Note - as I did not beat this game, this write-up should be taken more as a set of observations than a genuine review.

Note - this game contains a couple scenes that may be triggering to epileptics

Played as part of the Mega Man Legacy Collection on Steam


Mega Man 2 is a slight improvement over its predecessor, though part of me questions how much of that came down to luck. If you read my review of the first one, you’ll know that the biggest issue I had with it was its hidden linearity - how you actually had to beat all the bosses in a specific order courtesy of certain weapons being mandatory against certain titans.

Well, given that the premise remains the same here of tackling multiple bots, the good news is I didn’t run into that problem and was able to complete most of the game. However, I just don’t know if I happened to get lucky in my selection -- see, once again, I noticed that certain robots were heavily vulnerable to certain weapons acquired from certain automatons, and considering I went left to right, top to bottom in my selection order, I wonder if that was, unintentionally, the predetermined pathway.

Regardless, even if that qualm was resolved, Mega Man 2 didn’t exactly fix the plethora of other cracks present in its forebear. For starters, the game is still very difficult and uses a password system, meaning no progress is saved and permadeath is very much a thing. Now playing on the Legacy Collection does grant you access to manual saving, as well as a rewind function enabling you to undo immediate mistakes - however, these come with their own setbacks: with the former, saving is only accessible within levels and is singular in-scope, potentially putting you up schitt’s creek if you’re doing it before every stage without the appropriate weapon; and regarding the latter, there’s a timer on how far back you can go, which would be fair were it not for the fact that it includes pause screen delays in said timer - if you’re called away from the computer for any reason, expect to unintentionally lose out on a chunk of your past (and yes, this happened to me).

With less than a year of development time, graphics and SFX have largely stayed the same from Mega Man 1. What has improved, though, are the enemy designs, most of whom are so good, they went on to become staples of the franchise in general. There are eight main worlds, each with their own theme, and I’m not lying when I tell you guys how blown away I was by the amount of new foes, from collapsible pillars and kamikaze birds to metal anglers and lightning-throwing Goros. While Super Mario Bros. holds the NES torch for enemy creativity, I definitely feel Mega Man 2 should be as much in contention for that title as it was a delight to witness.

Music has definitely seen a slight improvement as, while it’s still held back by the inherent-wonkiness of the Famicom sound chip, Takashi Tateishi’s beats managed to be infectiously catchy, riding that line between arcade action & synthetic harmony.

Gameplay continues the Mega Man trend of combining run-and-gun mechanics with platforming sections, and though different ammo types offer some variety, it’s fundamentally indifferent from its predecessor. That said, one noticeable thing about Mega Man 2 is how precise its jumping is -- it’s not used as much as it could or should have been (this is very much a shooter first), however, I was genuinely surprised by how precise the blue cyborg’s leaping and landing animations were(+) as you hop from base-to-base.

That aside, the big question you may be wondering is why did I quit when I clearly had a decent enough grasp of the game to beat its initial eight Masters? Well, in one of the six sections of the final world, you’ll come across a miniboss consisting of 5 blue orbs you must destroy with explosive grenades. That’s all well-and-fine, but the problem is I didn’t have enough ammunition for all five and consequently was forced to die. Okay, no big deal, I thought I’d just restart the level post-death and give it another go….except, the geniuses at Capcom decided to not have ammo replenish upon rebirth(++), meaning I was essentially softlocked into restarting from my last save point, which was too far back for me to consider doing.

In the end, there’s nothing else to say. Mega Man 2 might’ve been recommendable had it toned down its difficulty(+++), but when you’re forced to rely on an artificial reverse mechanic that still doesn’t rectify its core issues, you’ve got another classic that’s best left on the backburner indefinitely.



NOTES
+Ladders are the one thing you’re handicapped from doing extensive jumps off of.

++I’m not sure if this fetter was only for the final world or a universal feature. I will say you do regain all munitions between levels.

+++One part, in particular, literally has you falling down an everlooming shaft whilst one-hit-KO lasers fly from all sides, and I honestly have no idea how players back-in-the-day completed this without constantly restarting their progress.

