
But those two things are pretty much all I can say that’s negative. The rest is a joy from start to finish, with gorgeous visuals in that way only Nintendo can create, pleasing to solve puzzles, humorous events and characters, and the best selection of in-game toilets I’ve seen in a very long time. After I’d cleared about three floors I realised there was in-game co-op too – not just the same sort of multiplayer modes from the 3DS games. This meant I could play the whole of the rest of the game with my daughter, and it was great!
“How do you complete a game where you make your own levels?”, you may ask. Well, because there’s a pretty sizeable single player mode where Nintendo show you loads of ways you might want to make levels, by giving you a hundred or so levels to work through.
I’m always astounded at the creativity Nintendo have with Mario games. You’d have thought that every possible idea in platforming has been done now, but nope – most of these levels have a new gimmick, or at the very least, a twist on a previous one. As you complete them you gain coins, and you use these coins to rebuild Peach’s castle (for unimportant story reasons).
New items for use in your home made courses are unlocked as you go along, so there’s another reason for playing Story Mode too.
As well as completing that, I’ve also played 30 or so user-made levels, which, like the first game, vary enormously. Some are huge and complicated with puzzles or skill sections, and some are little more than items placed at random on the screen. I’ve also made a terrible, short level of my own with a toilet in it, because of course I have. The ID, if you want to play it, is 3P7-5JL-CTG.
No, I didn’t think a crossover between the worlds of Mario and the Rabbids would work either, but somehow, it does. Perhaps it’s partly because the gameplay doesn’t borrow from either party, and Mario + Rabbids becomes its own thing. Instead of precision platforming or nonsensical minigames, this game provides a fun turn based strategy game interspersed with some puzzles (mainly of the switch pressing or block pushing variety).
It’s not quite Xcom or Ubisoft’s earlier Nintendo title Ghost Recon: Shadow Wars (which was excellent), as it takes that gameplay but twists it. As well as moving your units (a collection of Mushroom Kingdom regulars and Rabbid-ised versions of Mushroom Kingdom regulars), each move you can perform sliding tackles, jumps (which can let you move further, heal status effects, and allow stomp attacks). There’s also two special powers each character has that have cooldown timers and can be triggered in addition to moving and attacking. These vary from defensive shields to attack boosts, to “movement sensors”, where when an enemy moves either during their turn or as a side-effect of another attack, your character gets a free shot.
Each character is different too, with different move limits, skills like being able to jump on two heads in succession, able to slide tackle up to three enemies per move, and weapons. Some weapons have a “damage cone” whereby the further away from the source you go, the wider the blast goes but the less damage it does. Some weapons can destroy cover blocks, and others fire over blocks, set fire to characters, or stop them from attacking, moving or using special skills.
Then there’s environmental stuff to take into account. Some levels have raised areas that give you an attack bonus if you’re shooting lower-down enemies. Pipes let you travel to other parts of the area and add a bonus set of movement spaces when you emerge – some levels you can zip around really quickly as a result. On other levels, lava rains down on certain spots every so often, and sometimes hidden in cover blocks are crates that, when hit, cause negative status effects on anyone stood next to them.
There’s a lot to take in, and considering the blue skies and silliness that coats Mario + Rabbids, there’s a surprising amount of strategy. Having to take into account how some enemies react to attacks, or can only be damaged from behind, or will take advantage of your three team members being bunched up together, plus there’s needing to remember that your shots could damage your own team (particularly important when setting up for a “movement sensor” attack) and how some enemies can heal or teleport.
That said, it isn’t especially difficult. Apart from having to try again, you lose nothing for failing a mission. You’re given bonus awards if all three of your chosen team remain alive at the end (after which they’re revived anyway) and if you’ve won in under a certain number of moves, but again, there’s no major penalty for not managing this besides getting fewer coins with which to buy better weapons. Coins are everywhere, however, so you won’t go short.
Outside of the main levels, you explore each of the four worlds and solve little puzzles, look behind scenery, and so on in order to get more coins, unlockable art and music, and – most importantly – skill upgrade tokens. Yes, each character has a skill tree, and these skill tokens are spent adding movement distance, damage, HP and skill cooldown timer buffs.
Mario + Rabbids is a great looking, ridiculous concept which is far more fun than it deserves to be. It’s addictive, and although it’s easy there are loads of challenges that open up as you play with additional harder ones once you’ve finished. And even the Rabbids somehow fit.
