Tuesday, 3 December 2013

Review: Super Mario 3D World (Wii U)

Review by Matt S. 

Super Mario 3D Land was one of the few games on the 3DS where I would argue the 3D slider was an essential part of the experience. The game was built from the very ground to take advantage of 3D, and in fact as I was playing it I would struggle to properly gauge jumps and navigate around the world with the slider down.

So bringing a new "3D" game to a console that can't display 3D graphics struck me as a somewhat odd move by Nintendo. That initial impression didn't go away when I started to play the game. I did indeed lose a couple of lives early on from poorly-judged jumps and without Fire Mario at first I found it easier to simply avoid enemies than try to jump on them. That impression stayed with me for the first couple of levels, but I started to understand the physics and environments better, I was able to kick back and simply enjoy the supreme quality of level design that Mario's latest outing offers.

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