Showing posts with label mario kart 8. Show all posts
Showing posts with label mario kart 8. Show all posts

Sunday, April 30, 2017

The Best 15 Mario Kart 8 Tracks (Hey Poor Player)



Woops, I've been having so much fun with Mario Kart 8 Deluxe that I forgot to link my OTHER Mario Kart 8-related article from Hey Poor Player! Overall, I've written up more than 5000 words for two separate pieces on the game; naturally, since they were created concurrently, there is some overlap between the articles. Regardless, I hope you enjoy.

Believe it or not, the courses chosen kept shifting even when I was writing this article! Big Blue and Dragon Driftway were this close to making the cut alongside the likes of Shy Guy Falls and Excitbike Arena, but they just missed out on the fun. Of course, the track order was prone to change as well, so it was rather tough.

Everyone, let's all what's possibly the best Mario Kart yet!

Thursday, April 27, 2017

Mario Kart 8


Look, let's be real here: the Wii U may have been a complete, utter sales bomb, but that did not stop it from possessing the highest concentration of quality Nintendo games since Super Nintendo. Pikmin 3 and The Legend of Zelda: Breath of the Wild rank among some of the greatest Nintendo games ever created, Splatoon and Super Mario Maker debuted to worldwide acclaim, and many would argue the likes of Super Smash Bros. for Wii U, Donkey Kong Country: Tropical Freeze and Yoshi's Woolly World represent the pinnacle of their respective franchises.

Even Super Mario 3D World, my own reservations aside, isn't exempt from these accolades, what with the insane level of polish and love put into its design. However, this is the second instance in Nintendo history I can think of where a Mario spin-off surpassed mainline entries on a home console; just as how Paper Mario: The Thousand Year Door eclipsed Super Mario Sunshine way back on GameCube, Mario Kart 8 speeds past 3D World, Super Mario Maker and New Super Mario Bros. U to become what I consider to be the finest Mario experience on Nintendo's ill-fated system.

On the contrary, this is not what my previous 8/10 review for the long-deceased Gaming Grunts would imply; there, I argued that as excellent as Mario Kart 8 was, it fell just short of being a racing masterpiece due to the obvious cut corners Nintendo took with the title. Let us make no mistake: said cut corners do limit Mario Kart 8's overall potential as a complete package, but a year's worth of DLC more than made up for it in the area that matters most: the actual racing.


I mean, forget Mario Kart; has there ever been such a wondrous relationship between course design and control? I'm not by any means a racing game connoisseur, yet I imagine many such fans would be hard-pressed to cite any viable contenders. Driving alone has never felt so smooth, and when combined with the awe-inspiring heights reached by the anti-gravity feature and the mechanics re/introduced from Mario Kart 7 (gliding and collectible coins), the game proves itself beyond the visual spectacle and continues to enthrall as a compelling racer. It's the perfect hook for those previously burnt-out on the franchise: come for the dazzling new concept, stay for just how great everything feels

"Feeling," of course, is just one element of gameplay; there's a lot going on in how the game operates: for example, the way tracks curve up the wall or into the skies is captivating, but it's just subtle enough to never distract the player and learns to fade from our concentration. Of course, the game is smart enough not to implement anti-gravity and the like in every track, lest we grow tired of visual gimmicks; after all, there's nothing wrong with a familiar, grounded test of racing skill (this is mainly the job of the Retro Cups, although as we'll discuss later, they're not afraid to reinvent the wheel).

Meanwhile, coins continue to layer a new form of strategy to preserve our top speed. Scattered across the tracks, these speed-boosting coins are enticingly placed so as to improve our racing game, be it curves instinctively requiring power-sliding or hanging just above an aerial shortcut. Mario Kart 8 not only trains us to follow the Super Mario Bros. rule in collecting coins, but builds upon it: we don't collect coins just because because they're shiny and gold, but in how they're vital to success. When losing coins upon getting smacked with a Red Shell or falling off Rainbow Road, we're driven to get them back. It turns Mario Kart's chaotic racing into a rhythmic process.

