A bright sunny day shines upon the Mushroom Kingdom, blimps and hot air balloons adorning the skyline as the Mario Party 8 logo gets carried along by a pair of Paragoombas. What they fly over is the Star Carnival, circus tents everywhere as balloons fly up, everything with oddly realistic textures applied to it considering that it's a Mario game. No time to dwell on that, though, because moments later, a creature that looks like a cross between Caine from The Amazing Digital Circus and the background characters in Monkeybone flies right up to the screen and welcomes you to the Star Carnival. He and his sentient hat invite you to try any of the modes and have fun, flying away as the odd mix of ideas in Mario Party 8 gets set in stone.
Mario Party 8 was the last of what's deemed the original run of Mario Party games, what with the first eight entries being developed by Hudson Soft. It's not one of the most glamorous Nintendo series by any means, but in terms of multiplayer games, they're pretty unmatched in both their ease of accessibility and how insane they can be with how unfair they are. They're the perfect games to get out at where else but a party, watching as your friends slowly go from getting chip crumbs all over your couch to fiercely screaming mad about how Yoshi got three stars in a row. While they're all surprisingly consistent in quality considering they were released year after year, 8 seems to be one of the more divisive entries, both at the time it released and now, for specific ways it tried to change up the formula, if to a lesser extreme than later games.
The first and most obvious difference is that it's played with motion controls; it's a minigame collection on the Wii, it was bound to be this way. Pretty much every minigame now has an extra page of rules showing how to control it, and pretty much any use of the Wii Remote you can think of is represented here. In a game with seventy-three minigames, whether or not those controls are intuitive is always on a case-by-case basis, but I don't really mind that here. Mario Party has always dealt with randomness to an extent, whether it be the boards deciding to send players' progress back on a whim or a minigame that you just don't understand. Adding in motion controls levels the playing field even further, as even if someone gets really good at one specific control style, they won't necessarily be good at the rest of them. Plus, even if you do hate the motion controls, or wanna play the game online through emulation and netplay, there's a mod that lets you use GameCube controllers if you really need to.
The second change is that every board is designed rather differently compared to previous Mario Party entries. While previous Mario Party boards had board-specific gimmicks, they still kept the general layout structure; 8 takes it much further and gives each board a completely different structure and a different method of obtaining stars, and the end result is a mixed bag. The worst boards are easily the ones that are just straight lines to the finish, Goomba's Booty Boardwalk and Shy Guy's Perplex Express, with the latter being only slightly better due to the unique train setting and the fact the train cars can switch places. Bowser's Warped Orbit, the lone unlockable board, isn't much better; it's entirely circular and the only way to acquire stars is by stealing others' stars, and it results in very lopsided games where one person leads for the whole thing. The other boards, however, are far more replayable and fun, with King Boo's Haunted Hideaway having you find the stars in a randomized, secret layout each time, and DK's Treetop Jungle being a standard Mario Party romp through and through.
I haven't even gotten to the best board yet, which is so noteworthy that I'm dedicating an entire paragraph to it. Koopa's Tycoon Town is far and away the most in-depth and unique board in the game, and might take the crown as the greatest Mario Party board ever made. The gist of it is that it's Mario Party crossed with Monopoly, as you invest coins into hotels that reward you with stars. Certain amounts of coins will upgrade a hotel to give you more stars, but who the stars go to depends on how many coins you invest into it, and that means others can steal hotels away from you, gaining more stars than you ever had. It injects a new level of strategy into the game that wasn't there before, while still retaining the luck element core to the series, and it results in games where the entire dynamic of who's winning and who's losing can change in an instant.
While certainly more flawed than some of the previous entries, Mario Party 8 still provides a very high-quality party game option even among the seemingly endless number of party games released for the console. It's quite bizarre than Hudson Soft didn't see the need to follow up on it considering they used to produce the games yearly and would probably sell like crazy on the Wii if they kept at it, though the lackluster half of the boards indicate to me that perhaps they were starting to tire of the series by this point. Indeed, the series went on a lengthy hiatus, after which it would be picked up by Nintendo subsidiary NDcube, where it would flounder for a decade before getting back on track late in the Switch's life. This game is still a good send-off for the classic era of the series, and if you manage to grab some friends willing to accept some of this entry's quirks, it can still provide a fantastic night of people yelling expletives because Peach stole everyone's coins again.