EDGE

SUPER MARIO ODYSSEY

HOW NINTENDO IS TRANSFORMI­NG THE MOST FAMOUS FACE IN GAMES

- BY NATHAN BROWN

So, how was your E3? It’s a question that used to be reserved for the lucky few: those with a profession­al interest in the most important event on the videogame calendar. Assets came on discs – sometimes even on slides – and you’d have to carry them home with you, unless you were on deadline, in which case they’d be couriered. If you had copy to file you’d fax it or, in the case of one tabloid journo whose legend lives in infamy, literally phone it in while lounging by the hotel pool. Unless you were there, or knew someone who was, you’d know nothing of E3 until the mags hit the newsagents’ shelves weeks later.

Needless to say, things have changed. Online outlets keep more staff at home than they send to the show these days, since you can cover it more efficientl­y from the office, where the Wi-Fi actually works. Once the doors open, you’ll need to be there to play anything, sure, but there’ll be full gameplay footage online within hours. To punters, it’s just like being there.

The thing is, though, you really have to go to E3 to understand it. There are few ways in life, and even fewer legal ones, of feeling the kind of buzz you get when a platform holder pulls out a stunning surprise at its press conference and an arena full of people explodes in delight. You have to stand in the blazing LA sunshine waiting for the doors to open, knowing you’re minutes away from being among the first to play some hotly anticipate­d favourite. These, at least, are the things we tell ourselves so we can sleep at night. Once the jetlag’s worn off, anyway.

E3 has changed a lot over the years. It has switched venues and cities; companies have quit it and returned; it has seen a shift from print media to online, and from online to video. This year, for the first time, E3 opened its doors to the public. It was a dramatic change, and it made life difficult (though we still got out with over 50 pages of coverage). But as transforma­tive as this year’s event was, it can’t hold a candle to the stunning makeover Nintendo has given Mario.

There’s an awful lot of Breath Of The Wild in

Super Mario Odyssey. Sometimes, it’s a direct lift: jump into a lake and dive beneath the water, for instance, and Mario borrows Link’s stamina wheel, repurposin­g it as a breath meter. Often, it’s in the scenery, in the way a tempting trinket looms on the horizon, far away and out of focus enough to compel closer inspection. It’s there in the structure, too. Instead of Stars, here Mario collects Moons to progress, and while plenty are locked away behind tricky platformin­g sections or boss battles, many are to be found through simple, playful experiment­ation with your surroundin­gs. A ground pound on a suspicious bump in a rooftop, for example, may yield a Moon, in the same way that dropping an apple into a statue’s empty offering tray might sprout a Korok seed. The closest point of comparison between the Switch debuts of Nintendo’s most famous videogame faces, however, is a spiritual one. Super Mario Odyssey, like Breath Of The Wild, is powered by the desire to break its own rules, to playfully thumb its nose at the convention­s of its heritage. Like Breath Of The Wild, it already appears exceptiona­l.

Odyssey heralds a return to the sandbox values of Super Mario 64 and Sunshine – but ‘sandbox’ is a western term that doesn’t quite do Nintendo’s design philosophy justice. It implies a toddler mucking about, a messy, improvisat­ional style of play that often yields wonderful results. Instead, 3D Mario games are built on the concept of hakoniwa: a Japanese miniature garden, built in a small container, its tiny trees and shrubs given contextual scale with small figurines or bits of scenery. Look at the garden from a different perspectiv­e, and you find something new. Breath Of

The Wild was a sprawling, open-air landscape that begged you into its distant corners. Super Mario

Odyssey, like hakoniwa, is dense and intricate, painstakin­gly assembled by extremely skilled hands.

“In Breath Of The Wild, there’s a very wide open space,” producer Yoshiaki Koizumi tells us. “There’s a lot of emphasis on seeing a faraway location, and thinking about how you might get there. But in Super Mario Odyssey, the space is more compact. The goals, and the kinds of actions you use, are more about the things that are right in front of you, and how they will interact.”

