I've had a complicated history with 3D World, it was the last console 3D Mario I owned, I started it and never 100% beat it in the summer of '19 because I could not get past Champion's Road for the life of me. Come Summer of '20 I sit down and decide I'm gonna grind through it and I beat it, unceremoniously. I think it is important to contextualize what it is that made 3D World not live up to the hype.

Super Mario 3D World follows a similar level design idea to that of Super Mario 3D Land. The game is set in a 3D isometric world that makes it look like a 3D Mario and play like a 2D one. It makes the levels a good baseline for anyone who wants to jump into the series. That being said, World differs from Land by being a bit more open. Each of Land's levels are a bit tighter and Mario has restricted movement to make the levels flow much more naturally. Super Mario 3D World has sporadic level design, with the game often shifting what you are doing constantly. Some of them introduce their levels well. They introduce an idea, expand upon that idea and then challenge a player's understanding of that idea. Levels that come to mind are Double Cherry Pass or Switch Scramble Circus. Then you take a look at levels like Champion's Road which has the player introduced to new elements presented in new ideas constantly. Or if you want to use the excuse that Champion's road is the ultimate Act 3 or a Mario level then consider the Boo houses in the game or the ninja house levels. How many levels in 3D World can you remember that even have that three-act pattern? When people say 3D World has good game design, they are cherry-picking to the extreme.

Although I will admit there was a lot of good in this game. The green stars are very well implemented and as long as I sat back looking for them, I usually found them on my first try. In some instances, they were even placed in really nice spots that make the player feel accomplished for searching around, such as in an invisible maze where there's a glowing spot for the player to ground pound and when they do, a hidden path appears to the star. On that note, completion is a rough thorn on the rose of the 3D World. I love completing 3D Mario's. Seeing that max star count in Super Mario 64 is what I live for. So when I look at 3D World in comparison I groan. Super Mario Odyssey has a lot to do but that whole lot is paced so well, with so many tips as to where you need to go and it all flows into the next so well that I never feel booted from the action. 3D World is very different because of the 2D Mario style. If you miss a green star, you have to go back and play through the whole level to find it. Three hundred and eighty stars, along with a collection of stamps and hitting the top of every flagpole with a character makes this game a pain in the ass to get through. I think this could have easily been toned down without removing the collectibles entirely. Get rid of the stamp houses and the mushroom and flower worlds. Each little thing the game forces me to do for completion makes me feel like the game is padding out its runtime. There is no need for a captain Toad level in every world that acts as a complete pace breaker, even though I do like the Captain Toad levels. There's no need for a stamp house or twenty different secret bosses blocking my path. Half of the stars that you get in 3D World are not even from finding things in levels, most of them are just end-of-level completion which does not give the player any gratification when they complete other levels and get nothing. I like this game, I really do but they need to tone things down with the collectibles

Finally, we come to the minor issues and praises for this game. Firstly, this moveset does nothing for me. The multiple characters really felt like a way to make the movement "interesting" because there are hints where I really like a character but it fades and I always switch back to Luigi because he's objectively the best and even he feels bland at times. The power-ups are what helps in this regard because this is the most power-up heavy Mario game and it works. While the cat bell does take center stage, I found myself often wanting a Tanooki Leaf or a fire flower just because of how well-balanced everything is in terms of enhancing the player's abilities. I do wish they had brought back the pocket system here because I do find myself looking for an item constantly only to realize I have none.

All in all, Super Mario 3D World is an incredible game that feels like a true translation of the 2D Mario formula into a digestible 2.5D format without being entirely uninteresting the way that Super Mario 3D Land was. Although I do just wish that the game wasn't effectively made with 4 casual players in mind because single-player experiences are more my pace.

Reviewed on Sep 05, 2020


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