Overview:
Finally
the Mario Party series steps into the HD age. After the lackluster
reception of Mario Party 9 the next entry also sticks to the
controversial new rule set. So, can Mario Party 10 succeed, where its
predecessor failed? Or will the series stay in the mediocre terrain,
where it has been a regular since the Gamecube days? With new Bowser
Party mode, the transition to HD, Amiibo Party and over 70 new
minigames the chances are good. If the game uses this chances you'll
find out in this test.
Gameplay:
Gameplay
wise Mario Party 10 is following in the footsteps of his predecessor.
In the classic Mario Party Mode again all 4 players are sitting in
the same vehicle, and take turns in steering it. To win the party you
don't have to collect stars or coins, but instead only one resource
in the form of ministars. This streamlines the experience, but many
fans argued that it also took away the variety of the boards and the
game itself. And they were and are still right about this. This
change also affected the design of the boards, which there are only
five off this time around. They are all beautifully designed and
pretty vibrant, once again the HD-Threatment shows that it's a
perfect fit for the Mario series, but also extremely linear. You
mostly follow a set path. Sometimes a little branching path comes up,
but mostly it's only for a couple of fields, before you return to the
main one. This branches mostly serve the purpose to gain some extra
ministars, or deny your enemies this chance. While some may argue
that this serves as a small tactical component, during the game it
mostly feels very luck driven. You have some degree of control over
your own dice rolls, in the form of extra dices like the 1-3 dice or
the slow dice, but you can't influence your opponents in the
slightest. So this branches offer, in the best case, occasional
opportunities for tactics. The only board which offers more in that
regard would be Airship central where the ships change every turn
from good to bad, so you can delay the advancement of your vehicle to
let the other players board a bad ship.
Sadly
this is the most interaction you get with the other players outside
of minigames, because every event space only affects the player
driving. The good old days of stealing stars and coins from the other
players, or blowing the power star to another field, so that they may
not get it, these days are over. This results in a pretty toned down
experiences with a lot less swear words being thrown around while
playing.
The
boards, while offering great visual variety, all play exactly the
same. You'll move the vehicle on a linear path. Halfway through the
board you'll encounter a miniboss and at the end the big boss awaits.
This boss battles are tied to their respective boards, so you'll only
encounter King Boo on the Haunted Trail and nowhere else. This
battles are very distinct and a lot of fun, and are probably the only
thing people liked in Mario Party 9.
On your way through the boards you'll collect ministars from checkpoints (or lose them), event spaces and minigames. However minigames normally only offer 5 stars, where you can collect up to 12 stars through checkpoints, so the minigames don't have as much impact on the outcome of the game as in previous entries.
On your way through the boards you'll collect ministars from checkpoints (or lose them), event spaces and minigames. However minigames normally only offer 5 stars, where you can collect up to 12 stars through checkpoints, so the minigames don't have as much impact on the outcome of the game as in previous entries.
The
party ends when the final boss of the board is defeated, which takes
roughly between twenty and forty minutes. This would be acceptable
for a portable entry of the series, but for a home console game it
feels very short. Forget the days where you could spent an evening on
a board, cursing or gloating at the other players next to you on the
couch. During my plays of the game the atmosphere was strangely
apathetic. Only on a few occasions the old Mario Party feel arose.
These
occasions usually where during the minigames. Because even after 10
entries the Mario Party series still nails this part. The minigames
are imaginative, varied and simply a lot of fun. The only negative
point I have to make, is that they don't incorporate the gamepad in
the slightest. Apart from Bowser Party everything can be played with
Wii-Motes. This is good, because you don't have to buy any new
peripherals, but at least during the 3vs1 games the gamepad could
have been used. Also the minigames happen to rarely. You only trigger
a game when finding a hidden one on a regular space or stepping on a
minigame space. This can take several turns and we even managed one
time to go five turns without a minigame. But when you finally play a
minigame you'll forget all of your complaints, which should show how
great the are in this entry.
Mario
Party 10 puts more emphasis on the board aspect of the game, which
simplifies everything without giving any advantage in return.
So
the classic Mario Party mode hasn't changed in the slightest from
Mario Party 9, but at least we have two brand new modes to look
forward too.
Bowser
Party was the most heavily advertised mode leading up to the games
launch and with it we finally have another game which takes advantage
of the great possibilities of the Wii-U gamepad. Asynchronous
multiplayer is perfect fit for Party games. In this mode one player
takes control over the gamepad and Bowser, while the others try to
escape him. The goal of the players is it to reach the end of the
selected board, while Bowser tries to deplete all of their hearts,
which replace the ministars in this mode. After Bowser breaks out of
his cage, he'll try to catch up to the other players through rolling
multiple dice. If he manages to catch them a random Bowser minigame
starts. During these the Bowser player will use the gamepad trying to
deplete the hearts of his enemies. The minigames are a lot of fun,
but there's only 10 of them, so after two to three Bowser parties
you've seen them all. However they're greatly designed and take good
advantage of the gamepad.
This
mode surely is the strongest aspect of Mario Party 10, but it still
feels a little bit uninspired. Only 10 minigames for Bowser and the
fact that 9 out of 10 times Bowser won in our plays, dampen the
longevity of this mode.