Hakoniwa’s influence is most obviously, literally evident in the Wooded Kingdom, a verdant, sun-dappled forest. This, it turns out, is actually a greenhouse, a handmade miniature flower garden whose yield has been stolen by Bowser (the story has the series antagonist kidnap Peach for a purpose this time: they’re to be married, and each kingdom has been somehow affected by his wedding plans). Look out towards the horizon and you see a vast mountain range, but you can see the seams in the glass wall that hems you in. At first the kingdom seems small, with a high wall at one side and hedgerows around its perimeter, bordering a drop into the abyss. Yet following a line of coins that lead off a hedge – a route, you assume, to instant death – instead sees you land in the Deep Wood, an entirely new area. Throw a seed in one of the planters dotted around and a huge beanstalk raises up, offering a route back to the upper ground; pick the right

“The goals, and t he kind of actions you use, are more about the things that are right in front of you, and how they will interact”

one and you’ll emerge on the other side of the wall. Use a nearby set of binoculars and you’re catapulted high into the sky, panning the camera around to find new routes or objectives, the miniature garden yielding more of its secrets the more angles you look at it from. None of this, by itself, is particular­ly new. Super

Mario 64 and Sunshine were built along the same lines, albeit subtly changing the level layout for each new objective. But for Odyssey, Nintendo has broken the rules of Mario in dramatic, fundamenta­l ways. While the layout of these spaces may feel familiar, if you try to traverse them using the traditiona­l Mario moveset – run, jump, bounce – you won’t get far.

“Mario games begin developmen­t not just with one idea, but many,” Koizumi says. “You’ll have some ideas from previous projects that you weren’t able to incorporat­e into the final product, and maybe a few new ideas. Once you put them all together you start to see a little bit of a vision about how the game’s going to look and play as a whole. Once you have enough fun ideas, you can start to prototype each of those, play them, and see which ones naturally fall out because they don’t fit, or aren’t as much fun. Before long, you have a game concept that is starting to define itself.”

Mario’s cap has always been important, even if it was originally designed out of necessity, since Nintendo’s coders couldn’t work out how to make his hair move realistica­lly when he jumped in Donkey Kong. Along with his moustache, his pot belly and the buttons on his overalls, it is a defining characteri­stic of one of gaming’s most iconic silhouette­s. Remember the shock of seeing it stolen, or blown off by a strong wind, in Super

Mario 64, the first time you’d seen the head of hair beneath? That was intended to demean Mario, to rob him of his essence, and his power – he took more damage without it, and could no longer use special abilities. Losing it in Mario Sunshine exposed him to the elements, causing him to gradually lose health. In Super Mario Odyssey, our hero willingly, constantly gives it away – and doing so makes him immeasurab­ly, transforma­tively stronger.

Now, Mario’s cap is a character in and of itself. With either a button press or JoyCon motions, Cappy can be flung out in front of Mario; it’ll come back to him instantly, but it can also be kept in place to serve as an impromptu platform, or moved around to whack enemies and collect coins. Chuck it at a Piranha Plant in the Wooded Kingdom and it’ll try and gobble Cappy up, no longer able to spit troublesom­e blobs of poison that pool on the ground while it’s chowing down. Fling it at one of those troublesom­e, evasive rabbits, and you’ll stun it for a moment, making one of the series’ most infuriatin­gly flighty opponents a little easier to pin down.

Cappy’s real purpose, however, is to power the capture mechanic, which is where Nintendo really rips up the timeworn Mario rulebook. Throw it at one of a huge number of enemies or bits of scenery and Mario will possess it, temporaril­y adorning it with his iconic hat and moustache. Suddenly he’s a Goomba, a Koopa or a Bullet Bill; he’s a frog or a T Rex; he’s a bollard, a Christmas tree, a tank. Each comes with its own moveset or ability, or will solve a puzzle. A Goomba’s boots won’t slip on icy ground, for instance, while a Bullet Bill can be used to traverse large gaps. Bollards are springy, and can be used to fling yourself long distances; Mario will hit the ground running, arms out to the side like aeroplane wings to emphasise the boost in speed.

The results are twofold. It challenges the way you think about traversing a Mario level, and sets Nintendo’s design teams free after three decades of being hemmed in by the arc of the protagonis­t’s various jumps. New enemies have been introduced, or old ones brought back, specifical­ly for the opportunit­ies they offer when captured. In the Sand Kingdom, for instance, Moe-Eyes (a variation on

Super Mario Land’s Tokotoko statues) can see hidden platforms when they put their sunglasses on. In the Wooded Kingdom, Uproots can grow high into the sky to reach lofty platforms.

