I of course knew this on my first playthrough, but this time, I actually engaged with the moveset the way it was meant to be engaged with, and I get it. The triple jump, the long jump, the backflip, the side somersault, the ground pound jump, the cap throw, the cap jump, the dive, there’s a ridiculous number of different moves that you can chain together almost endlessly under the right circumstances and get to even the remotest parts of the game’s worlds. I still enjoy linear platformers more than I enjoy sandbox ones, but holy crap, Odyssey brute forces its way through that personal preference on the back of its ridiculously expressive movement and platforming. LEVEL DESIGN, FREEDOM, AND REWARDING CURIOSITY There’s a lot that I want go through, so I’m gonna break it drown into a few categories. And given how much I’ve been enjoying playing Mario, I thought I would go back and give Odyssey another go.Īnd oh boy. Played half of Galaxy in December, finished 3D World and then Bowser’s Fury at launch, then went back to Galaxy and finished that as well. Jump forward to now, and like many others, I’ve been on a bit of Mario kick lately. I look at the 97 on Metacritic score though, and I go… Alright? Maybe I don’t “get it”? I’ve always enjoyed linear platformers more than sandbox ones, and I just figured that was what this was- that maybe I just didn’t get the appeal of Odyssey, that it was catering to a different audience. October 2017- I play Super Mario Odyssey, I enjoy it, I recognize that it’s a very well-made, extremely polished platformer.
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