![]() ![]() For those that played Wii Sports, the motion controls of Mario Golf: Super Rush will feel very familiar. Each of these modes allows the player to choose motion controls or the traditional 3 click button controls that most golf games have adapted. Speed Mode and Battle Mode turn out to provide the arcade experience that we never knew we needed from a golf game. In an unexpected turn of events, it’s the other modes of Super Rush that really carry the game. Remember how terrible the in-battle voices were in Xenoblade Chronicles: DE? Yeah…imagine that multiplied by 10. That’s a normal staple of Mario games but you’re likely to hear a dozen or more of the same annoying sound with each interaction. Motion controls happen to be my favorite way of playing the game so it’s disappointing to learn that this is the only game mode that doesn’t include them. For the life of me I can’t understand this exclusion. Most notably is the inexplicable absence of motion controls while playing Story Mode. Unfortunately, Adventure Mode shanks the tee shot in a few aspects. That being the speed and battle twists that would NEVER be included in a golfing sim. Progressing further enough along in Adventure Mode opens up segments in which the game will begin to ease you into what makes Mario Golf: Super Rush so unique in the game’s other modes. Progression is essential if you ever plan to use your Mii in the game’s other modes as it is shocking to see just how far behind your Mii is when you attempt to use them against mainline characters in Battle or Speed Modes. Super Rush introduces a brand new category, however, speed. Accomplishing tasks and playing courses earns your Mii EXP for upgrading basic golf attributes like power, accuracy, spin control, etc. ![]() The first half of Adventure Mode is a bonafide tutorial and does a decent job of introducing basic swing mechanics, wind judgement, and green reading. ![]() #Mario golf switch proThe gist of the story involves your Mii making their way to the Mushroom Kingdom and joining Chuck, Boo, and Toadette as a group of amateur golfers attempt to become successful enough to join Mario and his pals (and enemies) on the Pro Tour. Story/ Adventure and the accompanying RPG mechanics were surprisingly absent on the Gamecube’s “Toadstool Tour,” but a progression system has finally returned for “Super Rush” and…it’s just…kind of…ok. This mode has arguably been the strongest selling point for the franchise during its early years. The majority of the hype from the RPG community for Super Rush would obviously come from the return of Adventure Mode. Now, Mario has once again found a moment for self-care and leisure as he makes his way back to the links in Mario Golf: Super Rush and despite a few handicaps (pun intended – more to come), Mario has managed to knock off the rust and still perform pretty well on the course in this Switch outing. He has even spent some time on the soccer pitch, as well as the tennis court. His last relaxing round of golf came with the Gamecube’s “Toadstool Tour” and since then Mario has found himself working across the galaxy a couple of times, visiting a metropolis, and saving fairies. The world’s busiest plumber must be getting burned out a bit. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |