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This review contains spoilers

The game started out strong but about halfway through, some combos were so powerful as to trivialize most of the combat. Mostly talking Glitter + Starburst with Rabbid Mario, could wipe out half a battlefield turn 1. Still enjoyed the game overall but ended up sticking with Rabbid Mario, Peach and Luigi the entire game. I feel like I missed out trying other combos but never felt a desire to switch it up for each battle like I did in the first game.

I usually like to 100% a game if I can, I got this one to 93% and called it good. It did not feel worth my time to get that last bit of content out of this one. Happy I played it, happy I’m done with it.

I’m officially abandoning this one. I loved the original and even played through the DLC, but this one seemed to lack a certain “je ne sais quoi”. Was it that the levels lacked the Mario-flair of the original? That certainly didn’t help this outing, the the level design is much more engaging this time around. I think my biggest detraction is the difficulty: it’s just too easy. I don’t think I played the original on hard, and I’m not tactical genius, but this was kinda boring on even the hardest difficulty. I also think there were too many battles—cut it in half and ratchet up the intensity of each one and I’d be curious to see if I would enjoy it more.

enjoy it while you can this is the last quality product they'll ever release before they go bankrupt
and nintendo will be just fine

Very much a sequel by the numbers. Felt like Ubisoft applied their generic design doc after the success of the first game, which means it loses a lot of focus and charm.

Enjoyable enough but just padded out with the usual meaningless side quests/missions where you get weapon skins and Rabbids lore... Wouldn't be rushing to recommend this.


If there’s one game that sums up the old saying, “don’t judge a book by its cover,” it’s Mario + Rabbids: Kingdom Battle. Against all odds, this raving union successfully breathed new life into both franchises while also innovating on the turn-based strategy gameplay characterized by the XCOM franchise. The greater emphasis on movement and streamlining hit accuracies to 0%, 50%, and 100% opened the strategy floodgates for both the player and enemies during battles. This dynamism cemented it as one of the best early Switch titles.

Following up that success was a no-brainer, but Ubisoft could no longer hide behind the novelty of the concept. As fun as Kingdom Battle was, it featured some baffling design choices in hindsight, like limited team customization options and a pointless coin economy. To elaborate on the latter, coins were used to buy increasingly powerful versions of existing weapons to fight stronger opponents. This arms race didn’t make for deeper gameplay so much as offer that pleasureful sensation of seeing the numbers go up. Textbook example of a tacked-on RPG system. Additionally, new enemies stopped being introduced in the last world, which made for a plodding finale.

The sequel, Sparks of Hope, fixes most of these issues. You can now pick any three characters you want for a battle and the coins have been repurposed for buying optional battle items. Enemy variety has also been improved, but it’s unfortunately spread thin throughout the lengthy campaign, especially if you go for 100% completion like I did. The AI should have also been a lot better. Even on the highest difficulty, enemies never take advantage of environmental hazards like Bob-ombs, exploding barrels, and gusts of wind. These could have made for some tense battles of cat and mouse, but instead hazards can only be exploited by the player. Sometimes I could formulate a winning strategy just by looking at the map.

The lower difficulty wasn’t a big issue for me though, and that’s because Sparks of Hope makes subtle gameplay refinements that pack a huge punch once you sink your teeth into them. When I saw the trailers, I was confused on what exactly was different about the combat. Kingdom Battle’s grid-based system being replaced with analog movement didn’t appear to change the fundamentals since it was obvious that tiles were still being used to calculate character movement. They were just invisible now. What was the point of being able to freely move around? Then I started playing, and everything gradually made sense. Let me explain.

