Mario Kart Wii (Wii)

A rickety but structurally sound "bridge" game

by Kyle Orland, 4/28/2008 2:01 PM

What's Hot: Well-designed courses; Well-implemented online mode

What's Not: Wii Wheel controls; Patently unfair items; Slowdown in local multiplayer

Crispy Gamer Says:

Buy It!
(Page 1 of 3)

Another Nintendo system, another Mario Kart game. This one -- the appropriately if obviously titled Mario Kart Wii -- is being pushed by Nintendo as a "bridge game" to move casual Wii owners past Wii Sports and into the hardcore gaming scene, so to speak. This shouldn't be a surprise to anyone who's ever played a Mario Kart game. The series has always acted as a sort of neutral ground for gamers -- a pick-up-and-play racer with hidden depth; a competitive game that lets even newcomers stay competitive; a sometimes punishing game with a bright, friendly exterior. Mario Kart Wii fits so squarely into this mold that it skirts by some potentially game-crushing pitfalls with relative panache.

Speaking of pitfalls, let's start with the Wii Wheel, that round, plastic Wii remote case included in the box as a concession to gamers who feel more comfortable turning a steering wheel than flicking an analog stick. On the plus side, the Wheel is solidly constructed and adds some much-needed weight and balance to the flimsy remote. On the downside, the remote that slides into the Wheel's casing is woefully inadequate for the precision driving and power-sliding required to succeed in the game. Sure, the tilt-a-Wheel controls perform passably enough on the slower (and easier) speed classes, but once you hit the 150cc races, there's no amount of arm twisting and flailing that will make up for the slight lag between the turn of the Wheel and the corresponding on-screen reaction.

Luckily there are other, more precise control options available, though two of these options have a nearly fatal flaw. Both the GameCube controller and the Wii classic controller do a fine job replicating the classic Kart controls, butMario Kart Wii's most prominent new features -- the mid-air tricks and speed-enhancing bike wheelies -- have for some reason been mapped to the digital pad, forcing the player to move their thumb off the control stick for a split second in the middle of the race. The result is a control scheme that unnecessarily gets in the way of the racing experience. Luckily, using the Wii remote and Nunchuk together fixes this problem by mapping the tricks and wheelies to a perfunctory, almost effortless flick of the remote, meaning players can save their attention for the racing.

Not worrying about the controls also leaves more time to focus on the excellent course design. Along with 16 classic Kart courses come 16 original tracks that show a degree of imagination and forethought that's unmatched in most racing games. Whether it's driving through an autumnal, leaf-strewn forest trail, cruising around inside an escalator-packed mall, or bouncing around on a glen of magic mushrooms, each level is brimming with enough life and color to bring a smile to all but the most cynical of faces. While some of the levels do bear more than a passing resemblance to some Kart classics, each one has been tweaked just enough to avoid feeling entirely like a retread. The multiple shortcuts and little Mii-inspired background touches are just an added bonus.

Unlike the consistently excellent course design, the difficulty level in the single-player modes jumps schizophrenically from incredibly easy to ridiculously unfair. The 50cc and 100cc modes fulfill Nintendo's promise of building a "bridge" game, primarily by slowing down the opposing vehicles to the point where practically any newcomer can win races easily from their first sit-down (the only real challenge in the 100cc difficulty is the introduction of the overly tight motorbike controls), but the difficulty dial gets cranked just as far in the opposite direction in the 150cc difficulty, where even a slight mistake almost inevitably means a plummet from first place to the middle of the pack. It doesn't even have to be a mistake -- just as often, one of the game's wide variety of items will come hurtling at you from behind to ruin an otherwise perfect run mere moments from the end.

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Filed Under: kart racing, Mario Kart, Mario, Wario, Donkey Kong, Bowser, Baby Mario, Baby Luigi, Toad, Boo, Wii Wheel
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