I've never been the biggest Wario fan personally, him and his two spin off series's have just never really been something I had explicit interest in. That being said, I did enjoy what I played of WarioWare: Smooth moves for the Wii back when I was a kid so WarioWare Get It Together! Was something I was interested in trying in order to try and break into the Wario franchise a bit. I'm happy to report that the game is solid fun, with a few issues I had here and there. While being very similar to the WarioWare I remember playing back on the Wii it does do a lot of interesting new things with the game's style, so I'm going to be talking about that first because it is the most interesting thing about the game to me; that thing being its use of different characters

Character switching to tackle minigames differently is one of this game's main features to make playing the same game multiple times feel unique, and I am really mixed on how it's used in this game. While I think it's a great idea on paper I'm not the biggest fan of how it was translated to gameplay. I do love how each microgame can be tackled in multiple different ways depending on who you have and how they have to interact with it, and it leads to some unique solutions or situations with certain games. Each character also controls super well in my opinion. I don't think there was a single one that didn't feel good to use, though my favorites were Jimmy T, Crygor, Ashley, and Wario himself. Those four generally worked with every game and felt right to use in my opinion. However, all that being said, at the same time it is very clear that they didn't design the characters with every game in mind.

I don't fault them at all for not every character working with every game, since the idea of designing two hundred games that all work perfectly with eighteen different playstyles sounds like pure hell, but at the same time it does get frustrating when you get a game that just does not work right with certain characters and it causes you to lose one of your lives on that stage. Sure this is kind of negated by having less of a punishment for losing all your lives thanks to the continue system this game adds, but it still doesn't feel great to not really be able to do something with a randomly chosen character. This only happened a few times throughout the game so it's not the biggest deal but it got frustrating when it happened.


On the topic of characters while all of them did feel fun to play I did notice that a few of them were basically just better versions of others. Jimmy T was just a version of Wario that could move both up and down as well as side to side for example. Or there's Cricket and Master Mantis who are just the same character but one can walk on ceilings. I'm actually okay with this because while they have the same basic power sets they're still balanced in a way that doesn't make one inherently better than the other (unless you're Cricket, who is just completely outshadowed by Master Mantis). Revisiting the Wario and Jimmy T example i used earlier, while they have the same basic gameplay of charging forward based on the direction you go in their kits, Wario's charge goes further and hits harder. So the trade off that Jimmy T gets by having more movement options is traded for not being as effective. It's a cool balancing trick they did for these characters and I'm curious to see how they follow it up if they use this style for the next Warioware as well since it did make you think a bit more in how you approached each of the games.

Speaking of the games themselves, I think all of them are pretty good for the most part. They feel like solid Warioware minigames and while I don't have much to compare them to since i've only played one other game in the franchise, Smooth Moves for the wii, I can definitely say I think these were better designed overall to me personally. I did like how in the story mode of the game they ordered each game by theme so you basically got a lot of games with different mechanics but the same themes together. This specifically was really interesting to me in one stage that was games that are based on other nintendo games. It was really cool getting to see all these franchises and games I love represented here as fun little microgames that still felt fitting for the games they were representing. Overall the games were solid, they were a fun time and outside of one or two I liked them all which surprised me because when there's two hundred of them you'd think there'd be a handfull that are bad, thankfully most of these are good though.

This game also has co-op, which is a first for the Warioware series; and I was surprised by how well it worked in these minigames honestly. It felt so well integrated and natural for the Warioware formula I'm kind of surprised it wasn't a thing in these games beforehand. I played through about half the story mode with a friend and it was a great time, would definitely playing this with someone else if you have the opportunity.

Warioware Get it Together! Feels like the perfect game for when you have only a few minutes to play something while you're out and about and want to get some quick gametime in with a friend. Which is a great kind of game to have around and I am very glad it exists, but it does feel very situational to me personally. Like I had some good fun with the game but I think it's not the kind of game that meshes with how I normally play games the best. Still a fun time, but if you're someone who normally sits down and plays games for a few hours before doing something else it might not scratch the right itch for you. That being said the game being on handheld is very beneficial for it because being able to just pick it up and play while waiting for a train or something is great and is perfect for the series. Overall I do like the game, and I had a fun time with it, so I would definitely recommend it to people, just with the caveat of it may not be best for sitting down and playing for awhile.

7/10

Reviewed on Sep 17, 2021


Comments