Combined with the  mix-and-match nature of kart customization (karts, wheels and gliders), and it goes without saying there's quite some depth in all the frenzy. Truth be told, while I do pay attention to kart statistics and the like, I'm more of a "get in there and race!" kinda guy, so the exact specifics between, say, Sponge Tires for Light and Heavy racers is lost on me; typically, I just fashion everything with Slick/Cyber Wheels thanks to their guaranteed sweet spot in speed/handling. I also confess that just like in Mario Kart Wii, I never quite got the hang of bikes; the inward drifting always felt off to me. Maybe when the Switch version rolls around this Friday...

But never mind that, as we still haven't discussed the courses themselves! Possibly the best Mario Kart tracks in series history, we're wowed from the get-go with how Mario Kart Stadium and Thwomp Ruins bookend the Mushroom Cup with their respective dizzying senses of height and flight. It's a thrill surpassed again and again by the likes of Toad Harbor and Cloudtop Cruise, and even well into the DLC tracks (namely Wild Woods and Dragon Driftway, although the latter focuses more on intense, close-knit loop-de-loops). As mentioned earlier, it's careful not to let anti-gravity be the only star; to my mind, this game's iteration of Bowser's Castle remains my favorite solely for the giant, lava-powered Bowser statue ready to crush anything invading its dual-track home. 

Retro courses are also stunning; whereas previous entries either provided 1:1 replicas or stripped-down versions for handhelds, here they're revamped in accordance to their respective roles. For example, the familiar Super Mario World-inspired fields of Donut Plains 3 doesn't require any anti-gravity to still be interesting, as a grounded, rough-n'-tumble race retains Mario Kart's roots and provides a nice breather from all the flashy new mechanics. Meanwhile, the completely reinvented likes of Ribbon Road (Mario Kart: Super Circuit) or Toad's Turnpike (Mario Kart 64) awe in just how much new there is; Toad's Turnpike is a particular stunner thanks to flying off cars and driving on walls. Even setting the aesthetics aside, it's almost a completely different course from the sleepy Nintendo 64 highway.

Mario Kart 8 was easily the best looking game on Wii U at the time of its release, and I'd actually argue that may still be the case. There's none of the low-res leftovers from Pikmin 3 or Super Smash Bros. for Wii U, nor the intrusive slowdowns and the like from Zelda: Breath of the Wild; Mario Kart 8, however, is consistent with its own look and performance (the infamous 59 FPS glitch aside, and I'll be rather honest in saying I've never noticed it), and is always so vivid, clean and just plain delightful to look at.


Look no further than the game's visual stunner: N64 Rainbow Road. A literal explosion of colors, what was originally a nebulous, dreamy raceway decorated with neon-lights is now granted a definite setting that plays into Mario Kart 8's festive atmosphere with fireworks and soaring trains. It must, however, also channel the dreamy nostalgia of the original: the music and the firework callbacks contribute to this, but it's impossible not to be absorbed into the hypnotic nightlights of the city below.

Hailing from an era where 3D World's speck of context and Paper Mario: Sticker Star's homogenization didn't spark our imaginations, it's delightful how there's a real sense of world to everything. The aforementioned reimagination of retro tracks is great enough, but take a look at the signs hinting at world lore: did you know Yoshi Wild Sanctuaries are a thing? According to N64 Yoshi Valley, they do. I never thought of Morton Koopa as being the manager type, so I'd like to see how Morton Construction operates. Maybe he's just the mascot? Even the spectators delight: I've never entertained the thought of Gingerbread People dwelling in the world of Mario, but thanks to Sweet Sweet Canyon, I desire to see a mainline Mario game traverse through their realm. I sure hope they don't run into any, uh, "hunger" issues with what appear to be local Yoshis.

This isn't even going into the actual courses themselves; for example, did you ever stop to think about the familiar geography behind Cloudtop Cruise? And don't get distracted by the bonanza of references in Ribbon Road, as each segment follows a certain theme. Let us not forget the wondrous character animation, either; to tell the truth, I'm actually rather saddened the related memes came and went, because I engage with the highlight reels far more than I care to admit just to watch characters expressions (mainly how they slowwwwly turn their heads when they pass by each other). Angry Luigi is the oft-cited king, but I'm more fond of Donkey Kong's totem-pole expressions and Toad's gleefully murderous joy. (And let us not forget the game's greatest item: Piranha Plant, who comes equipped with its own anti-gravity wheels)

(This is, by the way, the first non-arcade Mario Kart to feature crossover content in the form of Zelda/Animal Crossing characters and courses, alongside familiar locations from F-Zero and Excitebike. Seeing Link interact with the world of Mario is certainly a delightful absurdity, although the elusive context behind Mute City/Big Blue still makes me wonder how it all works. It's certainly more cartoonish than F-Zero, but just out of reach of Mario. Truly, I am gripped in the throes of deepest lore.)


