Mario Kart 7
3DS Review by
Developer:
Nintendo
Publisher:
Nintendo
Release date:
Out now
Further info:
Official website

In an age of cloud saves, drop-in-drop-out co-op, Xbox Live and Steam, to be amazed that a game simply handles online match-ups competently is definitely an oddity. Ever since I first hit Quick Match eight years ago on Moto GP II on the original Xbox I have been used to an online experience that doesn’t require me to juggle IP addresses to get online. In this always-on era, a button is the only thing separating you from a world of opponents.

Usually, anyway. Nintendo have always been the exception with a mixture of per-game friend codes and DS dongles that has painted a picture of a company that refused to move with the times. Every step in the right direction feels more a begrudging need to tick a box than give their patient customers what they’ve been waiting for.

The less-than-catchy Mario Kart 7, however, could be the turning point. Sign in to the Nintendo Network and a literal world of challenge and competition await you in a way I previously thought could never exist on a Nintendo platform. There’s support for friends and recently met players, options to create your own clans, and even hoppers catering for some much specialised race parameters.

All are laid out simply and pretend to be yet another game mode, breaking down any preconceptions or barriers that could linger about facing others online. Get through to your preferred race option and there you sit on a starting grid with a septet of racers from around the globe. As a further pleasing touch, should you join mid-race there’s no static menu screen waiting for the current race to run its course; you’re provided with a track side seat to watch the current race and see just who you’re up against.

And it is as such a spectator that I pinned down just why I felt so strongly for this multiplayer update: these are real people you’re racing against. You’ve no predetermined rival selected at random by the AI, each racer has their talents and foibles that will make each outing unique and usually lead to a far harder fought contest. Each cc level has its place, but taking on a series of programming routines is no replacement for taking down your fellow man.

Underpinning the experience is still the classic Mario Kart styling that has prevailed ever since the SNES. Eight racers boost and slide their way round a variety of Mario-inspired race courses, firing off power-ups at each other with gay abandon. The traditional roster of projectile shells, boosting mushrooms and invisibility-granting stars have been topped up with a trio of new additions: the Tanooki suit, Fire Flower and the mysterious Lucky Seven.

As with the recent Super Mario 3D Land, the Tanooki suit pops a racoon tail onto your racer. Sadly, unlike the plumber’s platforming outing, no flight powers are granted here; rather the tail whips around the kart deflecting incoming items and upturning other racers. The Fire Flower is more straightforward, allowing a stream of flaming balls to be hurled, whereas Lucky Seven simply hands you a bag of seven power-ups. Needless to say, the latter is usually only seen when lurking around the back of the grid given the armoury it suddenly deposits. The three fit well into the existing collection of power-ups, adding some extra restrained variety whilst not feeling overpowered.

The 16 brand new tracks also feel right at home, too. Some riff off of known environments, such as Bowser’s castle, Mario Circuit and DK’s jungle, but all are well put together with sweeping curves that will endear themselves to long-standing karters. The more surprising inclusion is that of Wuhu Island, the location for both Wii Sports Resort and the 3DS’ Pilot Wings. Almost becoming a Nintendo icon in its own right, the island foregoes laps and instead hands two very compelling point-to-point races that takes you up, round and through its heartlands.

The original tracks are all very strong and 7’s repertoire is reinforced by a further 16 classic tracks pulled from all six previous releases. From Mario Circuit 2 on the SNES through to the more recent Koopa Cape on the Wii, all of Mario’s racing history is on show here. There are very few duds on the roster; still, your feelings for each will no doubt be as based on nostalgia as much as anything else. I’ve been a stickler for the SNES and handheld Mario Karts, considering recent console releases to not reach the high standards previously set, and so always frown when a GameCube course appears.

These are no straight imports, either. Each has track has been given a large amount of spit and polish and brought up to modern standards. For the early SNES levels this includes real jumps, proper 3D and, in the case of Rainbow Road, shock waves from the impacting Thwomps. All updates successfully keep their nostalgic value intact, whilst also feeling part of the modern whole. So much so that even the new glider and submariner features of your kart fit seamlessly.

Rather than plonk into the sea when taking too wide a line on Koopa Beach, underwater you’ll go, a propeller emerging from the back of your ride as forcing you on through the water. Similarly take a jump that throws you high into the sky and a glider or parachute will pop out from the chassis and allow you control over your decent. Especially with the glider, the extra dimension that this can hand to racing is splendid. Launch yourself into the blue and its all about how skilfully you can control your flight, whether you should for go a long, steady glide to cut a series of s-bends or plant yourself quickly back on terra firma and pocket the speed boost that your rapid descent will bring. Even more remarkable however is that it seamlessly fits into the racing experience, at once becoming a part of the Mario Kart framework. Seeing a host of racers take to the skies and start bustling for position or launching shell mid-air is a lovely sight, and the verticality granted to the new tracks is a great addition.

At the end of it all, however, I return online. I plundered the single-player experience to unlock as many tracks and drivers as I could but now, should time allow, I leave the CPU controlled automatons to one side and head to where I know everyone who beats me is a real person and not a preset rubber-banding drone. Even online you can still collect coins to unlock further vehicle upgrades so you’re still progressing personally, my only wish is that you could have done the same with the tracks too.

With communities set up for friends with specific race conditions, or the prospect of a crazy bomb-only race with randoms, Nintendo has finally relented and allowed players the freedom and ease to experience one of the finest racing games online. Some may say that it’s about time, although I would hasten to add that some things are worth waiting for.

9
...out of 10
Article contributed by on 9/01/12 in General, Handheld, Reviews
James has written 217 previous posts. Archive viewable here
Bio:" I make my living as a programmer at a British games developer. In my spare time I try and spread myself between writing, gaming, drumming, goalkeeping, rolling dice and keeping my hair blue. Somewhere around that my wife fits in. Disclaimer: the views expressed are my own and do not neccessarily reflect those of my employer. "

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