Isn't it weird how Wario became the face of experimental platforming in the Mario franchise? Really he's just evil Mario, yet he undeniably struck a chord so hard with some people that the indie hit Pizza Tower would eventually come to be.

There's something about this game's sense of progression that's so quaint and approachable yet respectably intricate. Any side scroller on an 8-bit handheld had to ultimately have smaller levels due to the small screen size. If you wanted big character models that was the necessary sacrifice. Wario Land 3 manages to do a great job at finding a middle ground. The camera movement, Wario's move speed and the overall level size is more than enough for you to always wonder "what's over there?" while still keeping your eyes on the goal.

What I love about Wario Land 3 that's different to other Metroidvanias is how much it highlights the acquisition of power ups. Every power up feel like natural improvements, like you're reacquiring the moves that you once should have had. At the same time it's not preventing you from having fun early on. While it may be somewhat disappointing to some people that ultimately the way forward is linear, it means level design is always balanced around what your moveset is at that point. Thus, you'll never feel that the game is either too easy or too hard due to the state of your moveset.

One of the big points of criticism here is something I actually never got. You get hit, you don't take damage and you'll never die. Instead the game's built around the idea of being "sent back," as in a puzzle or platforming segment to reach a treasure key or chest may have a hazard or jump that if met with will require you to repeat it again. I think this actually helps the game in multiple ways, some of which aren't immediately obvious.

This is what defines Wario Land 3's atmosphere. Have you ever died in a dream? Some may have "felt" that experience but unless you actually did (in which case you can't answer this rhetorical question anyway) you'll always wake up after it. This game takes place in what's essentially a dream world, and while the aesthetic isn't nearly as striking as a game that intentionally plays into it like Ico or Klonoa do it still remains one all the same. Being able to enter a level, deciding which treasure chest to go for, how many M Coins you want, or not even knowing if there's anything to get here leaves you with one resounding feeling - You can take it at any pace you like. You have the ability to just enjoy the music, the serene atmosphere of a night time stage's pleasant colour palette or the golf minigames if you're feeling burnt out by a difficult platforming section that keeps punishing you. The lack of dying doesn't hurt the game, if anything it's a memorable part of Wario's identity.

Is Wario Land 3 hard? Honestly I don't know, I played this game as a child so many times it's all hardwired in my brain now. But every time I play it I still have a lot of fun. Wario's just too much fun to control and it's why I've always been a little bitter on the Warioware games. I just want more of these, dammit. Forget 5, make Wario Land 10. I'll play 6 more of these for god's sake.

Reviewed on Mar 21, 2024


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