Wii Fanboy Review: Mario Kart Wii
With its inclusion of bikes, stunts, and the Wii Wheel, Mario Kart Wii is an almost note-perfect riposte to all of those accusations that Nintendo is reluctant to innovate in its first-party games. In fact, in its bid to simultaneously please both newcomers and veteran players, Mario Kart Wii ends up feeling like the biggest deviation for the series since its inception sixteen years ago. And, on the whole, that turns out to be a good thing.
Gallery: Mario Kart Wii
The Wii Wheel seems like a good place to start, considering it's the first thing you'll see upon delving into Mario Kart Wii's bulky box. As a Mario Kart purist (okay, as a gaming snob), I've been pretty dismissive about the Wii Wheel in the past. In one way, my cynicism still feels justified -- I personally found that a GameCube controller allowed far greater precision when steering, and provided an important advantage when racing human opposition (on that note, the game even appears to acknowledge that the Wii Wheel is the inferior option, by recording how much time you spend playing with it). But get this: against all of my horrible expectations, the Wii Wheel is actually fun to use.
I forced myself to use the Wheel from the moment I first started playing, and six hours later, after a brief stint on the GameCube controller, I was back to using the Wheel! So yes, readers, this is me eating crow. No, the Wheel isn't as accurate as other controller configurations -- trying to perform stunts can be especially frustrating, as flicks of the Wheel don't always seem to register -- but it's definitely a more entertaining option.
Speaking of stunts, all of the new circuits in Mario Kart Wii feature zany jumps, half-pipes, and ramps (while some of the older tracks have had -- sacrilege! -- the occasional ramp added). At times, it's a bit like racing around inside Tony Hawks' head, but be warned: pulling off stunts (by flicking the Wii Wheel or tapping the D-pad) isn't always recommended. Despite the speed boost that can be gained from executing tricks, there are sections in most tracks where there is more to be gained from simply driving (you remember driving, right?). Even your AI opponents don't always seem that fond of stunts. They're not an entirely redundant addition, but knowing when to deploy them is important.
Bikes, the third of Mario Kart Wii's controversial newcomers, are a far more useful addition. Initially tricky to handle (particularly with the Wii Wheel), they're worth persevering with, if only because their extra nippiness in the turn and the ability to boost by pulling off wheelies give them the edge over karts. Do they upset the balance, as at least one site has suggested? In a word, yes. The advantage is narrow, but it does exist, and the number of bikes you'll see online is, unsurprisingly, high; people have twigged that there's a difference. In time trials, bikes become a necessity. Does any of this prevent the game from being hella fun? Not one bit.
And that's because Mario Kart Wii handles joyfully. Whether on bike or kart, or whether using the Wii Wheel or a controller, drifting and producing measured power slides and counter-steering to just the right degree as you take on a bend feels as deeply satisfying as ever. Of all the games in the franchise to date, it feels closest to Mario Kart DS, and such a comparison should tell you all you need to know about Mario Kart Wii's quality.
It's no technical slouch either, and although it does fall short of being as beautiful as, say, Super Mario Galaxy, there are still parts that can take the breath away. The first, ultra-steep drop in Wario's Gold Mines (above) is one such moment, as is the whole of Bowser's Castle, the penultimate race in the Special Cup, and surely the most visually stunning circuit to ever grace the Mario Kart franchise. Rainbow Road is another technical tour-de-force (complete with a cute Galaxy reference or two), not to mention as tough as old leather thanks to its brain-bending twists.
However, although there are plenty of pretty tracks, not all are ideal. Now that the number of competitors in each race has been increased from eight to twelve, many of the Wii-exclusive circuits are far more spacious. There's some indisputable logic behind making tracks bigger -- more racers require more space, after all -- but proceedings begin to feel rather empty and barren once you head online and find yourself in a field of three karts.
Thankfully, such small fields are uncommon, and besides, I don't like to chastise the online mode too much, because it's here that the game absolutely sparkles. Wonderfully, lag is extremely rare, regardless of the number of opponents, or their location. Only last night, I took part in a race with a full field of twelve players scattered all over Europe, Japan, and Australia. The resulting race was a revelation, a lightning-fast, lag-free contest from start to finish. Whether or not the North American servers will survive the inevitable onslaught this weekend is another matter, but the signs are good.
Indeed, the whole online set-up is quite excellent, from the brilliant and extensive Mario Kart Channel (which lets you keep tabs on your friends, store and share ghost data, enter Nintendo-created competitions, and view online rankings) to the littlest of touches (such as the game estimating how many players will be in the next race before you decide whether or not to continue, or how every player is introduced through their Miis before you start racing). My only complaint? In the hours I've clocked up online, there have been three occasions where a race suddenly froze up, and I was declared the winner (I was leading in none of them). Thankfully, such hiccups hardly spoil what is a generally stellar experience.