Uproots are adorable creatures, at first walking around with a plant pot on their heads that must be knocked off before they can be captured. “One rule we set up,” says game director Kenta Motokura, “is you can’t capture enemies with a hat on. No one wears two hats, right?” Motokura admits that the

capture mechanic brings its own set of challenges (“We hope no one will break the sequence of the game itself,” he says) and as we play we can see the new little balancing acts to keep players in check. Bullet Bills will explode after a time, for instance, to ensure you can’t just fly from one end of the level to the other. While Cappy can pick up coins in flight, he can’t collect Moons – Mario has to get there to finish the job. These are subtle, but vital, limitation­s ensuring that Mario’s new power is groundbrea­king, without being game-breaking. All that combines into a game that, like Breath

Of The Wild, thrums to the rhythm of curiosity and discovery. Odyssey, too, is a game about seeing something that piques your interest, and working out how to get there. Here, however, chances are that the solution will involve throwing your cap at something, and that what follows will be something you’ve never done in a Mario game before. It is, like its Switch stablemate, utterly intoxicati­ng.

Nintendo’s desire to break the Mario mould spreads far beyond Mario’s massively expanded powers, too. For a start, this is the first time we’ve seen him outside the Mushroom Kingdom, rubbing shoulders with salarymen in suits, creeping around dozing dinosaurs, flying from one new place to another in an airship shaped like a top hat. Odyssey also does away with the lives system, with death seeing you deposited at the most recent checkpoint in exchange for a fee of 10 coins. With no need for extra lives, coins themselves have at last been rethought, and now actually matter. There are two currencies: gold coins, of which the supply is theoretica­lly infinite; and a local currency unique to each world, of which 100 are cosseted about the place in fixed locations. Both are used to buy souvenirs and trinkets to decorate Mario’s ship, the Odyssey, and to buy new outfits.

Yep, outfits. If you thought the sight of Mario as a dinosaur, Cheep Cheep or Goomba was mad, just wait until you see him in a pinstripe suit and fedora, a builder’s hard hat and overalls, or a wetsuit and snorkel. At first, it seems like sacrilege. Then, it’s funny. Before long you’re scurrying around levels ignoring everything but coins so you can buy your next outfit, and it just feels right. “Mario is a strong IP,” Motokura says. “Wherever he goes, whatever he wears, he’s Mario.” So it proves.

This, you’d think, would have been a tough sell within Nintendo a few years ago. But the relative failure of Wii U and 3DS appears to have made the management realise it was time for some fresh thinking. With that has come a sort of changing of the guard. While Eiji Aonuma remains the figurehead for the Zelda series, Breath Of The Wild was made under Hidemaro Fujibayash­i’s direction. While we still most readily associate Mario games with Shigeru Miyamoto, Odyssey is being produced by Koizumi, with Motokura as director. Fujibayash­i spent most of his career at Capcom, working on

Zelda games; Motokura began his time at Nintendo as an artist on Super Mario Galaxy. It is hard not to draw a direct line between the promotion of (relatively) youthful exuberance and the playful rulebreaki­ng of the games that have resulted from it.

“Generation­s turn over,” Koizumi says, “and when you’re working on games like these, you can’t have the same veterans on everything forever. Any time that you have a new generation working on games, they’re always going to think about the things that are close to them, and incorporat­e those into the game somehow. That definitely changes the way the games feel.” He’s half right – Mario games always feel wonderful. Odyssey, however, is something more. The last time Nintendo re-thought, from the ground up, how a Mario game should work, it resulted in one of the greatest games ever made. Odyssey promises the most transforma­tive change this beloved series has known since Super Mario 64. Suddenly, October seems like a lifetime away.

“Generation­s t urn over. When you’re working on games l i ke t hese, you c an’t have t he s ame vet erans on ever y t hing f orever ”

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Our three retail covers and exclusive subscriber edition
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 ??  ?? MAIN Fire and Hammer Koopas don’t walk; rather, they move about with small, adorable hops. RIGHT Mario as a dinosaur: the most surprising sight of E3 2017. ABOVE We know Nintendo likes to plan ahead, but surely it’s a coincidenc­e that its UK PR team...
MAIN Fire and Hammer Koopas don’t walk; rather, they move about with small, adorable hops. RIGHT Mario as a dinosaur: the most surprising sight of E3 2017. ABOVE We know Nintendo likes to plan ahead, but surely it’s a coincidenc­e that its UK PR team...
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