Remember Excitebike? Chances are
you only do if you're a bit
older. Excitebike was one of the
first mainstream racing games to
gain notable popularity.
Released in late 1985 for the
NES, Excitebike was different
from most conceptual racing
games: No cars, just bikes.
Excitebike went on to be an
instant classic and is often
considered to be a major part of
Nintendo's early history.
Fast forward to 2008. Nintendo's
big racing series is Mario Kart.
It's spanned numerous games on
all their major systems. Mario
Kart Wii was unleashed in April
of 2008, adding a new chapter in
the Mario Kart series. With new
courses, characters, and
controls, Mario Kart Wii was a
perfect follow up to feed off of
the success of Super Smash Bros.
Brawl.
At first glance, Mario Kart Wii
looks pretty much similar to its
predecessors: Mario characters
racing on go-karts, smacking
each others with items. But
that's where the stereotypical
thoughts end, because Mario Kart
Wii changes a lot from the
previous installments. One might
say that it's almost like
Nintendo went back and took a
page out of Excitebike's book.
And that's because Mario Kart
Wii's most significant new
feature is the introduction of
motor bikes. As if driving karts
wasn't enough, Mario and the
gang must've been getting bored
of them. The addition bikes was
the biggest improvement in the
series. They add a whole new
dimension to racing, offering
players more choices that
actually affect performance.
Bikes have completely different
properties than karts, mainly
with speed. Most bikes tend to
be faster, though not all of
them are. Their boost and drift
are also new in Mario Kart,
because they can only go blue,
not gold for less boost. Some
bikes have what many call
"inwards" drifting where they
take extremely sharp turns.
They're hard to use, but highly
rewarding. It creates such a
drastic difference than using a
kart that it's almost like
playing a different game.
Of course, bikes aren't the only
major change in Mario Kart Wii.
The controls have changed as
well, some for the better, some
for the worse. Mario Kart Wii
introduced the now famous Wii
Wheel, a steering wheel used to
race. In theory, many would
think it would work. And it does
for most people, but it still
can't even come close to the
Gamecube controller, which is by
far much more responsive. It
also makes the most sense out of
all the controls. The Wii
Remote+Nunchuck is another good
combination that's better than
the Wii Wheel, but a controller
is the way to go.
All of the controls are simple
to use making the game really
easy to play. The game plays
similar to the previous
installments, but unlike its
predecessors, Mario Kart Wii has
significant problems. The actual
racing is smooth and good, it's
very typical of the Mario Kart
series. Like the other games, 3
laps will complete a race. 4
races per Cup. Winning a cup
leads to another one and so on.
It's all standard Mario Kart
play.
Battle, another staple in the
Mario Kart series, returns in
Mario Kart Wii. However, it is
radically changed. For some
reason, Nintendo decided that a
player being eliminated from a
battle is just too extreme for
us fans. All matches are timed
and a player cannot be
eliminated until the match is
over. Teams are also required
for a match, so there is no more
free-for-all. Coin Runners,
where teams collect coins, is
present, but it's not as good as
the classic Balloon Battle. The
older battle systems were
significantly superior
The new courses found in Mario
Kart Wii were highly
disappointing. All of them just
didn't fit with me. They all had
something I could point out and
say, "Wow, that's really dumb."
I really only found 2-3 out of
16 that I liked, and even those
weren't as good as ones from
previous games. Even Rainbow
Road, the symbol of the Mario
Kart courses, was one of the
worst in years. Most of them
just seemed like Nintendo was
trying to hard to do something
different that they failed doing
so. Maybe they weren't so bad,
but everyone seemed to have some
sort of gimmick, and it's just
not for me at all.
Retro courses, ala Mario Kart
DS, make their return in here,
and that lineup is actually
quite nice. Nintendo 64 courses
are over represented a bit, but
Nintendo made some good choices
there. Unfortunately, there
aren't that many Super Nintendo
courses to go real old school
on. However, all the courses
have been modernized, and
surprisingly, Nintendo didn't
screw that up. All the retro
courses have been restored
faithfully and were really well
done.
The real problem with the
courses are those found when
battling. The battle courses are
horrific, at least the new ones.
They are just absolutely
terrible, and there's no other
way to put that. Nintendo missed
one big thing: Battle courses
are not supposed to hurt the
player with the exception of
falling off. They're not suppose
to steal balloons from the
player, that's the job of the
player's opponents. Luckily,
there are retro battle courses,
and that was a must. The retro
course lineup for Mario Kart
Wii's battle mode is
significantly better than the
new ones. So much so that I
don't ever pick a new course
anymore. There's that much
disparity between the two
lineups
The characters found in Mario
Kart Wii are completely diverse
- there's just so many of them.
