Bowser’s Fury shares with 3d Land and 3d World (and the 2d Marios) its approach to platforming-based level design: no more seemingly real but totally unfeasible locations, instead every island (or bunch of islands) in the vast ocean is its own level, and close islands share themes. Of course these islands, in classic Nintendo fashion, are not all accessible since the beginning and instead you unlock chunks of the map after fighting Bowser, which requires the player to collect X Shines, creating a gameplay loop similar to Odyssey. This, though, is not the only similarity between both games: they are way more fun if you play them in “unintended” ways, using Mario’s moveset or alternative powerups (or captures) to your advantage, which by the way is not always possible thanks to some gimmicks and requirements.

While Odyssey was more focused on exploration and interaction than actual platforming here there’s only the latter, and it’s quite bland and inoffensive. The world in Bowser’s Fury is mostly empty and navigating between islands is really uninteresting, so the fact that level design mostly relies on repeating the same really short, easy challenges with slight variations is pretty underwhelming. To the uninteresting level design with really scarce threats you have to add the new inventory system, whichs lets you collect as many powerups as you want and use them conveniently, anytime anywhere. This is the reason why the levels involving helicopter blocks (which is not a powerup like in the New Super Mario Bros series) and keys that you have to bring to the beginning of the level, making you traverse it backwards, are by far the most fun in the game. Holding objects ignores active powerups and limits Mario's movement to the basic running and jumping, making the level design way more challenging and expressive, plus flying with the helicopter block across vertical levels with floating buildings, moving platforms and aerial threats is honestly one of the best times I've had with any modern Mario game.

The thing that was supposed to bring everything together and add some spice is the black, giant Bowser who will periodically wake up from his sleep and attack Mario, but instead of surprising you and forcing you to improvise there’s a clear procedure to this whole thing. When he’s about to appear the music changes, the sky turns black and it starts raining. And it happens so often that it turns into a routine. Bowser will jump from one place to the other and throw flames at you while rocks fall from the sky so that you cannot just hide in one spot and wait for him to leave, but after a couple of cycles he will disappear and you can just resume whatever you were doing. In addition, there are blocks with Bowser’s face all over the world hiding Shines (most of the time) and he is the only one who can destroy them, worsening the already washed out encounters and becoming more of a tool than an actual threat. Transforming into the giant Cat Mario and fighting Bowser in order to progress is quite anecdotic and not much different than the usual Mario boss fight: they're bad. I still believe this was a good idea and the variation it brings to your approach of the levels is more than welcome, but it definitely was not the right approach.



To be fair, it's not that I didn't enjoy my time with the game. Everyone knows that jumping is by far the best mechanic in videogames and no one does it better than Mario. But I wish the game was more than the old Mario drowned into a bunch of mechanics and ideas that don't work together nor by themselves.

Reviewed on Feb 23, 2023


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