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‘Mario Maker 2’ Online is a Beautiful, Chaotic Mess

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First off, this should come as no surprise to anyone. Nintendo has always had a long and convoluted history of poorly crafted connectivity in their first-party titles, but this one may take the cake. Even with its stellar reviews and tremendous sales numbers, it is safe to say that Mario Maker 2’s online coop and versus modes are nowhere near as polished as they should have been for Mario’s first foray into online gaming. In all, Mario Maker 2 online is a beautiful and chaotic mess, suffering from connection and gameplay issues that damage the experience; however, there are moments of fun and brilliance that ultimately make it an addicting and rewarding mode worth spending time with. For what Mario Maker 2 online lacks in connectivity and user experience, it makes up in charm and pure fun. It’s odd, weird, and I can’t get enough.

Mario x 4

Super Mario Maker 2’s online mode is built on a very simple idea: throw four random players into a user-created level and let them platform their way to the finish. It’s the classic Mario formula multiplied by four, and it sounds like a spectacular time in theory. In versus mode, it’s first to the flag to win. Players can take the quick routes and run as fast as possible to the finish or opt for a safe approach and snag powerups or sabotage enemies. To ensure that a good time is had by all, players are ranked based on wins and losses and paired with other gamers of similar skill levels.

In coop mode, Nintendo fans are encouraged to work as a team in order to get the squad to the finish line, making for a much less stressful experience. Instead of slamming people out of the way, there are much more sharing powerups, making room on platforms, and working as a team involved on the way to the goal. Often times, games can take interesting turns as players get bored or maniacal, but co-op is a relaxing and stress-free experience for the most part.

Mario Maker 2 onlineWhen it works, Super Mario Maker 2 online is a ridiculous amount of fun, and possibly the best online experience on the console. It’s Mario, online with strangers, and it is crazily addicting. With very minimal loading screens, games that only last for around a minute and thirty seconds, and a goal that is always just within your grasp, you will constantly find yourself wanting just another go. It’s a simple, fast, and accessible drop-in multiplayer that is low risk and high reward, and it is easy to pick up and play for five minutes or five hours.

It’s A simple, fast, and accessible drop-in multiplayer that is low risk and high reward, and it is easy to pick up and play for five minutes or five hours.

That being said, this all comes with a really huge asterisk, because Super Mario Maker online rarely works perfectly. Here’s why:

Lag Time Makes for a Bad Time

In my experience, one out of every four connections in Mario Maker 2 online seems to suffer from essentially game-breaking lag. It is hard to tell if it is related to the internet quality of other players or the complexity of the level designs, but you can tell from the very start of a match that the game has literally dropped to a frame a second. This lag turns every game into a slow-motion slog through some user-generated level created with precise platforming mechanics in mind, and generally, these lagged lobbies end in a time out with no victor. With reaction time, precise movements, and careful jumps being an essential part of Mario, a smooth and streamlined experience is needed to appreciate the franchise’s magic.

Mario Maker 2 onlineAt first, these laggy levels might seem really comical, as everyone was moves at a same snail’s pace, but the novelty quickly wears off once a 280-second game lasts around 8 minutes. The only way to make it through is to hope that someone gets fed up and backs out, usually resulting in an immediate rush as things launch back into full speed.

Mario Maker 2 onlineTo make matters worse, the wins and losses from these lagged out versus matches affect the player rankings in the online matchmaking, often unfairly damaging the user’s stats through no fault of their own. There’s an option to have no positive or negative outcome if the experience was unsatisfactory and you back out mid-match, but it’s hard to gauge when is a good time to do so.

Game Mode Woes

Mario Maker 2 online also suffers from some seemingly shortsighted decisions in the levels that versus mode pushes on players. The best Super Mario Maker 2 online levels are short, simple, and relatively easy, although the game often places players in matches with clear conditions or bosses to defeat, and keys to collect before the goal can be touched. This often results in some unfair and sneaky moves on the part of other competitors, as usually everyone can advance once the clear conditions are met by a single player, leading some players to just wait by a door or flag until someone else can snag what is needed. It can also be frustrating when levels require a Yoshi to complete, and the Maker has only left a single Yoshi on the level for four players to fight for. One person gets it, and the other three are forced to wait until that player either wins or falls in order for the Yoshi to respawn.

While there is a rating system for levels after each match, Nintendo could just simply filter the multiplayer levels a little better, eliminating most with clear conditions and bosses. These could then be thoroughly vetted by the community by being tagged as a ‘multiplayer approved world’ before it is dropped into the versus playlist.