Actually, there's probably a few
too many, but I suppose that
having them all doesn't hurt.
There's a total of 24
characters, most of which are
unlockable. Some of the
characters are obscure, but most
are notable Mario characters.
One new addition that was great
was that players can use their
Mii as a character. That was
nice to see and really added
something cool to the game.
The online functionality is
really where Mario Kart Wii
steps up and separates itself
from other Mario Kart games. It
is superb for a free service, it
really is. All characters and
courses are selectable, as well
as having the choice to race or
battle. The friends system is
organized well, and up to 12
people can race or battle at a
time. But the best part is that
there is no lag online. After
the disaster that Super Smash
Bros. Brawl's online was, Mario
Kart Wii's online was such a
lovely surprise. The only
problem I've encountered is that
sometimes the game disconnects
players randomly, but it's not
frequent.
But Mario Kart Wii had some
problems, one significant one in
particular: Items. Items are a
staple in the Mario Kart series,
but Mario Kart Wii takes it over
the top to a completely new
level, and it's not for the
better. For starters, the three
new items introduced (Mega
Mushroom, Thundercloud, and POW
Block) all have significant
issues such as appearing to
often or appearing in spots that
really don't call for them. The
new items aren't even really
that creative either, they're
all some sort of derivative from
a previous item.
The major problem with items
though can be summed up in one
way: They are put in the game so
badly that I honestly believe
that the game would've been
better without them, or with
only a few basic ones. At least
in Grand Prix, the standard
mode. Take for instance
Lightning, which is in every
game and make all characters
small. What used to be a rare
item, probably less than once a
race in terms of frequency, is
now very common, easily
occurring more than once a race.
Blue/Spiny Shells which knock
out the first place racer are so
far over-used by computers that
many people don't even want them
in Mario Kart anymore, including
myself. They occur probably 2-4
times a race and are just too
hard to recover from.
All this means is that the game
puts luck into play, not skill.
A player has to get lucky or he
or she just cannot win, and
that's not how it's supposed to
be at all. I was racing in an
150CC Cup and on 1 lap, which is
only 1/3 of the race, got hit 11
times. 4 times by Blue Shells, 3
times which knocked me off the
stage. I wonder how I am
supposed to win at that point,
because it's literally
impossible. It's just
unbelievable how the computers
rebound when a player gets a
lead - not through racing, but
strictly through item usage. It
at points makes the game
unplayable.
But Items are not the only
problem that Mario Kart Wii has.
The visuals in Mario Kart Wii
are appalling. There's no
guarantee that they're even
better than those of its
Gamecube predecessor: Mario
Kart: Double Dash!!. A lot of
characters look blocky and just
aren't smooth. The courses are
about the best things in terms
of visuals, but they're nothing
special. They are also kind
of...not smooth. It looks as
though a lot of the graphics
were just recycled from Double
Dash!!
However, there is one positive
from the game's visuals: The
menus and non-gameplay elements,
such as backgrounds on stand
still screens. Granted, they're
not a big part of the game
itself and don't matter too
much, but for some odd reason, I
loved the look of the menus and
renders so much that I feel like
it has to be mentioned. They
were a positive thing compared
to the rest of the visuals
throughout the game.
The music, unfortunately, isn't
much better than the graphics
Well, it is, but not by a whole
lot. I'm a big critic on the
music: it sets the tone for the
game. A lot of the tracks in
Mario Kart Wii just lack flare.
There aren't a whole lot that
stand out from the others, and
there aren't many that have that
pizzazz that the music had in
others. There were a couple that
stood out, but not enough that
deserve praise.
The retro music though is
another story: It's not altered.
It's just that same music a
player loves or hates. It's nice
that it wasn't changed despite
the tracks being updated because
it kept a lot of the classic
feel in the retro courses. The
retro music probably is actually
better than the new music in
terms of enjoyability, but that
may be a little too harsh saying
that. It's tolerable, just
nothing special.
The bottom line is that Mario
Kart Wii is a tale of good and
bad. There are parts of it that
are just better than previous
versions, such as retro courses
and the online play.
Unfortunately, these factors
that deserve praise are
overshadowed by its negative
side, mainly the times where it
is just unplayable with the
items. Sometimes it seems like
Nintendo should stick a spike
through the series and kill it
off, other times it seems like
if they just could put it all
together in 1 game, it would be
incredible. While the game will
be highly long lasting because
of the online play, it just has
too many major flaws to be
considered an elite Mario Kart.
Overall Score: 8.3/10 |