-I will say the water physics and air bubbles Mega Man emits whilst submerged are nice additions. I don’t recall any underwater portions in the first game.

-It was sometimes hard to tell apart the firearms due to them only being identified by a single letter on the pull-up menu.

-You’ll have to contend with some slow text boxes after completing every level.

This review contains spoilers

Spoilers only discussed at the very bottom of the review


The Swapper is a terrific platformer wrapped in a half-sown skin, one part seeking to combine the atmospheric tension of Super Metroid with the other's genuinely-awesome gimmick, and while I wish the game had succeeded on both fronts, its triumph with the latter more than makes it worth playing.

Because I wish to rave extensive praise on the game, I’ll get the negatives out of the way regarding its story - you play as a female spacefarer stuck on a dilapidated station following a botched landing (no context is given as to where she came from as far as I could tell). You quickly learn this place is a research facility called Theseus that was home to the Swapper Project - a firearm-like tool capable of transferring one’s soul across multiple clones. Logs laden throughout the satellite’s computers detail what transpired prior to your arrival, disclosing a chilling backstory in the process….or so it was intended. The Swapper’s biggest issues are that it doesn’t really lean into its existential horror motifs, nor delve deep into those philosophical concepts hinted at in said data files.

With the former, your heroine is silent, meaning she inherently stopgaps any attempts at dread: there are no reactions to the usage of the Swapper, no commentary on the fates of the scientists, no expressions toward any revelations she uncovers, nothing. I get that Facepalm Games were trying to pay homage to Samus; however, given that The Swapper is about questioning one’s humanity, I just don’t think that choice was a wise decision. Fears about the human condition can only go so far amidst faceless responses, and if your character is basically treating everything like another Tuesday, it makes it very hard to invest in the going-ons about you.

Fans may retort how a mute protagonist is intended to be a proxy for the player, but without a choice system, I’ve never bought into that argument - when you’re simply observing everything like a pedestrian, it rarely feels like you’re imbibing your character psychosocially; your role better described as a camera operator in charge of recording said character. Relatability and connections are formulated through dialogue, and when you render your protagonist aphasic, you end-up disabling a necessary supplement to your story.

This facet partially afflicts the aforestated secondary qualm of shallow philosophy which, as you may imagine, The Swapper indulges in via concepts of transhumanism and solipsism. Unfortunately, if you were hoping for another game akin to SOMA, you’re better off looking elsewhere as the writers here were content with making marginal allusions to these ideas over something profounder. Now, to be fair, I don’t think it was ever their intention to write-up a Newtonian-esque essay on the topic, and I did actually appreciate them leaving things up to interpretation compared to SOMA’s insistence on a singular hypothesis; however, the fact stands that their take was ultimately scattershot, with the ending, in particular, losing all edge (you’ll know it when you play it).

But look, if you’ve heard of The Swapper, chances are it was because of the fascinating gameplay, and on that front the developers more than succeeded. From the get-go you’re gifted the ability to craft four clones and switch between each body, the remaining dolls mimicking your movements ala the Piped Piper for-better-and-for-worse. The Theseus is a gigantic behemoth host to tens of rooms serving as organic levels, and the creativity Facepalm managed to wring out of this premise blew my mind. Outside of a few stages I admittedly had to look-up the answers to, The Swapper’s biggest feat is that it’s completely solvable through good old-fashioned deductive reasoning: because you aren’t dealing with innumerable power-ups or new gameplay mechanics every few minutes, you’re constantly aware of what can or can’t be done within a region, and that goes a long way towards making them scrutable amidst their countless reworkings. Combine this with the bitesize level design and ability to slowdown time between transfers, and you’ve got an addicting gameplay loop that never gets old.

