Learning to Love Super Mario 3D World

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This video is sponsored by NordVPN. Get a huge  discount on a 2 year plan using the code KingK   at checkout. Stay tuned for more details. You know, sometimes things just don't work out   the way you expect them to. I expected  to be writing that Super Mario 3D World   is bland, uninspired, and represents  everything I don't want Mario to be!   I haven't always had nice things to say about this  game; it once represented the pinnacle of Mario's   transformation into bland safety. A set of levels  floating in an otherworldly ether somewhere with   nothing to thread them together besides the vague  threat of a Bowser kidnapping. The more I thought   about it, the more I began to associate this  disappointment with Course Clear Mario games   as a style, and started to resent the games which  were modeled like it. I started to associate the   somewhat narrow scope of these games with a lack  of ambition or passion, especially compared to the   Mario games I grew up with. In a way, every Mario  video since 64 had been leading up to this moment,   where I tear my least favorite 3D Mario to shreds.  I've thought about how I'd structure the video,   when I'd get around to it, what people would  say to me. I even planted little hints about   how much I disliked the game throughout the  videos... I was ready for the long haul,   I was ready for people to finally realize they'd  had enough of my hot takes and run me off the   internet already. Cancel me, Mario fans! Funny enough, I don't think I can make that   video anymore. After playing the newly released  Switch port, actually being able to play with my   friends thanks to the added, functioning online  mode, the speed increase and midair roll maneuver   making the snappy level pacing even snappier,  thinking about it with the context of Odyssey's   release and the future of Mario as a franchise,  I've garnered a newfound appreciation for it.   And they say people can't change. --   History --   Super Mario 3D Land is a cute little prototype for  what a 2D Mario game would actually look like in   3D if it were transferred more directly. It feels  like it was plucked right out of the 90s. Many of   its levels play with perspective in order  to combat the problem previous Mario games   had with camera control. Some levels would be a  continuous descent, meaning you'd be able to see   the rest of the level at all times. Others would  place the camera on the side, mimicking a 2D game.   Some would hang overhead, some would twist  around a focal point. Whatever the case: this   fixed camera was essential in allowing the player  to focus purely on the platforming, no wrestling   with the camera. Placing secrets in two dimensions  was a lot easier; screen space was limited, so all   you really had to do was hide them outside of the  player's immediate view. Force people to platform   outside the box, as it were. 3D Mario games since  then have all had some level of camera control,   meaning that you could often just have a look  around and immediately spot those secrets. 3D Land   doesn't struggle with this, and its smaller scope  means that each level only takes a few minutes.   Each of them have a mechanical theme that they  follow throughout. Moving platforms and water   geysers; jump switch platforms; tightropes; beat  blocks; spike cylinders. Dealing with one or two   ideas that escalate in challenge and intensity  every level crafts a certain mechanical rhythm   which makes 3D Land a fairly fun time waster. But, 3D Land was only ever a fun distraction   when compared to the other Mario games I was  familiar with. Its visual theming was evocative   of past Mario titles, especially the New Super  Mario games, and it took a lot of inspiration   from Mario 3. There's something about the green,  blocky levels that kinda rub me the wrong way,   and though there are notable exceptions,  it's hard to pinpoint anything which sets it   apart from the more general, bland idea of what  Mario looks like that exists in our collective   unconscious. Let me once again reiterate that  Mario is rarely boring to play; 3D Land is a   great way to pass the time, but I'd be lying if  I said it felt like it had its own identity.   