Musical Accompaniment (just choose to listen to however much of this that you can before you dont feel like it, my Music accompaniment guy is on strike right now).

So they took the Super Mario 3D World physics, movement system, and powerups and threw them into an open sandbox level with the benefits of Odyssey's collectible design of not disrupting your play on picking up the collectible. I really disliked how Odyssey handled its moons, many of them just being haphazardly littered in the playspace, in deserts etc. By the standards of Odyssey then, Bowser's Fury is great in that every collectable is focused, with 5 hanging around each lighthouse and a few others on islands that you use Plessie to explore to.

Bowser's Fury actually answers 2 other issues in a couple Nintendo games to. Another recent one Breath of the Wild's Bloodmoon mechanic. In that piece, after a significant amount of time passed, a cutscene would interrupt you and all the enemies would respawn with several strong enough near you chasing you. The issue with this mechanic was that there was no threat to it, at least not in the mid to late game, since you would be stocked up on pausable quick heal items, and it would be easy to simply outrun the enemies. Here, Bowser occurs during the 'night portion' as a legitimate threat. He has blocks fall from the sky near mario and will breath a sizable flame attack near the player that they have to find cover to avoid. On top of this, you can also ward off the Reptile's bile by collecting a catshine (the primary collectible) early thereby giving the player legitimate control over the desperation state and allowing them to do something that isn't just run away for a few minutes. At no point was I irritated with Bowser coming up to attack me, sometimes he would disrupt me from the shine I was trying to get, however Bowser himself is also nessecary to collect shines as well by baiting him to break blocks and running to spawning islands that show up during the night. I hope that the Zelda development team takes note of how this game handled the day/night cycle tension because it was honestly a mess in BotW and comparing it to this shows a night and day difference.

Aside from this, Plessie is also acts as a reply to the sailing mechanic in windwaker. Compared to a small sailboat, here you ride a large sea mammal that emits a hefty rumble on a jump giving a weight to the journey. They also make the travel time from one island to another proportionally significantly shorter than whatever you are trying to do on said island whereas Windwaker was oversatisfied with being sailing simulator for most of its runtime. One other way it prevents a feeling of tedium is making Plessie vital on her own terms for collecting around 20% of the possible shines. These factors all work to keep the player constantly in a satisfied relationship with the collectathon element while still keeping them engaged with the environment. You are on a satisfied unbroken pursuit from one place to the next. The only thing I wish Plessie had here is a small boost operator. None of the timer functions would have needed to be remanaged, a small boost would just let me 'feel' the animal actually moving faster whereas tilting the stick forward doesn't convey a great sense of a change in speed.

One interesting note here is that most of the movement is based around power up swapping. Your movement options like the long jump, triple jump, and backwards verticle jump are all still cramped or removes. While this wasnt particularly an issue in the linear level design of 3D World (Especially if you played as peach who had the raccoon suit power baked into her movekit), it does provide a small issue with the large sandbox playspace, instead you gain movement control through power up accumulation and management, being able to hold 5 of each power up and swap to them at will. For instance you climb the side of scaffolding with the Cat Powerup, swap to the Raccoon one, and then float over to the other piece of scaffolding. This mechanic works mostly well and its honestly way more appealing than trying to do the obnoxious hat combos jumps in Odyssey, and is more accessible in general, my only grievance here is that it renders the basic mushroom powerup redundant due to this accumulation, since all powerups make it a dead power up from random box hits and 100 coin level up drops. On that note, here I unveil once again my fundamental hatred with coins. I hate the constant bling sound on picking them up and they simply were not necessary to litter this playspace with. I might be one of the only people unironically annoyed and averse to the coins that isn't a no coins challenge runner but I must be honest in saying that if there is a way to avoid such redundancy its better off to do so.

Speaking of redundant, the 'theme' here is that everything is cat themed, cats sprawl all over non hostile spaces, cat power ups are used in the Giga Bowser fight, and cat ears appear from all the enemies you fight. The first two are fine, but the others push the experience too much into the realm of 'gimmick' or 'joke game' which doesn't really fit in with the pollution anxities and kaiju descalation neuroticism from Bowser Jr. While we are on the point of aesthetic presentation, the sludge effect looks great, especially with contemporary lighting and liquid physics effects, it drips and sputters out like an oil spill coming alive which is fantastic.