The aesthetics surrounding these stages are concurrently aided-and-impeded by the visuals. See, The Swapper has been praised for having a surreal-like quality to its presentation, this claim no doubt owing to the excessive particles everywhere: dust, motes, and mists ground into a frame of blurry extravaganza, and on the one hand, it does a phenomenal job accenting the numerous colored rays within the Theseus’s hull, but on the other, I couldn’t help feeling like most of this was done less for the sake of atmosphere and more for the sake of hiding some messy geometry latent in the game’s modeling. It’s well-known that Facepalm utilized clay to build their assets, and while such sculptures are absolute works of art, they’re unfortunately offset by an inherent squishiness to their composure that intrinsically limits texturing. As a result of this hazy technique, I’d argue a fair amount of recurrent simulacra, including the backgrounds, crates, portals, and wall-lining, looked a bit too bleary, though others like the hatches, signs, switches, and rocks remained excellent.

The Swapper is a dark game, but thankfully never slips into overly-dim territory courtesy of your torch as well as consistent multicolored spotlights hung throughout the areas. True, the Theseus, as a whole, is decked in blue/grey tones, and while that may offput Metroid enthusiasts expecting somber rainbows, I think it works well for the kind of title Facepalm was trying to craft.

Sadly, I never quite got taken in by The Swapper’s atmosphere, and that largely had to do with the minimal ambient noise on display: echoes only resound during certain portions, footsteps are consistently muted, and you can’t walk anywhere, preventing that slow burn typical of high tension. Luckily the remaining SFX is solid enough, with some of my favorites including portal warping, machinery beeps, the crunch of a collapsing clone, and the masterpiece that was airlock transitions.

The OST by Carlo Castellano is interesting in that it opts for relatively-peaceful melodies over those moody lo-fi tunes depressing space games like Swapper tend to hold. There’s an interesting dichotomy at-play of calming piano chords against the corporeal suicide runs most of the levels entail, but it’s one you’ll ultimately enjoy due to the calming nature of the music in sum.

There is voice acting, particularly as it pertains to the divulgence of the Theseus’s history, but as it entails spoilers, I’ll reserve my thoughts on the matter to the very bottom(+).

In the end, The Swapper is more than worth your time. Yes, the story isn’t as fleshed out as it could have been, and you’ll definitely have some growing pains with both the twin stick format and slightly floaty jump, but master these and you’ll enjoy a severely-underappreciated puzzle platformer.


NOTES
-The game has an opening cinematic, which is quite good though part of me wonders if the devs would’ve been better off saving that money by using white-on-black text. Might’ve made things more mysterious.

-I liked the bending effect that occurred whenever you used a warp gate.

-Side doors in Swapper are clear homages to Metroid.

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SPOILERS
+Basically you intermittently encounter another survivor who’s actually three separate entities in one: the original scavenger plus two scientists who created the Swapper. Personally, I don’t think the actress behind the Scavenger did a particularly great job as she just wasn’t able to accurately individuate the three personalities inhabiting her like Joanne Woodward or James McAvoy did in their respective roles, though I’ll at least agree that her base voice acting was fine (ditto to the original voices behind the two doctors themselves pre-merger).

The other instance of major voice acting arrives at the finale with the rescue crew, and the distortion effect placed upon their microphones made it too hard to accurately judge their performances.
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2018

Note - as I did not beat the game, this write-up should be taken more as a set of observations than a genuine review.


Dyo is a free puzzle game on Steam, its appeal deriving as much from that price point as its co-op premise - you and buddy controlling one of two minotaurs in an attempt to reach the doorway(s) within each level. How fun is it? Well, given that I had to abandon it in light of the high difficulty curve, I’m going to say it wasn’t for me, though that doesn’t mean it won’t have its fans.

Occupying the platformer genre, Dyo’s gimmick rests on each player being able to attach their screen-halves together at any point in time, theoretically yielding all manner of makeshift jigsaws for obstacle circumvention. It works well at first; however, the complexity grows greatly the second the devs start adding new variables into the mix: perspective shifts, dissolving blocks, and moveable cubes being among the best offenders. Now normally I welcome these kinds of changes, but the problem is Dyo doesn’t go about organically-introducing them the way it did with its initial gimmick, resulting in players being thrown into the deep end without much warning.