Then came Super Mario 3D World, for all  intents and purposes, its sequel. We can   argue semantics all the livelong day, but I  think we can at least acknowledge that it took   heavy inspiration from 3D Land conceptually. This  did not help its case, in my eyes. At the time,   I thought this was the direction Mario was headed  in. We had gotten so many games which had been   built like classic Mario titles. Every New Super  Mario Bros. game, Galaxy 2, 3D Land, and now,   3D World. One concerning trend among these titles  was their relative lack of originality. Sure,   they were bustling with new gameplay ideas, but  they weren't exactly bursting at the seams with   unique premises. In every single game I just  listed, the premise is that Bowser kidnaps   Princess Peach in a slightly recolored variant of  the Mushroom Kingdom. Well, sorry, he kidnaps "the   sprixies'' in 3D World. Very different. I wasn't really sure if I was concerned with   the idea that Mario would be returning to a more  traditional, linear style of level design. I mean,   I do have a fondness for Super Mario Bros. 2 and  New Super Mario Bros. I guess it isn't so bad to   see something like that in 3D. At the time,  though, it was harder for me to separate the   feelings of disappointment I had towards the  lack of inspired aesthetic direction from the   much more obvious shift in mechanical structure.  I sorta assumed the two were one and the same,   that one naturally followed the other. Don't ask  me how I came to this conclusion when so many of   my favorite games are essentially 2D platformers.  I was troubled, alright. I just wanted to see the   same energy that had accompanied games like  Sunshine and Galaxy. New settings, conflicts,   anything that wasn't the Bowser in Mushroomland  trite. I thought the future of Mario would be   this, forever; doomed to be remembered only for  its level design chops, and nothing beyond.   Then, Super Mario Odyssey came out.   I felt extremely validated by this release. A  Mario game with creative new locations, races,   bosses, it was the follow-up Mario game that I  had always dreamt of. It proved to me that story   can and does matter in Mario games,  much to the chagrin of my commenters.   The entire adventure was modeled after a road  trip. Bowser was traveling around the world,   stealing prized national items for his wedding on  the moon. His minions were Irish wedding planner   rabbits, chasing Mario around as he soaked in the  new sights and sounds. Tell me, would Odyssey be   nearly as charming or memorable without stuff like  this? Could you really tell me with a straight   face that this shouldn't matter to people? That  stuff like this is simply superfluous? Surely I   was just nitpicking about these old games,  right? All that matters in a Mario game is   the gameplay. I must be going crazy for wanting  a bit more than that. Odyssey proved that notion   wrong. All of my favorite Mario games  are memorable platforming adventures,   not a collection of level gimmicks. But, with that release came a revelation.   Mario wasn't heading in an unoriginal direction.  Clearly, it still has some pep in its step;   it's still a series willing to surprise. So  was my problem ever actually with the type   of game 3D World was? With that epiphany came a  re-evaluation of what had come before. Chiefly,   my opinion of 3D World softened a bit. I'd still  maintain it was the weakest entry, but since it   was no longer a signpost for the future of the  series, nor was it the latest 3D Mario game,   I stopped beating that drum. Nintendo officially  came out and classified the two types of 3D Mario   game, and I was content in acknowledging that 3D  World was a perfectly fine Course Clear Mario.   After playing the Switch port, I'd say I was  even a little wrong in saying the game was simply   "fine." 3D World honestly does a lot more than  I used to give it credit for, and though it   isn't exactly my favorite 3D Mario game, I no  longer feel confident calling it the worst.   With the release of the Switch port, I  100% completed the game in a few days,   and was already willing to do it again shortly  after. Every single time I've played this game,   my appreciation for it has grown, and I  think a large part of that has to do with   the pacing. --   Pacing --   3D World's levels are short,  contained bursts of platforming.   Spending more than a few minutes in a level is  pretty uncommon, unless you're in co-op. You   don't get spit back out into a hub world,  nor do you enter the same course twice   for another mission. Each level is one and done.  It has its own set of challenges to overcome,   and secrets to find. Not only does this  lead to more levels overall, the scope   of them makes it far more appealing to replay.  