Mario Kart Wii Playthrough
2008, Wii. Rating: 2.5 out of 4 stars
The Mario Kart formula had gone through some interesting tweaks by putting an emphasis on co-op play and having two riders per vehicles in the GameCube version. For the Wii version, Nintendo adjusted the formula to make it more accessible and open because they knew more casual gamers would be into this because of the steering wheel accessory and everything it entails. As a result, this is an easier game than its predecessors. It’s also the most arcade-y of the games to date. Whether you think that’s a good thing depends on how you like your racing games.
For me, it’s a mixed bag overall. The problem with making it as arcade-y as they have is it takes away a large chunk of the skill quotient. Races are more decided on luck than the player’s skill, which is really unfortunate (as a few of my races will attest). It’s also hard for the player to get into a rhythm because there’s always a red shell, a blooper or a pow block coming in every 15 seconds to disrupt play. That can become very frustrating.
It’s also a shame because the 16 original courses are among the better-designed in the Mario Kart universe. Toad’s Factory, Rainbow Road and Bowser’s Castle are among the highlights. The game also has plenty of depth with unlockable bikes, characters and 16 retro tracks from the previous Mario Kart games. The N64 version gets the most love, but the other versions showcase some of their tracks, as well. Wish the SNES version got better tracks. The two chosen are among the least inspired.
While it’s a fine party game and easy enough for people to pick up, the game could have been infused with a better balance of skill versus luck. For some courses, the chaotic approach is appropriate, but there’s too much of it overall. Not one of the better efforts in the series.
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