One of the ways Kingdom Battle emphasized mobility on the battlefield was dashing. How it worked was if an enemy was within a character’s movement range, they could dash into the enemy for extra damage. However, due to limited controller options, Kingdom Battle forced the use of an analog stick for selecting specific tiles on the grid via cursor. Every PC player knows how imprecise this feels compared to a mouse. Unless you moved the cursor really slowly, it was easy to accidentally select a tile next to a dashable enemy, meaning your character would move there instead of dashing first and waste an attack opportunity. A confirmation prompt would’ve alleviated this, but I suspect Ubisoft thought having to click through the same textbox three times per turn would have been absurd. On that, I wholeheartedly agree. The sequel’s analog movement system improves on this because it allows you to position yourself before you dash into enemies, letting you execute actions quickly while ensuring any mistakes made are your fault. It’s a more natural fit for a home console game.

Another unique movement ability was the team jump, allowing one of your units to jump off a teammate to reach a part of the arena they otherwise couldn’t. Sparks of Hope builds on this by allowing you to move a set distance after jumping, indicated by a range circle. You can pull off some sick jump combos with this newfound freedom if you line up your teammates correctly. The 3D World jump panels in some levels are particularly fun to exploit since they don’t count towards a character’s team jump, letting you use as many of them as possible during a turn. This may sound broken, but the maps tend to be larger than those from Kingdom Battle, so I think it all checks out.

The increased freedom of movement is rounded out with the addition of Sparks, Rabbids that have fused with Lumas from Super Mario Galaxy. These can provide passive abilities like an elemental buff for exploiting enemy weaknesses or something powerful like turning invisible, preventing enemies from targeting the user. Each character can carry two Sparks, meaning you can bring six of them into most encounters. They definitely contribute to fights being easier compared to Kingdom Battle, but I had such a blast trying out different character and Spark combinations that I really don’t mind. It’s also important to note Ubisoft limited characters to performing two actions per turn. An action consists of using a character’s weapon, technique, Spark, or a battle item. This means using a Spark locks you out of being able to use that character’s weapon and technique in the same turn. Sparks and techniques also operate on cooldowns and using a character’s weapon locks them in place for the remainder of the turn, so there are trade-offs to consider during the tougher skirmishes.

The freedom even extends beyond the battles. All of the hub worlds are open zones (open world is too misleading a term imo) allowing you to tackle battles and complete side quests in almost any order you see fit. The light puzzle-solving from Kingdom Battle returns, serving as a nice breather after the normal battles. Beep-O also obtains a handful of abilities that open previously inaccessible sections of a map. Unlike the best Metroidvanias, however, this forced backtracking doesn’t enhance the experience. The abilities you need to fully complete a zone are always found on the next one and there’s so little content you’re unable to access the first time that I don’t see why Ubisoft couldn’t go the full mile and make everything accessible in one visit.

Overall, Sparks of Hope feels more confident with its gameplay foundation, but Kingdom Battle is still worth playing for its higher difficulty and deviant Mushroom Kingdom setting. The playerbase seems split on which one they like more. I’m currently swinging towards the sequel, but not by much. Both are quality titles and well worth your attention.

I'm so fucking mixed on this game. Being the sequel of one of my favorite games means that this is important.
Every single change this game made to the formula is both good and bad. The world's are bigger and detailed but also with more boring side shit. The movement in combat is unique And easy to abuse. Theres more planning than ever before a battle, but I don't enjoy my time as much during them.
I could honestly talk about this game for an hour. I don't know what to give this game honestly. I was ready to give it a 6 but I started playing the 5th world and it actually got challenging and fun. However that's after 70% of the game so I'm not sure about anything really.
I'm giving it a 7. Since I think this game could be a 5 and also a 9 at the same time.

Es mejor que el primero, y eso hace que me guste menos. Aún así, muy entretenido.

Mario + Rabbids Sparks of Hope saca menos partido del que me gustaría a la estética de Super Mario Galaxy y peca de demasiadas misiones de relleno que terminaron aburriéndome hacia el final del juego.

Lástima que en mi opinión se quede a las puertas de superar lo mucho que me gustó la entrega original, así como su DLC ambientado en el universo de Donkey Kong Country Tropical Freeze, que para mí sigue siendo lo mejor de este crossover entre Super Mario y Rayman Rabbids.