The Galaxy games were a bit slower, a bit more   drawn out. Galaxy benefited from this pacing a lot  with its more open levels, where I think Galaxy   2 suffered a bit. If 3D World's levels weren't  all threaded together by a set of solid ideas,   I don't think the game would be as addicting. Chainlink Charge plays to the strengths of the   cat suit. I think this is one of Mario's  best power-ups, allowing players to climb   up walls to discover secrets. There aren't many  levels that explicitly test the suit, though,   so Chainlink Charge comes later in the game, when  players will have had time to come to grips with   its strengths. Here, you need to avoid chainlink  fences, climb up them, dive through them, around   them. Everything in this level revolves around  the catsuit. Climbing up an ascending fence for a   green star, using a cat switch to raise a platform  to a green star. It forces you to use the power-up   in ways you might not have considered before.  This is the secret of 3D World's level design.   See, you could say the early game is far too easy,  and if you're just trying to make it to the end,   you'd be right. But each level has a set of stamps  and green stars which offer advanced challenges   and keep the player engaged in even the first few  levels. Super Bell Hill is the first level, it's   not gonna be all that challenging. It's mostly  focused on introducing the player to the basics of   the cat suit and clear pipes. The first green star  forces you to use one of the clear pipe junctions,   the second green star forces you to come to grips  with the controls and catch this bunny, and the   third green star requires the mega mushroom,  which is not visible to the player unless they   climb up the wall or trees surrounding it with  the cat suit. Even when the game isn't difficult,   it's asking you to engage with all facets of  it. You have to try your best to hang onto the   power-ups it gives you, and ask yourself  what the mechanical theme of the level is   in order to sus out those secrets. And even then,  there are little hidden bonus rooms with a bunch   of coins or even warps to future worlds if you're  really willing to poke around outside the box.   A level like Conkdor Canyon is probably going  to have several green stars which involve the   Conkdors. The entire level is built around them,  so that only makes sense. The first green star is   there to incentivize you to grab the cat suit,  because that is the easiest way to dispatch the   Conkdors. The next two green stars, though, are  accessed with these enemies. One of them breaks   open a block, and the other is harassing Captain  Toad. You have to kill one, and not the other,   teaching you that sometimes killing everything in  sight isn't the most ideal strategy. If you aren't   careful, some secrets will be inaccessible to  you, and you'll need to restart the level. Again,   every single level has this exact same rhythm,  dealing with a new set of enemies, gimmicks,   and power-ups that completely change what you're  being asked to do. The rate at which new ideas   are being thrown at the player is 5 times the rate  of something like Galaxy 2, and it's probably why   I've always had a hard time putting it down. This is especially true when the base game starts   to ramp up in challenge, because it means that  the optional collectables start asking even more   of you. Cakewalk Flip is one of my favorite levels  in any Mario game. It's got the dessert theming,   which is a really great fit for a level which  wants you to use the double cherry power-up.   It’s primarily built around the flipswitch panels,  where a single jump will flip the platform below   you. Piranha plants and laser robots are thrown  on top of this, preying on the player's potential   panic. I think we all know what we are prone to do  when an enemy or obstacle is about to hit us: we   jump. This level forces you to keep that panic  in check, and it's a moderate challenge when   you're just looking to reach the flagpole. But  if you're going for the green stars and stamp,   you'll have to deal with all of this and not make  a single mistake the entire level. The double   cherry is yet another genius power up. On paper,  it seems like you gain an extra set of lives. You   can send one of your clones into a set of Goombas  or something and lose nothing from the exchange.   The true genius of the double cherry, though, is  that every level it appears in requires you to   keep these clones alive, which turns this  once useful power-up into a handicap.   Not only do you need to avoid the piranha plants  and lasers surrounding these flipswitch panels,   you need to collect the green stars along the way,  while keeping your clones alive until the very end   of the level. This final green star is one of  my favorites. Here, there's a set of flipswitch   panels, a laser robot in the middle, and a set  of eight green star coins. Similar to red coins,   you have to collect all eight coins to spawn the  green star. What you're being asked to do here is   control 2 characters, under the gun of a timer,  with a floor laser constantly shooting at you.   