Spontaneous Critique on Cameras

What isn't great is the fact I have a sleepy camera for viewing it all. I believe that Mario 64 has actually the best camera in any 3D game I've played, which is a bold statement because most people dont really know how to use it and thus see it as a nuisance (which for me is part of the appeal to, I love having to fight with the camera sometimes in games its actually funny as hell to have Borne levels of confusing camera positions happen out of nowhere in the same way its funny when you long jump off a cliff when you meant to ground pound). To me, the Laikatu camera has so many functions in its favor that I could easily write a fluff piece about how it makes 64 a perfect game as its own, however to cut a long story short, there's a speed to which the camera will snap to the various fixed positions that isn't found in almost any 3D console game afterwards. Most 3D console platformers/action games have at least compensated the monopoly of this garbage 360 drone camera by making the speed for moving it reasonably fast (though not nearly fast enough imo). 3D world actually did bring back the fixed camera positions for the single player campaign, but made the positional change points slight and for the most part not tracking the player as they move forward. Most of the camerawork was semi isometric so I get why they couldn't port that over. However they could have at the very least made the camera more sensitive and move more quickly because stuff will attack you off screen and it will take a full 2 and a half seconds to reorient the visual space to figure out the confusion. This has been a problem in every Nintendo released 3D game since Mario Sunshine but at least Sunshine is kind of funny about it since Mario Sunshine has a wacky masocore energy to it in random bursts. The reason I'm highlighting it here then is that its the worst the camera has probably ever been for this. I was constantly getting annoyed in the Giga Bowser fights because the dude would roll off screen and I'd have to pan over forever to put him in view. This is simply an end point problem of what happens when you make games built around spectacle with contemporary graphics. For instance I would prefer that the sensitivity is increased, but this is a double bind, because with the graphical polish on display it would feel woozy and disorienting scrolling through that much information before settling the edge of the frame. I dont mind because I've played a lot of games, so I get why inexperienced players wouldn't enjoy that. With that said it's also a tacit point against staying in the realm of 3D graphical fidelity too long in general, because the issue ultimately becomes a problem of juggling visual business with the conveyance of context sensitive information.

I noticed for instance, in Resident Evil 4 Remaster that due to the visual business of the space, yellow paint effect is adorned to all the movable objects to convey context sensitivity. Meanwhile, the wacky camera controls in Metroid Prime Remaster were also stripped back due to the fact its 'antiquated' design comes in sharp contrast to an increase in visual business. The clear appeal is the market dominance of spectacle as immersion. I'm deeply opposed to it. Environmental detail is not that vital if it ambiguates control. Immersion comes through a sense of control or lack thereof, and through impassioned dialogue and interaction with other characters. A lot of modern 'polished' games offer a pretty environment for the expense of less control and clarity, and generally game environments have problems with letting characters speak for themselves. For instance here Bowser Jr. attempts a dialogue with Mario, and instead of letting that dialogue function on its own, an awkward disembodied narrator interprets what Bowser is saying to the player rather than letting the man speak for himself either through pictures alone or voice acting. You might be thinking 'so what?' well, I think the reason people have become too skiddish to letting characterization happen through imagery, body language animation, or various other non dialogue interactions is because people who play games for whatever reason seem to have trouble properly interpreting non dialogue interaction on their own. For instance Transparency made a strong argument in favor of the idea that people ragging on Balan Wonderland for the 'nonsensical story' were simply not paying attention and I would have to say I agree with her assessment. This is an ultimately sad state of affairs, I think its because people are afraid of the ambiguity in images but it creates another paradox. In modern gaming you have complex facial rotoscoping and detailed environments, both of which 'enhance' a raw interpretive ambiguity. Yet, instead of taking advantage of it games like Death Stranding and The Last of Us are obsessed with talking to you. In cutscenes, in the walk and talk, in dialogue boxes, etc. You can't share a stare or look at a painting. It's chatter until the day goes by. Instead of 'talking' this point to death I'll instead just vaguely gesture at Journey as a clear example of how non-verbal storytelling and non graphically 'real' space can be effective for immersion. Whether maximally so or not I leave up to your discretion.

Aside from these admittedly exaggerated complaints, I feel like what makes Bowser's Fury work in its favor in this format is its short runtime and compact open sandbox design. If the game was 3 times larger as some people are wistful about, a lot of what makes it work would begin to strain if it went on too long without being rehauled properly, all the moments I mentioned annoyed me are functionally footnote complaints to an otherwise solid experience. I recognize that such a difference is probably found in the fact most people who played this actually liked Odyssey as well when I find that one bland and flat.

Reviewed on Apr 02, 2023


10 Comments


1 year ago

If they ported this game as a mario 64 map, or at least used the physics and movement, it would be perfect. I say this because flying from touching lava in mario 64 feels amazing whereas the instadeath touch collision in this game and 3D World just feels awful, unfun, and artificially difficult. I think all insta death pits, spikes, and lava in these games should almost entirely be replaced with 64's damage boost reply in Mario games since they are meant to be accessible and fun.

1 year ago

I found out there is a snap camera button, I admit this makes the play experience far more bearable but I leave this post intact regardless as a treat for people who want to read something as boring as a mario reflection.