I’ve never been so bored, so annoyed, so disappointed with a Mario game. The first 250 moons were great. The next 250, not so much. The NEXT 250? rubbish. The final 100 made Mario Odyssey one of the worst games ever made.
The skipping rope moon. It’s pure luck. There’s no way to time it because the rope moves too fast after around 50 jumps and you can’t jump fast enough to keep up.
The volleyball moon. It takes forever and is also down to luck. If the ball goes too far away from you and Cappy doesn’t aim properly, you lose.
But those are just difficult, frustrating, try and try again moons. No, the real killer is the hundred or so moons you have to buy in order to make the total up to 999. To do this you literally have to just collect coins. 10,000 coins. Which takes hours.
And for what? I’ll tell you what: a big hat and some rubbish fireworks.
I’m aware I’ve not posted in a while, so just a brief catchup.
Stardew Valley (Switch)
Just reaching the end of Winter, Year 3, and although I’m ready to wed the lovely but crazy Emily, there’s been no rain for the entire season so I can’t see the guy on the beach and buy the necessary amulet. I’ve been making friends with everyone while I wait instead. I’ve also managed to complete Qi’s increasingly more bizarre requests and now have access to the casino. I’ve not won much though.
I think I’m nearly done with the game. Once I’m married I’ll consider retiring, unless it opens up more gameplay stuff. I’m almost 110 hours in and there are other games that need playing.
Super Mario Odyssey (Switch)
800-odd moons now. I’ve completed The Darker Side (but not The Dark Side), and collecting the remaining moons is tedious beyond belief. It’s the least fun Mario game in ages now. But I feel I must get them all, so…
Million Onion Hotel (iOS)
I talked about this for a bit on the ugvm Podcast (which you really should listen to). It’s a 5×5 grid, screen tapping puzzle game that I paid real actual money for and it’s madness. And too hard. I reached the third boss but that’s as far as I’ve managed so far.
Picross S (Switch)
Not very much though. Just the odd puzzle every now and then. That’s not knocking it – it’s how I want to play it!
This is a hard one. Well, not hard in that way (the game is easy – very easy), but hard in how I feel about it.
Unlike pretty much every Mario game ever, Super Mario Odyssey didn’t instantly grab me. Perhaps it was the terrible looking first “world”. Maybe it was the stark art style changes between worlds. I don’t know. Definitely, I started enjoying it in my first hour – but other games in the series I was hooked from the second the game started.
Now I’ve completed it, insofar as beaten Bowser and reached the credits, I can look back and see Odyssey is excellent. But not perfect. And certainly not the best Mario game. I’m feeling a lot like I did when I played Breath of the Wild, actually.
There’s just something missing. A spark of something. Something which Super Mario 64 and Super Mario Sunshine had which is missing here. Yes, I’m saying Super Mario Sunshine is better than Super Mario Odyssey. Super Mario 3D World is too. And so is New Super Mario Bros U, but 2D Mario games are a different beast.
On paper, it’s all there. Blue skies, great platforming, throwback references, varied levels, secrets, post-credits content, the very best controls – the lot. In my hands, it’s a bit flat, a bit off, a bit… wrong. But I can’t put my finger on it.
Remembering the few days I’ve been playing it, very few parts of the game stand out in the way I can fondly reminisce about the clock or the flying carpet or the Koopa race or the penguins or the wing hat or any one of a thousand other things from Mario 64. I know I’ve not played it as much as that game, but aside from the (spoiler) boss in the ruined castle, there hasn’t been anything that wowed me.
It’s probably me.
And it’s so easy. Really, really easy. Again, I’m aware the challenge of Mario games is mainly to get 100% and the straightforward route to the boss is not the hardest path, but I’ve picked up around half of the moons on each level so far and just one of them caused multiple deaths. It’s the easiest Mario game by a long way.
All that said, and I’m sure most people will disagree with my comments, but all that said, it’s a great game. One of the best. It really is. Nothing I can say can detract from that. I think I was just expecting Mario Odyssey to be a contender for the Best Game Ever Made, and in my eyes it isn’t even top 5 Best Mario Games (yet, at least). But that’s OK. It doesn’t have to be.