If you panic, you're dead, and if you take your  sweet time, you'll miss out on the green star.   I think it's this rigid structure which lends 3D  World its fantastic pacing, because not all of   its levels even feature particularly challenging  platforming. Sunshine Beach is just an explorable   little diorama. You find the five key coins and  ride Plessie to the end. The green stars are   hidden throughout the beach along with the key  coins, so it's a level about exploring a beach.   Hands-on Hall is basically a feudal Japan ghost  house, where you open sliding doors, disguise   yourself as a Goomba, and search for secrets. It's  not just the platforming that makes these levels   fun to play through, it's that each level asks you  to engage with the fullest extent of its ideas,   and then move onto the next. And if one idea  is a bit underdeveloped in the early game,   there's sure to be a "sequel" of sorts later in  the game. The Bowser Express is a more challenging   sequel to the Bullet Bill Express, using many  of the same core ideas, but demanding far more   from you. Bowser's Bob-omb Brigade is a sequel to  Bowser's Bullet Bill Brigade. Broken Boiling Blue   Belt is a sequel to Boiling Blue Bully Belt. A lot of the special world is composed of old   levels, but with a substantial spin that makes  them a lot more interesting than the Comet medals   ever were. They change the objective of the level  to be more challenging, they put you under a very   strict timer, they remove platforms, remove power  ups, add more annoying enemies. Either an idea   is fleshed out in its entirety in a single level,  or it's a recurring theme across a set of levels,   and it makes for a consistently  enjoyable journey from beginning to end   with very little downtime. Though, it isn't all  on the strength of the level design, it's also   down to how its seemingly more limited control  scheme works for its stripped down scope.   Super Mario 64, Sunshine, and Odyssey have  sandbox level design where you're encouraged   to explore for collectables. Since there isn't  a ton of core platforming challenge, it's really   important to give Mario a diverse moveset that's  fun to play around with. For a long time, I   criticized 3D World's controls. You can only move  in eight directions, the triple jump was axed, and   in general, the joy of moving Mario around wasn't  quite there. It worked fine for what the game was,   but it made me miss the more expressive moveset.  However, I've come to understand that giving Mario   less to work with was kind of a necessary evil.  Eight directional movement doesn't matter much   because these aren't sandbox levels, they're  often open hallways with platforms in them.   You kind of need to have a really good idea  of where you're going to land from a jump,   and in a game like this, that's far more important  than being able to pull off insane tricks.   Freedom of control has sort of been substituted by  the ability to play as four different characters   anyway. I don't know that I realized it at the  time, but having four playable characters with   their own strengths and weaknesses is  something that no other Mario game has,   besides the game which obviously inspired it.  Mario is the balanced, expected playstyle, sure,   but the other three are different renditions of  that base moveset. Luigi can jump the highest,   but he doesn't stop on a dime, he's a bit  more slippery. Toad's jump is the weakest,   but he has the fastest movement speed by far. In  the Switch port, where every character's movement   speed is increased by 30%, Toad might as well  be Sonic the hedgehog. Peach is the slowest,   but she has a mid-air glide which gives her  the longest air time of any character.   I think it's maybe understated just how  much the ability to change characters   adds to repeat playthroughs. Some levels really  benefit from Toad's speed, so using him can be a   lot of fun when you're more familiar with the  game. Peach won't be ripping through levels,   but she can make some of the harder secrets easier  to obtain. Luigi might be a slippery bastard, but   with the added mid-air roll maneuver in the Switch  port especially, his jump height can completely   bypass the need for a cat suit power up in many  instances. These aren't mere palette swaps,   they often completely change how you engage with  a level, and it makes the game so much more fun   to replay. And that's just the single player. Now wait just a minute. We're not talking about   the online multiplayer yet. You need protection,  and today's sponsor, NORDVPN, is happy to be your   shield. With NORDVPN, all of your internet data  will be safe and sound, even from Nord themselves!   