There's definitely a vibe to Super Mario RPG. This isn't nostalgia talking. I didn't play the game until 2017, on the SNES Mini. But the music, the writing, the sequence of tasks you have to perform... this is the game Squaresoft made when they thought Final Fantasy VII was going to be an N64 project. It's a silly, kid-friendly fairytale RPG, but there's a real through line from this to both Final Fantasy VII and Ocarina of Time. It's not that games don't make us feel like they used to when we kids. They just stopped making them like this.

So much of what I love about Mario RPG is in its presentation. It was a real technical achievement on the SNES, but that meant it was pushing against boundaries in every direction. I mean, really, this was an isometric RPG with pre-rendered graphics and a very prominent jump button, and that was about as 3D as you were getting in an adventure game back then. Characters had very limited poses to communicate with, and they opted to keep Mario mute as he gave direct responses to NPCs, expressing himself through pantomime and, again, his trademark jumping. It's a bit of a puppet show, and it's deeply endearing.

Removing the limitations of an old game is always hazardous, and particularly when that carries so much of its appeal. New developers, ArtePiazza, have earned Square Enix's trust from decades of ports and remakes, spanning all the way back to the Super Famicom version of Dragon Quest III, and they've taken great pains to stay faithful to the original game's charm, though you can feel the stress they were under, taking Zoom meetings with Shigeru Miyamoto and Tetsuya Nomura. Playing this game is accepting that it's going to look like a Fancy Modern version, discarding the funny old sprites, and past that, there's very little for the old guard to grumble about. Hell, the bulk of the characters still look like beautifully crude old CGI.

There's a suite of quality of life tweaks that take much of the old SNES RPG pain out of the experience. Downed characters can be swapped mid-battle, timing-based attacks now give a little heads up to help you figure out when you're supposed to press A, and the game's constantly auto-saving. It's less of a commitment. Yes, I like the tension that comes from not knowing when you'll be allowed to turn a game off, but I was still using save states when I played on the SNES Mini. I'm not kidding on that we had it better off in the nineties.

I really don't know what younger audiences will make of this, though. Seeing copies sitting on the shelves of Smyths Toys, with the no-nonsense "MARIO RPG" title and stark box art, it doesn't come with a disclaimer that says "THIS CONTROLS A BIT LIKE LANDSTALKER". If you're not already well versed in 16-Bit games, the game could feel really stiff and awkward. This is a game before there was a consensus on what Mario sounded like. Are kids going to understand why he's not whooping and exclaiming with every jump? Let's face facts. People who have first-hand experience of the 1996 release line-up are fucking old now. Most people buying Mario games aren't us. Are they going to understand? And if not, why doesn't Princess Peach look like the crude assembly of geometric shapes that she did on the SNES? There's concessions made for the modern perception of the Mario brand here, and they really clash against the eight-way movement system and silent text boxes. I think it's a real downer that they couldn't fully commit to the bit.

There's new FMV cutscenes that mimic the movement and animation of the original. I'm sure there's a certain kind of player who will see these and gasp in awe. They're not me, though. I don't think they're anywhere near as charming when freed of the static perspective. Again, this isn't a game that I've had a long relationship with. If I'd played the game at a more impressionable age, and fantasised about a more tangible version of its world, maybe it would have done something for me. I just like the old approach more.

So, it's bittersweet in all. A compromise. A better-playing version of a game I really like, but a version I like less overall. When I next want to play Mario RPG, I honestly don't know whether I'll play this or the SNES version. In all likelihood, I'll grumble about the indecision and play something else altogether. That's a shame. The game's really good, I like it a lot, and I respect the people who worked on this new version. If you want to play Mario RPG, I think the Switch release is the much more reasonable recommendation. But if you're like me, and you admire what developers were able to achieve on more rudimentary hardware, and the amusing, lovable games all those limitations lead to, I think you know that you'd be denying yourself something for the sake of convenience.

Never mind me, though. I'm a nut. Go have fun.

Reviewed on Jan 07, 2024


3 Comments


3 months ago

Great review! And honestly your point about the possible perception of younger audiences to this game is really interesting, even as someone that also never grew up with the original and never beat it I wasn't faced by its movement quirks, but who knows what other may think of it...

3 months ago

@DeemonAndGames Thanks. I tend to have a perception of younger players only being familiar with big, slick triple-A experiences, but there's a good cross-generational understanding of jank through mobile games and free to play stuff.

3 months ago

@87th also worth remembering that a lot of kids, as in those under 20, probably had Wii as their first system. Plenty of jank there