![]() One bit of streamlining I don't think was necessary was removing nearly all the story elements. I like this, personally wandering around wondering what to do isn't what I'm looking for out of a Mario game. This was the direction that Galaxy was moving anyway – the use of tiny planetoids was a similar move away from massive sprawling playgrounds, aimed at letting users more easily understand the challenges that are being placed in front of them. There's also a greater use of 2-D gameplay in Galaxy 2's levels – points at which the camera snaps to the side of Mario and he can only move on a fixed plane. While it's possible for a player to see the ending of the game by playing straight through each level, layers upon layers of hidden challenges await the players who look for them. Like all good Mario games, there's always a bonus, a reward for poking at the edges of the levels. Or you can take daring risks, throwing together massive long jumps and throwing down platforms at the last second to see if there's a secret hidden out at the very edge of the world.Īnd of course, there always is. You can play it conservatively, jumping and laying platforms under your feet every few steps. Pick up a fluffy cloud-shaped dandelion and you're Cloud Mario, able to create your own platforms to stand on while you're jumping through the air. And by the end of the game you're asked to prove your mastery of the tool by using it in complex ways. Soon after, you start using it in ways you wouldn't expect – drilling every which way through a complex mountain of dirt to reach every side of it, for example. As with all new ideas in Galaxy 2, it starts off with a light introductory level that teaches you how to use it. The Spin Drill is the most prominent – with it, he can tear a hole through a planet and come up on the other side. ![]()
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January 2023
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