Luckily, everything is unduly responsive and bug-free, rendering the excursion very smooth and responsive irregardless of my qualms.

Visually, Dyo is on the minimalist side, though that actually works in the game’s favor due to its shorthand nature- your two characters resemble the beasts of Ancient Greek fame, their brighter hues contrasting well with the cinereal props of standing columns and stitched-together brick. Backdrops further compliment this set-up by hosting innumerable items like wavering flames, looming columns, and well-honed sculptures. Yes, you will see a lot of repetition; however, the restrained stylization does serve its purpose of establishing a labyrinthine atmosphere.

SFX is reserved solely for select actions (locking-in screens, pushing blocks, and entering doors), while music, as far as I got anyway, consisted of a singular ambient track hemorrhaged by creepy wind & drum motifs. Both are fine given the brief length of levels, though Dyo probably could’ve benefited from some symphonic diversity as things progressed.

Ultimately, though, this is a title that’ll only appeal to the patient as finding those aforementioned harder solutions does get taxing the deeper you go. If you and a buddy are willing to do that, then Dyo should be a fun enough afternoon.

Note - this is a review of the base game, for its expansion see: https://backloggd.com/u/RedBackLoggd/review/1648517/


Never Alone made the indie rounds back-in-the-day for being the first major video game to focus on the Iñupiat, its contents adapting a popular oral story from said tribe’s folklore. You control a young woman named Nuna who sets off on a quest to find the source of some horrible blizzards that have been afflicting her town. Question is, are the game’s contents as novel as its premise, or is it another case of flimsy execution? Well, it won’t challenge veteran players, though I could definitely see it being a gateway for newer ones, particularly those who have a close friend at-hand.

Yes, that’s right, Never Alone is local co-op only, and while you can technically play it solo, I’d recommend finding a buddy as this is one of those titles that best suits the format (like the name didn’t give that away). While Nuna is your protagonist, it’s not long before her arctic ally shows-up, the goal of each chapter devolving into the two of them working in-tandem to surpass obstacles good old-fashioned puzzle platformer style.

Unfortunately, Never Alone’s puzzles are a bit on the easy side, meaning it doesn’t take more than a few seconds to deduce the solution upon second glance. Now, of course, simplicity isn’t synonymous with fun, and I certainly enjoyed my time with the game, but it should be made clear that, unless you’re playing it for ulterior reasons, you won’t find much exterior motivation here (+) -- this is less of a brainteaser and more of a cinematic introduction to a thoroughly-interesting culture.

That aside, there were some objective flaws with the gameplay that do bear repeating, the worst being the presence of game-breaking bugs. On multiple occasions my brother or I found our sprites stuck in a falling animation, and it appeared to be triggered whenever we immediately jumped after taking a fall; other times, a scene wouldn’t load and we’d have to restart from the last autosave. Now thankfully the checkpoint system is very generous, otherwise my monitor may have found a controller chucked through it; however, that doesn’t excuse the continued existence of errors almost 10 years post-release.

The second issue I had concerned a set of magical bolas you’ll frequently employ during the course of your journey as their controls are inverted and they lack a trajectory path, resulting in many many failed throw attempts. All cards on the table, I personally never got frustrated, though I could definitely see this being problematic for other gamers given the bolas’ extensive usage in-game.

Visually, Never Alone has rightfully earned acclaim for its presentation as this is a gorgeous title. It actually adopts two different art styles, one for the base game and the other for the slideshow cutscenes scattered throughout the story. In the former, you’re looking at something akin to an HD WiiWare release, with 3D modeling and cartoon-esque rendering propped against relatively-realistic backdrops of nature vistas. In the latter, cinematics resemble stenciled drawings overlain with a tan filter, their presence bringing to mind those old Tomie dePaola illustrations from the Strega Nona series.

Ultimately, though, the best graphical feats owe fealty to some superb animation and illumination work wrought by the artisans at Upper One Games. For starters, 90% of Never Alone takes place amidst heavy wind, and visibly seeing the effects of the gull on Nuna’s hair & cloak, or the Fox’s tail & fur, were delightful to witness. Even more impressive are the transitory animations as, with the exception of bola pull-outs, every single one of them is perfectly seamless: whether you’re going from a drop to recovery, or prone to standing, I never once caught those stilted frames oft seen in independent video games.

