![]() After struggling to innovative every time out with the Gamecube Nintendo switched to releasing product for the sake of product. It is the last time Nintendo really tried with Mario Kart because Nintendo changed afterwards. But no obvious improvement or innovation was coming to mind so they come up with the double kart thing and the whole things feels incredibly forced. Clearly Nintendo didn't want to just make "More Mario Kart 64" because that's not how Nintendo did things back then. Nintendo couldn't effortlessly change things up. They clearly tried to do something different with games like Wind Waker and Super Mario Sunshine but it came across as forced. I think on the Gamecube is when they started to lose it but it wasn't due to a lack of trying. On the NES, SNES and N64 Nintendo rarely made a throw-away title and they were not only good at mixing stuff up with their sequels but it came across as so natural. They either did something brand new or if it was a sequel or spin-off the gameplay was unique enough or improved enough to stand on its own. I used to see Nintendo as a company that made every game count. It is expected for it to be a success and to drive sales of the 3DS to new heights, but whether it will have the lasting presence as the other titles remain to be seen. Having just been released it is hard to tell if Mario Kart 7 will have the everlasting legacy its predecessors have created. The reason behind their disappearance is left unknown, but it does feel odd that Mario Kart 7 is a step back when it comes to playable characters. Of those 17, nine have appeared in more than one game before. There are 17 racers that have appeared in past games that are simply left in the dust. With 17 in total, there are less characters than Double Dash!! (20) and Mario Kart Wii (25). ![]() Then there's the matter of the missing characters. The 3D effect offers a new way to visually experience the game, but much like every other addition to this game, it's novel and not much more. ![]() ![]() ![]() It offers a little more granularity to the kart selection, but it ultimately isn't a game-changer. While gliding is fantastic, it feels underutilized, and underwater racing is nothing to write home about as well.Ĭustomizable karts also debuted in this title, but the implementation feels more like a new hat with interchangeable brims. Mario Kart 7's bigger addition is arguably gliding and underwater racing. Up until this point, the Mario Kart games have been developed internally at Nintendo, but for Mario Kart 7 Nintendo asked for the help of Retro in order to design the karts and the retro tracks. That company happens to be Retro Studios, the same company behind the Metroid Prime series as well as last year's Donkey Kong Country Returns for the Wii. Mario Kart 7 also marks the first time ever Nintendo has collaborated with another development house in the creation of a Mario Kart title. Still, the new alternate control method, utilizing the system's gyroscope and a first-person perspective, works surprisingly well, and is slightly reminiscent of Mario Kart Wii's motion controls to the point that I tried to shake the system to do tricks. Unlike Mario Kart Wii, Mario Kart 7 is coming out very early in the system's life, which means it can't take the lessons learned in earlier racing games on the system to heart. Innovations: 3D, first person perspective, customizable karts, gliding, underwater racing, collaboration with another development company, NO WALUIGI! ![]()
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