If pressed, however, I would argue Mario Kart 8's greatest asset lies not in how it plays, but in how sounds. The combination of synth and live big-band performances provides the greatest aural Mario Kart experience ever made; be it freestyle brass or track transition, it's the ultimate key to the festive, jubilant atmosphere that complements Mario Kart like never before. The live arrangements are what steal the show: Mario Kart has always lent itself to a fun score that, true to its goal, never grows old, and while Mario Kart 8 certainly represents the best of that, its the aforementioned track transitions that still awe me. Not that Mario Kart hadn't applied music dynamics for progression before, but absolutely none of the previous efforts match the stunning euphoria that is Dolphin Shoals. What starts as a subdued, synthesized underwater theme transforms into a full-blown jazz session when the racers emerge from the depths, instilling an exhilarating, climatic thrill unlike anything else. I could credit the live performers for this little slice of Nirvana, but as the composer was behind Pikmin 3, all that goes to her.

Other songs like Mario Kart Stadium and Mount Wario play well within the Mario Kart-esque archetypes, yet I'm most blown away by the orchestral tracks; Thwomp Ruins and Wild Woods are unlike anything we've heard before in Mario Kart, introducing the likes of Celtic instruments and chorus to the series. They're a touch more active than the dreamier songs we've previously in Mario Kart, and it's a perfect fit for their respective enchanted environments and the "world" they create.

Of course, the retro remixes must be up to par. Rainbow Road 64 is once again the star, the familiar flute seguing us into a new festive jazz version (alongside the aforementioned aesthetic, this is why I consider it to be the game's *real* Rainbow Road). GBA Mario Circuit and Royal Raceway (Mario Kart 64) are great fun callbacks, and I actually happen to prefer the former and its new intro to the somewhat forgettable intro. Meanwhile, SNES Donut Plains 3 and its electric piano emulates its non-amibitous nature, choosing to instead kick back with acoustic and bass guitars.

That this is the first time Zelda and Animal Crossing have been treated to big band music--in the context of video games, anyway -- is a delightful bonus; just listen to how the Animal Crossing track alternates between all four seasonal versions! Can you say, GameCube theme? And as for the F-Zero themes...well, their godly arrangements speak for themselves.

To round things off quality-wise, Mario Kart 8 is perhaps Nintendo's one of Nintendo's finer online experiences, although we must remember that Nintendo being what they are, Mario Kart 8 isn't without it's "Nintenisms" regarding online activity. The lack of friend invites is often cited as one, alongside having to exit games to switch characters and vehicles. Otherwise, the presence of friend rooms and tourneys are, like Mario Kart 7 before it, a great step above Nintendo's normally-passive online efforts; in particular, the flexibility offered in custom rules makes for even more intense races than playing solo, and I found myself turning to NeoGAF rooms rather than improving my VR score.  I do imagine, however, online traffic will decrease upon Mario Kart 8 Deluxe's release.


All this would be enough to dethrone Mario Kart DS as the series masterpiece, but alas, those dang cut corners are what get in the way. Case in point: the battle mode. Whereas previous iterations offered specialized arenas for duking it out, Mario Kart 8 simply opts for reusing the racing courses. While there can still be fun mined from it, having to brake and turn around in such confined spaces quickly grows repetitive, and the alternative option (simply lapping around the courses and attacking whoever passes by) makes one feel like on autopilot. They're simply not designed at all for balloon battles, and it makes for the weakest Battle Mode since 2003's Double Dash!!.

The common defense for this is "well, Battle Mode was never good, anyway." Yes, perhaps...for you, which does not represent the Mario Kart population that disagrees. Furthermore, it's simply a shocking detriment when considering just how polished rest of the game is. Even when considering the DLC, it's what contributed to the unfortunate "bare-bones" label, as there's not much else for the game to fall back upon. It's thoroughly a rushed afterthought, and it shows.

