Saturday, 12 July 2014

Review: Mario Kart 8


By on 00:55

Mario Kart 8.

Ah, Mario Kart. How can a game that looks like innocent fun cause an old group of friends to scream and curse at each other like sworn enemies?
And yet we still keep coming back for more, over and over again.
Mario Kart 8 expands on most elements that were introduced in Mario Kart 7, and of course brings some new additions into the mix (as well as some omissions).

A few changes to the formula
The most prominent new addition to the series is the anti-gravity feature - which sees vehicles driving on walls and even upside down. It brings about more interesting track design as well as adding a slight twist to gameplay. 
Bumping into opponents while in an anti-gravity zone also gives both karts a mini-boost, encouraging players to seek out opponents and knock into them for more speed.
Anti-gravity, along with gliding and underwater driving, leads to more diverse and creative courses as well, thanks to tons of alternate paths and shortcuts. Plus, driving along walls and straight up waterfalls just feels freaking awesome.
The item system has also seen some changes, with item stacking being removed. In other words, it's no longer possible to grab an item while dragging another item behind you.
In exchange, your items aren't removed when falling off-track or hit by opponents' attacks, with the exception of lightning, which removes everyone's items.
The infamous blue shell also behaves much like it did in the earlier games, where it would hit anyone in its path until it catches up to first place and explodes.
Luckily for those in first place, MK8 introduces some new items, one which was made as a defence against the tyranny of the blue shell. The Super Horn item sends out a shockwave that hits everyone within its vicinity, including that pesky blue shell.
Other new items include the potted Piranha Plant seen in Super Mario 3D World, which chomps anything and anyone in front of it, giving a mini boost every time it bites. The Boomerang Flower allows you to throw a boomerang up to three times, knocking opponents when it is thrown and when it returns.
The last new item is the Crazy 8, which gives players eight items that circle their vehicle, much like the Lucky 7 of MK7.
Also taken from MK7 is the vehicle customisation, where vehicle stats can be tweaked by choosing from a variety of vehicle bodies, wheels and gliders, on top of the weight class of each character. Furthermore, ATVs have been added as a new vehicle type.
Another thing that should be mentioned is how good this game looks, especially in motion. Mario Kart has always been about putting out the best gameplay first, with the visuals taking a hit in exchange for the best possible performance, but MK8 looks great and plays great, with an equally superb soundtrack.

Share your highlights
Arguably the biggest new feature in Mario Kart 8 is Mario Kart TV.
After every race, a highlight reel is produced, showing off the best bits of the race at different angles while also allowing you to fast forward, rewind and slow down the clip at will.
What's more is that highlight reels can be further customised - for example, which character to follow or whether to focus on drifting, hits or action.
In the Mario Kart TV menu, you'll find various reels, taken from your most recent races; popular online uploads, as well as clips from various friends and tournaments you have entered.
Clips you produce can also be uploaded directly to Youtube for the world to see, while also being posted to the Miiverse community. Check two of our examples below.
The meat and bones of MK8
The usual game modes are all present and accounted for; Grand Prix, Time Trials, VS Race and Battle mode, as well as local and online multiplayer.
Grand Prix has the game's 32 tracks divide up into 8 cups, each consisting of four tracks. Obtaining gold coins on-track unlocks the next cup as well as an additional character. 
Mutiplayer is where Mario Kart shines the most though, and MK8 is no different to its predecessors in how insanely fun it is.
Grand Prix, VS and Battle mode are practically the same in both single and multiplayer, and can be played split-screen by up to four players.
While in single or two-player split screen, the game runs at a constant 60 frames per second. Any more, however brings the framerate down to 30, just like in Mario Kart Wii. Going from single player straight into a full multiplayer session will see a very obvious framerate drop, but after a round it becomes a non-issue.
Battle mode is a bit different this time around in that there are no dedicated battle arenas anymore, but takes place on the usual courses instead. This was a bit disappointing and the fact that Balloon Battle was the only battle mode didn't make it any better.
Another thing I was saddened by was the fact that there was no five-player setup. Seeing as it was a feature in the WiiU version of Sonic and All Star Racing: Transformed, I thought it'd be a given in Nintendo's own racer.

Hopping online
Online play is also available and can be played alone or in two-player split screen.
I can't give a solid opinion on how well it plays since only a few people were online ahead of pre-release. But from what I've played, there weren't any problems - even with my unreliable connection it ran much better than Mario Kart Wii.
The ability to choose between global and regional opponents, as well as creating a lobby for friends and rivals, is also appreciated.
The online play extends to the new Tournaments mode as well.
Tournaments replace the Community feature seen in MK7 by allowing you to create custom tournaments with a variety of settings, such as custom rules, specific times and dates for when you want your tournaments to be active. It's also possible to create a private tournament, allowing only those with a password to partake.
Communication between players is restricted to short pre-set messages before a race begins. However, the option to use voice chat is allowed when in friends' lobbies.
Like some other WiiU titles, MK8 also has stamps that are unlocked by completing various time trials and taking the top spot in Grand Prix, also serving as a sort of achievement or trophy-like system. It's a bit more useful though, as it actually has some practical use when posting in the Miiverse community.
Pick your poison
MK 8 boasts a variety of control options, namely the WiiU Gamepad and Pro Controller, the Wii Remote, the remote + nunchuck combo and the Wii classic controller.
Controls are quite simple and laid out much like in Mario Kart 7. Performing tricks only require a timed jump off a ramp or bump in the road - though shaking the Wii remote still works for those that prefer it that way. Standard controllers also have the option of using the D-pad to steer with the second analogue stick used to brake and accelerate.
On the GamePad’s screen, you'll find a few familiar features from the DS and 3DS Mario Karts. There's a list of the racers' positions taking up the left edge of the screen, the right edge has buttons for Off-TV play and the like, while the centre of the screen houses a rather large hooter.
The GamePad can also be used as a motion controller like the remote, and both feel a lot more responsive than the motion controls from Mario Kart Wii. 

Buy it?
Mario Kart is hard not to recommend to anyone, especially if you game regularly with friends.
The Wii version was released in 2008 and up until a few weeks ago, was still being played by our group of friends. These past two weeks playing Mario Kart 8 has proved that this game will be no different. It's a fantastic game that will remain frantic and fun for a long, long time.
Score: 9 out of 10

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