Your private data will remain yours. Not only will  you be protected, you'll be opening up the entire   internet, gaining access to hundreds of streaming  sites which would otherwise be blocked in your   region. Best of all, it's all achievable with  a single click. One press of the finger and you   can live anywhere in the world, as far as  your internet connection is concerned.   If you're interested in freeing  yourself from internet restrictions,   consider going to NordVPN dot com slash kingk  and using the promo code kingk to get a huge   discount on a two year plan. That's NordVPN dot  com slash kingk using the promo code kingk to   get a huge discount on a two year plan. Now that you've donned the proper protection,   let's talk multiplayer. --   Multiplayer --   I did not count multiplayer as one of 3D  World's strong suits, because I physically   could not play it on the Wii U. I did not have  enough friends close to me that were interested   in playing a Mario game, plain and simple. I  had a bunch of online friends who wanted to,   but alas, Nintendo did not include online  multiplayer. I think it's more than fair   for me to say that multiplayer wasn't much of a  pro in the original Wii U version when numerous   other multiplayer games at the time had online,  including Nintendo's own Mario Kart 8 and Super   Smash Brothers. If Nintendo weren't gonna let  me play with friends, why should I place value   in that part of the game? They've literally  prevented me from partaking in it.   The Switch port, in a move  that honestly still baffles me,   added online co-op: and it doesn't suck. Your  mileage may vary on this one, but playing with   three other friends all across the world, and  streaming it to Twitch, the connection was about   as good as you'd expect from basically any other  online multiplayer game, meaning that I would   finally be able to experience the other side to  3D World's coin: its utterly chaotic madness.   Remember Chainlink Charge? In single-player, this  level is pretty simple. Just keep your catsuit,   avoid the fences, collect the green stars  and stamp, you’re done! It is not like this   with friends. Not even remotely. With friends,  this level is a fucking nightmare. You’re on a   narrow strip of land during an auto scroller, and  players can pick each other up and throw them.   Not only are you all vying for space on this tiny  strip of land, that also means there’s no place to   escape from that one friend fighting to throw  you to the wolves. All of a sudden, this once   simple level turns into a mess, where all four  players are scrambling to collect everything,   while needing to keep constantly on the move for  fear of being chucked off the side of the level.   Every single level partakes in this hellish  transformation. Switchboard Falls: step on the   arrows to move the platform back and forth, hit  the blocks to switch rails, and avoid the wigglers   along the way. Fairly straightforward, a bit tough  to nab some of those collectables, but pretty   doable solo. Add friends and now everyone is once  again fighting for space on moving platforms with   bottomless pits below them. Everyone has to stand  on the correct arrow or the platform won’t move,   and it’s very possible that the platform will  move ahead with one of the players, leaving   everyone else behind. It took my friends and I a  solid half hour to nab everything in this level.   At the time, I wanted to strangle them, but that’s  just part of the charm of this multiplayer.   It isn’t necessarily complete anarchy. At the end  of each level, players are ranked based on the   points they gathered throughout the level. More  points are awarded for actions that will benefit   everyone, like grabbing green stars and stamps,  with the caveat being that the points are only   awarded to the person who physically grabs the  collectible. Though this introduces an element   of competition, it means that the reward is only  achievable if everyone is at least trying to make   it to the end and grab all of the collectables.  That elusive crown is merely a guidepost to make   sure players don’t descend into complete madness;  all it does is promote a bit of tomfoolery every   now and then. This is a calculated chaos,  an energy that makes another playthrough   feel like a completely different game, like  you’ve switched on ultra hard mode, and you   get to share those heightened emotions with your  friends. In the past, I always viewed multiplayer   as the true way to play 3D World, but that no  longer seems entirely accurate. Instead, it’s   more like an alternate playstyle. Both single and  multi-player have their moods which can coexist,   elevating the core game’s sense of replayability.  