Said rushed quality is noticeable in other areas: while the addition of the dastardly Koopalings is fantastic (Iggy fan, here!), they don't leave a lot of room for other newcomers, and Nintendo didn't exactly tap into their imaginations when it came to rounding out rest of the roster (Pink Gold Peach? Seriously?). Meanwhile, the lack of Expert Time Trials means we're stuck with the default time trials, and outside of a couple DLC outliers, hardly any put up a decent challenge.

There are other missteps it makes on its own: the Coin item continues to be a mistake, as it punishes the winning player by leaving them defenseless, especially if they've already filled their coin meter.  200cc is a  delightful experiment courtesy of DLC, yet I can't help but feel certain tracks weren't designed with it in mind (*cough* Dragon Driftway *cough*). Also, obligatory "derp the gamepad only has a horn feature" complaint here, but I suppose it's best GamePad wackiness didn't end up interfering with the core game.

And despite all that, what a core game it is. Like Pikmin 3 before it, Mario Kart 8 is a delicious rush of feel-good magic akin to guzzling the finest of fruit juice. Even with my own preferences of Pikmin and Smash aside, this is perhaps the best-playing out of all of Nintendo's Wii U offerings: it's an insanely-polished feast that backs up its ambitions not only by being a pure joy to play, but what's possibly the funnest sense of atmosphere and flavor the company has ever produced.

And now, with Mario Kart 8 Deluxe for Switch ready to fix all of its flaws, we'll finally see its full potential ready to be unleashed upon the world. It's been a long three years; go take the crown, buddy.


Monday, January 16, 2017

No New Tracks for Mario Kart 8 Deluxe (Hey Poor Player)



Everyone's been down on Nintendo's Switch Presentation in one way or another, be it the pricing, the launch line-up confusion, the bumbling live translator or the news shared above (my own brief, conflicted thoughts were shared on a Nintendojo Roundtable). I suspect the influx of rumors lining up the weeks before the presentation had a hand in this: there were reports of several enhanced Wii U ports for fan-favorite titles, the bizarrely enticing Mario/Raving Rabbids crossover, and, of course, the ever-eternal localization of Mother 3. While undoubtedly more will be revealed this E3, I imagine most--including myself--got caught up in the hype and expected a bigger blowout than what we received.

Don't get me wrong: I think there's many valid complaints over went down this past Friday, but I can't help but blame myself for being disappointed in this regard. It's not like what was shown wasn't very cool, be it the unexpected surprise of Xenoblade 2 and the mouth-watering give-it-to-me-now goodness of Super Mario Odyssey. In the case of Mario Kart 8 Deluxe not having new tracks, I imagine that a) Nintendo didn't want spend too much resources on improving an older title and b) they thought 48 tracks was enough, and, well, I can't exactly blame them. While I would've loved to have seen a Splatoon track, I'm just happy we're seeing a revamped Battle Mode (and hey, no one ever denied anything about DLC!)

At the very least, I still think more Wii U ports are happening; it only makes sense Nintendo wants certain active, big-name Wii U titles to get more exposure. (And besides, why else are the amiibo for Cloud, Corrin and Bayonetta taking so long?) Smash and Mario Maker are obvious, but I can't help but entertain the thought of a Hyrule Warriors port that combines content from both versions, and I think it's about time Pokken Tournament got some of that arcade-onlky goodness.

Really, I'm left with one important question: will Mario Kart 8 Deluxe, as well as any following Wii U ports, inherit save data from their previous versions? I'd hate to have to say goodbye to my battle data from Smash 4, for instance, so Mario Kart will be a litmus test for what's to come.

...that reminds me: I know I said I wouldn't be discussing my review schedule anymore, but to drive up excitement for the fresh new year, I'd like to share a taste of what's to come. I'm planning reviews for certain Wii U titles before their accompanying Switch releases hit stores, so you can expect me to discuss Mario Kart 8 and Splatoon right when Deluxe and Splatoon 2 hit. Any following Wii U ports will likely get the same treatment, so stay tuned for those.

Oh, and remember when I said a famous Nintendo franchise will get its Leave Luck to Heaven debut? Expect that to start very soon...word has it a big blowout's coming to celebrate a certain launch title.

