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Posted by Kotaku Nov 30 2011 01:00 GMT
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#mariokart Racing into stores to end a fall gaming season filled with shining gems is Mario Kart 7, Nintendo's final shot in the war to make the 3DS relevant in 2011. Does it hit the mark? *eyes chart* Mostly? More »

Posted by Giant Bomb Nov 29 2011 22:00 GMT
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3 out of 5

Mario! In a go-kart!

I’m a pretty staunch subscriber to the Unified Mario Kart Alpha Theory. For the non-scholars out there, this theory dictates that, within a certain margin of error, a person’s first Mario Kart game will always be their favorite, and any subsequent Mario Kart experiences are spent trying to recapture that initial, and fairly specific, buzz of camaraderie, trash-talk, and impossible, shamelessly computer-assisted comebacks. It’s a theory that, due to constant and intensive iteration, actually applies quite effortlessly to a lot of games.

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

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

First-person mode is a short-lived novelty.

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

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

Local multiplayer remains the gold standard for Mario Kart 7. Eight players, each with their own copy of the game, would be ideal. Single-cart download support--which limits who and what you race, but not which tracks you can race on--seems generous, though load times are 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 you don’t have anyone to play with locally.

The new tracks are pretty consistently terrific.

As is de rigueur for Mario Kart, 7 incorporates some of its platform’s native trickery in some conspicuous manner. Now you can opt to play Mario Kart by “turning” your 3DS as though it were a steering wheel, which is 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 of your appreciation for 3D effects, this is a crisp, colorful game, and maybe it’s just a matter of scale, but it might just be the best-looking Mario Kart yet. The track designs are impressive as well, and their scale, thematic ingenuity, use of 3D space, and smart but measured incorporation of underwater and aerial segments seem that much more impressive when compared directly to the classic tracks included.

Despite the game's slavish adherence to the Mario Kart formula, Mario Kart 7 has moments where it shines simply by executing that formula really well. Still, other than your personal history with Mario Kart, your enjoyment of Mario Kart 7 will likely hinge on your continued appreciation of that formula, and friends to enjoy it with, more than anything else.


Video
Posted by GoNintendo Nov 29 2011 20:39 GMT
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Get More: GameTrailers.com, Mario Kart 7 - Review, PC Games, PlayStation 3, Xbox 360


Posted by Kotaku Nov 29 2011 19:00 GMT
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#mariokart Looking back, there's an argument to be made that Mario Kart 64 was my first true multiplayer gaming obsession, more so than even Goldeneye 64. It was so much more fun to race against my friends than it was to race against the (frustrating, rubber banding) computer—the idea of online Mario Kart hadn't even crossed my mind. More »

Posted by Kotaku Nov 29 2011 15:30 GMT
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#gutcheck Nintendo has been on something of a roll so far this holiday season, releasing a fantastic new Zelda game for the Wii and a triumphant new Mario game for the 3DS. More »

Posted by Kotaku Nov 29 2011 12:00 GMT
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#mariokart The pretty damn amazing Mario Kart 7 ad currently showing looks pretty damn amazing. So amazing that it'd be easy to assume the entire thing, actors aside, was computer generated. But it's not! More »

Posted by IGN Nov 29 2011 08:01 GMT
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A new Nintendo platform can only mean one thing - a new version of Mario Kart is inevitably on the way. So far that's proven a good thing, as the series that pioneered the kart-racing genre has continued to dominate it. Mario Kart 7 for the 3DS marks the newest entry in this longstanding franchise. With a handful of incredible innovations added to the formula, especially in the online department, MK7 easily earns its place alongside its predecessors...

Posted by GoNintendo Nov 29 2011 05:52 GMT
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- this was the first international development in the Mario Kart series
- Mario Kart 7 originally had 8 people working on it
- the extension of development on Skyward Sword took team members away from Mario Kart 7
- Retro was nervous to work with Nintendo on Mario Kart
- the dev teams went out to dinner and Nintendo gave Retro a toast that made them at ease
- Iwata describes Nintendo's feeling on the collaboration...

...we had Konno-san, who knew we didn't have enough people and thought we should borrow help from overseas and do our best that way. We had Morimoto-san and Ishikawa-san, who were worried about their first project with people from overseas. Then Ichijo-san, who was psyched up about the project, joined us. A little over a year ago, these people came together into a team and got down to work.

- Retro first went to Nintendo for a visit, then Nintendo visited Retro's offices
- Iwata discusses the balance that Mario Kart must have...

...you have to design courses that will make for an interesting racing game, you have to create visuals that will satisfy today's gamers, and you have to express a feeling of lots of variety within 60 frames per second.

- Nintendo produced half the courses and Retro produced the other half
- Retro first worked on the classic courses
- Retro looked back and forth between Mario Kart 7 and Luigi's Mansion to get the Luigi's Mansion course right
- Retro put one dev on each course, and had weekly contact with Nintendo
- Retro worked on character animations that wouldn't clash with new kart elements like the glider
- working on the jump action made it even tougher when trying not to have the characters' heads bump through the gliders
- Retro discusses the importance of having Nintendo work alongside them on the project...

