Monday, April 1, 2024

Super Mario 3D Land (3DS) Review

 (Originally posted on November, 2020)

In 2011, Mario could seemingly do no wrong after the mind blowing creativity of the Galaxy games and massively profitable 2D renaissance that is the "New Super Mario Bros" series. In his first 3D portable platformer, 3D Land daringly goes for the best of both worlds; fairly straightforward Point A to Point B traversal...within a 3D environment that still allows for some freedom of movement...and a big chance to show off Nintendo's wondrous new stereoscopic display technology. This first attempt at combining 2D and 3D is fun and worthwhile, but like the proverb of chasing two rabbits, doesn't fully capture what makes both styles so beloved.

The 3DS is more powerful than the N64, yet level design is mostly composed of corridor like spaces, not the comparably immense and immersive worlds miraculously pulled off in Mario's 1996 3D debut. This isn't necessarily a bad thing, as tight surroundings could facilitate equally tight pacing, action and opportunities for novelty. This narrow direction sometimes succeeds, like when you're suddenly staring hundreds of feet INTO the screen, as Mario, with the help of his propeller box, floats downwards. The game further hits its mark during Bowser encounters built around dynamic camera angles and carefully directed scenarios that fully utilize the 3D effect to deliver palm sweating tension. These types of experiences are refreshing. Disappointingly, they seldom occur.

The game's foundation is solid, yet most everything built atop is shaky. Enemies lack pep in their step. The action is straightforward and atomic, yet still missed the series' knack for introducing a gimmick, quickly exploiting it's potential, then moving on to something new. It's fun to search out all the star coins, though levels won't often spontaneously compel you to explore. Even Mario himself may have eaten too much mozzarella and controls uncharacteristically sluggish. Each level gets a charming diorama, but the 16 worlds are rarely knitted within a cohesive theme. You're not conquering varied lands with their own personalities, enemy types and perils. Only a long, horizontal list of seemingly random, increasingly difficult stages. I enjoyed only a few pieces of a mostly forgettable soundtrack. The gloomy, yet beautiful haunted house. A cozy, festive winter track. The whimsical main theme remix within the clock stages.

Super Mario 3D Land is a high quality game with occasional flashes of brilliance, but one cannot overlook that the potential of both the hardware and game itself is merely touched, not fully seized. Perhaps the developers were overwhelmed by the tricky hybrid of 2D and 3D, or pressure to quickly produce a system seller for the then fledgling portable. The chicken-like flight of Mario's returning tanuki suit is an apt metaphor for the entire experience. You'll get some views and a light thrill, but won't reach the heavens when tying on a yellow cape in the 2D realm or donning a winged-cap in 3D space. 

A rough start is no reason to give up. Years later, Nintendo would follow-up with a much better execution of this isometric style...


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