Well, where “recently” is “any time in the last couple of months” and “things” is “games I’ve not completed as I’ve already posted about those”. In no particular order:
Spec Ops: The Line (Mac)
This was free, but only if I played it enough to get £1 credit back from Green Man Gaming. At first, I really struggled as it misdetected my PS4 controller and everything literally spiralled out of control – see this video, in particular from the 7 minute point:
With that fixed (I used a mouse and keyboard instead), I then worked through the first level, or mission, or whatever. It’s OK, but nothing special. It’s also difficult to play with an Apple mouse, because you can’t click the left and right buttons at the same time. I don’t know if I’ll play it more.
Paper Mario Sticker Star (3DS)
A lot of people seemed to be quite negative about this, but I’m really enjoying it. It removes almost all of the RPG elements (perhaps this is why it has the reputation it does), but the story and the combat are great and it looks lovely. Also, that Wii U one is out now and I thought I’d do this while waiting for that to magically appear in my possession.
Letter Quest Remastered (PS4)
Incredible Boggle/RPG hybrid. You’re given a bank of 15 random letters, some worth more than others (sort of Scrabble-like) and you make words out of them. The more powerful your word, the harder your attack is on your foes. You can level up abilities, making 6 letter words worth more, or double letters more powerful, etc. and it’s very addictive.
Assault Android Cactus (PC)
I set my Steam Link up again and this is one of the titles I played, having heard good things and getting it for virtually free in a recent Humble Bundle. It’s not bad, but I don’t think – so far at least – it deserves all the praise. It’s just a quite bland twin stick shooter with average graphics but with some great characters. I’m enjoying it, but not as much as I expected to.
Lego Dimensions (PS4)
I actually bought this a while back, but still had Lego Marvel Avengers on the go. With that finished (although not 100%ed) my daughter and I broke it out and yes – it is excellent. Jumping from world to world (we’ve had The Simpsons, The Wizard of Oz, Ninjago and Doctor Who so far) is great, and the references to other Lego games (such as the Joker Titanbot rematch) are awesome too. Playing shuffle-the-characters on the portal is less fun, though, but we’ve negated that a little by moving the portal to the sofa between us.
Pokémon Y (3DS)
With over 70 hours on the clock now, and still about 30% of my Pokédex unfilled, there’s a lot of game here. Not least when you consider I “completed” it at around the 35 hour mark.
I got Super Mario Maker for Christmas, and soon set about creating some utterly fantastic levels with it. Sadly, they were all lost in the New Year’s Eve Mario Level Fire, so you’ll have to make do with the other creations instead. I’ve some listed in this blog post over here.
Mostly, though, I’ve been playing other peoples’ levels, which is frankly the only other thing you can do with the game. There’s no “story mode” or anything, so it’s user generated content or create user generated content. There is a set of levels collected together to become a sort of “new” Mario game, but it’s actually just user levels randomly picked that you play one after another.
Each level has a difficulty rating, seemingly applied based on the number of people who managed to complete it, and there are three levels of difficulty you can play through in this random level story mode thing, with a set number of lives with which to try and make it to the end. It’s fun, but invariably due to the random nature of it, you’ll get some terrible levels thrown in. Thankfully, you can skip them and they’re swapped out for another level instead.
You can also just pick and choose other players’ levels, either by using a code to look them up, or following some of your friends or favourite creators. It’s this second option that I’ve mainly been doing when playing rather than creating.
The actual creation side of things is as simple as you’d expect from Nintendo. Drag items from the toolbox onto the play area, and that’s it. Shake items to modify them (e.g. green koopas become red) or feed items mushrooms to make them larger. Add wings to things to make them fly, put them in pipes to make the pipes spit them out, and combine or stack items, blocks or baddies for other, sometimes unexpected, stuff. You can change the theme of the level, swapping between Super Mario Bros, Super Mario Bros 3, Super Mario World and New Super Mario Bros U tilesets, and configure it to be a grassy level, underground, an airship level, and so on just by clicking a button. It’s very easy.
Sadly, to actually get to do all these things, you have to unlock all the modes and items, and doing that is a combination of using everything already available and placing lots of items. You have to spend a couple of hours just placing objects in order for the game to allow you the full freedom it can. I understand Nintendo trying to ease you in, but why there’s no “OK, I’ve played Mario games before – skip to the end?” option, I don’t know.
