Friday August 31, 2007
Technique - The South's Liveliest College NewspaperEntertainment
 

Mario Strikers Charged re-ignites turf

By Nathan Garcia Staff Writer

The Mushroom Kingdom is generally a relaxed and happy place. There, the citizens throw parties, have friendly races and even enjoy a nice variety of sports. So how do the denizens of this tranquil region blow off steam? Surely Peach must have some resentment for being captured every other month, and Yoshi probably does not like having to carry Mario's hefty mass everywhere he goes. In order to deal with these issues in a civilized manner, everyone pulls out all the stops in a series of soccer matches for Mario Strikers Charged for the Nintendo Wii.

Charged is the sequel to the original Super Mario Strikers Gamecube game, both developed by Next Level Games and published by Nintendo. The first game featured the usual pick-up-and-play style for which Nintendo is best known, but it also possessed an edgier style with hard tackles and more than a few explosions. For Charged, Next Level Games takes the edginess to an even further extreme, as well as adding a dose of futuristic styling. Does the deviation from the Nintendo norm add to or take away from the ability to enjoy the game?

The game is clearly modeled after soccer but toned down for a more arcade-like experience. Teams are divided up into five players: a captain, three assistants and a goalie. Captains are one in 12 of Nintendo's main characters, assistants can be chosen from a pool of eight possible characters and every team gets the standard goalie. Each character has their own strengths and weaknesses, and teams can be customized further than in the original game. Using a fast but weaker character like Peach can be compensated by choosing a Birdo assistant, who has shooting power to spare.

Controls take advantage of the Nunchuk controller attachment, using its stick to move the characters and items. The Remote is used to pass, shoot, deke, slide tackle and body check opponents. Passing charges up the energy of the ball, which changes color as its power builds up, allowing for blazingly fast shots. The previous game's Super Strike has been upgraded to the Megastrike. When a captain charges up a shot completely, up to six balls will fly towards the goal, which the opposing player will need to block using the Remote. For each one missed, the shooter's team scores a point. However, this means that Megastrikes are no longer a sure-fire way to score a goal, especially if the defender has excellent reaction time. Assistants do not have the ability to use Megastrikes, but each one has their own unique Skillshot, which usually affects the goalie's ability to guard.

Defensive maneuvers have also been beefed up. The electric wall has returned, but some fields lack it, so unlucky players can find themselves flying over the edge. Items have stayed the same for the most part: banana peels, all manner of Koopa shells, mushrooms and others are available to gain an edge, but captains also have specialized powers which give a greater advantage than most. Mario and Luigi can turn Super and trample attacking players, while Donkey Kong can unleash a field-shattering attack that sends anyone in the field sprawling.

Game modes are very satisfying, with little of the half-baked mini-games that seem to be popular in Wii games. Domination Mode is a standard single-series event in which up to four players can participate. Road to the Striker Cup pits one to four players against the computer in a series of cup matches. Challenge Mode gives players a set of conditions in which to win a game. However, the most exciting mode is the Wi-Fi Mode, allowing anyone to play against anyone in the world. Exceptional players can even be featured as the Striker of the Day. The only downside is the return of the friend code feature needed to play with particular people, as it can be a little hard to get everyone with whom you want to play.

Mario Strikers Charged is definitely one of the best games for the system and the best use of the Wi-Fi capabilities. The gameplay is fast and frenzied, and the tide of a game can change in an instant. Despite the arcade feel of the game, the game puts a heavy emphasis on timing and tactics, which makes the learning curve slightly steeper than most Mario sports games; still, it's very satisfying to play in groups. The graphics are also excellent, keeping up with the action nicely and providing some amusing animations with only slight slowdown. The music is very unusual but nonetheless catchy, and each character having his own theme is a nice touch. Mario and his gang may not be as cute this time around, but it certainly hasn't impacted the enjoyment of the game.