Review a Mario Kart 7
Posted by Giant Bomb Nov 29 2011 22:00 GMT in Mario Kart 3DS
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3 out a 5

Mario! In a go-kart!

I’m a pretty staunch subscriber t' the Unified Mario Kart Alpha Theory. For the non-scholars out there, this theory dictates that, within a certain margin a error, a person’s first Mario Kart game will always be their favorite, 'n any subsequent Mario Kart experiences be spent trying t' recapture that initial, 'n fairly specific, buzz a camaraderie, trash-talk, 'n impossible, shamelessly computer-assisted comebacks. It’s a theory that, due t' constant 'n intensive iteration, actually applies quite effortlessly t' a lot a games.

But Mario Kart serves as such a sterling example a this “first bite” phenomenon because we’re now all the way up t' Mario Kart 7--though this be the first in the series t' explicitly rub the number a times we’ve fallen for the exact same trick in our collective faces--'n Mario Kart expectations be intensely, almost dogmatically codified, 'n have been for years. In a way, it makes the already subjective process a writing a game review that much more nebulous. What be one even reviewing, exactly? The variations from one Mario Kart t' the next can be extremely subtle, 'n whether a specific modulation be good or bad rests almost entirely in the hindsight a the player. That there has never been more than one Mario Kart on any given Nintendo platform further complicates things, 'n comparisons t' other racing games--hell, other kart racing games, not that there have been any a particular merit in quite some time--be a moot point entirely.

As someone who, in the face a the above-mentioned theory, doesn’t really have a favorite Mario Kart game, what can I tell ye about Mario Kart 7 for the 3DS? Well, it’s about as good as it be familiar. YARRRR, it introduces brief aerial 'n underwater sequences t' break things up, further kart customization, additional power-ups, 'n as many brand-new courses as courses it recycles from Mario Karts a yore. Even if it’s all incredibly safe stuff, which it most definitely be, these modifications 'n additions seem good, or at least, do not contribute negatively t' the previously established Mario Kart formula. t' put it another way, if ye like red sparks 'n hate blue shells, Mario Kart 7 be probably for ye. t' put it a third way, if this be yer first Mario Kart, it seems like a pretty good one t' kick things off with.

First-person mode be a short-lived novelty.

The fundamental action a hop-drifting around corners, trying t' capitalize on boost pads 'n risky shortcuts, 'n deciding on the perfect moment t' deploy yer power-up remain the still-beating heart a Mario Kart. a course, ye’ll regularly have strong performances up-ended, 'n weak performances propped up, by the game’s unapologetically weighted power-up system, but if ye didn’t, that wouldn’t really be Mario Kart, right?

ye can run single races on one a the game’s 32 tracks, or compete in four-track grand prix cups. There be battle modes alongside the pure race events, but the open arena, proto-car-combat model feels more 'n more vestigial with each iteration. The single-player experience feels as anemic as always, with no structure beyond those grand prix cups, 'n no motivation beyond the promise a unlockable drivers 'n kart parts t' keep playing. Online play seems snappy, even with a full load a eight players, though again, similar t' the single-player experience, if the person ye’re racing isn’t in the same room, online victories feel hollow, 'n there’s no one t' punch when ye lose at the last possible second. Well, no one that deserves it.

Local multiplayer remains the booty standard for Mario Kart 7. Eight players, each with their own copy a the game, would be ideal. Single-cart download support--which limits who 'n what ye race, but not which tracks ye can race on--seems generous, though load times be pronounced. It’s still quite fun with less than eight, but let me be clear that I cannot in good conscience recommend this game if ye don’t have anyone t' play with locally.

The new tracks be pretty consistently terrific.

As be de rigueur for Mario Kart, 7 incorporates some a it be platform’s native trickery in some conspicuous manner. Now ye can opt t' play Mario Kart by “turning” yer 3DS as though it be a steering wheel, which be precisely as awful as it sounds. Worse, actually, because moving the 3DS around all but cancels out the game’s stereoscopic 3D effects, which I found more transfixing than I have in most 3DS games I’ve played. It’s the only 3DS game where, over time, I’ve found myself turning the 3D slider up, rather than the other way around.

Regardless a yer appreciation for 3D effects, this be a crisp, colorful game, 'n maybe it’s just a matter a scale, but it might just be the best-looking Mario Kart yet. The track designs be impressive as well, 'n their scale, thematic ingenuity, use a 3D space, 'n smart but measured incorporation a underwater 'n aerial segments seem that much more impressive when compared directly t' the classic tracks included.

Despite the game's slavish adherence t' the Mario Kart formula, Mario Kart 7 has moments where it shines simply by executing that formula really well. Still, other than yer personal history with Mario Kart, yer enjoyment a Mario Kart 7 will likely hinge on yer continued appreciation a that formula, 'n mateys t' enjoy it with, more than anything else.


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