First Impressions: Mario Kart Wii
April 17th 2008 02:05
Nintendo's mascot racer returns and we're playing it!
IF YOU'VE been wondering whether or not Nintendo's next-generation version of Mario Kart is worth the wait, then fear not - it is worth every day, hour, minute and second of your time.
Gamer Herald received the Australian version yesterday and after a couple of hours is sold on the latest Mario Kart formula.
If Super Mario Kart for the Super Nintendo was the lustful stage of a gamer's relationship with the franchise, and subsequent games the end of the honeymoon period, then Mario Kart Wii is undoubtedly the rekindling of a love that at one stage seemed lost.
As good as Mario Kart 64 promised to be, it was marred by lacker band artificial intelligence that plagued the single player game.
Double Dash on the Gamecube was fun, but it was perhaps a deviation from the series, and while Mario Kart DS appeared to be the series' saviour, the community was divided by a drifting exploit known as snaking.
So here is the good news after a few hours with Mario Kart Wii: the lacker band AI is almost gone, snaking is out of here, and single drivers are back in single karts, this time with several variations on their road beasts.
Using the plastic wheel that comes with the game is a cinch. Simply feed the Wii remote cord through the hole and push the remote snugly into its spot.
It looks like the horizontal bar on most gaming steering wheels, but well weighted and brimming with buttons.
At the back is a larger B button that when pushed, triggers the Wii remote's own B button. This is used for drifting and jumping, although it took some time to get used to.
Starting with the 50cc Mushroom Cup I knew that I would be unrivaled. I chose Koopa Troopa from the initial list of 12 drivers and said a little prayer in hope that the Wii Wheel would work.
To my amazement, it did. I won all four races in the Mushroom Cup, and although they were not necessarily challenging, I did feel in control of the kart at all times.
It seems the wheel's trick is that it provides you with more surface area to hold the Wii remote with, therefore rendering it possible for gamers to steer the remote without it slipping out of their hands.
Even though it was easy, I am glad I chose the 50cc option because it gave me a chance to admire the beautifully crafted tracks with are abound with henchmen from Mario games, Mii characters, moving surfaces and detailed additions that make you believe you are in the game.
So far, so good, with Mario Kart Wii. I'm hooked and can easily say that this is the most fun I have had with the Wii since playing Wii Sports at launch.
Stay tuned for online impressions later today.
IF YOU'VE been wondering whether or not Nintendo's next-generation version of Mario Kart is worth the wait, then fear not - it is worth every day, hour, minute and second of your time.
Gamer Herald received the Australian version yesterday and after a couple of hours is sold on the latest Mario Kart formula.
If Super Mario Kart for the Super Nintendo was the lustful stage of a gamer's relationship with the franchise, and subsequent games the end of the honeymoon period, then Mario Kart Wii is undoubtedly the rekindling of a love that at one stage seemed lost.
As good as Mario Kart 64 promised to be, it was marred by lacker band artificial intelligence that plagued the single player game.
Double Dash on the Gamecube was fun, but it was perhaps a deviation from the series, and while Mario Kart DS appeared to be the series' saviour, the community was divided by a drifting exploit known as snaking.
So here is the good news after a few hours with Mario Kart Wii: the lacker band AI is almost gone, snaking is out of here, and single drivers are back in single karts, this time with several variations on their road beasts.
Using the plastic wheel that comes with the game is a cinch. Simply feed the Wii remote cord through the hole and push the remote snugly into its spot.
It looks like the horizontal bar on most gaming steering wheels, but well weighted and brimming with buttons.
At the back is a larger B button that when pushed, triggers the Wii remote's own B button. This is used for drifting and jumping, although it took some time to get used to.
Starting with the 50cc Mushroom Cup I knew that I would be unrivaled. I chose Koopa Troopa from the initial list of 12 drivers and said a little prayer in hope that the Wii Wheel would work.
To my amazement, it did. I won all four races in the Mushroom Cup, and although they were not necessarily challenging, I did feel in control of the kart at all times.
It seems the wheel's trick is that it provides you with more surface area to hold the Wii remote with, therefore rendering it possible for gamers to steer the remote without it slipping out of their hands.
Even though it was easy, I am glad I chose the 50cc option because it gave me a chance to admire the beautifully crafted tracks with are abound with henchmen from Mario games, Mii characters, moving surfaces and detailed additions that make you believe you are in the game.
So far, so good, with Mario Kart Wii. I'm hooked and can easily say that this is the most fun I have had with the Wii since playing Wii Sports at launch.
Stay tuned for online impressions later today.
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Comment by Harry
Sydney Diary
Personals
Brisbane Diarystar
Comment by Shaun Inguanzo
Blogocratic Nightmare
Thanks for the feedback Harry! I'm just finishing off my online impressions as we chat.
Stay tuned though for a full review next week, just prior to the game's release.
If you have any questions you want answered about the game, just fire away and I'll do my best to help!
Cheers
Shaun