And
last, but not least, we have Amiibo Party. This mode can be unlocked
through your Super Mario Amiibos, which basically makes it on-disc
DLC. As someone who isn't made out of money and chose to get the
Samus and Shiek Amiibo this bothers me, but I can't deny that this
mode makes a lot of fun, which makes the aspect that it is locked
behind a paywall of 15 bucks even worse.
Putting
one of the nine supported Amiibos on the gamepad unlocks this
characters board for Amiibo party. These boards are much smaller than
the regular ones and have a stronger board game atmosphere. Instead
of animated ones, you'll move figurine versions of your chosen
character around. The gameplay however is classic Mario Party.
Collect coins. Buy Power Star for 20 coins. Make your fellow players
swear at you. It is a lot of fun, but with the small boards and
having to pay at least 135 bucks for all nine boards, this mode also
doesn't offer much longevity. Oh and good luck with finding a
Rosalina Amiibo for under 30 bucks.
Apart
from this three main modes, you'll also have smaller ones.
Minigame
tournament: A tournament by rounds where eight characters
participate. Each round is a minigame, and characters who remain 1st
and 2nd in the minigames make it to the next round.
Bowser
Challenge: The player, as Bowser, has to play all the 10 Bowser
minigames, trying to take the highest quantity of hearts. After
ending the minigames Bowser Jr. qualifies Bowser.
Toads
Room: Toads Room is an extra mode, featuring a shop, a photo booth
and a challenge mode.
Also
once again a Nintendo Game doesn't offer online multyplayer. While
Mario Party is best together with friends on one couch, it would have
been a nice way for people, whose friends live far away, to enjoy
Mario Party. It is, however, no reason to downrate the game, but it
would have been a nice extra.
Presentation:
Presentation
wise the game does everything right. Mario Party in HD looks great.
Once again it shows that the colorful Mario style and HD belong
together. The game may not reach Captain Toad or Mario Kart 8 levels
of graphics, but it looks absolutely beautiful in motion. Once again
Nintendo doesn't offer Anti-aliasing, but we get a rock solid
framerate and vibrant graphics.
The
Boards are really well designed and offer a great deal of variation,
even within themselves. Haunted Trail starts in a graveyard area,
before passing through spooky woods and finally the well known purple
swamp. Whimsical Waters lets you dive deeper into the sea from a
bright an colorful coral reef into the deep sea. And Airship central
has taken inspiration from Cloudtop Cruise, because you also enter
into a raging stormcloud after leaving the airships. It's a shame
that there are only five boards to play on, because apart from the
minigames the design of the boards is Mario Party 10s strongest
aspect.
The
Characters are all smoothly animated, but I have to single out Bowser
here. Playing him in Bowser Party is a blast. He storms through the
boards like freaking Godzilla wreaking havoc in his path and only
leaving destruction behind.
The
music is typical for the series happy and light hearted. It fulfills
it's job, but won't get you to buy the soundtrack CD. (which doesn't
exist by the way)
The
Presentation in general is a strong point of Mario Party 10.
Everything looks great, vibrant and alive.
Bonusround:
Spoiler
Warning:
There
are quite a few things to unlock in Mario Party 10. First there are
two ''secret'' characters, which you can buy in Toads Room for Mario
Party points. These characters are Toadette and Spike and
I don't blame you if you don't know who Spike is. But these two are
not all Toad has to offer. Players can also buy master difficulty for
the COM, vehicles for the boards, music, and models of characters and
backgrounds to use them in the Photo Booth. There is also a challenge
list on which players can check different challenges, which they can
complete. These challenges range from minigame specific, like scoring
over 50 points during pipe sniper, to rolling four times the same
number with Bowser during Bowser party. Finishing all 49 challenges
isn't an easy task (some of them require up to five players), and
you'll get nothing for managing this feat, except for some bragging
rights.
Conclusion:
Mario
Party 10 continues the path Nd Cube chose with Mario Party 9. This
streamlines the experience, but in process costs more than it adds.
The Parties feel rushed and not as engaging as in previous entries.
The mayhem people enjoyed is gone. The boards are brilliantly
designed, but the one Path to the finish aspect, cripples their
potential. Minigames are great. Probably the best since Mario Party
5. They are a lot of fun. Sadly they aren't as important as in
earlier entries.
Bowser
Party and Amiibo Party are two interesting additions, but don't offer
any longevity. Bowser Party is hindered through an overpowered Bowser
and a lack of Bowser minigames and Amiibo Party is on disc DLC,
locked behind a paywall of 15 bucks. Nonetheless we had a lot of fun
with this game. The earlier entries are better, but in this one you
can play Rosalina.
All
of this may sound pretty negative, but the game is far from bad. It
simply could have been a lot better. All in all Mario Party 10 is as
mediocre as it gets. And at least Nintendo doesn't demand full price
for it.
- Only five boards
- On disc DLC
- Lacking ambition
+ Great minigames
+ Wonderfully designed boards with lots of variety
+ Looks great
5/10
Source of all Pictures: Nintendo
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