Super mario odyssey feel it room

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The game does not force you to explore in depth all of Marios moves, but it makes all of his huge arsenal of moves accessible and gives you reasons to attempt them instead of forcing all of them down your throat: try the New Donk City impossible jump and tell me anyone can do it effortlessly on their first try. Super Mario Odyssey brings me back to a game where I can focus on tight play forming as well as enjoying taking a stroll through the world and go through the game’s various challenges at my own pace. I also see these nice levels that appear full of things to see and places to reach and the game is constantly punishing me with a timer if I try to explore it further.

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In a 3D Mario, as much as 3D Mario Land / World were actually amazing games, I do miss true analog controls and being able to run at full speed without using a “run button”. Galaxy was special because it was trying to give a blend of both styles, but maybe the current approach allows each style to have more depth and creativity to it and reach new heights. Exploration protected platforming and more linear level based one. The reason Nintendo has marked two separate lines for Mario is exactly because there are two perfectly valid ways to give a great Mario experience, especially in 3D.

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