Sessler's Soapbox: Super Mario Galaxy 2

Posted: June 1, 2010
Sessler's Soapbox: Super Mario Galaxy 2
Adam expresses his love for, and issues with Nintendo's most recent tent-pole title, Super Mario Galaxy 2.

Comments are Closed

  • QuickKick89

    I'm surprised that Adam didn't mention a problem that he's had with Mario games in the past, and in particular, a problem I have with this game as well.

    Where's the story?

    Gameplay, to me, is no longer enough to keep my interest when it comes to a game. I need a good, strong story and multi-faceted characters to keep my interest. Look at games like Uncharted 2, Assassin's Creed 2, God of War 3, Dragon Age et al. They all had great gameplay and graphics, just like Mario. But they also had a strong narrative, a reason to keep going, and a purpose better than "save the frigging Princess...again."

    Posted: June 2, 2010 12:41 PM
  • ilovemyjeep

    If precision is what you want with a motion-controller, get the Playstation Move! Yaaaayyyyyyyyy (sarcasm).

    Mario Galaxy 2 looks awesome :)

    Posted: June 2, 2010 10:12 AM
  • Tsuiyo

    A few years back, I thought the gaming press was out to get games like this, you know, ones that are considered "childish" and "immature". But now I see that violent games aren't all necessarily considered good games by the press. Just look at the new Dead to Rights, for instance. Or *shudders* Dynasty Warriors.

    Posted: June 2, 2010 9:57 AM

    the idea about "lives" and dying in games is one reason why i really loved Prince of Persia 2008. you can't die in a game so why keep saying that you do?

    Posted: June 2, 2010 6:52 AM
  • bigchair

    thinking about picking this one up this weekend. should be a great break from playing all the shooters that are out. mario will always be the best

    Posted: June 2, 2010 4:57 AM
  • RxErick

    I'm prepared for hate ratings in what I'm about to say:

    Leave it to Nintendo to beat a dead horse, grind it into glue, build a paper horse with the glue, beat the paper horse.........

    This is why the Wii rode high at first only to succumb to the competitors. They pave the way for the new ideas only to stop short and let the competition ride it deep. 360 will do it with natal and so forth. Nintendo's only smart move in this is reusing the same names and faces you've seen for the past 20 years because they KNOW you will be back to check their recycled bin every year. I'd rather my hardware and software companies take a risk in tickling an undiscovered fancy ANY-DAY.

    Posted: June 2, 2010 4:29 AM
  • Steve_Collinz

    Adam, i almost always follow what you say, you are the man on games. looking forward to playing this one. :D

    Posted: June 2, 2010 2:21 AM
  • squirt333

    Hey Sess what about a arcade style fighting game that is just as skill based as any platformer or shooter. All and all good assessment of this newest Mario game i enjoyed the hell out of this thing.

    Posted: June 2, 2010 2:10 AM
  • darthernie

    GameCube controller!

    Posted: June 2, 2010 1:02 AM
  • Aurailious

    "Its hard" "Its a good hard" "Its very hard" "The little piece of plastic isn't doing anything"

    I think she said that.

    Posted: June 2, 2010 12:42 AM
  • john81575

    Pro-controller = keyboard. :P Console noobs ;) j/k (kinda)

    Posted: June 1, 2010 11:37 PM
  • Aloric

    I totally agree about the control issues. There have been times where I'm certain I moved or jumped and it didn't respond and I ended up dead. Maybe it's older wiimotes? I'm not sure, but so many people on forums say it's easy but there's a lot of levels that have been kicking my butt. Worse, I go and watch a walk-through on youtube and the person playing doesn't die but seems to have far less precise control of Mario then I do - so I don't know what I'm doing wrong.

    I think my biggest problem is not having mastered all of Mario's jumps to the point of them being second nature. I'm at 56 stars and getting from 45 to 55 was a serious pain and i had to go to self-taught "Jump School" for a while to get several of them.