Wednesday, September 28, 2016

Biweekly Music Wednesday! No. 41 ~Rainbow Road~ (Mario Kart 64)


OriginMario Kart 64
Plays In: Rainbow Road
Status: Original Composition
Composed by: Kenta Nagata

In the past, I've used the following imagery to describe early nostalgia:

"I remember the starry luminous skies of the Rainbow Resort in Kirby's Adventure eliciting memories of when I was very young, strapped in the car's backseat as I stared in silent wonder at the luminous neon lights passing by."

While used to describe the ending levels in Kirby's Adventure, the imagery of cars and neon lights just as easily bring to mind Rainbow Road from any one Mario Kart. When it comes to my own nostalgia for that series, there's no other choice but  Mario Kart 64, the very first game I ever asked for at the age of 6. 
And I'm certainly not alone in my fond memories of the game; in particular, Mario Kart 64's Rainbow Road iteration elicits similar sentimentality to that aforementioned imagery: neon imagery of the game's roster up in the night sky, an endless guardrail of stars, that soothing music....


But can nostalgia speak for a game's actual quality? Diving deeper into Mario Kart 64 discussions will uncover many who feel that particular Rainbow Road far too long and boring; in fact, it often goes hand-in-hand with criticism of the game not aging too well. Even today, I wonder if that's true: whenever I'd briefly return to my first Mario Kart, it'd always feel so clunky and unfamiliar relative to the newer titles.

That should be decided through a Leave Luck to Heaven review, you may say, but there's another point I'd like to discuss for today: haven't you ever wanted to replay your favorite old games with the same exact sense of wonder you felt as a child?  It's tough to admit, but there's certainly been many times I've prepped my game sessions like that, and they were often abandoned in misery; for example, for the longest time I had difficulty replaying Super Mario 64 because I would never relive that wonderful sense of discovery.

Knowing that I would never relive my childhood years was one of the most difficult realizations I've ever had to endure. In itself, that is not wrong: you have to grow up to recognize and tackle the trials and tribulations around not just yourself, but of the world. But do we recognize that burden when we're just entering our teenage years, when our bodies undergo changes and we grow fickle over every little thing? Perhaps, but that only validates our fears and declining perspective of the world.

"That's how nostalgia gets to you. You're reminded of a familiar fragrance or feeling that perfectly mirrors how you felt during a certain period of your youth, and you desperately try in vain to contain it. You attempt to revel in it to make the feeling last a lifetime, and you think of everything that happened to you to contain it, whether it was your favorite cartoon or video game and all the friends you had. It's a several month, perhaps year-long experience all packed in a few seconds, and then it's gone."




Like it or not, cynicism takes over us as we grow older. It's why we grow so excited when A Link to the Past sequel is being made for 3DS, or grow misty-eyed at video game orchestras or when Super Smash Bros. arranges beloved EarthBound and Mega Man tunes, or simply stare in awe when Mario Kart 8 reimagines a fan-favorite course with an explosion of color. To us, it's as if developers are saying "we remember how you feel, too," and hold our halcyon-day memories to the highest regard.

In turn, their nostalgia introduced to a new generation, and the cycle continues.

Mario Kart 64 is the furthest form of nostalgia as it the most mysterious. 
It was a time where I thought the N64 controller was loosely based off of Mario's gloves, where the 3D models on the character select screen felt larger than life and that half-finished wall painting of Mario down in the basement, which my mother never finished. How much of that can be replicated? Not much, unless I want to stare at unfinished paintings in the filthy, dirty backside of the basement.

Point is, we can never replicate exactly how we felt when first playing a game, as they'd require outside influences to be replicated again and again (that, and do I really want my mother to make incomplete paintings of Mario?) Maybe Mario Kart 64 isn't all that hot now, but having replayed Super Mario 64 over three times in the past three years, it's stunning to me how that game holds up today despite its rudimentary nature. 


Take the old in with the new, and forge on. Criticize the new and the new, and accept their quality as they are. As a writer, it is my duty to record such experiences.

Final Thoughts: No, really, how does Mario Kart 64 hold up? Hmm...maybe it's time for a Mario Kart retrospective.