Lighting is largely static, but the few times the devs implement dynamic interfaces, they’re definitely spellbinding, the best instances ironically emanating from the bolas, whose blue glow shines on both Nuna and any obstacle you toss them at (++). In addition, a flurry of green spirits boast their own radiance during scripted sequences, bringing a dark viridescence to the Alaskan Tundra.

Speaking of dark, it should be noted that, while the story here is pretty heavy, I’d honestly put it in the same category as other children’s works like Secret of NIMH or Courage the Cowardly Dog in that it’s ultimately appropriate for kids (+++). There are some interesting twists that occur, but fundamentally the game follows the same general beats as other cultural fables (minus the preachy lesson at the end).

SFX is overall very good, with footsteps differentiated between the many characters and environmental interactions hosting grand reverberations - given that Mother Nature is as much against you as the demons within, it was terrific hearing such colossi as icebergs, snowstorms, and collapsing trees actually resound like their real-life counterparts would to a lone human. My sole complaint (no pun intended) is that the footfall was a little soft-sounding, though I understand that may have been deliberate due to the potential repetitiveness.

Nuna and the Fox have their respective grunts, but by-and-large the voice acting comes down to narration from a guy named James Mumigan Nageak, who does a fair job even if he’s a bit too monotone-ish. That said, as I noted in my review of Jotun, it’s difficult to judge non-English voice acting when you’re not fluent in the language, so I do concede Nageak could very well be putting greater nuance (or vice-versa!) into his oration and I’m simply incapable of noticing.

The score by Brendan J. Hogan operates in a low-key way, alternating between soft piano touches and hard drums to highlight the arctic beauty about you whilst accentuating action beats respectively.

In the end, Never Alone is a case of what you see is what you get - a beautiful platformer for either green gamers looking for a gateway into the genre or parents seeking a title to play with their kids. As long as you’re willing to overlook some glitches, you should have a pleasant time.


NOTES
+It blows my mind reading a number of negative Steam reviews ranting about trial & error puzzles. If you’re so frustrated with Never Alone that you have to resort to slinging mud-at-a-wall, you’re better off sticking with Checkers.

++The bolas are further amazing in that they follow the physics engine of the game: throw them at a slope and they’ll individually roll-on down; fling them into a body of water and they’ll make a splash!

+++In case it comes across like I’m denigrating Never Alone by calling it a children’s game, here’s my obligatory “no, I’m not using adolescence as an insult.”

-There is only one visual con, and that’d be the close-ups of Nuna and the Fox yielding some slightly-uncanny compositing. The distant camera, hoodie, and bellowing snow pellets were no doubt deliberate (smart) design choices in that regard.

This is a review of the DLC for Never Alone. For the main game’s review, please see: https://backloggd.com/u/RedBackLoggd/review/1648515/

Note - as this game rehashes almost every asset from its predecessor, no in-depth discussions will be had on the GFX or sound


Foxtales is the sole expansion to Never Alone, offering another retelling of a (presumably popular) Iñupiaq tale. Is it worth the trouble? Well, that’ll depend on how much you like deep sea diving!

Yes, like Avatar 2 did for Avatar 1, Foxtales primarily revolves around water as you and your canidaec companion weather the icy seas in search of a runaway mouse. Puzzles are once again simple quid pro quos, the lion’s share entailing you utilizing stones to both circumvent obstacles and breakdown barriers blocking spirit winds. Interestingly, despite the title of Foxtales, your unnamed boy arguably plays a larger role in each stage due to him being the only one capable of navigating the boat and tossing boulders.

Speaking of the protagonist, graphically the game is a bit on the lazy side as the devs didn’t bother altering the character model to separate his sex from his predecessor’s. There was inconsistent gendering in the first game too, but I was willing to chock that up to translation errors: here, though, he is consistently referred to as a Boy despite being visually indifferent from the female of Never Alone.

