Super Mario Odyssey
Nintendo’s upcoming Super Mario Odyssey fast approaches, and it looks set to once again redefine the platforming genre. Mario has a whole bunch of new tricks up his sleeve (and in his hat) that we’ve already seen him use to traverse gorgeous sandbox Kingdom’s like New Donk City. Armed with Mario’s throwable “Cappy” and transitioning between 3D and pixelated 2D platforming are just some of the clever mechanics that have us hugely excited.
Now, taking to the stage at this year’s Gamescom, producer Yoshiaki Koizumi talked audiences through more gameplay and dropped some new information along the way. Let’s break down what we saw from the gameplay demonstration.
Before blasting off to the newly introduced Luncheon Kingdom, Mr Koizumi, first of all, confirmed that unlike in previous titles such as Mario Sunshine there is no central hub world in Super Mario Odyssey. Instead, Mario flies directly between Kingdoms via the Odyssey ship, which he charges with Power Moons that are found throughout each Kingdom. The Power Moons were later said to be numerous in number and often difficult to find, adding extra incentive to explore each Kingdom in greater detail.
After he shared that tidbit it was time to explore the new area and learn some new things about Super Mario Odyssey’s gameplay.
The Luncheon Kingdom’s Inspirations
Continuing with the demo, Mario blasted off on the Odyssey and arrived at the Luncheon Kingdom, which Mr Koizumi introduced to gamers for the first time. The Kingdom is stylized with a culinary theme, as its name suggests, and the aesthetic is certainly more surreal than other Kingdoms we’ve seen. Mr Koizumi explains that the Luncheon Kingdom is inspired by Italy and other European countries with rich food culture and different cuisines.
The unique art style is certainly a stark departure from realistic settings like New Donk City or the measured design of the wooded Kingdom. The Kingdom has a cartoony vibe with flat, pastoral colors, and it’s inhabited by whimsical food-themed NPCs. We see fork shaped characters with which Mario takes a quest called “Under the Cheese Rocks”.
Crazy Cap Store
Mario’s first port of call is to stop off at the Crazy Cap Store. It is explained that each Kingdom has a Crazy Cap Store, with its HQ based in New Donk City. Mario is able to purchase different items, with each branch offering unique items based on the respective themes of that particular Kingdom. For example, we’re shown Mario purchasing a white chef outfit at the Luncheon Kingdom branch.
Notably, the currency used at the stores is detailed. Players will be able to purchase items with both regular coins and a purple currency, which are regional coins that are unique across different Kingdoms. Other than clothes, Mr Koizumi stated that there will be “souvenirs to help Mario in his journey.” He also points out that regional coins have different shapes depending on the theme of the world. In the Luncheon Kingdom, they’re tomato shaped… of course.
Cappy Changes Up Gameplay
Diving the Luncheon Kingdom, we’re shown Cappy in action, and the extent to which it changes the dynamic of gameplay is striking. We’ve already seen the iconic Cannonballs being captured in other levels, and in the Luncheon Kingdom, there are other unique enemies add a new dimension to proceedings.
Lava Bubbles, for example, can be used to traverse the level’s pink lava and access different areas. The most impressive section of the footage sees Mario forced to strategically use the Lava Bubble to melt tomato enemies, turning them to puddles that can be swum through. By hopping between them, he avoids the ground (which turns him back to normal form) and manages to catapult himself to a new area. It’s clever stuff and just one of the ways in which Mario’s ability to capture enemies can totally reverse the conventions we’re used to in typical platforming games.
Later, Mario unleashes Cappy on some hammer throwers, except in the Luncheon Kingdom they throw pans. Taking control of these skittish enemies, Mario hops and weaves erratically, throwing pans madly by shaking the JoyCon controllers. Using the ability to hack away at big blocks of cheese, Mario reveals a switch. Swapping out of hammer thrower guise, Mario then bops his enemy, collects a coin and pushes to switch to complete the quest. A Power Moon is his reward.
It marks the end of a sweet snippet of gameplay. In particular, the capture mechanic once again impresses in its ability to alter the balance of gameplay, which should hopefully keep things feeling fresh throughout the entirety of the game.
Published: Aug 23, 2017 03:06 pm