The Switch port has only added to this chaos,   allowing every player to control the touch screen  elements at the same time and adding multiplayer   to the Captain Toad levels, removing those awkward  segments in the Wii U version where you’d just be   watching the player with the gamepad solve Captain  Toad puzzles. Both of these ideas sound awful,   honestly. Letting everyone control the touch  screen gimmicks is extremely chaotic, but at the   end of the day, finishing the level won’t happen  unless there’s some level of teamwork. For as   much fun as you can have wiggling your pointer  finger around and dicking over your friends,   there’s a clock ticking in the top right corner  and you all need to finish eventually. It’s   the same with Captain Toad. These levels clearly  weren’t built to be played with multiple players,   and especially weren’t built so that every  player could control the camera at the same time,   but that chaotic element transforms  even the relatively simple Captain   Toad puzzles into a mad dash to get the  most green stars, while that one asshole   is spinning the camera around the entire time. This other side to the game is a really big deal,   it’s a completely fresh way to experience old  levels, and it’s a crime that a ton of people,   including myself, never got to toy around with it  on the Wii U. It’s no small wonder I always looked   down on this game, I was only ever witnessing  one end of the spectrum. Adding online might seem   like a small thing, but it allowed me to finally  engage with everything that makes this game great,   as opposed to only its bare essentials. --   Stuff Only I Seem To Care About --   Now I'm going to talk about some stuff that only  I seem to care about in these games. A lot of the   comments on my Galaxy 2 video have implied that  story doesn't matter in Mario games. And if your   definition of a story is "a lot of cutscenes" then  yeah, I don't think that belongs in a Mario game.   But if you define it simply as the context which  informs your gameplay, the events which allow   the game to happen at all, you know, what a story  is, then I'd say Mario should at least be trying.   Super Mario Odyssey, I think, has an excellent  Mario story. It's not because it has a lot of   cutscenes or thematic messages, it's just a  memorable premise to surround the gameplay. If you   were to remove the elements of the road trip, the  impending wedding crash, the title's allusion to   the actual Odyssey, by which Mario travels through  a strange set of locations with bizarre creatures:   I don't think it would be nearly as strong of a  Mario game. I believe that wholeheartedly.   Initially, I was very disappointed with the  premise 3D World was running with. Bowser   kidnaps some fairies called Sprixies, and you  run after him. You do enter a strange new world,   seemingly, but there's very little beyond that.  I still mostly agree with this. Given how many   references there are to Mario 2, both literal  references and larger thematic references, like   traveling into a weird new world through a clear  pipe rabbit hole, I thought this would have been   a great time to re-introduce Wart as a villain, a  character who has not gotten nearly enough love.   And as sick as I was of the Koopalings,  they've never really been tried in a 3D game,   and would have been pretty interesting. A  lot cooler than BoomBoom and PomPom.   Despite its problems, I once again feel like I've  kinda been selling it a bit short. The soundtrack   is inspired by Big Band pieces; trombones,  trumpets, huge drums, violins, I think there's   a fucking accordian in there somewhere. Catchy  jazz pieces that fit Mario like a glove, and sets   itself apart from his more standard musical  motifs. It really enhances the introduction   of the Hisstocrat, one of my new favorite Mario  bosses. It's pretty easy, just climb up the snakes   and cat dive into his head, but he's got such a  cool design, and that backing track is catchier   than all get out. Plus, from one king to another,  you gotta respect royalty. Speaking of, Bowser's   fights in this game are fantastic. It's probably  one of my favorite Bowser Boss themes next to   Galaxy, and I have mad respect for his big purple  convertible. His final showdown really takes the   cake. The Great Tower Showdown, the music, cat  suit Bowser, incorporating the double cherry, the   mad rush up this huge tower during a rainstorm?  They really did not have to go this hard, but they   did. Yeah, it's a bit easy. It's not even really  a fight, but it's still probably a contender   for my favorite final Bowser encounter. I really love the circus levels. Flashing   colorful lights, music that leans hard into the  jazz. There's more than enough here separating   itself from the usual Mario ilk, enough to  where 3D World's identity is at least visible.   