Ironically, your Fox companion was given a slight makeover & new animations, his fur boasting a slight silver mane and his model doing things like putting paws up on the side of the boat and ducking whenever a rock falls into said vessel.

But ultimately there’s nothing much to say about Foxtales: it’s less than an hour, has a story with an unclear message, and is basically unconnected to its predecessor. It’s not inherently bad; however, filtering a potentially-strong cultural tale through a forgettable lens doesn’t exactly do it favors.


NOTES
-I’ll give the devs credit for crafting new enemy types rather than reskinning old ones.

Super Mario Bros. Wonder is a tough game to review because it objectively does nothing wrong -- it’s fun, accessible, and boasts so much eye candy, you’d think the devs were on something when they coded it. But as a lifelong fan of both the platformer and Mario games, I couldn’t help feeling like it was intrinsically stuck in the past - as though there was something stopping it from straying too far from that pre-established blueprint Miyamoto wrote back in 1985.

Of course, a series should never abandon its roots, but in a world where the 3D Mario titles have consistently innovated post-64, it’s admittedly disappointing to see its side-scrolling Bros. accompaniment not do the same post-Mario World, Fans may call me crazy given that these criticisms are normally-leveled at the New SMB subset; however, the truth is I’ve always felt the macro franchise, as a whole, was just as guilty of stagnation, and unfortunately this latest release did little to quell those preconceptions.

On the surface, Wonder appears completely discrepant from its forebears, but take a closer look and you’ll see there’s actually very little in the way of genuine DNA swaps: levels are largely the same desert/water/lava/ice motif we saw aplenty in the OG trilogy; stages primarily operate on the X-Y axis; secrets are still accessible by randomly-placed pipelines; bosses remain the same lame “jump on X three times” template; and even the story continues that tiring retread of Bowser conveniently discovering a new power source (and yes, I know that latter point will come across as excessively-whiny, but compare this to other Nintendo franchises like DKC, Zelda, and Kirby which at least swapped up the antagonist every other entry).

Regarding the new power-ups, they ain’t all that groundbreaking either - bubble flowers are reskinned fire flowers, while the much-touted elephant suit is literally limited to spraying water and breaking horizontal blocks ( things that were pioneered in DKC3 almost 30 years ago…). The Drill Cap stands as the most unique addition to the game, allowing Mario to tunnel into adjacent walls & floors, but as the name implies, it’s restricted to subterranean stages, rendering it severely-underutilized compared to its brethren.

Supplementing this are several design choices I thought were outright regressive from the past, the biggest being the presence of badges. These tokens grant supplements to Mario and co.’s movements, theoretically changing-up the gameplay for better & for worse depending on which one you choose. The problem is, in creating them, Nintendo outright-stripped standard abilities you had in previous Mario games, making it a bit frustrating for older gamers used to a full set of tools - the crouch jump, spin jump, vertical wall leap, speed boost, and Peach and Luigi’s semi-floating being among the casualties. Don’t get me wrong, Wonder does have some fresh concoctions; I just doubt the majority of gamers will utilize them in light of it making the game harder than necessary (the spring hop and wall latcher coming to mind).

Chances are you’ve heard of the eponymous Wonder Seeds laden in most levels, their touch causing all manner of psychedelic changes within, and look, I’d be lying if I said the visuals weren’t dope (you really do wonder what manner of drugs Mouri distributed to his staff during development); however, I personally never felt like you were undergoing some radical gameplay change during these sections, the lion’s share of them being either imagery swaps of standard templates, Mario Maker-esque rail levels, or transformation stages wherein you turn into an enemy like a poor man’s SM Odyssey.

Again, I don’t want it to seem like the game is bad - Wonder is, equitably-speaking, a great title, and considering every generation gives us a new batch of potential Mario fans, it’ll definitely serve as a wonderful (no pun intended) introduction to the franchise. But for longtime enthusiasts like myself expecting something different from Bros.-past, I think it’s fair to say, at this point in time anyway, that Nintendo has no interest in doing that. This is their, for lack of a better term, “safe” series where, much like GameFreak and Pokémon, they want people to know what you see is what you get - a modernized, but ultimately nostalgic, rendition of the classic SMB template.