I don't know how we would have done it without Ichijo-san, to be honest. He was sending us screenshots of tools that were still in Japanese, with notes saying what the buttons did, and helping us not only translate text but also translate feeling and the goals we were trying to get. I left the project towards the end to work on other projects, and Bill Vandervoort who came in during the process was working with Ichijo-san very closely, and he had the same feeling.

- Retro's work on previous Nintendo titles have helped them to nail down what the feeling of a Nintendo game should be
- Retro was nervous the first time they tested the game online, since they wanted to make sure they looked like they knew how to play well
- Retro was honored to have some of their staff ghost times included in the final game
- one night during a video conference, the teams had to resort to hand gestures to convey ideas due to a poor connection
- Nintendo shared some Retro concept art for the game...



- Nintendo feels the Mario Kart series is 'for everyone to get excited playing together'
- Nintendo says Mario Kart is about finding the balance between the player realizing their skilled driving and the items that pop up
- the sound composer often discusses the overall image or atmosphere of the courses with the designers and planners while making the music
- the teams didn't bring over all old elements due to the amount of new features that were added
- retaining all old Mario Kart aspects with all the new would have lead to too much data
- Konno played the game thousands of times before release
- Mario Kart Wii was tweaked to have floating/flying karts as a way to sell the idea of adding gliders to Mario Kart 7
- the idea of including coins again came up during previous Mario Kart titles, but the idea was always discussed and dropped during the end of the project
- this time coins were mentioned from the start
- some kart customizations are faster on land, but worse underwater
- for real players, if you want your opponent's parts, you just have to race and beat them
- Nintendo details the process of including all the communication features

...early on we were making the Community, where you can easily gather with like-minded players online. But we didn't think of the Mario Kart Channel for StreetPass and SpotPass until quite a bit later.

- you can race people on the Internet over and over even if you haven't exchanged Friend Codes
- Nintendo originally wanted to include a feature where friends could gather like this directly on Nintendo 3DS, but time constraints pushed the feature out
- Nintendogs + Cats' Journal for checking your StreetPass content was the inspiration for Mario Kart Channel
- you can race 7 ghosts at once
- on the dev team, Konno say, "Shiraiwa-san, you're always Banana Master"
- Shiraiwa and Konno play online games together in their personal time, and this lead to some of the ideas included in the online features for Mario Kart 7
- the dev team wasn't sure they could achieve their goal of having the game run at 60FPS at all time
- it took a lot of hard work to achieve this, especially when including the goals of other dev team members
- Konno suggested the inclusion of Wuhu Island, which ended up being one of the toughest tracks to get running at 60 FPS
- Mario Kart 7 composer Nagata shares his goals for the project...

I pay attention to the sound of the engines every time. I also try to make sure the background music doesn't simply sound like racing-game music. It's like Mario's blood runs through Mario Kart. Luckily, a lot of fans enjoy the music from past Mario Kart games, so this time as well I tried to make memorable music.

- Nagata changed the music for when you're in the air and underwater
- the music also gets another layer if you're in first place
- this change to first place music slowly fades away as your second place opponent closes in
- if you get hit with a shell, this layer to the music ends abruptly
- one of the devs that handled the gyro-controls is a big fan of cars, which lent to his development of this aspect
- the dev team wasn't ready for players to go into first-person, so the karts weren't made with that kind of detail in mind originally
- if driving in first person, the camera will pull back a bit when you're hit to let you know what happened
- the screen would originally spin when you got hit, but the dev team felt this made the player too dizzy when it first person
- Super Mario 3D Land's dev team even used Mario Kart 7 as a reference during development when it came to 3D
- each item was adjusted individually for 3D impact
- Konno says he's received a ton of emails from people around the world, all encouraging Mario Kart 7's development

Link

Posted by GoNintendo Nov 29 2011 02:51 GMT
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EAD Software Development Group No. 1
Producer: Hideki Konno
Director (Multiplayer): Kosuke Yabuki
Program Director: Yusuke Shiraiwa
Sound Director: Kenta Nagata

- video conferencing methods were used to chat with Retro
- EAD Software Group No.1 was sending data to Retro Studios, and Retro Studios would send data back
- Mario Kart Wii programmers who worked on motion controls were the ones responsible for the gyro controls

Posted by IGN Nov 28 2011 23:15 GMT
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Mario Kart 7 for the Nintendo 3DS will be hitting store shelves this Sunday, so you're likely wondering where our review is. Well, you don't have long to wait. Our full review of the title - including the video review - will go up tonight at 12:01AM PST...

Posted by GoNintendo Nov 28 2011 19:37 GMT
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A portion of an ONM review...

It's not just craggy old Mario Kart veterans like us who will find something to love here, it's everyone. A best-ever entry to the series and the third must-own title to be released in as many weeks.

Full review here