GC Review: Mario Kart Wii

Nintendo has a formula for its Mario Kart series, and I guess you can’t really blame them for sticking to it in this latest offering. It’s a formula that’s both fun and challenging for players of all skill levels. In fact, Nintendo has publicly stated that Mario Kart Wii is a “bridge” title that they hope will appeal to both the core and casual game crowds.
So, with that introduction out of the way, let’s jump right in to the details.
Probably the most hyped aspect of the game is the Wii Wheel accessory that comes in the box and the motion steering control scheme, and while I had high hopes for the mechanic, it doesn’t provide the precision needed to really succeed. That’s not to say it doesn’t work, and if you’re strictly playing a pickup multiplayer match with some friends it’s fine, but you won’t win many 150cc cup races that way.
The other options are the Wii remote and nunchuk combination, the Classic Controller or the old GameCube controller. Of those three, the GameCube controller (preferably a wireless WaveBird) is the best option. As an example, after an initial few hours of playing with the wheel, I want back and re-played some time trial races with the WaveBird and beat my times by an average of 20 seconds.
It can’t be overstated enough, if you’re serious about beating the game, unlocking the many tracks, vehicles and characters, and especially in playing and competing online, get rid of the Wii Wheel as soon as possible. You’ll be glad you did.
Once you’ve got your control options sorted out, you can begin exploring all of the great new content in the game. Mario Kart Wii includes 32 tracks: 16 all new and 16 retro. There are a few classics among the newcomers, like Toad’s Factory, Coconut Mall and Maple Treeway, but also some duds, like the re-imaginings of Bowser’s Castle and Rainbow Road (God, how I hate Rainbow Road).
Some of the most interesting racing, however, can come from the retro courses, a selection of tracks from SNES, GBA, Nintendo 64, GameCube and Nintendo DS titles, most of which were never intended to accommodate 12 karts at a time. It can get crazy to say the least.
Nintendo has upped the ante on character options as well. There are 12 to choose from initially (in three different weight classes) and another 12 that are unlockable throughout the game. No one should have trouble finding a character to his or her liking, with everything from Baby Peach to Dry Bowser in the mix.
Additionally, each character will have 12 vehicles to choose from, six karts and six motorcycles, each with its own speed and handling characteristics. Again, half of the vehicles are available at the beginning and the rest must be unlocked.
The gameplay modes are pretty standard for a Mario Kart title. The bulk of solo play will take place in Grand Prix mode (50cc, 100cc and 150cc speed classes), where you will race against 11 computer-controlled characters through eight different four-race cups. There is also a Time Trial mode where you can race by yourself on any unlocked track to establish a new best time or to simply practice.
Multiplayer modes include both Versus and Battle. In Versus, up to four players can race in split-screen, while the computer controls the rest of the field. You can choose both a team or every man for himself race. Battle mode is teams only, which is a departure from previous Kart games, although it still works just fine.
There are a few significant changes to gameplay, however. As I mentioned earlier, there are now motorcycles in the game in addition to karts. Motorcycles are more maneuverable and have a speed advantage in straightaways where they can pop a wheelie. The downside is that they can only achieve one level of boost while drifting in corners. While it’s nice to have more choice, I found that karts are still the best option.
Another new addition is “tricking.” After launching from a ramp, simply flick back with the Wii wheel or hit the D-pad on the GameCube controller and your character will perform a mid-air stunt and get a big speed boost when they come down. While this may seem like a gimmick at first, it will soon become an invaluable way to gain an edge in races. Some tracks can offer a dozen or more tricking opportunities each lap!
Items in the game are largely the same, which is both good and bad. The old favorites like red shells and banana peels are back, but so are the annoying blue shells from Mario Kart DS, which only attack the leader. There’s nothing more irritating than to run a perfect race in 150cc only to be hit by a blue shell within sight of the finish line and end up in 5th or 6th. If this were only a very rare occurrence it wouldn’t be so bad, but it happens a lot.
I haven’t spent much time with the online modes yet, but Nintendo seems to have put a lot of thought and effort into it. While you still have the ever-present obstacle of friend codes to deal with, once you have found some players to race with, the service is smooth and makes for some fun racing when you get tired of the Grand Prix. A special Mario Kart Channel includes a leader board and a way to see if friends are online without having to launch the game first; very handy!
Overall, it’s hard to find too much fault with Mario Kart Wii because it delivers exactly what fans of the series will expect. Newcomers will enjoy holding and steering with the Wii Wheel, while veterans thankfully have the option to revert to a traditional controller. In that way, at least, Nintendo seems to have succeeded in bridging the gap between the two.
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The Good: Tons of new tracks, characters and vehicles. Classic gameplay remains with some welcome additions. Robust and fun online play modes.
The Bad: Much-hyped motion steering is not nearly precise enough for serious racing. Blue shells and some other items are too powerful and throw off the balance of the game.
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