Monday, January 18, 2016

Mario Kart 8 (Gaming Grunts Review Repost)

Note: This review was originally published on July 14th, 2014 for Gaming Grunts, which went under some time ago. Having recently salvaged most of my articles on there, I've decided to give them a new home here for archival purposes. Please bear in mind they differ in structure from this blog's reviews, and be sure to join me at the end for a bonus reflection!



Mario Kart 8 races onto the Wii U with a stunningly beautiful HD presentation and creative innovations on the series gameplay. As much as gamers harp on the cheapness of the dreaded Blue Shell, they can’t resist the call of Mario and company to burn rubber and toss banana peels willy-nilly. Despite inheriting some major shortcomings that have plagued the past couple entries, Mario Kart 8 is able to stand on its own as a fantastic party game and solo racer.

Racing

In this latest iteration of Mario Kart, the Mushroom Kingdom has apparently been hard at work inventing anti-gravity technology entirely for the sole purpose of racing. The result: Mario Kart now ushers in a dynamic new form of racing. Courses new and old seamlessly transit from ground-level driving to thrilling twenty-story loops, providing stunning views regardless of whether you’re racing up waterfalls or over department store walls.

Breathing new life into the series, this new mechanic helps supply one of the best course rosters in Mario Kart history. The starting Mario Kart Stadium wows off the bat with its gigantic loop, while Mount Wario throws karters into a three-part race down a gravity-defying snowy mountain. Meanwhile, fan favorites such as Toad’s Turnpike (Mario Kart 64) and Tick-Tock Clock (Mario Kart DS) undergo both mechanical and visual overhauls to blend in with Mario Kart 8’s gravity and flight (the former does so with flying colors, as the sleepy highway is now transformed into a flurry of aerial-based shortcuts).

Graphics

Running at a buttery-smooth 60 FPS, Mario Kart has never looked better. Mario Kart 8 is undoubtedly the best-looking game on the Wii U, with every character, kart, course, and background detail of every sort polished to an unbelievable sheen. The character animation alone is bursting with personality, with fans (including yours truly) constantly combing through replays to capture moments of characters scowling or smirking sinisterly at each other (infamously leading to the“Death-Stare Luigi”).

However, the courses and background details are ultimately the true star of Mario Kart 8’s aesthetics. The raving Koopas and Shy Guys that populate the Electrodome provide a hilarious backdrop to the course, and we learn from the colorful ad banners that products like the “Burnin’ DK” sports drink are popular among racegoers. However, Mario Kart 8’s art direction truly shines best in how it revives retro courses into the age of HD; in particular, the way Mario Kart 64’s Rainbow Road bursts with fireworks, floating golden trains, and the bustling city nightlife below is a nostalgic feast for the eyes.

Karts & Characters

Returning from Mario Kart 7 is the deep kart customization system, where players will continue to experiment situating characters into which combination of karts, wheels and gliders suit them best. As these are obtained through the coins littered on racetracks, the player is enticed to keep playing again and again to collect all the parts (particularly since coins gradually increase top speed by themselves). The endless amount of experimentation will continue to be a huge replay factor for those fully engrossed into the core racing system.

If only the character roster wasn’t such a mixed bag. While the playable introduction of the dastardly Koopalings is quite welcome thanks to their fun personalities (Iggy fan, here!), the inclusion of all seven leaves little room for anyone else to join alongside the usual roster. This wouldn’t really be a problem if they put some actual thought into the last few spots, yet the inclusion of Baby Rosalina and Pink Gold Peach not only come across as tepidly uninspired but render the roster as both somewhat homogenized and lazy in numerous ways (such as it being composed of 1/6 babies).

Weapons

Just like its course variety, Mario Kart 8 brings along a selection of deadly gadgets. Old favorites like the Red Shells, Lightning Bolts and Bob-ombs return alongside new weapons, none the least of which is the potted Piranha Plant. Equipped with its own set of anti-gravity wheels and an eagerness to snap up everyone and everything on the track (including the cows of Moo Moo Meadows), the feisty venus fly trap is a perfect example of Mario Kart 8’s degree of polish.

Alas, while the new Super Horn does a wonderful job of repelling Blue Shells, other items don’t contribute a good deal to proper balance. The wonky flight direction of the Boomerang makes it rather unreliable, and the defensive uselessness of the Coin leaves one to wonder if they should’ve stuck to the tracks.

