In a year when Nintendo has launched a new concept in game consoles
alongside editions of its most treasured series, Zelda and Mario, it's
been tempting to draw a line between the two games and dare to hope that
Super Mario Odyssey
could be as bracing a reinvention as The Legend of Zelda: Breath of the
Wild. The narrative of Switch's launch year asserts itself: it is a
time of rebirth at Nintendo, when conventions are swept aside and we can
experience the magic as if for the first time.
This
is not a hope that Super Mario Odyssey can fulfil. That's not because
it isn't a wonderful, continually surprising, never-not-novel game - it
very much is. It's because the comparison relies on a false equivalence
between the two series. Zelda is about tradition, about patterns, about
repetition, and its appeal is bound up in the graceful, orderly symmetry
of its design. To rip that up and start again was daring indeed. Mario,
on the other hand, is a series of relentless forward momentum and
anarchic non-sequitur, where traditions only exist to be subverted.
Zelda and Mario represent order and chaos, ego and id - and you can't
reinvent something which is constantly reinventing itself.
So
there's both freshness and nostalgia to be found in Odyssey, which
resurfaces a dormant mutation of Mario, only previously seen in full
effect in 2002's Super Mario Sunshine and 1996's epochal Super Mario 64.
This Mario is defined by open, 'sandbox' levels stuffed with secrets
and multiple goals that do not necessarily need to be attempted in
order, but that sometimes change the context of the level when you
complete them. Odyssey expands this structure without fundamentally
altering it. After so long away, it feels refreshing and startlingly
modern in its freedom, just like Breath of the Wild - and yet this
approach was nailed by Shigeru Miyamoto, in his first attempt at
designing games in 3D, over 20 years ago. If anything, Odyssey serves to
underline just how radical a design Super Mario 64 was - and still is.
This isn't Miyamoto's game, though. It's directed by Kenta Motokura, a
young turk by Nintendo's standards, and produced by Yoshiaki Koizumi,
who directed Sunshine and Super Mario Galaxy and was the leading light
at the offshoot Tokyo EAD studio which has stewarded 3D Mario games for
the past decade or so. For Koizumi, Odyssey must feel like coming full
circle. After Sunshine's uneven attempt to follow the unfollowable 64,
he took Mario in two very different directions. Super Mario Galaxy and
its sequel shot Mario into outer space and atomised its levels into
sequences of tiny, wraparound planetoids. Later, inspired by the huge
success of the nostalgic New Super Mario Bros series, Super Mario 3D
Land and 3D World sought to pen the freewheeling spirit of 3D Mario
within the linear, storybook structure of the classic 2D games. They
were beautifully polished and accessible games, stuffed with brilliant
ideas, yet something had been lost.
Several things, in fact:
anarchy, freedom, surprise, the shock of the new. These used to be the
qualities that Super Mario stood for, before Nintendo turned its
mascot's games into a heritage industry. Now, thanks to Odyssey, they
are again.
That doesn't come without cost. To give a specific
example, there's the camera. Creating a reliable camera for viewing a
game which requires acrobatic movement in complex, perilous 3D spaces
has always been difficult. The Tokyo EAD games worked around it, first
by making the levels spherical, ensuring you always had a decent view,
and then by pulling them out into strips and looking down on them from
lofty, quasi-isometric angles. Odyssey - in this as in so many things -
just shrugs and embraces the chaos. The camera has quirks, it requires a
lot of input from the player, and sometimes - rarely, but sometimes -
it just can't cope with Mario's exuberant movement and the extreme
geometry of the levels, and it lets you down. So it goes. It's worth it.
This
is symptomatic of the game as a whole. There's an untidiness to Super
Mario Odyssey, an unruly side, which comes as a surprise after the
immaculate presentation of every other Mario game since Sunshine.
As well as being
messy, Super Mario Odyssey is copious and brisk. If you've played 64 or
Sunshine, you'll be familiar with the structure. Each zone, or kingdom,
is a large, open-plan level containing many scenarios, challenges and
mysteries. Complete or solve these and you're rewarded with Power Moons.
At a certain number of moons, you can progress to the next kingdom
(they repair and fuel Capy's airship, the Odyssey, for its next flight),
but there are always more moons still to be found in the kingdom that
you're leaving. So you can choose to conscientiously complete everything
you can find on your way to the traditional confrontation with Bowser,
or you can race through the storyline in a third of the time and then
revisit earlier kingdoms to mop up.
