![]() ![]() ![]() ![]() Odyssey tossed that structure aside in favor of large, dynamic areas with a single "core" objective for Mario to lust after, but rewarding the player for completing smaller objectives along the way, such as scaling a tricky set of platforms or looking around the right corner. New objectives might tinker with the layout of the level a little bit, making jumping back in surprising, but if you find a particular objective annoying, you're stuck doing that one. You enter a stage with a specific objective, complete that objective, and leave. S uper Mario 64 established a framework for 3D Mario games that Nintendo has, in large part, stood by ever since. It feels like a balance has been struck, and a large part of that is due to the unique structure of Bowser's Fury. Nonetheless, it was, imo, too many moons.īowser's Fury has less than 800 moons, but still feels stuffed with a deep variety of activities that gives the player the right amount of overwhelming options for what they might feel like doing. Jump twice? Get a moon, bud! All told, Odyssey had more than 800 (!!) moons, albeit only a fraction were required to beat the game. Sometimes, even the most innocuous action would result in Mario being rewarded with a moon. It often felt like you couldn't go more than a few feet without collecting a moon in Odyssey, that game's equivalent of the shine/star/name your favorite collectible. (If you want to read a bunch of words about how much I loved 3D World, read my old review.) Packaging these experiences together is a fascinating choice, because Bowser's Fury, which can accurately be described as an open world Mario, feels like a direct sequel to 3D World, fused with Nintendo's lovely experimentations in puzzle box design within Super Mario Odyssey. Bowser's Fury is a thoughtful and impressive expansion-sized Mario adventure attached to Nintendo's Switch re-release of Super Mario 3D World, itself a chronically overlooked Mario game because it was released on the almost platform nobody owned, Wii U.
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