There are other issues I could nitpick at. The offline multiplayer is typically fantastic, but only Nintendo will understand its decision to not allow every-man-for-himself play in the game's Battle mode (you're forced to play in teams), and at least one of the new power-ups, the POW Block, is rather underwhelming (though I did love the Thundercloud, which hurls lightning at whoever picks it up, but which can be cheekily passed to other players by barging into them). Oh, and the rubber band AI? At times, it's a little too forgiving on those at the back of the field.
Yet the game does so much right (a lot of which was a gamble to start with) that you can't help but admire it. Frankly, Mario Kart Wii put a whole lot of happy into my head, and I've adored every turn and chicane since I first fed the disc into my Wii. Is it better than Double Dash!!? Unquestionably. The best home console Mario Kart ever? Not quite, but it comes scarily close at times.
Final score: 9/10
I forced myself to use the Wheel from the moment I first started playing, and six hours later, after a brief stint on the GameCube controller, I was back to using the Wheel! So yes, readers, this is me eating crow. No, the Wheel isn't as accurate as other controller configurations -- trying to perform stunts can be especially frustrating, as flicks of the Wheel don't always seem to register -- but it's definitely a more entertaining option.
Speaking of stunts, all of the new circuits in Mario Kart Wii feature zany jumps, half-pipes, and ramps (while some of the older tracks have had -- sacrilege! -- the occasional ramp added). At times, it's a bit like racing around inside Tony Hawks' head, but be warned: pulling off stunts (by flicking the Wii Wheel or tapping the D-pad) isn't always recommended. Despite the speed boost that can be gained from executing tricks, there are sections in most tracks where there is more to be gained from simply driving (you remember driving, right?). Even your AI opponents don't always seem that fond of stunts. They're not an entirely redundant addition, but knowing when to deploy them is important.
Bikes, the third of Mario Kart Wii's controversial newcomers, are a far more useful addition. Initially tricky to handle (particularly with the Wii Wheel), they're worth persevering with, if only because their extra nippiness in the turn and the ability to boost by pulling off wheelies give them the edge over karts. Do they upset the balance, as at least one site has suggested? In a word, yes. The advantage is narrow, but it does exist, and the number of bikes you'll see online is, unsurprisingly, high; people have twigged that there's a difference. In time trials, bikes become a necessity. Does any of this prevent the game from being hella fun? Not one bit.
And that's because Mario Kart Wii handles joyfully. Whether on bike or kart, or whether using the Wii Wheel or a controller, drifting and producing measured power slides and counter-steering to just the right degree as you take on a bend feels as deeply satisfying as ever. Of all the games in the franchise to date, it feels closest to Mario Kart DS, and such a comparison should tell you all you need to know about Mario Kart Wii's quality.
It's no technical slouch either, and although it does fall short of being as beautiful as, say, Super Mario Galaxy, there are still parts that can take the breath away. The first, ultra-steep drop in Wario's Gold Mines (above) is one such moment, as is the whole of Bowser's Castle, the penultimate race in the Special Cup, and surely the most visually stunning circuit to ever grace the Mario Kart franchise. Rainbow Road is another technical tour-de-force (complete with a cute Galaxy reference or two), not to mention as tough as old leather thanks to its brain-bending twists.
However, although there are plenty of pretty tracks, not all are ideal. Now that the number of competitors in each race has been increased from eight to twelve, many of the Wii-exclusive circuits are far more spacious. There's some indisputable logic behind making tracks bigger -- more racers require more space, after all -- but proceedings begin to feel rather empty and barren once you head online and find yourself in a field of three karts.
Thankfully, such small fields are uncommon, and besides, I don't like to chastise the online mode too much, because it's here that the game absolutely sparkles. Wonderfully, lag is extremely rare, regardless of the number of opponents, or their location. Only last night, I took part in a race with a full field of twelve players scattered all over Europe, Japan, and Australia. The resulting race was a revelation, a lightning-fast, lag-free contest from start to finish. Whether or not the North American servers will survive the inevitable onslaught this weekend is another matter, but the signs are good.
Indeed, the whole online set-up is quite excellent, from the brilliant and extensive Mario Kart Channel (which lets you keep tabs on your friends, store and share ghost data, enter Nintendo-created competitions, and view online rankings) to the littlest of touches (such as the game estimating how many players will be in the next race before you decide whether or not to continue, or how every player is introduced through their Miis before you start racing). My only complaint? In the hours I've clocked up online, there have been three occasions where a race suddenly froze up, and I was declared the winner (I was leading in none of them). Thankfully, such hiccups hardly spoil what is a generally stellar experience.