    I do not like the amount of backtracking, comets, etc.. I had to do to get the last few stars needed to clear 55 either - I went in thinking the game would let me pass if i got basic stars. Nope. To get past the 55 toll you have to find hidden stars and take on comets.

    Posted: June 1, 2010 10:58 PM
  • Zerhog

    I used to think that having lives were obsolete, but then I realized that they are still relevant becoz without them there would be no reason to have the 1-up. Having the 1-up is like a reward system and I'd personally miss it if it were gone (and those "cheers" you get when you get all the temporary coins in the time challenges). It's been there since the first Mario game, and it will always be there, like koopas and goombas.

    Also, it does matter in the hard stages where if you lose all your lives, you're back to the beginning instead of starting at check points. Some of those speed runs and daredevil comets are downright evil, and going back to the beginning over and over can be brutal, so it's good to stock up on lives. It adds another layer of challenge and tests true skill.

    Posted: June 1, 2010 10:46 PM
  • Spyro_Soul95

    I spend like the whole time watching Mario in the back that I completely forgot what Adam was talking about haha. But I also wonder how Nintendo is gonna top this one.

    Posted: June 1, 2010 9:46 PM
  • denial19

    i am actually kind of surprised, now that you bring it up, that nintendo hasnt come out and released a newer, more accurate and better feeling solution to the wii-mote and nunchuk... they are not bad right now but they could stand to be much better.

    p.s. you make me happy adam. just sayin'

    Posted: June 1, 2010 9:36 PM
  • kfd056

    I find the whole argument about the wii-mote being limited to be complete BS, but whatever.

    Posted: June 1, 2010 8:34 PM
  • mrsnowywaffle

    I found the initial game quite easy actually. Maybe its the brush-ups courtesy of banjo kazooie and tooie on XBLA. Quite honestly, however, the hardest part for me was finding one (1) green star on the fleet glider mission. (its hidden behind the huge left purple pillar as it is falling down near where the gate shuts). Don't get me wrong, its a great game. But I think, to an extent, the level of variation and creativity went to a waste, to an extent, because at most all I could expect from a level was 3, maybe 4 stars. I'm not exactly a fan of the routine red/purple coin challenges on every level always and forever, but I feel like they had something great with the ingenuity, but they could have made it *pause* universal.

    Pun accomplished

    Posted: June 1, 2010 7:39 PM
  • Korzo

    I think it's interesting that Adam talks about having lives in games because although I understand where he's coming from I always felt like having lives in a game provided an extra challenge and motivation. I've always felt like I try harder when I have a certain amount of attempts at a level or boss, if there's no consequence for one's actions in a game then why try?

    Take Bioshock, I always played with the Vita Chambers off because when they were on I knew that if I died I'd just come back a few rooms away and none of my efforts would have gone to waste so I didn't have to worry about my ammo running low or running out of first aid.

    I understand Mario Galaxy has a lot of beautiful places to explore but doesn't part of the beauty come from the struggle to get there in the first place?

    Another example of lives being a good thing was in Spyro the Dragon. If they're wasn't any risk to making long life threatening jumps then the reward wouldn't feel as great and there would be nothing stopping you from jumping too every far off thing you see.

    I do think some games should drop the "Lives" system (Devil May Cry) but I think for platformers it adds a good little extra challenge to mix of a already challenging game

    Posted: June 1, 2010 7:38 PM
  • sklorbit

    i completely agree with everything adam said. especially how limiting the wiimote is starting feel. i have had that same moment where i move my wrist ever-so-slightly but enough to make myself spin, causing me to fall and die. the nunchucks analog for some odd reason has those silly ridges that lock in if you push all the way. Im sure nintendo thought somehow it would be helpful, but it ends up limiting movement. the game is great, but like adam said, the only thing holding it back is wat its running on.

    Posted: June 1, 2010 7:36 PM
  • justanothergamer300

    I like the level where Yoshi eats the dash pepper and run a super speed.
    Kind of reminds me of a Good 3D sonic game that doesn't exist, well not yet anyway

    Posted: June 1, 2010 7:30 PM