|
In the lifespan of the Nintendo DS, very few announcements, if arguably
any, have meant more to owners than Square-Enix's verbal commitment
to develop for the system. On a system starved of RPGs, the company
appears poised to take over with relative ease, with a robust catalog
of upcoming titles, including the recently released Rocket
Slime, Final Fantasy III and Children of Mana, along with upcoming
titles such as Front Mission 1st and Dragon Quest Monsters: Joker.
In a surprising development move, Nintendo and Square-Enix partnered
up for the second time to create a Mario-based game. The results
were not Super Mario RPG 2, but Mario Hoops 3-on-3, a light-hearted
Nintendo-themed take on basketball.
A
near opposite from the game RPG fanatics were hoping would christen
Square-Enix to the Nintendo DS, Mario Hoops 3-on-3 stars Mario and
company, along with plenty of Square-Enix cameos, in a 3-on-3 basketball
tournament where coins determine the points of a basket and play-changing
items such as turtle shells and lightning bolts are rampant - all
on Mario-themed courts. All of this zaniness is treading water on
top of a presentation that puts all other DS games to shame, with
colorful, detailed polygon characters and backdrops that seemingly
have no effect on the frame rate and CD-quality, J-Popish tunes,
including new renditions of classic Mario
and Final
Fantasy themes, all redone by Final Fantasy sound editor, Masayoshi
Soken. Unfortunately, the game swam a little to far out into the
presentation and when it needed the gameplay to keep it afloat,
the touch screen control, A.I. imbalances and boring mini-games
let out all the air in its water wings, leaving the game to sink
below the surface and drown in polygons and J-Pop.
There
is no doubt that Square-Enix know how to develop beautiful games
with high quality audio that push the DS in ways that no other developer
has to this point. All of this in a single game - that is just how
amazing it looks. Using a 3D graphics system with polygon characters
and static backgrounds, the entire game is vibrantly alive. Each
character is rendered in high quality with a full set of animations,
outclassing all of Nintendo's own efforts with the same system and
characters. Courts take a detail hit from the players themselves,
but it is hardly a drop-off. Each court has a specific theme, such
as the airship-themed Pirate Ship and dark and dank Luigi's mansion
courts, each with their own share of unique details. From different
hoops that fit each level, different playing surfaces and backgrounds
ranging from the packed crowds at Mario Stadium to the out-stretching
ocean at Sunset Beach, each court looks unique.
Even
the menus look phenomenal! Using anime-style miniatures, which consist
of brand new art, players pick up and drag their team from the touch
screen and drop them into a basket. After you make your choice,
a team photo appears, showing off full-bodied anime shots of everyone
looking ready to game. When playing in a tournament, the bracket
is made up of Super Mario Bros style bricks, with winners head-butting
the block in front of them to discover an upward vine leading to
the next game. Menus have never been so fun to look at!
The
boundary-pushing fun doesn't end there, as Square-Enix wasn't happy
to simply embarrassing its competition in graphics alone; they had
to dominate in music as well. The sound effects are exactly what
you would expect, as the sound vault of Mario was plundered in representing
each character, level and object with tried-and-true effects. Having
little room for innovation in the sound, all the energy was focused
into the music. In what sounds like a new way of encoding music,
each track has a near CD quality, lacking the tinny, computerized
tone that usually encompasses scores on the DS. The song playing
through all the menus even has a full, crystal clear vocal track!
The in-game music consists mostly of Mario and Final Fantasy remixes,
all of which are deeply layered and overtly poppy, and while you
cannot dispute the quality, the actual compositions may prove to
be too sugary or J-Pop for many players, myself included.
With
all this presentation power, there generally is a catch, especially
on a system considered underpowered. That trade-off almost always
comes in the form of a frame rate stuck in the mud, as the weight
of the graphics and music bring everything down. This is not the
case in Mario Hoops, as not one time did the game dribble into a
patch of slowdown - it slam dunks in the face of every 3D Nintendo
DS game on the market, including Nintendo's own offerings, pouring
on the shame. My only complaint about the presentation, especially
the graphics, is that they cast unnecessary doubt on other companies,
leaving players to wonder why Square-Enix have outclassed everyone
else on their first try at 3D on the DS!