The Goal Pole

Even with these gripes, I’m still constantly brought back to the insane, chaotic, and addicting nature of Super Mario Maker 2 online. It’s odd, weird, incredibly addicting, and I just can’t stop playing. Even though it can be a chaotic mess, the title makes up for it in Mario magic and delight. Although no one can say for sure if Nintendo will be able to fix some of these gameplay and connectivity issues with future patches, it is possible that later updates could polish the Mario Maker 2 online into the best feature on the Switch. For now, it’s still first to the Goal Pole. I’ll race ya.

Ty is here to talk Nintendo and chew bubblegum, but he's all out of gum. He is an Animal Crossing Fanatic, a Mario Kart legend, and a sore loser at Smash. Currently dying all the time at Apex Legends on Playstation. Add him on Switch at Creepshow101 or on PSN/Live at Grimelife 13 and play!

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This Heart’s on Fire: ‘Death Stranding’ and Heartman

‘Death Stranding’ has no shortage of your standard Kojima weirdos but one that almost no one is talking about is the eccentric Heartman.

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Death Stranding Heartman

*This article contains spoilers up to and including Chapter 8 of Death Stranding*

Over the course of Hideo Kojima’s wildly ambitious Death Stranding there are a whole cavalcade of intriguing and intoxicating characters for players to meet and acquaint themselves with. From the guy with the weird goalie mask to the lady with the magical umbrella, there is no shortage here of your standard Kojima weirdos but one that almost no one is talking about is Heartman.

Portrayed by writer-director Nicolas Winding Refn, best known for Drive, Heartman brings the game to a dead halt when you finally meet him face to face in chapter 8 but the reprieve comes as a welcome comfort to the player. Having just crossed a treacherous mountain range and survived a second trip to Clifford Unger’s war-torn beach, most players will welcome a little down time, and Heartman is there to provide it.

Death Stranding
It’s immediately clear that Heartman’s home is something special from the moment Sam walks through the door. Lit with a ring of holographic fire, the foyer of the mansion is immediately welcoming in the hostile environment of the snowy mountains. However, it also has a sort of clinical detachment to it. This is by design, as reality for Heartman is merely a distraction — downtime to be filled.

Yes, Heartman comes with the tragic backstory players will no doubt be expecting but, like most of them in Death Stranding, his is a real treat. Delivered partly through voiceover and partly through flashback, Heartman reveals how he lost his family to a terrorist attack while in the hospital for a heart operation. When he flatlined during the operation, though, he was able to find them on the beach before being whisked away back to reality.

Obsessed with finding them again and joining them, Heartman now spends his life in 24 minute intervals: 21 minutes of life, 3 minutes of death. Every 21 minutes Heartman journeys to the beach by flatlining himself with a personal AED, only to be resurrected 3 minutes later. During those 3 minutes though, where time is altered by the elastic effect of the Death Stranding, he seeks out his family and makes observations on how the beaches and the after life work.

Death Stranding
Bizarre as all of this is, it makes Heartman a truly fascinating character. Since his life is mainly confined to 21 minutes at a time, he has collected hundreds of books, movies, and albums which can be experienced during that tiny window of time. His study is brimming with them, stacked on the ceiling high bookshelves that surround his work area. Also in the study are eerie recreations of frozen corpses, old family photos, and a host of other curiosities, each of which will earn the player likes from Heartman for noticing them.

Of course, this is the most interesting part of the meeting. As Heartman continues to explain his theories, a counter occasionally appears in the bottom corner of the screen, showing how long Heartman has before he will flatline again. When the moment of truth finally comes, he lays himself down on a chaise lounge, turns over a golden hourglass and dies before your eyes. As the Funeral March begins playing from an old record player, Sam must keep himself busy for 3 minutes while he waits for Heartman to return to the land of the living. It’s a truly brilliant moment, as a counter appears in the bottom corner again, and the player must simply take in Heartman’s eccentric home from a first person perspective for 3 minutes uninterrupted.

What would be boring as sin under the wrong direction becomes a welcome moment for the player to just sit and absorb this strange, yet comforting, place. Then, after three minutes have elapsed, Heartman reawakens and picks up from where he left off as if nothing out of the ordinary had occurred. He even breaks the 4th wall as he continues to talk, swatting away the timer when it appears on screen again and adding likes to your counter in real time.