Moons come thick and fast, and there are a lot
of them, dozens in each zone. Some are rewards for tough sections - it
wouldn't be a Mario game if it didn't get hard - but many more are well
hidden or seemingly placed out of reach. Overall, this is much less a
game about tuned challenge than it is about exploring, following your
nose, combing the landscape for secrets and exploring the boundaries of
possibility. As ever in Mario, the designers' ingenuity in staying one
step ahead of you - and to the side, and behind, and above and below,
and inside and outside and around the corner - beggars belief. They
always know where you won't look and what you won't think to do.
Perversely, they also know how to get you to look there and do it.
It's
impossible not to get sidetracked; every moment of curiosity or daring
is rewarded. You'll feel like you're making rapid progress, but don't
worry about burning through the game too quickly. Completing any of the
kingdoms is a major task. If you know Mario games you will know that
beating Bowser isn't the end, but even veterans will be surprised and
delighted by Super Mario Odyssey's sudden and expansive flowering in a
shower of unlocks after the
credits. There is much more than you will have dared hope for, including
much that is entirely new, and the game is arguably at its best after
you've 'finished' it.
Or perhaps, like
any Mario game, it's best at the start, as you get to grips with
Mario's new abilities and relearn his old ones, taming his elastic
antics and rubber-ball momentum until you can make his movement sing to a
soundtrack of whoops, yelps and the urgent patter of his feet. Odyssey
offers almost the full Mario 64 moveset - long jump, triple jump, ground
pound, backflip, side somersault - and adds a couple of great new
additions; a high-speed roll, best used downhill, and a tricksy cap jump
which uses Capy as a temporary platform. These can all be combined in
thrilling sequences, and you'll be deep into the game before you feel
like you have true mastery of his moves.
There is no other game
series in which just moving around is so much fun. The physical controls
are impeccably tight - so it's a shame the same can't be said of the
few gesture controls. These are limited to simple flicks and, mostly, to
useful but entirely optional cap maneuvers, such as throwing Capy in a
spiral around Mario. (Tossing Capy is the default way to interact with
objects and attack enemies in the game; it's easy and feels good. Not
since the turnip-tossing Super Mario Bros 2 has Mario spent so little
time jumping on enemies' heads.) The gestures are a little sluggish and
unreliable, and although they do work (ish) on a Pro Controller, they
are inaccessible when playing with the Joy-con clipped to the Switch in
portable mode. It's frustrating - and very unlike Nintendo's record with
Switch to date - to feel like the game's full toolset isn't available
to you in every play scenario.
Odyssey's chief gimmick is Capy's
capture power, which fills the role normally occupied by power-up items:
transformation. In this, it goes far further than power-ups ever have.
Mario can possess 50-odd entities in the game, adorning them with his
signature cap and moustache, including classic enemies, exciting new
ones and inanimate objects. There's a wonderful range of possibilities
here: control a Goomba and jump on others until you form a teetering
stack; inhabit a stone head wearing cheap shades to see the world
differently; stretch the body of a Tropical Wiggler to reach round
corners (to the sound of an accordion wheeze); become a spark of
electricity, a bubble of lava, or a zip. Switching characters' abilities
to solve puzzles and challenges is hardly an innovation in platform
games, but I don't think it has ever been done with this breadth of
imagination and playful wit.
Super Mario Odyssey has been put together with such generous abandon
that you do wonder if quality can help but give way to quantity. Maybe
it does, a little. Sometimes you will come across an idea that strikes
you as ordinary, that you might have seen before somewhere else, or that
hasn't been polished to the jewel-like perfection it might have
attained in Super Mario Galaxy, say. But that is only true by the
standards of other Mario games, and neither is it entirely a bad thing.
When designers have flawlessness as their goal, the path leads through
diminishing returns to something as gorgeous yet disappointingly sane -
almost sensible - as Super Mario 3D World. Mario's makers really needed
to let their hair down like this.
Besides, there is nothing like a
new Super Mario to remind you that there is no other studio that can
make games like this. Jump on a tomato in the Luncheon Kingdom and watch
how it splats out into a sizzling hot pool of sauce; ride a Jaxi, a
stone steed as fast as a rocket, and watch the way it scrabbles
frantically at the ground as you try to rein in its boundless speed.
Then release it - whee! The happy revelry that has gone into the making
of this nonsensical world is infectious, while the return to the open
design of Super Mario 64 has freed all that gleeful energy in a sloppily
explosive burst. To many people, Mario is video games. To play Super Mario Odyssey is to remember why that is.
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