Wonder is an interesting game because it’s good in ways that are new for the series while falling short in areas Mario is known to excel in.

I’d like to begin with what was the most surprising home run: the online, somewhat asynchronous, multiplayer. I had written it off as completely meaningless, but it consistently kept me engaged through to the end of the game. I’d really hate to evoke a certain title, but seeing other players along on their adventure and weaving in and out of their lives while occasionally offering support and messages was reminiscent of some game.

And it works really well for Mario! Someone’s standee marking the path to a secret exit, or a revive point placed before a tricky jump were two organic uses of a multiplayer system that might at first seem like a poor fit for a platformer. Being able to emote at other players and conquer courses alongside of them are less mechanically engaging but are extremely resonant if you’re a human being. I was conquering the game’s final hidden course alongside another player, and after seeing him respawn next to me a few times, we traded off waiting for one another as we conquered each section of the level. Overcoming that with a stranger whom I’d never see again was a novel moment of emotion I never got from another 2D Mario game. It wasn’t very deep, but it was unique in the series.

The older style of multiplayer is gone, and a loss of a feature is unilaterally a bad thing, but for solo players this system works incredibly well. If you haven’t used it I’d recommend replaying the game entirely with this feature.

Another, unfortunately, uncommon W for this game relative to its brethren is style. Wonder oozes style, and one can tell great efforts were taken so that every course presents something new. This comes out visually, but the mechanics of each level’s wonder fruit section are also incredibly inspired. Only one or twice was an idea revisited, which was great to see. Other Mario games simply lacked such mechanically diverse levels, especially in 2D.

However, this approach to level design isn’t without pitfalls. As each level needed its own unique selling point, there are fewer of them to go around. Instead of the usual eight fun worlds there are now only six.

But perhaps that’s for the better. Outside of the wonder fruit sections the platforming on offer is neither difficult nor particularly engaging barring the final level of the game. This is particularly strange for the series that made 2D platforming its bread and butter. Boss fights are also a simplistic bore.

No, Wonder is at its best when the basics of platforming are either stripped away completely or augmented with a mini-game-esque flair. In addition to the wonder fruit sections there are scores of mini-levels that ask players to go on scavenger hunts or do something else trivial as a break from the usual gameplay. All of these diversions are welcome, and while they don’t solve the difficulty problem, they are fun.

The implementation of new features is another typical strength of Mario, but the badge system in Wonder left a lot to be desired. I was hoping for them to be utilized in ways that necessitated picking the correct badge for a given level. Whether that be to finish the level or get all of the collectibles, I was expecting to need to use a variety of badges.

It’s worth noting that the game’s somewhat open structure would make necessitating a particular badge somewhat difficult in terms of level design, but multiple badges fill similar roles; expecting the player to have at least one to get an optional collectible would have been perfectly reasonable.

As it stands badges just don’t add much to the game. I kept the same badge equipped for the entirety of the game and was never at a loss on the road to 100%. Perhaps for the diehards the expert badges can fill in for the missing challenge, but self-regulation does not gel with difficulty as a rule.

A little more rapid fire now: Music? Not up to snuff. Voice acting? Oddly hit the mark; the characters all had personality in spades. Overall world design? Very well executed mix of SMW-style linearity with more modern, open spaces in which to hide secrets.

Wonder does a lot right, but the relative fumble of the basic platforming mechanics has me rethinking my affinity for this genre of game. It might be unfair to hold that against Wonder, but overall I still had a great time, so I won’t think too much about it.

By the way if you’re that Japanese Luigi who spent 20 minutes on the last level of the game with me, hmu.

Reviewed on Oct 24, 2023


Comments