Ironically, the one area where more was done that I actually felt would’ve actually benefited from a regressive set-up is the story as I kid you not when I say this game has more dialogue than every single Mario Bros. game combined, and it’s as trivial & repetitive as you can imagine. I get that you need a basic framework, but the way Wonder constantly reminds you about its pointless story or pointless characters, it honestly comes across like someone at Nintendo actually thought highly of the writing.

Outside of running-and-bounding across levels, Nintendo has thrown-in three additional stage types to peruse in each world: first are Break Times, or short excursions built around a gimmick; second are KO brawls, in which you’re tasked with clearing out squads of enemies; and third are Badge Challenges, wherein you, as the name implies, try out a badge in a handcrafted course. They’re fun enough diversions, but understand you’re maybe getting a couple minutes of enjoyment from each.

Graphically, Wonder is a phenomenal game, building on the HD palette New Super Mario Bros. U pioneered back in 2012 via brighter hues, motion-based environments, and even some well-done dynamic luminescence around fire. Much like Daedaelic, Mario games have always had a distinct art style, and Wonder continues that trend whilst evolving some of my favorite aspects from the franchise in the process ala superb facial expressions and minor animation work that’ll unfortunately be underappreciated (i.e., seeing a goomba’s scared reaction to his friend being eaten by a Yoshi!).

Voice acting in the Mario titles has always been restricted to the grunts & giggles of its cast, and here it’s as fine as it’s ever been. My only complaints would be Yoshi’s inflections appearing higher-pitched than normal, and all the Popplins sharing the same VA (and, you know, sounding & looking like discount Toads).

SFX is kind of disappointing given the strange decision to both use instrumentals for most actions and rehash standard stock noises Nintendo concocted long ago. With the former, static pounds are rendered as drum riffs; leaps, string plucks, and fireballs some sort of bleated note amongst others. With the latter, expect Starmen and Goalposts et al. to resound like they always have since Super Mario World.

Thankfully, the OST by Shiho Fujii, Sayako Doi, Chisaki Shimazu, and the legendary Koji Kondo remains exceptional. Going in, I expected nothing but a platter of classic Mario themes (i.e., your orchestral motifs & proud horns), and to be fair there are a good chunk of those in here; however, there’s just as many, if not more, unique tunes crafted for the game, with some of my favorite ones including: the snake charmer melody of Sunbaked Dessert, pan flutes of Shining Falls, the alternating xylophone & digitized blurts of Fungi Mines, the seafaring voyage of Lava Theme, the 80s synth revamp of Bowser’s Castle, and the masterpiece that was A Night at Boo’s Opera. The more nostalgic among you may recognize short callbacks to prior titles, like Isle Delfino in Bouncy Tunes, Slider in Coins Galore, or Super Mario World in Wonder Token Tunes, all of which add-up to a thoroughly-enjoyable medley of tracks for old and new ears alike.

In the end, though, the best music wouldn’t change what I said at the beginning - if you’re tired of the Mario Bros. formula, Wonder won’t amend things for you. It’s a terrifically-constructed enterprise ripe with multicolored energy and hallucinogenic fervor, albeit wrapped in an overly-familiar skin. Make your decision accordingly.


NOTES
-I genuinely don’t understand why Nintendo continues to put lives in the Mario games when losing them does nothing save forcing someone restart a level (a facet that, itself, is rarely going to happen). Can they really not think of any substitute purpose for collecting coins?

-Much has been made about the Talking Flowers, and they’re surprisingly not annoying, often having a singular line before disappearing from view. Still, I couldn’t get over Mick Wingert giving them a Petey the Pistol-esque voice (for you younger readers, basically he sounds like the Map from Dora the Explorer).

-Speaking more on the music, I loved how the majority of Wonder Flower shifts had their own leitmotif rather than just an altered version of the base level’s cues.