There’s really nothing like the meeting with Heartman in all of Death Stranding — but then, there’s nothing like Death Stranding really in the realm of gaming either. With its long periods of walking between haunted destinations and its deliberately cryptic mythology, the game is like a series of tone poems and intellectual treatises mashed together into a post-apocalyptic courier sim.

Heartman then, with his heart-shaped lake and pink-lit study, is just one more piece of Kojima’s mad puzzle here but what a piece he is. Who would have thought the most normal looking member of Death Stranding‘s bewildering cast would end up also being one of its most interesting? Certainly not this writer. Still, Heartman and his eerie, purgatorial existence make for one of the nicest surprises in the game.

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Five Best New Pokémon Designs from ‘Pokémon Sword and Shield’

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Much like Pokémon Sun and Moon before, Pokémon Sword and Shield is an adventure full of fascinating surprises. Some of those many surprises across the Galar region are the new pokémon you will come up against. While many of the designs in the eighth generation were a sorry sight to behold, here are five that should stand the test of time as welcome additions to the ever-growing franchise.

Flapple

When I first encountered an Applin, there was a stark realization across my mind that Pokémon had ran out of ideas. Here I was, with my then Sobble, about to fight an apple with eyes. It was about as baffling as the ice cream cone back in Black and White, which looked as if it was designed by a child. But for not the first time, I was wrong, and instead of becoming three apples or a pear, Applin actually has a fantastic evolutionary journey.

Throw a sweet apple at Applin, and it’ll evolve into a Appletun, which is an interesting evolution in its own right. But when you throw a tart apple in its direction, it evolves into something so much better, with the result becoming the Flapple we see above. A tiny dragon using the broken apple it burst out of to flap around in the air is a creative concept to say the least, and certainly helped to change my early judgement on the apple core pokémon.

Sirfetch’d

Farfetch’d has been an unfortunate pokémon ever since its illustrious debut on Pokémon Red and Blue. A weak pokémon that was rare by virtue of being delicious, Farfetch’d has been a pokédex filler ever since. Luckily, in the Galar region, the Farfetch’d are a little more feisty, with a new typing to match.

With a little patience and a shovel of goof fortune, you can evolve your Galarian form Farfetch’d into Sirfetch’d if you manage to deal three critical hits in one battle. The odds are increased if you catch a Farfetch’d holding a leek, and then further increased at level 55 when your Farfetch’d learns leaf blade. For what it’s worth, the hard work does pay off. Sirfetch’d is a fantastic design and suits the theme of Pokémon Sword and Shield honorably. The evolution that Farfetch’d always needed has been worth the two decade wait.

Galarian Corsola

For all the demonic ghost pokédex entries and back stories, the Galarian form Corsola hits most close to home. While the change is largely a new colour and a sad face, the reasoning can be a little more tragic.

There are no secrets about the destruction of the coral reefs across the world due to climate change. It only takes a change of a degree in temperature for the coral to expel the algae that gives them their unique colouring and become the bleached white. While the coral isn’t dead immediately, if left in that state, it does eventually starve to death. Hence Galarian form Corsola represents more than the sum of its parts, and its a clever message Game Freak has left in Pokémon Sword and Shield about the destruction of our ocean ecosystems.

Grapploct

Ever since Hawlucha, I have a bias towards Mexican wrestling pokémon. They’re fantastic. Clobbopus and Grapploct are no exception, and the only reason I’ve chosen Grapploct over Clobbopus is because of way Grapploct swam like a hungry Olympic swimmer to announce my destruction.

While its base stats are actually average, the confidence it showed to pursue me on my journey across the sea certainly left a stain. The design of Grapploct itself is so consistent with fighting type pokémon that it’s one of the least lazy designs in Pokémon Sword and Shield, and for all the prayers to Arceus, there are some hopelessly lazy designs in this generation.

Corviknight

This is going to be huge statement that might rile up a number of pokémon fans, but for me, Corviknight is the best designed bird pokémon. The whole concept fits the brief, from the armour on its head, to its seamless fit into the inspiration behind the region.

It’s no secret that the Galar region was inspired by England, from the train system to the architecture, there are pieces of Ol’ Blighty everywhere in Pokémon Sword and Shield. Some of those influences are seen in the pokémon themselves, and none express that more than Corviknight. The raven has a lot of folklore behind it, particularly its presence in the Tower of London. It is said that if the ravens were to leave the tower, then the destruction of England is imminent. As such, not only does Corviknight look like a formidable bird pokémon, it actually has a clever reason behind its design.

