
Nintendo's original Mario Party was innovative in that it recreated in the digital world the rules and mechanics of a board game and then spruced the formula up with a wealth of mini-challenges. That was in 1999 - two years shy of a decade ago - and like clockwork the Big N has released a new entry into the series every year since, each sporting the same fundamentals with new virtual boards and mini-games. Clearly this copy and paste approach to the series is enough for some; the Mario Party titles were all best-sellers on GameCube and Nintendo undoubtedly hopes to repeat the success on Wii. However, if you've been following the series since its inception, as we have, this latest effort really shows its age - both mechanically and visually. Developer Hudson Soft had the chance to recreate or at the very least improve the franchise by taking advantage of the Wii remote, but Mario Party 8 misuses the controller as regularly as it capitalizes on it. The end result is a title that feels like a rushed GameCube project with last-minute Wii controls. If you're playing with your kids you might still have fun in spite of these inadequacies, but most will be bored by the tedious flow of the boards and the mediocrity of the minis.
Mario Party 8 is a noteworthy arrival on Wii because it marks the first Nintendo-published project that does not run in 16:9 widescreen mode. To our knowledge, this hasn't happened since the days of GameCube and quite possibly with the previous Mario Party outing. To its credit though, the game's title screen and main menu both run in full widescreen, but as soon as any sort of gameplay begins, everything transpires in 4:3 with superimposed bars. Good stuff, and by that we mean just the opposite. This careless approach to the presentation is representative of most aspects of Mario Party 8. The game's graphics on a whole are only barely adequate on a first-generation GameCube affair, and yet many of the boards are interrupted by framerate dips all the same. The unnecessary storyline tidbits are related in slow-moving text bubbles, which can at least be sped up, and the general flow of board play is slow and filled with constant and pointless text interruptions. You will find yourself tapping the Wii remote's A button at machine-gun speeds, but it'll do you no good.
You wouldn't want to play a board game by yourself and the same is true of the modes in Mario Party 8. You can play the single-player affair, of course, but it grows tedious and boring in a matter of minutes because the satisfaction of besting friends is simply not there. More likely, you'll want Mario Party 8 for its Party and Mini-game Tents, which enable you to play the standard board mode or compete in a series of mini-games against friends respectively. New to this year's game is the Extras Zone, where you'll be able to take part in some eight minis entirely separate from the rest of the selection. These particular minis incorporate your Mii avatar into the experience, while the remainder of the 65 challenges does not; we're happy Hudson included this option, but we wish it was fleshed out for the entire affair and not just a select few challenges. And there's a Fun Bazaar where you can view unlockables and buy extras, such as new minis for the Extras Zone.
Mario Party 8 closely resembles all of its predecessors from a gameplay perspective. You choose a character, take to a game board and roll the virtual dice to progress, the end goal being to collect a star or multiple stars strewn about the stage. You'll land on mini-game challenges along the way and you'll pick up candy, which will give your character special abilities. It's all mildly entertaining when you're playing it with friends, but even then it never approaches any level of greatness because we've seen what is more or less the same project seven times prior and because none of the previous outings were brilliant.
Many of the games in Mario Party 8 are fun, though. Extremely simple as the mechanic is - you simply swing the controller - the title's baseball challenge feels good. The same can be true of a mini whose goal is only to tilt a container of sand onto a scale - you pivot the Wii remote in your and to begin pouring and straighten it out again to stop. In Breakneck Building, you use gestures to saw through a log, hammer some nails and ultimately paint a canvas before your competitor can do the same. This mode seems to have been more carefully catered toward the Wii remote and it shows - hence, it's one of the more enjoyable minis the first time you encounter it. There are dozens of other offerings that still entertain on some level. Even so, one can't but help compare Mario Party 8's selection of minis to the challenges in a title like Wario Ware, and frankly there's just no comparison; the latter's selection is more engaging and makes better use of the Wii remote, period.
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Posted: 29 May 2007