Super Mario Galaxy 2 – Impressions, 50 stars in

Ah, yes, the obligatory ice world

What’s up all—I’m back with another impressions write-up, currently 50 stars into the game exactly.  In case you missed my first write up (from 25 stars in), don’t; it’s right here, so read that first!

Also, don’t miss the direct-feed videos I have been posting throughout my time with the game!

As with before, I’ll try and keep it as spoiler-free as possible, but I will be providing at least a few specific examples of what I’ve been experiencing… so just be forewarned. Don’t worry; the way this game is constructed, a few tidbits of information here and there isn’t even going to result in a blemish on your final sense of enjoyment and accomplishment.

So, where does 50 stars take me? Well, to reiterate (rather childishly and monotonously), I’m not your average Mario player, so I’ve actually gotten just about everything there is to collect in the first three worlds at this point. So that’s why I’m not actually further into the actual story—I am taking my time scavenging for hidden stars and completing challenges in the existing galaxies. I’m right around the midpoint of the fourth, and I honestly can say that the game just keeps getting better.

Ah, yes, the obligatory ice world

The entire time I have been waiting for them to recycle ideas and try and artificially extend the game in some fashion. But to be perfectly honest, it just isn’t happening. Even the comet stars (also present, you’ll recall, in Galaxy) at least partially alter the experience somehow. For instance, in the Rolling Masterpiece Galaxy, you’re tasked with riding that godforsaken Star Ball again, and it’s not exactly a walk (roll?) in the park this time around. Later on, a comet will eventually pass over the level (provided you’ve collected enough comet medals, that is), and you’ll be sent back there for a “speed run” of the same mission. But rather than have you attempt the same stuff all over again, once you reach the midway point, the rest of the level is entirely different.

You know that ghost house level you’ve seen in all the videos? That’s called the Haunty Halls Galaxy (in case you haven’t already spoiled everything for yourself), and it’s freaking awesome. Perhaps you can’t really envision it from the videos which have been released, but platforming preemptively (you know, planning for which lifts will appear next) is a cool sensation when the platforms are emerging from the nothingness which is the walls of the corridor. Beyond that, the Bulb Berry power-up with Yoshi encircles him in a bright aura which reveals the path around you. Actually, strike that—it doesn’t reveal the path; it creates it. Without the aura, there is no solid ground. So you have to actively hunt down these Bulb Berries or else plummet to your death below. Making matters worse is the fact that even a single hit from a bad guy will dismount you from Yoshi and thus dissipate the floor beneath your feet—it’s one hit kills!

Why do I suddenly get the urge to watch some Bob Ross?
Why do I suddenly get the urge to watch some Bob Ross?

But don’t worry, it’s not all that difficult. The really tough stuff, as you might expect, can be found in the aforementioned comet permutations of these same levels. Most of them aren’t too bad through the third world if you’re a serious Mario veteran, but they do get hairy at times. One particular example is a purple coins collection on the Flip-Swap Galaxy. You have to get all 100 coins in three minutes or less, and it’s just plain nasty. Oh, and by the way, the classic Purple Comet music is back, complete with the Gusty Garden Galaxy bridge and all that.

There’s plenty of other challenge to be had as well in these various comets.  For instance, take a look at that picture just above of Mario rolling around on the Star Ball.  Looks fun and infuriating, right?  You’re correct, but what you didn’t count on is how much more fun and infuriating it is when you’re constrained to doing it within just three minutes (by that particular comet I referred to earlier in this article).

The soundtrack in general is just phenomenal. Seriously phenomenal. There are plenty of Super Mario World and Super Mario 64 tunes tossed in at logical opportunities, and they parallel scenarios pulled from those games as well, which just makes it that much sweeter both nostalgically and creatively. The “hub world” (Spaceship Mario) music once again builds as you progress through the game—an aspect of the original game which I loved. Oh, and Bowser’s music, as well as that of his level, is suitably epic, yet again. I’ll say nothing more there until you happen to hear it for yourself.

So, what are my overall thoughts thus far, you ask? Well, clearly, it would be a mistake to judge the game even at this point, as I’ve got a long way to go. But so far, I honestly can’t think of much negative to say. Galaxy 2 has, up until this point, been more creative and more mind-bending than even its predecessor, and I for one never thought that could be possible.

Eat or die
Eat or die

Be sure to check out the videos I’ll soon be posting of the game. Each one will feature a short series of 30-second snippets from various levels within the first three worlds of the game (these are the guidelines we had to follow to bring you this footage). I think you’ll enjoy some of the stuff I selected, but do keep in mind that these videos do, of course, consist of some spoilers. I wouldn’t think anyone will blame you, however, if you treat yourself to them in anticipation regardless. 🙂

More to come soon—stay tuned, and thanks for your support. I hope you will put DigitalChumps on your radar for E3 coverage this year; we work hard because we love what we do, and this is just one example of that!