A minor complaint, but understandable when you consider how easy it is to flip between game types, is the physics. Mario jumps around like he does in New Super Mario Bros U, which is great. Only his physics are the same in a Super Mario Bros level too, and a Mario 3 level, and in the original games they didn’t all handle the same at all. I realise why this is done – you’d probably have to redesign a level to accommodate different jump heights or run-up distances every time you swap theme – but it’s a shame you can’t have “original physics” as a choice. After all, each Mario in each theme has other differences anyway, as Mario U call wall jump, and Mario 3 can pick up feathers to fly.
That aside, it’s a great little package. Something “create your own levels” games often become is tiresome as your imagination fades, but when you upload levels for others to play – and get feedback from – this adds something, and coupled with the breadth of ideas from other creators (you’d think by now Mario ideas had been exhausted: It would appear not) you’re constantly exposed to new gimmicks, set pieces and ideas to add, modify or combine for your own levels.
I got this with some of my Club Nintendo stars. RIP Club Nintendo, by the way. I struggled with what to spend them on before they expired, and of the number I had left Wario Land 3 was the only one I didn’t already have on either my 3DS or Wii U that I hadn’t already completed. I do have it on the Game Boy Colour, but never finished it.
About three levels in, I realised something was amiss. Not only did I not recognise any of the game, but it also wasn’t in colour. And it was possible to die. Hang on, I thought, this isn’t right. Have you spotted the mistake yet, readers? That’s right – I’ve got hold of Wario Land: Super Mario Land 3, not Wario Land 3. I was actually quite pleased, as I’ve never played it.
Now I have, and I’ve completed it. It was fun, but nowhere near as much fun as Mario Land 2 or Wario Land 3. The extra hats Wario picks up are mostly unnecessary, the levels are linear, the game feels quite short, and although it’s better than 95% of other Game Boy platformers, it isn’t anything special. Of course, I only picked up enough treasure to get Wario a tree to live in (rather than a gold castle or whatever it is he wants), so I could return to find the hidden treasures, but I’m not sure I can be bothered.
First up, here’s a massive spoiler I don’t mind giving away: Captain Toad is actually the prequel to Super Mario 3D World. I mean, everyone knows it’s a spinoff based on the Captain Toad levels from 3D World, but the end sequence of Captain Toad actually shows how it’s a prequel, what with Toad returning from his adventure then setting off to the Sprixie Kingdom after green stars. Who knew?
Captain Toad is pretty much just more levels like those Toad levels in 3D World. They’re more complex, there’s a hell of a lot more of them, they’re more varied and more clever, but you can see where they come from quite clearly. Toad sets out to collect a star on each level, solving puzzles to get there and optionally collecting three (sometimes hidden) gems in each. Well, I say optionally – you need some, but not all of them, to unlock some of the levels. You don’t appear to get anything for collecting all of them in the entire game though, which was a bit odd.
Toad is useless in a fight, and can’t jump, so most of the enemies need to be avoided or beaten in other ways. You can throw things at them, or drop onto them from a platform, or use other baddies to take them out for you, which totally changes how you play compared to Mario games. It looks like a Mario game, sounds like a Mario game, but really doesn’t play much like one. Even some of the levels look like those Mario plays through in 3D World (in fact, some even ARE from 3D World), but with a different set of skills, the route to the end is not the same.
Like 3D World (and Mario 64, Mario Galaxy, and so on), there are fresh game ideas galore, and many are used just once. If only other game designers had half the skill in coming up with ideas. Even those Mario clichés seen before are used differently here.
It’s pretty easy, although each level has an additional target (such as don’t get hit, find a hidden mushroom, collect a number of coins) most of which I’ve missed so far. Part of the reason for missing them is that you don’t know what they are until after you’ve completed the level, so unless you obtain them accidentally, you have to replay the level. Not that replaying levels is a chore – you don’t need to re-collect gems, so you can avoid some of the puzzles, and each level is pretty short.
In addition to all three “episodes”, I’ve also completed everything currently unlocked in the bonus section – levels from 3D World, the Toad Brigade levels (repeated levels where you have to find the rest of your troop and take them all to the star), and the Mummy Me chase levels – although the bonus level “book” is still far from full, so I expect there are more bonus levels if I complete all the level targets.
Captain Toad is quite short, quite easy, and very, very lovely.
