|
In this day and age of yearly sequels and follow-ups to top-selling
game franchises, there aren't many franchises that exemplify that
trend more than Nintendo's Mario Party series. Now on its seventh
installment, in the appropriately titled Mario Party 7 for the Nintendo
GameCube, the Mario Party series of virtual board game party action
continues to crank out a new hit with each passing year. After six
games you'd think that the series would start to fade in popularity,
but gamers keep on buying each new rendition, and as such Nintendo
and developer Hudson Soft keep the games coming at an alarming rate.
For better or for worse, Mario Party 7 doesn't change the franchise's
clearly winning formula at all; however, it does introduce a new
feature or two and a gigantic roster of new mini-games that deliver
the multiplayer party atmosphere fans come to expect.
Setting
the stage for Mario's seventh shindig is the MSS Sea Star, a luxury
cruise ship Mario sets sail on after Toadsworth offers him a vacation
away from his usual duties of saving the world. Mario's regular
gang of pals are also invited to join the party, including Luigi,
Peach, Yoshi, Daisy, Toad, Toadette, Boo, Wario, Waluigi and first-time
partiers Birdo and Dry Bones, all of whom are playable characters
in the game itself. One name not seen on that list is the dreaded
Bowser, who, after feeling the sting of being left off the cruise's
invite list, sets out to be the pooper of everyone else's party.
This new cruise ship setting brings along the addition of six new
vacation-hotspot game boards - Grand Canal, Pagoda Park, Pyramid
Park, Neon Heights, Windmillville and Bowser's Enchanted Inferno.
On
these new boards, Mario Party 7 plays the same as always, continuing
to follow the straightforward virtual board game style, having players
choose their favorite Mario universe character and rolling dice
to move said character around game boards, collecting coins, competing
in an abundance of quick-action mini-games, using orbs to hinder
the progress of opposing players and hunting down stars to ultimately
win the game - nothing has changed. As such, Mario Party 7 still
isn't friendly to the solo gamer, with its frustrating reliance
on the luck of the roll and a slow game pacing that doesn't allow
you to skip the turns of CPU competitors.
As
always, Mario Party 7 is only enjoyable in a multiplayer environment,
and in that regard it can still be mildly entertaining, even though
the game itself hasn't evolved much. Game modes not in short supply,
featuring a Party Cruise mode offering free-for-all Battle Royales
and cooperative Tag Battles, a one-on-one dueling Solo Cruise mode,
a new Deluxe Cruise mode spotlighting the game's new eight-player
functionality, and the Minigame Cruise, which gives you access to
all the unlocked mini-games for play without the board game elements.
Mario Party 7's main addition this outing is the increased multiplayer
limit, from the series' standard of four all the way up to eight,
for the first time ever. What's great about playing with eight people
is the game's controller sharing mechanic. Since the GameCube only
has four controller ports, obviously only four controllers can be
used. To allow for eight players, though, the game calls for two
players to team up and share one controller, with one player manning
the left shoulder button and analog stick and the other player handling
the right shoulder and C-Stick.
The
main draw to any Mario Party game is unquestionably the mini-games,
and when it comes to mini-game variety and all-around quantity,
Mario Party 7 doesn't disappoint; with 86 new mini-games making
up the roster, it's quite remarkable how the developers have managed
to think up so many new games. Then again, the available mini-games
aren't tremendously innovative compared to what's been done in the
series before. The usual assortment of boat races, Goomba pounding
contests, thought puzzles, battle games, slot machines, button-mashing
duels and so on are all here and still fun to play with a group
of friends. Returning from Mario Party 6 is the Nintendo Gamecube
Mic peripheral (it's included with the game), and accompanying the
mic are 11 mini-games specifically tailored to the device. The mic
games are more of a gimmick than anything else, but there's good
fun to be found in directing a race car down a track using shouted
"left" and "right" commands to steer or screaming "fire" to shoot
darts in a target-shooting contest, especially as the voice recognition
works without any problems.
On
the presentation front, Mario Party 7, as is a common theme here,
doesn't showcase much improvement over earlier games. Visually,
the backgrounds and game boards have been spruced up a bit, but
overall the game looks the same as always - which is fine by me,
as the simplistic graphic design based more around providing a colorful
and inviting game world to play in is well suited to the game's
family-friendly nature. More detail wouldn't hurt, but I don't see
much use in knocking a party board game for not having the most
incredible graphics - this isn't a cutting edge FPS, after all!
The game's audio design is also similar to the rest of the series,
consisting of the usual character emotes and one-liners, nostalgic
Mario-themed sound effects and a whimsically toned soundtrack. Again,
it's nothing spectacular, yet nothing to gripe about either.
Mario
Party 7 probably is the best game overall in the franchise to date;
however, even with that being the case it simply doesn't do enough
new to warrant a definitive purchase. Fans of the series who just
can't get enough of the Mario Party antics will likely pick this
seventh installment up no matter what I say, and frankly whether
or not you liked all the previous games, there's nothing here that'll
make you feel any differently either way. If you have somehow never
played any of the first six titles, the new eight-player functionality
and gargantuan selection of mini-games does fit the bill if you're
searching for a quality Gamecube party game. For me, though, the
bottom line is simple: rent the game whenever you have a bunch of
friends over, have a ball with it for the night, then take it back
to the rental shop. After six near-identical games already, it's
hard to justify paying full price for a seventh.
Reviewed by Matt Litten for AceGamez (All Rights Reserved).
|