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‘Donkey Kong Country’ – Still as Difficult, Demanding and Amazing to This Day

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Donkey Kong Country

Donkey Kong Country: 25 Years Later

Back in 1994, Nintendo was struggling with their 16-bit Super Nintendo Entertainment System, which wasn’t selling as well as they’d hoped it would. With the release of the Saturn and Playstation on the horizon, the Super Nintendo needed a visually impressive and original title to reinforce its market dominance. After three years of intense competition and heated rivalries, Nintendo desperately needed a hit that could prove the Super NES could output graphics on the same level as the forthcoming 32-bit consoles. They teamed up with Rare to produce Donkey Kong Country, a Mario-style platformer, and the rest, as they say, is history.

Donkey Kong Country is a game held in high regard and with reason. Monumental! Monstrous! Magnificent! Use any term you want, there’s no denying how important this game was for Nintendo and Rare. The graphics for the time were above and beyond anything anyone would imagine possible for the 16-bit system. For a two-dimensional side-scroller, Donkey Kong Country conveys a three-dimensional sense of dept. The characters are fluidly animated and the rich tropical environments make use of every visual effect in the Super NES’s armory. Each stage has its own theme, forcing players to swim underwater, navigate through a misty swamp, swing from vines, or transport DK using a set of barrels (cannons) to advance. And let’s not forget the mine cart stages where you ride on rails and use your quick reflexes to successfully reach the end. Every level has little nooks and crannies too, hiding secret areas and passageways that lead to bonus games where you can earn bananas and balloons, which you can trade in for additional lives. And in Donkey Kong Country, you’re not alone; your simian sidekick Diddy tags along for the adventure. You control one character at a time, and each has his own unique strengths. Donkey Kong can dispatch larger enemies with his giant fists, while Diddy can jump a little higher than his bulky cousin. It isn’t the most original platforming feature, but it works. The two heroes can also rely on various animal friends to help guide them through their adventure. Predating Super Mario World: Yoshi’s Island, Diddy and DK can also ride on the backs of Rambi the Rhino, Winky the Frog, Enguarde the Swordfish and more!

What’s really impressive about Donkey Kong Country is how it has withstood the passage of time. In 1994, Donkey Kong Country’s visuals were spectacular with its rendered 3D models, lively character animations, detailed backgrounds, and a lush jungle setting, and while some would argue the game is dated, in my eyes it still looks great to this day. Kong has heart, and he’s willing to show it in a game made with wit, excitement and moments of visionary beauty. Meanwhile, the soundtrack by David Wise is guaranteed to win listener’s over. Practically every piece on the soundtrack exudes a certain lyricism that has become a staple of Rare’s games – from its upbeat tropical introduction to the unforgettable climax which secures its place as one of the Super Nintendo’s most memorable boss fights. The result is an apt accompaniment to the colorful characters, tropical landscape, and tomfoolery that proceeds.

What really stands out the most about Donkey Kong Country after all of these years is just how challenging this game is.

But what really stands out the most after all of these years is just how challenging this game is. Donkey Kong Country is a platformer you can only finish through persistence and with a lot of patience. Right from the start, you’re in for one hell of a ride. In fact, some of the hardest levels come early on. There are constant pitfalls and Donkey Kong can only take a single hit before he loses a life. If your companion Diddy is following you he will take over but then if he takes a single hit you lose a life and it’s back to the start of a level. Needless to say, the game is unforgiving and requires quick reflexes and precise pattern memorization to continue. This game requires so much fine precision that it will definitely appeal to hardcore platforming veterans looking for a challenge and those that do are in for one hundred eighty minutes of mesmerization, astonishment, thrills, chills, spills, kills and ills. The only real downfall of Donkey Kong Country is the boss battles. Yes, Donkey Kong Country gave us some memorable villains such as Dumb Drum (a giant Oil Drum that spawns enemies after it hits the floor), and The Kremling King (who is responsible for stealing Donkey Kong’s Banana Hoard), but these enemies have very basic attack patterns and far too easy to defeat.

It’s one of the rare, great works of art that stands up endlessly despite repeated playthroughs, each time revealing something new.

Donkey Kong Country

Along with its two SNES sequels, Donkey Kong Country is one of the defining platformers for the SNES. The game looks great and sounds great and the platforming, while incredibly difficult, is still very fun. Rare did the unexpected by recasting a classic Nintendo villain as the titular hero and it paid off in spades. It’s one of the rare, great works of art that stands up endlessly despite repeated playthroughs, each time revealing something new.

The beauty of the original is that there’s more to it than the oversized gorilla. Donkey Kong Country is truly amazing!

– Ricky D

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