So, it's been... what, six months since my last blog post? Seven, depending on when I finish this? I'm sorry. Truthfully I simply haven't had the motivation to play games, in between real life stuff going on, but I can't really think of more to say than that. I knew I wanted to get back to the blog eventually, and I wanted to ease myself back in with something I knew I'd enjoy. What with its impact on its series and on games generally only growing with time, and even a film adaptation on its way, I figure there's no better time to talk about Super Mario Galaxy, right on time for Halloween; there are some Goombas that wear jack-o-lanterns over their heads in one level, so it counts, I think.
The funny thing is, at face value, the setup really isn't that much different from the standard Mario fare when just reading a summary. Mario's on his way to meet Peach for the Star Festival, only for it to inevitably get interrupted with Bowser and his fleet of airships. Bowser kidnaps Peach, lifting her castle off into space, and Kamek blasts Mario away to parts unknown. Once Mario gets rescued by a mysterious princess named Rosalina, it's up to Mario to go around space to collect a set number of glowing sparkly things and defeat Bowser, as per usual. Again, it's nothing unfamiliar if you've played any Mario game before or after, but what really separates Super Mario Galaxy from the rest is in its unmatched confidence in its presentation.
Setting the game in space turned out to be one of the best choices that could've possibly been made, as nearly everything one might take for granted about a Mario game normally is suddenly put into the most grandiose scale possible. The visuals are technically outstanding for the Wii, making use of a lot of effects that would've made the HD consoles of the era blush, using them to create impossibly gigantic cosmic vistas, surreal planet atmospheres with winding and unique terrain, and a whole range of incredibly well-animated creatures and bosses to fight. Even just standing around and going into the first-person view is a treat, just to get fully immersed in the whimsical universe it creates. What really pulls it together, though, is the soundtrack, using a live orchestra for the first time in the series' history. Whenever a piece of music that utilizes the orchestra comes on, it makes everything feel that much more triumphant and honestly beautiful, like the game is opening its doors to you to explore anywhere you like and let the call of adventure take you along.
Which is sort of funny, because in terms of structure, Galaxy takes a far more linear and set piece centric approach to its design, in comparison to the more open levels of 64 and Sunshine. While levels still let you roam around to some degree, missions are designed with a clear beginning, middle, and end point, launching you between chunks of levels containing more streamlined challenges, and with a generally more limited range of movement than in previous games. I thought of the Crash Bandicoot games quite a lot, especially with Mario being granted a spin attack, the levels sporadically being filled with breakable wooden crates, and even some segments where it switches to a 2D perspective. There are some more freely explorable areas, namely in the sections of levels that take advantage of the game's sphere walking technology, but even these are notably more contained than previous games. To clarify, there's absolutely nothing wrong with this focus on linearity, as it means all the platforming challenges are far more streamlined and the game can hone in on its unique level concepts.
Galaxy's levels are a treasure trove of creative ideas, to the point where it's honestly astonishing that it manages to hold everything together and remain cohesive for the most part. I already mentioned the sphere walking, but loads of levels here take advantage of different gravity mechanics, from simple flipping upside down to fully being able to fly between multiple objects' gravitational pull, and it somehow never gets disorienting. It finds loads of other ways to change how you move around, from a wide array of power-ups both old and new, and segments where you're given a whole new method of controlling the game entirely. Naturally, all these different mechanics, combined with tons of one-off ideas that may only show up in certain missions, end up getting mixed together over time to create some truly inspired challenges later in the game. In a way, it reminds me of the best 2D Mario games like Super Mario Bros. 3, where it's constantly throwing new ideas at you and never lets one gimmick overstay its welcome.
When it was released, Galaxy was far and away the best mainline Mario game ever released, no question. Almost twenty years later, even with games like Odyssey that arguably push things even further, the game still manages to stand on its own through the sheer inventiveness of its gameplay and its unmatched ambition and scope. If you explore around the hub world, there's this small corner where you can hear Rosalina read a storybook about her life leading up to the events of the game. It's a surprisingly somber and melancholic read, something that feels like it could actually be an old fairy tale. The fact that something like this, which could easily be completely bypassed by some players, was written with so much care and heart is a microcosm of how much love the developers had for the game while working on it.