There are other issues I could nitpick at. The offline multiplayer is typically fantastic, but only Nintendo will understand its decision to not allow every-man-for-himself play in the game's Battle mode (you're forced to play in teams), and at least one of the new power-ups, the POW Block, is rather underwhelming (though I did love the Thundercloud, which hurls lightning at whoever picks it up, but which can be cheekily passed to other players by barging into them). Oh, and the rubber band AI? At times, it's a little too forgiving on those at the back of the field.
Yet the game does so much right (a lot of which was a gamble to start with) that you can't help but admire it. Frankly, Mario Kart Wii put a whole lot of happy into my head, and I've adored every turn and chicane since I first fed the disc into my Wii. Is it better than Double Dash!!? Unquestionably. The best home console Mario Kart ever? Not quite, but it comes scarily close at times.
Final score: 9/10









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Reader Comments (Page 1 of 1)
Sonic_13 @ Apr 25th 2008 1:59PM
Good review. I really can't wait for this game.
"the game even appears to acknowledge that the Wii Wheel is the inferior option, by recording how much time you spend playing with it"
I don't agree with that statement. The Wii Wheel is supposed to be the main control scheme, so the counter is simply keeping track of how long you play with the main control scheme. Smash Bros. keeps track of how long you play everything, but Smash Bros. is hardly an inferior game.
On a different note, how does the Wii Remote on its on compare to Excite Truck. I've been wanting to know this for a long time. Perhaps you might be able to answer that question.
Chris Greenhough @ Apr 25th 2008 2:12PM
Y'know what? I've still not actually played Excite Truck (shame), so I can't answer you there. Sorry! -_-
beedash @ Apr 26th 2008 12:03AM
Well, it actually does acknowledge that the wheel is maybe not inferior but at least much harder to use. The golden wheel that you loose if you use too much another controller is pretty clear.
Compared to excite truck, it's really different. I found that Excite truck had pretty loose controls, and I ended up waggling the wii remote left right without being really sure that it was responding. In Mario Kart the control is very tight, and when you turn the wheel of a small angle you immediately see you kart responding.
bransman @ Apr 25th 2008 2:04PM
Officially can't wait now...
sketchampm @ Apr 25th 2008 2:36PM
Did you guys even like Double Dash? Because if you didn't, then I don't see why it would matter that you like this better.
This game sounds awesome, but something that bugs me is their choice to remove cooperative Grand Prix. Why would they do that? I loved playing SNES MK, MK64 and Double Dash with my buddy or with my gf, unlocking everything together. Playing alone isn't as fun.
TheWarlock @ Apr 25th 2008 2:40PM
Bah, here's my review without even playing the game.
"Best game EVER"[next to brawl ofc].
Jumbo @ Apr 25th 2008 3:02PM
why the hatred of double dash??
Shogan @ Apr 25th 2008 4:06PM
Lag was rare in Smash Brothers before the official launch. I hope they've done something to fix that.
ArmorForVictor @ Apr 25th 2008 3:37PM
every time i see that box art it just screams rushed product to me. don't get me wrong i'll be picking it up eventually, but couldn't nintendo have made a nice box art like the other mario kart's. well except for mario kart ds that one was also plain looking. anyway i only have enough money for one game this month and that's going to be GTAIV for my ps3. mario kart wii will have to wait until the summer.
SoshiKitai @ Apr 25th 2008 4:02PM
But you see... it had to be minimalistic in view, like how the Wii looks. :P
And instead of "Hey guys! It's party time!"-look that they always give... they thought... "Huh... we should definitely advertise how cool the wii-wheels are. And make it the reason to buy Mario Kart Wii!" :P
Nah, I have no idea what went through their heads... But I wouldn't mind if it was as simple as the DS cover. This just looks like an ad to me. (Not gonna' stop me from getting it though)
Jumbo @ Apr 25th 2008 4:47PM
I like minimalistic box art...
Not to mention Nintendo is not one to "rush" first party titles out... especially this close to Brawl and Wii Fit.
If anything I'm surprised it wasn't delayed more just becuase they can.
TheWarlock @ Apr 25th 2008 5:00PM
Speaking of minimalistic boxarts... are they sitting on an invisible cart or just on a white couch?
Grimes @ Apr 25th 2008 8:16PM
Jumbo - The reason for the hatred of Double Dash is as follows:
It sucks.
That is all.
Carlos @ Apr 25th 2008 4:07PM
good review, i'd give it a 9 too. I just don't get the low scores and hate that it's getting in some places like EGM (i believe they've given it like B+, C+ and C). They say the game isn't about skill anymore and yet you just need to race online a couple of times to see that's just not true, the better racers end up winning most of the races. They say they've dumbed down the boosting mechanics when all they've done is to encourage taking curves the best way possible (unlike when you had to steer left and right to gain the boost, which just doesn't make any sense in driving). And, even though it's true that the best times will be performed without the wheel, it's a great control scheme too, it's lots of fun and there are lots of people cracking huge scores online just using it. Stunts and bikes had me worried when they we're unveiled but even those are great additions in my opinion, they make the game deeper and a lot more strategic, which is always good. Seriously, i think this is the best mario kart ever, i can't stop playing it.