Or
maybe the answer to where the presentation catch is hidden is not
in performance, but in the gameplay department. Not happy allowing
classic rules to prevail, basketball has been changed into a coin-collecting
fest. By dribbling on coin blocks, floating around on each court,
you can collect up to 100 coins that are added to your next score,
which have had their value upped to 20 for scores in front of the
three-point-line and 30 for those behind it. This gives the sport
a unique touch that both adds and detracts from the game, as it
adds new gameplay options but slows the action down, as too much
time is spent standing atop of a block collecting coins. If only
there was a way to collect on the move, then this new rule would
prove to be a complete winner instead of being regulated to mishandled
potential.
Another
area where potential reins supreme is in the controls; choosing
to use the touch screen exclusively for everything other than movement,
Mario Hoops shows that there is plenty of potential for touch basketball
on the Nintendo DS. Being able to pass, shoot, steal, fast dribble
and block with a quick movement of the stylus proves to be natural,
but only mostly effective. Shooting is accomplished by drawing a
straight line up, but unless you make a couple of circles first
to activate a special shot, only sheer, dumbfounding luck allows
you to make a shot. Special jams, one for each character, look awesome
but are a pain to execute; to activate the special jam you need
to tap out at specific intervals on the touch to make a symbol,
by memory, twice. Why you couldn't simply hold a button and trace
the outline of the symbol is beyond me, because having to tap it
out forces you to look away from the screen to watch your hand movements,
leaving you open to unforeseen trouble. For the passing game, you
make a line (it doesn't have to be accurate) to the left or right
side of the touch screen and your player passes accordingly, but
with action happening on the top screen and without taking a quick
look down, you may draw a left or right line that moves even slightly
into the shooting area and next thing you know the ball is on the
ground at the other end of the court with the player scrambling
to personally recover it.
You
see how I said "with the player scrambling to personally recover
it," instead of with the team scrambling? That wasn't an accident;
Mario Hoops has essentially zero A.I. programming for your teammates,
other than run up and down the court, following one character each.
They won't take their own shots, pass on their own, steal on their
own, block on their own, recover a loose ball on their own - they
won't do a damn thing! All they do is jog and follow. The last time
a basketball was released where your teammate A.I. didn't matter
was the 2-on-2 NBA Jam and even that game's teammate A.I. is superior
to what is found in Mario Hoops.
At
first, you won't sense the invisible A.I., as the first few batches
of teams in tournament mode are pushovers, letting you easily rack
up coins and dunk in their faces, time and time again. That is until
you are taken aboard the airship and forced to go 3-on-3 with the
Square-Enix team. This team functions so cohesively, with each player
reacting like a real one, that your one man team has little chance
of keeping up. Only the A.I. handicapping itself, such as letting
you pull off the random super dunk while they watch, allows for
a win. From here on out the game becomes nearly unplayable, with
each blowout loss fuelled by worthless teammates adding frustration
to the fire.
This
brings me to lasting appeal - if you finish tournament mode completely,
only a glutton for punishment would bother to play through a second
time. The additional mini-games are horribly boring and add nothing
to the overall package, serving the purpose of empty fillers perfectly.
The only way Mario Hoops will find continued play after the next
week will be in multiplayer - if you can convince at least one other
person to make the dip. Supporting up to four total players (no
Wi-Fi support though) you may find some enjoyment in the decent
but shallow single-cart mini games, a coin race and a battle mode
ala Mario
Kart, but without each person having a copy of the game, actual
basketball will be locked out. This is where the game shines, as
having a real player on your team brings out the playability and
enjoyment missing from the single player mode.
Mario
Hoops 3-on-3 will go down in the history of the Nintendo DS that's
worthy of mention as the first game to push the system to a new
presentational level developers that will be working to equal for
some time to come. There will be no mention of the gameplay though,
despite all of the potential it has unearthed. I may find little
excitement when it comes to playing this again, but I am looking
forward to the future of touch hoops, be they Mario-themed or not
- just don't forget the A.I. next time!
Reviewed by Tony Peters for AceGamez (All Rights Reserved).
|