Bombastic and stylistically brilliant, however it falls completely flat when attempting to play the game. It is a miserable experience, rewarding only because the world is fleshed out and magical. Even a hover mechanic could not save such a horribly designed move set. I really love the intention behind the game, just not the execution.
Definitely has its charms but pretty rough experience overall. Like I appreciate the ambition but it feels like for every 2 ideas that work there are 3 that are just annoying
Also, I can never decide whether this game has the most or least fun 3d mario to control, but its definitely one of those extremes
Also, I can never decide whether this game has the most or least fun 3d mario to control, but its definitely one of those extremes
“What if we added a water jetpack with 4 unique settings, Yoshi, and a beautiful island setting? That would be cool. Yeah, let’s do nothing with those.”
With most of the levels’ shines being required in an order that makes no sense (which the game doesn’t tell you), this game has no pacing and the difficulty is all over the place. The bosses are cool, but Gooper Blooper is not good enough to fight 3 times with no changes. Platforming with FLUDD is fun when the game lets you - the sections without would be fine if they were optional. The blue coins are alright until you realize there’s no way to track how many there are in each level or which missions to look in. A couple shines are straight up not fun. The cool ideas and satisfying movement are just wasted.
If the game’s progress depended on shines being collected in any order to pass a few number thresholds like in 64, letting the player pick and choose which styles of play they prefer, the game would be a lot better. But it still wouldn’t be that good.
A padded mess (that somehow feels smaller than 64) with glimpses of wasted potential. Played in Super Mario 3D All Stars, 62/120 shines.
With most of the levels’ shines being required in an order that makes no sense (which the game doesn’t tell you), this game has no pacing and the difficulty is all over the place. The bosses are cool, but Gooper Blooper is not good enough to fight 3 times with no changes. Platforming with FLUDD is fun when the game lets you - the sections without would be fine if they were optional. The blue coins are alright until you realize there’s no way to track how many there are in each level or which missions to look in. A couple shines are straight up not fun. The cool ideas and satisfying movement are just wasted.
If the game’s progress depended on shines being collected in any order to pass a few number thresholds like in 64, letting the player pick and choose which styles of play they prefer, the game would be a lot better. But it still wouldn’t be that good.
A padded mess (that somehow feels smaller than 64) with glimpses of wasted potential. Played in Super Mario 3D All Stars, 62/120 shines.
Love the aesthetics of Isle Delfino, but the progression and mission design do not click for me at all. The shines in the back half of the game start to feel like a chore, and the obfuscated blue coin collection is a big mistake that thankfully has not been repeated in later entries. I would welcome a proper, polished reimagining of Sunshine, unlikely as that may be, as I do think it has a lot of potential that is kneecapped by a clearly rushed development cycle.
Most difficult Mario game imo, the huge levels are fun to run around in with FLUDD, especially Ricco Harbor and the hub world. However, this game is brought down by those evil 'secret' levels because without FLUDD, Mario controls badly. Also, having to find every single blue coin is a real pain in the tuchus.