As the WarioWare series evolved, installments usually became more complex through new implementations of controls: Nintendo went from a D-pad + the A button in the original Mega Microgames on the GBA, to a gyro sensor + A in Twisted, to a DS touch screen for Touched, and finally to emulated Wii motion controls for Smooth Moves. So, it’s interesting how the latest installment, Get it Together, goes in the complete opposite direction and reverts back to a more conventional and simple control scheme with a single joystick + A. Unfortunately, I found it to be a regression from even the original Mega Microgames, because the gameplay felt undercooked.

Instead of referencing WarioWare’s usual motley of arcade-style structure (where the controls were generally used to manage and solve each scenario presented in drastically different manners), Get it Together plants all the microgames on the same 2D plane akin to a 2D platformer. Objectives here are pretty straightforward, and can usually be summed up as “travel from point A to point B” or “attack object(s) until you win.” As such, the main culprit behind this microgame homogeneity is that every level needs to be theoretically solvable with every single cast member; the result is that every level in isolation is somewhat basic, with designs that bled into one another after some time. This is further exacerbated because some cast members are just better versions of other cast members (ex: Ashley might as well be an amalgamation of Dribble/Spitz/Mike/Red that can attack in multiple directions) and some feel especially stunted because they’re stuck to the ground and/or can’t move (18-Volt…), nor does the game provide much incentive to play with the worse cast members during the story missions. It certainly feels like a step down from WarioWare Gold, which while I did have some minor complaints for regarding lost potential by not integrating touch-screen/gyro/gamepad controls together, nevertheless at least had depth via a suite of different control schemes to frantically juggle players through varying objectives.

I genuinely wish I had nicer things to say about Get it Together, but I was sadly underwhelmed. As usual, the sound design and vibrant art are on point, though I have to admit that the wacky vignettes didn’t quite hit it for me this time around. The side content also failed to hold my attention; there’s an endless arena mode that’s interesting for a few minutes until you realize mashing Ashley’s attack will get you easy points, an endless side-scroller mode with fairly few collectibles and obstacles, and a ball juggling mode that’s pretty optimally cleared by mashing attack with Mike. You can also buy gifts for your crew with coins earned during missions/story mode, but the resulting level-ups don’t affect gameplay outside of giving you a slightly higher score multiplier for Wario Cup, the weekly score challenge mode with online leaderboards: at least the unlocked color customization + character concept art are appreciated. That’s about all I can comment upon regarding a solo playthrough: while I can’t see myself dedicating much more time to this, I might add on a few multiplayer notes if I can get a friend to try this out with me in the future. If you want a more expansive toolkit to mess around with, then it looks like Gold is still the go-to, but if you want the back-to-the-basics idealization that Get it Together seems to emulate on paper, then I’d just recommend playing through Mega Microgames or Twisted. Sometimes, less really is more, but that doesn’t mean you have to try and reinvent the wheel in the process.

Reviewed on Jul 27, 2023


2 Comments


9 months ago

Although I've only watched this and not played it myself, I think you really hit the nail on the head with the single 2D perspective being the key reason why it doesn't work. It feels like the multiple characters really put them into a corner, if they made multiple movesets for the characters based on different perspectives, that would likely take away development resources from having more minigames.

9 months ago

@Silverhand: Exactly yeah, doesn't help that some characters are quite literally "this character but better" so most folks will probably end up using the same characters over and over unless they're playing with post-game randomized characters or trying to complete specific missions with certain characters. They could have just stuck with a smaller cast of about 5 or so characters but add in a couple more options.