After playing enough of MKWii, I suppose it’s finally high time I got around to writing about it. First things first… I’m giving this game an 8.5 out of 10. That isn’t to say that I don’t completely love the game, because I do, but it has enough moments where you ask yourself just why Nintendo decided to do things the way they did that can really take you out of the game.
Let’s talk about the good. To many vets of the DS version of Mario Kart, Mario Kart Wii is almost going to feel like “more of the same”. Fortunately for those of us who liked MKDS, this isn’t a bad thing at all. Nintendo didn’t change the formula too dramatically, with the biggest changes coming in the form of motorcycles you can race in (to complement the karts) and the new steering wheel adapter that really does a great job of motion-controlled steering. Bikes are a bit tough to adjust to at first, but if you play the Grand Prix circuits the 100cc circuit is exclusively bikes in an effort to force the player to at least get a taste of them. Bikes can only charge a single level of sparks in drifts, which means they can’t get the same level of Mini-Turbo (MT) coming off a turn as a kart can after charging to the second level, but bikes gain a distinct advantage in the straightaways with the ability to pop wheelies for a small boost in speed. They also handle much tighter than any kart, which is great for tracks with tight corners but can very often leave you stuck in the grass on the inside corner of a turn (or facing the inside corner of a wall) for the inexperienced racer. Still, they’re a nice change to the series and I wouldn’t be surprised to see them stick around for the next installment of the series as well. Fingers crossed Nintendo just stays away from airplanes a-la Diddy Kong Racing.
For the most part, “the good” simply contains Nintendo continuing to do well what they have done well in the past with the series. A healthy number of tracks - 16 brand new and 16 “retro” revamped tracks, similar to what they did in MKDS - with GP’s across 4 race classes: 50cc, 100cc, 150cc, and 150cc mirror where all the tracks are flipped left-to-right. On top of the GP’s, there are Time Trials where you simply race the clock with three boost mushrooms to last the full three laps. Similarly to MKDS, there are Staff Ghosts that come with the game so you can race against a saved ghost to try and better your time with a goal in mind. A new addition in this game are EXPERT Staff Ghost times, which will unlock on a track after you beat a certain time better than the original staff ghosts; these guys are tough, and I doubt most players of the game will ever beat most of these ghosts without serious dedication put into the game.
Online has been slightly re-tooled, mostly for the better. Pick-up-and-play has seen a vast improvement in MKWii over MKDS, with online matches supporting up to 12 players at the same time (and one console can bring 2 players online to play split-screen, also). When you attempt to find a game, you will more often than not be dropped into spectator mode of a session already happening online, where you will have to wait for the current race to be over before going back to the Track Voting screen. Personally I prefer this method over the servers attempting to find players who happen to be looking for a match at the same time all into the same game, especially when you do have the 12-racer limit. You may have a race with 5 people, and the next race will have a full 12 players on the track, which is really nice and also doesn’t limit you to a 4-race, Grand- Prix-style format either, since you can stay in one session and keep racing for as long as you want.
Not to be confused with any of the other nouveau-chic medical conditions on the market today (*