Tremendo juegazo que mejora en prácticamente todo con respecto a la primera entregs. Una verdadera lástima que se la pegase en ventas, porque los disfruto como un enano. Recomendadísimo a todos, en especial a los que no suele gustarle el género

Gameplay didn't feel as good to me in this one as the first one after getting through 2 worlds, but I'd like to see it through some day.

This review contains spoilers

THANK YOU. I love when I play a game and i can tell that the people who made it cared. Its got all of the good things from the first game and more. This is so refreshing afternthe whole soulless mario movie thing. The characters were amazing the story was simple but effective MY GIRL ROSALENA WAS THERE! Its a true delight.

pior q o primeiro seila
lago mt no switch gostei nao

A game that killed my hope so badly I decided to make a youtube video about it.

Muy buen juego de estrategia táctica. El apartado visual y la jugabilidad son muy buenos. En general, encontré el juego mas fácil que el anterior.

I’m a sucker for anything galaxy related obviously so I instantly loved the charm and direction they were going in. it was much easier for me to play and beat all the way through than the first M+R. I liked how they changed the movement system in battles and if they ever make a third M+R I hope it keeps that

El gameplay más adictivo en un rpg que he encontrado, hoy recuerdo la música como algo magistral, solo que la historia de alguna manera estuvo desaprovechada, bueno, igual que el juego anterior (pero un poco mejor)

The first Mario + Rabbids was one of my favorite games on the switch, so when this game was announced I was very excited for the second good switch game. Unfortunately the more I played the more I stopped caring and lost faith. I can't quite pinpoint why exactly but this game felt like soulless passionless piggyback off the first games success. One thing I can say for a fact is adding in levels and damage numbers as well as the luma rabbid things just made it feel like less of a puzzle game and more of numbers game.

Honestly kind of some fair trades with the original, it's more casual and lets you play with party and "Sparks" customization more instead of grinding or worrying about equipment, but the open world areas and quests add a fun if still simple sense of exploration about it. But above all there's something to the charm of both this and the prior Mario + Rabbids that adds to it more than just being an XCOM clone with sillier mechanics, enough that I ended up springing for all the DLC.

Rabbid Peach is one of the best Mario character ever

Mario + Rabbids: Sparks of Hope is a perfectly adequate XCOM-style strategy game that takes some big steps backward from its predecessor. The Sparks are a great additional layer of tactical interest, but the game does very little with them other than add status effects to attacks. The scripted battles seem to be generally lower quality than the first game and the roaming enemy encounters are frequent, short, and repetitive.

Outside of combat the overworld activities are simple and inane. The cutscenes are charming but similarly puerile. The game also tries really hard to get the player to sign up for Ubisoft Connect, including a nag screen that pops up every time you start the game. This is egregious behavior for any retail game and unacceptable in my view. Fortunately the game isn't really good enough to make me put up with that any longer.

The fact they managed to make a cross-over that barely relates to either franchise is genuinely extremely impressive.
It's still a super solid game, with a godly soundtrack. Also, it has my boy Beep-0. Gay fucking Roomba.
Still, doesn't have the same OOMPH as the original.


The first one was better in gameplay but this one is better in everything else

começo tava legalzinho, depois ficou chato... dropei

I might be done. This game is just as surprisingly good as the last one but weirdly I think I prefer Kingdom Battle. It might be that this one overstays its welcome and I haven't found anything new in the past 3 worlds (15ish hours of gameplay). I enjoyed what I played but don't feel the need to complete it which is a bit of a shame. Absolutely get this game if it's on sale though

Marrying its deeply rewarding strategic gameplay with a host of entertaining mechanics, Sparks of Hope is a shining example of turn-based tactics. Its expanded difficulty options enable all audiences a chance at devising their own unique battle plans, and the non-commital design actively promotes experimentation and creativity.

Full Review: https://neoncloudff.wordpress.com/2022/12/01/now-playing-november-2022-edition/