Look, there’s not lots to write about this that I’ve not written before. Super Mario 64 is one of the best games ever made, on any system, ever. That’s just a fact, and playing it through again did nothing to dissuade me. Of course, I’m still not sure if Super Mario 64 is better than New Super Mario Bros U, or if it’s the other way round, but I can be sure the two of them are at positions 2 and 3 in The Best Games Ever.
The Wii U Virtual Console version is barely different to the Wii Virtual Console and the N64 original, but the graphics seem a little sharper (probably only because it’s now HDMI rather than any changes Nintendo have made) and of course the buttons have moved on the Wii U Gamepad. I moved A and B to B and Y though, so it’s more like an N64 pad, and didn’t have any issues – it feels just the same as it did before.
One addition is the availability of save states, which was useful as I didn’t need to pause the game for hours if I needed to do something else. Oh, and you can take screenshots now, obviously.
Is it just me, or is the game now significantly easier, though? In particular, on previous playthroughs, I’m sure I struggled on at least one of the Bowser levels and getting 100 coins on Rainbow Ride in the past, but no such issues this time. In fact, I’ve had very few deaths at all, all things considered. Maybe I’m just a lot better than I thought. Yes. That’s bound to be it.
Even after nigh on 20 years, Mario 64 is still gorgeous to look at, listen to (the tunes are probably more memorable that pretty much any Mario game since – or any game since, perhaps) and play. The controls are slick, Mario leaps and flips and dives in a fluid way no other game, not even later Marios, has ever managed. It’s an utter joy from start to finish.
That was quick! I am aware that most of the time you’d spend with a golf game like this would be in multiplayer, or the online tournaments, or (in this case) the extra courses that don’t play a part of the “story mode”, but I didn’t expect to have licked all three course contests in just a few days.
In fact, I won the first and second contests on my first attempts, although the Mountain Course proved trickier and I placed second on my first two tries. I didn’t play especially badly, but it was hard to get birdies and the winners seemed to get -8 very easily. On the attempt when I actually came first on the Mountain Course, I managed -7 with Mario in second place with -4. It all seemed somewhat random as to how well your opponents do.
Completing it has unlocked some more clothes and clubs and Peach’s Garden (whatever that is) so there’s more to do yet.
A few things that might not warrant a full post each. Or I’m lazy. Or both! Or neither.
Super Mario 64 (Wii U)
Technically, I’ve been playing this on the Wii U, but it’s actually the N64 game on the Wii Virtual Console via the Wii U. Erm, but anyway.
I’ve not got very far in, and playing it was mainly to entertain my daughter, but I’ve picked up about 15 stars. It’s still one of the best games ever made, and as good as Super Mario 3D World is, this still bests it by a considerable margin. Not bad for a game that’s 18 years old!
Animal Crossing: New Leaf (3DS)
It was my birthday, and the animals threw me a party! And some sent me (terrible) presents. But the thought was there.
I’m now just 4 weeks away from having played this for an entire year. I’ve still got so much to do – I’m nowhere near filling either the museum or my catalogue, and I still don’t have a police station. Still, I did manage to get a new tree stump pattern I’d not managed before. Looks like I might be playing this even after my 365 day stint is up…
Nintendo Pocket Football Club (3DS)
I’ve been promoted to the third league (the one with the football as the logo), and spent the summer training, playing Italy a lot (which gives you loads of cards), buying some new players (some of mine have aged already, and are dropping stats!) and preparing for the new season.
Which started badly as I lost my first game. Thankfully, it was only to the team that had just dropped down from the next league up, so I should still be able to beat everyone else. In fact, I have beaten two other teams already, so things are looking up!
I wish my striker, Jaimie, could manage more than two matches without getting injured though. Useless.
Super Mario Bros 2 appeared on the Wii U Virtual Console months ago. I think it may have been one of the 30p games from a year ago. Either way, I’ve not played it since it came out, although I had reached level 5.
Spurred on by playing NES Remix 2 recently, of which Super Mario Bros 2 is a part, I thought I’d best finish up the full game properly, and so did.
It was much easier than I recall from the last time I completed it, which was on the NES soon after release, actually. This is probably because all the hard bits (in particular, the bosses) were part of NES Remix 2 and in some cases were trickier there due to additional rules or being unable to use my character of choice (Mario, obviously).
As a result, I cleared the remaining few levels in about half an hour and saw Wart off without any problems.