TheOverlord#2 can has Mario Karts?(B:1461-5875-9923) @ Apr 25th 2008 4:15PM
I already asked on a previous article but...
If you guys have a Wiimote that uses Nyko's charger, would you see if it fits properly for me?
Im scared that my Wiimote will pertrude a bit out of the Wheel and make the wheel a little bit uncomfortable & unusable.
Thanks!
Sonic_13 @ Apr 25th 2008 4:50PM
I don't know much about it, but unless it adds to the size of the Wii Remote or extends out further than the normal battery cover there is no reason as to why it wouldn't fit in the Wii Wheel.
TheOverlord#2 can has Mario Karts?(B:1461-5875-9923) @ Apr 25th 2008 5:14PM
I was wanting someone to actually try it, but looking at both covers at eye level(had to pull 'em out of the old Wii box x3) they look to be the same size!
Mr Khan @ Apr 25th 2008 5:02PM
Just the sort of impression i was looking for
My only problem is that i haven't been hyping myself for this game (I won't be going for the midnight launch), but i know i'll love it when i finally sit down with it
Or stand, as my emotions dictate
Brent @ Apr 25th 2008 5:20PM
I played today, online (I live in Canada) and the only people online were a few from NY named tyrell, and lil nigga (only ones I can remember.)
There was NO LAG at all when we were playing 10 people from Europe. It found the people really fast also.
Co @ Apr 25th 2008 9:17PM
"and the only people online were a few from NY named tyrell, and lil nigga"
I can't remember the last time I laughed as hard as I did when I read your post. And you were so serious too. I don't mean to offend, but damn that was a good laugh!
dries @ Apr 25th 2008 6:02PM
the rubberband ai is a major issue
TheOverlord#2 can has Mario Karts?(B:1461-5875-9923) @ Apr 25th 2008 7:09PM
I don't like rubberband AI either, but when you are 1st and having constant hits from enemies, It pushes you to do better so you don't lose your rank.
That and if you are losing a race, who is your first target?(Real Life & MK)
Webslinger @ Apr 25th 2008 9:51PM
HAHA
just picked up the game, ill see you all online on sunday!
neil @ Apr 26th 2008 6:49AM
the multiplayer is terrible! there's no one on one battle mode - you have to play in teams with AI allies and opponents. Half the time you can do nothing in multiplayer and still win because of your AI team mates, takes out all of the skill involved.
Smicks @ Apr 27th 2008 3:57AM
@Carlos: Exactly my opinion. Everything you've said is so true.
I have not noticed a single lag so far as well, and the wheel is a great addition. DO NOT BUY WHEELS FROM 3RD PARTYS!!! Only the original wheel from Nintendo has the right size, weight and quality. It's definitely worth the 10 bucks.
So...US citizens: I'm waiting for you online. (I'll better shut up as there are people with a 9000+ score around).
igendou @ Apr 27th 2008 10:07AM
Ok I have one complaint so far with the ranking system:
You cannot filter results based on kart/bike. I want to attempt time trial records on a certain model and know where I stand among others of the same make. No can do.
Timerider @ Apr 28th 2008 10:29AM
"trying to perform stunts can be especially frustrating, as flicks of the Wheel don't always seem to register"
I've noticed that, too.
Also, some of the new tracks seem unoriginal or boring (i.e., Moo Moo Farm).
And how do you get a triple star rating? The most I've gotten so far is one star, and that was with a perfect score.
Otherwise it's fun.
Garylisk @ Apr 30th 2008 7:37PM
I can't stand the Wii Wheel, personally. No control, hard to trick, and your right thumb is eternally anchored on the 2 button. Not to mention I have large hands. Talk about awkward.
Try Wiimote and Nunchuck some time. I like it even better than Gamcube Controller. GC is only inferior because of analog L and R. Using B - a digital button - to hop and slide is far superior to using R on a GC controller. Otherwise, I also like the feeling of the nunchuck stick over a GC stick. It's softer and gentler. Lastly, tricking with Wiimote and Nunchuck is super easy. Just wiggle the Wiimote and you're ripping tricks out left and right.
FreeAgent @ May 1st 2008 12:22AM
I like this game a lot...but I hate how you can't do a 2 player grand prix and how the battle mode is in teams only. That takes a lot out of offline multiplayer for me. I loved going one-on-one in balloon battle, but now it's teams. Why in the world did Nintendo change these two features??