
What all this means for you, the consumer, is that if you're looking for a "fair and balanced" critique of said game, you may encounter some difficulty. Reviews of this game tend to be several pages of gushing hyperbole with a couple of token complaints thrown in to offset any accusations of bias. Look, I like Mario as much as anybody, but a review like that isn't going to do anyone any good. So with this revue I hope to balance some of that out and give you a better idea of what playing the game is really like, so you're not too disappointed when you play it and it's not the end-all be-all of human existence.
Don't get me wrong, Super Mario Galaxy is a great game. But that's all it is, and it's not perfect. I put it to you that if it were not a Mario game but a game starring some anonymous new characters, we as a society would be considerably less forgiving about some of its flaws. A lot of people raved about Super Mario Sunshine at first too, and now it's the bastard redheaded stepchild of the series. So I implore you, let's skip the "OMG a new Mario game" stage and go straight to looking at it critically.
The story of Super Mario Galaxy, if you really need one, is that Mario gets a letter from Princess Toadstool (Peach) inviting him to her castle because she has something she wants to give him. Wink wink, nudge nudge. Advanced readers may notice that this is exactly the same setup as Super Mario 64, except that this time there's an additional element of mystery because you don't know whether the thing she wants to give him is a cake or some other baked good, possibly a pie. Hell, it could even be a quiche -- this game breaks all the rules. Anyway, before Mario can actually approach Peach's castle, Bowser shows up in his airship (the disturbance you just felt was a million Mario fanboys ejaculating at once due to the return of Super Mario Bros. 3's airship motif) to kidnap Peach again. This time he just picks up her whole castle and takes it with him -- you know, kind of like what he did in Paper Mario. Kind of exactly like that. The one new element is that this time he's enlisted the help of a UFO, and they warp away after hitting Mario with a magic missile that knocks him onto some planet.

Okay, so with all that out of the way we can finally get to the meaty stuff: the game mechanics. Setting the game in space is a way to justify having Mario run around on small spheroids, which is a bigger deal than it sounds. When it's used effectively I would say that this is almost as big a change as going from 2D platforming to 3D in Super Mario 64. It's kind of like 3 1/2-D. Being able to explore every side of a surface and jump out of the orbit of one planet and into another opens up a lot of level design possibilities never before seen in a game like this.
It doesn't always live up to its potential, though. Like a little girl with a little curl, when the level design is good, it's very very good, but when it's bad, it's slightly less good. The problem is that the levels that make use of these new gravity-based designs are so fun and new that they make the other, more conventional levels feel quite drab in comparison. Too many levels in Galaxy are just large landmasses floating in space that you can only walk on the top of (which makes no sense, which is part of a separate issue I'll talk about later) -- they wouldn't be at all out of place in Super Mario 64. I suppose Nintendo didn't want to alienate people who preferred the more traditional level design, but seriously, fuck those people. And yes, these levels are fine by those standards, but after being tantalized with the more "galactic" ones, it's kind of a bummer to have to go back.

The other thing about the gravity is that it's somewhat inconsistent, by which I mean, sometimes you can walk around the edge of a planet and sometimes you'll fall off the edge to your death, and it can be hard to know which to expect. Even within planetoids, there may be some walls you can walk up and others that are just walls; some platforms you can walk all the way around and some you'll fall off, with no way to tell which is which. Sure, you can figure it out through trial and error, but if you're expecting Galaxy's gravity to be anything like the universe's gravity, let me disabuse you of that notion right now, my friend. The game uses black holes to justify all of its "falling in a chasm" deaths, but even if you can see a black hole nearby (which is a big "if" anyway due to the automatic camera), it's not always clear what will cause you to fall into it and what won't. In some situations the black holes work fine (it wouldn't be Mario without some jumping across chasms), but other times it seems like the designers didn't feel like making a planet that goes all the way around, so they just made a "flat Earth"-style planet and chucked a black hole under it to keep you from exploring the bottom. I guess it makes more sense than the invisible walls at the edges of levels of earlier games, but not by much, and unexpectedly falling off the world is quite annoying.

So all of these are areas in which I think the game could be improved. Do they stop it from being fun? Hell no. Pretty much every other element of the game more than makes up for these minor quibbles, and it's easily the best 3D Mario game, even if the formula is starting to show its age. Still, when the worst thing you can say about a game is that sometimes it feels like playing Super Mario 64, I think you're in pretty good shape.
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