Replays & Mario Kart TV

As mentioned before, replays can be analyzed, configured and saved after every race. While not unique to Mario Kart 8, the game’s attention to detail is what makes it special. Witnessing the snubby gleefulness of Toad’s smile as he speeds ahead of his opponents or Donkey Kong’s terrifying totem pole-esque expressions never gets old regardless of whether it’s on fast-forward or emphasized through slow-mo. While more options regarding camera angles and the like would be appreciated, what’s available here provides enough tools to craft hilarious replays.

And through the Mario Kart TV feature, these replays can not only be uploaded to Youtube but streamed through the online-enabled broadcast system for everyone to watch and comment (the latter via the spontaneous messages of Miiverse, which are guaranteed to add to the hilarity).

Music

Mario Kart 8 is backed by an incredible big-band soundtrack, much of which was recorded live like last fall’s Super Mario 3D World. It’s all very infectious and is host to a wide range of instruments, such as the electric piano for Donut Plains 3 and the leading saxophone in N64 Rainbow Road. Almost every live piece is just as bouncy and fun as the last and you can tell the music team had a great time with the recording sessions.

In fact, the composers had so much fun with it, they even made the soundtrack coincide with the progress of certain courses! The watery Dolphins Shoals stands out as starting out with a simple synthesized track until racers pop out of the ocean and it explodes into a jazzy saxophone session. Even if I’m losing, it never fails to relieve any and all tension.

Modes

So the racing plays and controls wonderfully, the visuals are sharp, and we’re graced with probably the best Mario Kart soundtrack yet. While these are great tools to craft the best Mario Kart yet, it’s lacking in one vital area: a sufficient amount of modes and options to keep players coming. Nintendo placed a huge emphasis on developing the core racing as opposed to broadening the game with various modes, and it shows.

Take the game’s version of the Battle Mode, where instead of duking it out in specially-made arenas, players are restricted to battling on the regular racing courses. I actually find this a rather neat novelty, yet I still ask “why not both?” Retaining both versions and expanding them in ways beyond Balloon Battle (such as Coin Runners) would have provided a meatier experience, and with many fans scorning the new mode and sticking to racing, it can leave a bare-bones impression of Mario Kart 8. Single-player modes like Mission Mode would also have been welcome, but as Mario Kart’s appeal primarily lies in multiplayer, Battle Mode is a bigger cause for concern.

Thankfully, the online mode picks up some of battle mode’s slack. While it’s not perfect—connection issues are a constant annoyance and voice chat is restricted to friend lobbies only—there’s a multitude of options to enjoy such as private user tournaments and select item matches alongside friends. Frantic Mode’s emphasis on Lightning Bolts and Blue Shells is aggravatingly crazy, just as it should be.


Summary

Do not misunderstand me: by itself, Mario Kart 8 is a great racer with some fantastic production values and exciting spins on a twenty year old formula. While it’s a shame to see Nintendo’s inexperience with HD forces them to continue cutting corners, the game provides enough excitement as it is and seeing the company embrace online play is much appreciated. Mario Kart 8 falls just short of being a racing masterpiece, but that shouldn’t stop you from picking it up.

Pros

  • Excellent sense of handling and speed
  • Course design is unmatched
  • The best HD Nintendo job yet
  • Wonderful, jazzy soundtrack
  • Replay feature
  • Polish, polish everywhere
  • Robust online features

Cons

  • Online features have connection issues
  • Battle mode isn’t fleshed out well enough
  • More modes would’ve been appreciated
  • Some wonky items
  • Questionable character roster decisions

8/10

-----

Reflection: Behold my first game journalism review! How does it hold up?

I think an eight was a fair score upon the game's arrival, but the DLC content would definitely bump it up to a nine. Yes, I still think how they handled Battle Mode was a shame, but the core racing's so strong that I've grown not to mind. Maybe one day we'll see an HD Mario Kart with a level of quality content matching that of Mario Kart DS; for now, I just need to play this one more!
As for a Leave Luck to Heaven review...while I've been planning to dive into the Mario Kart series, there are other series in the works that take priority. At the very least, I imagine 8 would show up first.