Impressions: Mario Kart 3DS (Greg)

Mario Kart is one of those series that is difficult not to like despite only minor changes from iteration to iteration. However, over the course of the last few games (Mario Kart Wii, Mario Kart 3DS, & Mario Kart: Double Dash), it’s lost quite a bit of its appeal in my experience. Growing up with gaming my entire life, I remember great times with Mario Kart, whether it be on the Super Nintendo, N64 or Game Boy Advance but somewhere along the way it’s lost a bit of its luster. I can’t say that Mario Kart 3DS looks to pull me back into the series but I believe that Nintendo is really bringing the big guns this time around with the latest version of the game.

Sure, there wasn’t much changed this time around, either, with major changes being a reversion back to having coins that affect your speed (one of my favorite things that has been left out from more recent versions), as well as the ability to drive underwater and glide through the air. However, there are a few major things that have convinced me and Steve that the series may be returning back to glory.

For one, an extremely noticeable change of the game is the hardcore, rock driven renditions of the soundtrack. Whether or not you think this fits Mario Kart or not, there’s no doubt that an attention to creating a knockout musical score almost always translates to more work on the game (in fact, this is one of the last things needed to bring a great game to legendary status, in my opinion).

Secondly, it was announced this week that Retro Studios will be working on the level design of the tracks. If you’re not familiar with this Nintendo 1st Party studio, everything they touch seems to turn to gold. And, after redefining the Metroid series in 3D with the Metroid Prime: Trilogy as well as Donkey Kong with Donkey Kong Country Returns, Retro could definitely work some magic on the Mario Kart series to evolve it back into the pinnacle of the series.

As for the game itself, the E3 demo played exactly as one would expect from the Mario Kart series. After easily picking up the controls, I was able to do power slides efficiently as I jetted around the track, collecting coins along the way. From what I could tell, going under water changed the gameplay in no noticeable fashion though I wouldn’t be surprised if some vehicles were better equipped to go underwater (as the vehicle customization is back along with wheel customization).

Hang gliding, on the other hand, felt similar to the jumps from FZero where you could glide further with lighter vehicles by holding up on the D-Pad, or dive down to the track to gain speed. Amidst my domination, I wasn’t struck with a single blue shell or lightning bolt, though judging by build status, that doesn’t mean items will be any less cutthroat.

Mario Kart 3DS is scheduled to hit shelves later this holiday season so stay tuned for more coverage and a full review of the game.