1 year ago

This is the kind of critical evaluation that I aspire to see on these logging apps, Backloggd, Letterboxd and the sort, instead of the usual tweet-style jokes that garner most of the attention. I appreciate the fact that you look at things from a game design perspective, consider the history of these games, and think of why certain concessions had to be made and of solutions (pre-existing or otherwise) to problems that might seem too "nitpicky" for an inexperienced player to clearly point out (whilst also acknowledging this disparity). Well written and best wishes for your future analyses!

1 year ago

@arjsree Hey thanks man, I appreciate the kind words. Be seeing you around and hope to see your attempt at this to, its way easier than it seems, and if there's one weakness that makes it seem to the contrary is how many paragraphs I tend to pour out which is compulsory as a personal need to be exhaustive rather than a nessecity. I recommend the work of Matthewmatosis if you're interested in a video styled approach. Everything I'm good at I have imitated from a half dozen other nerds, at most so in many ways what I'm doing is as derivative as anything else but I'm glad to hear you're inspired.

I also recommend my own Pizza Tower insight I made recently here if you're interested in a more 'contrarian' induction of how this can go, I'm quite proud of it.

Good wishes to you to!

1 year ago

@Erato_Heti Matthewmatosis is a favourite, and I'm hard pressed to find video essayists that tackle game design in a similarly critical manner (TheGamingBritShow comes close I think). Most other "essayists" seem to simply regurgitate the plot of a game and intersperse this with a few surface level "this is good/bad" observations, so I'm always open to further recommendations! ^^

I certainly understand the personal need to be comprehensive, as someone who's always been told that I'm "looking into things too deeply" or "overthinking". Re: your Pizza Tower review, apart from it being another great read, I applaud your courage to scrutinise something that's so beloved at the moment on a public forum lolol

As for me, I did originally create these accounts mostly for personal logging, the social aspects, and to find interesting takes from people who are far better versed with media than I am (as I don't believe I've experienced enough). So I wouldn't say you should expect much from my side, haha. I am penning some brief thoughts on Iceborne, but it would be more qualitative than constructive. Maybe at some point in the future!

1 year ago

I also see your comment about touch collision being "artificial difficult", and I wonder if you've penned any thoughts on the idea of artificial difficulty, since it's something that seems abstract and subjective. It's especially relevant even now because one of my recent favourite game bosses is often classed as "artificially difficult" by the community surrounding this specific game.

1 year ago

@arjsree

Of course, take it slow my guy. Other channels on games I would reccomend are my beautiful girlfriend Heather Collop's work, Errant Signal, and Transparency

I also have an outdated list here for more specific recommendations, but don't binge! Anyways, happy fishing!

As far as Pizza Tower goes, yeah I truthfully had my comments shut off until earlier this morning but I'm in an 'all press is good press' phase right now so I lifted that this morning, at least for now.

1 year ago

@arjsree

On the point of 'artificial difficulty' I think the matter usually revolves around the idea of 'fairness' and the often brutal oscillations of fairness. Here you run into a problem where the enemies only hurt you, but the environmental hazards instantly kill you. A dissonance that has been present since at least the megaman spike. My issue in this specific case is that with Mario 64 they already invented an answer to that dissonance, whereas here it renders sections with lava as a rather immense and brutal difficulty spike. You'll feel great having not died for 10 minutes and suddenly bam you're dead!

Not the most intelligent way to put it off the top of my head, but Matthew has done a more pronounced outline in a slightly obscured dev post viewable here. In which he states:

'The goal of Ghosts ‘n Goblins is to avoid such pincer situations but players may not recognise where they made the mistake since there’s a delay between failure and punishment. Superficially, this can make it seem like the punishment happened for no reason thus a player might blame the game rather than thinking back to the prior moment when they should have foreseen this outcome.'

The way I would describe the difference between an instant death pit and the Mario 64 one is a difference in the pronunciation of this 'pincer' design showing where I dont think it needs to. For one the players are usually young or in such a zen state of play that having to 'think backwards' in where their failure states came from annoys them 'I poorly timed a jump so now I just die? Cool?' not to mention theres a 2 second delay to actually dying this way and a futher 5 to 10 second delay to play from the death animation and load. Whereas Mario 64's lava does give some contingencies to the player to unfuck their situation and have a more proactive relationship with the hazard.

Pincer design is not automatically bad, a lot of strategy games like XCOM or Into the Breach actually thrive on them, but it's important to indicate that change and stick to one of the two design styles unless you really know what you're doing. I can't say anything more clear than that because I don't know what boss you're alluding to but hopefully that helps. For the record, I avoid the word 'artificial' because all videogames are artifice so I'd usually just refer to them as 'difficulty spikes' or 'skill checks' something like that.

1 year ago

This comment was deleted

1 year ago

Here's an example of Pincer design if you're curious.