There are a few levels which are modeled after  sweets and desserts, the feudal Japan boo house   I mentioned previously, a few cheeky references to  Mario Galaxy that I definitely appreciate. Also,   can we just marvel at how great it is that  Rosalina is an unlockable character. You can   play as Rosalina in a core Mario platformer.  I think that's pretty self-evidently rad.   I like how Bowser fakes you out at the end.  The final fight against him is alright, but   it kinda bothered me how standard it all  was. Suddenly he takes all the sprixies   and now you're in Bowserland, basically his  own amusement park a la Eggmanland. Again,   this is something they didn't have to do, they  don't have to do any of this stuff. There doesn't   have to be a unique soundtrack, or cool visual  themes, or an interesting premise. None of that   is required, is it? You aren't required to push  outside your comfort zone and try something new.   But it is worth something, right? 3D World isn't  extraordinary, but it's certainly worth much more   than I ever gave it credit for. --   Why? --   I get a lot of people asking me why I make  Learning to Love. Why do I change my mind   so often? What's the point in making a fuss  about the fact that my opinion has changed?   The fact of the matter is that everyone changes.  Your impressions won't necessarily line up with   your more solidified thoughts, and your 23 year  old self might not agree with your 17 year old   self. I was a teenager when I played 3D World, and  throughout the years, I've been trying to work out   what I like and dislike about Mario. I used to  just think Mario was fun, video games were fun,   and that was that. Nothing else to it. But as  I started making these videos, writing out my   thoughts, trying to understand why I have them  and what they mean, it meant a re-evaluation of   what video games actually mean to me. Mario  is not excluded from that.. At some point,   I had landed on the idea that I just straight up  prefer collectathon Mario and that Course Clear   isn't for me. I don't like point a to point  b challenge based Mario games, clearly. I   like the more immersive, memorable ones. While there might be a kernel of truth to that,   it is also the case that Galaxy is my favorite  Mario game. While I do believe that Galaxy   attempts to mix the two approaches, it does lean  a little more into Course Clear than Collectathon.   Super Mario 3D World simply leans harder. What  it took for me to change my mind was a shift   in mindset from when I was younger. Mario is a  balance of many things for me. It's an expertly   designed platformer, for sure, but it really has  to understand what it's trying to be. Super Mario   Odyssey is a collectathon, maybe even my favorite  Mario collectathon with the most potential,   and yet it so often tries to be a course clear  game in its bonus rooms, as if it's too afraid   to embrace its collectathon roots. Galaxy  2 is a sequel to a game which incorporated   elements of both, and yet it seems intent  on leaning hard in a course clear direction,   without shedding its collectathon skin the way  3D World does. These games need to justify their   existence through avenues other than just their  level design, because Mario isn't that novel   anymore. Hundreds upon hundreds of platformers  exist now, all of them inspired by Mario, but   which offer something wholly unique. Mario can't  thrive on just being a solid platformer anymore,   because it's no longer a genre pioneer. We're  past those days. I think it can, and should,   strive to offer something only Mario can.  Whatever form that takes, I'm game.   A delightful vacation on a tropical island,  an epic quest into the uncharted reaches of   outer space, a road trip through an assortment of  strange locations, and yes, even a jaunt through   a weird clear pipe dimension with cat suits,  sprixies, and circuses. 3D World certainly could   have tried a little harder to distinguish itself,  it falls back on a lot of tried and true tropes;   but compared to Galaxy 2, which I don't think  tried at all to distinguish itself in that way,   I find it much more impressive and worthwhile.  Super Mario 3D World is a really good Mario game.   That's not what I would have said when I was  17, or even when I was 20. But it's what I'm   saying now, and in this current moment, this  current now, isn't that all that really matters?
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Channel: KingK
Views: 173,236
Rating: undefined out of 5
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Id: bOdlJh_0u5s
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Length: 33min 23sec (2003 seconds)
Published: Sat Mar 27 2021
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