As someone who loathes even the theoretical concept of athletics and is unable to play even a round of Texas Hold 'Em over XboxLive, I've gotta admit that I wouldn't consider myself the most -- shall we say -- qualified person in the world to review the new, Wii-exclusive installment in the Super Mario Strikers soccer series.
But I sure as hell know a good party game when I see one. After collecting three of my friends to test out the intricacies of Mario Strikers Charged's multiplayer and singleplayer modes, I got a pretty good understanding of the game -- and my opinion of it is probably a lot more positive than one might expect.
Hit the jump for the full review.
Before getting into what I can review, it's worth point out what I can't. As I am wholly incapable of playing any console games online, I could not test out Charged's online multiplayer mode, which evidently supports up to eight simultaneous players and is, for all intents and purposes, one of the package's major draws
Should the online work as intended, however (that is to say, no lag, no dropout, etcetera), it should be more than enough to convince even the most jaded Wii owner (do those even exist?) to purchase Mario Strikers Charged. But more on that later.
Graphically, the game is great once the camera zooms in for player closeups (like when a character executes their superpowered multistrike, or after a goal when the camera captures a character's victory celebration), but they leave a bit to be desired during regular gameplay. I say this not because the environments and effects aren't bright and attractive (they are), but because when two teams whose captains share a common color scheme (say, if Yoshi squares off against Luigi), it can be very difficult to tell who is who. One team does get some red clothing, but considering Yoshi's GREEN head and Luigi's GREEN clothes are the most prominent parts of their respective bodies, telling one team from another can get tricky -- more tricky than it should be, anyway.
I have not played any of the previous Strikers games, but I played with a friend who had -- he (who will henceforth be referred to as "Grant," because that's his name), however, assured me that there had been many significant changes between the last Strikers title on the Gamecube and this newer Wii version -- namely, that the goalies are a hell of a lot more efficient in regular play. Where the player used to be able to get along easily just by combining two or three lob passes with one well-timed shot to get a goal, the player now has to rely heavily on using special shots, items, and multistrikes. For old fans, this might be a double-edged sword: it gives the game a new pace and urgency (speical shots and multistrikes are activated by holding the B button down for a few seconds, which leaves the player wide open to attack -- as such, a great deal of any good offensive plan is setting up defenders to tackle anyone who comes near the shooter), but it also feels a bit less like "real" soccer.
Still, keep in mind that I'm saying this about a game where the team captain's special move involves jumping into the sun, turning into a demon, and firing up to six soccer balls down at the goalie.
This new mechanic is called the multistrike, and, from a defensive point of view, it's one of the only things in the game that actually uses the Wiimote (apart from tackling, which is activated with a quick waggle of the remote). Basically, the captain finds an open spot and holds the B trigger down for a few seconds. After fully charging up, a Ball Meter appears, where the player has to time another press of the B button in order to determine how many soccer balls will be fired at the goalie. After determining the number of balls, the final speed meter appears to determine just how fast the balls with come. The captain then initiates the aforementioned multistrike animation and shoots the balls at the goalie, who (if the defending team is controlled by a human) then has to literally "catch" the balls by using the Wiimote pointer as they rocket towards the screen. It's simplistic, but it adds a really nice layer of interactivity to the multistrike mechanic that would have otherwise been totally CPU-controlled. Again, though, this is all assuming that you are playing against a human. If a player does a multistrike against an AI-controlled team, the goalie's ability to catch the multistrike balls is simply calculated based on the supposed skill level of the AI team.

This brings me to one of the game's few major flaws: the singleplayer experience. Whereas playing the game in multiplayer is an exercise in skill versus skill, the enemy AI in the singleplayer campaign isn't particularly bright -- so, to compensate, they're extremely lucky. Anyone who has played a Mario Party game against computer-controlled characters should be more than familiar with this. AI enemies seem to get much better items resulting from unprovoked tackles, and their goalies seem to get unrealistically good at using and defending against multistrikes -- in the latter levels of the trophy campaign, my friends and I (the trophy campaign can be played cooperatively) often found ourselves initiating perfect multistrikes, only to have all six shots instantly blocked by the absurdly lucky AI goalie. With multistrikes no longer an option, we had to rely on the special moves of supporting characters, and the hope that any one of our random shots might make it into the goal. Once the enemy AI gets so good that multistrikes become useless, the game feels much less satisfying -- and since the enemy can still execute perfect multistrikes and benefit from them, the matches feel unfairly one-sided.
Not to mention the unfortunate fact that progressing through the singleplayer mode is necessary to unlock other characters. This is pretty much par for the course in comparison to other Mario games (Mario Party, Mario Kart), but the irritating nature of the AI makes it more of a chore than it really should be.
As said earlier, the pace of the game is one of extreme urgency -- items are constantly being used, multistrikes are frequently attempted, and some of the more imaginative maps involve geographical hazards (for example, a Twister-themed level where a stray tractor or flying cow can drift across the playing field and knock players off the screen). At any moment, it seems like one of eighteen different horrible things can happen to a player or team, and the game takes on a very, very frantic pace. This results in a pretty steep learning curve -- I can definitely imagine some players getting frustrated of the constant barrage and giving up on the game altogether -- but if you're willing to really buckle down and put some time into it, you'll be able to look past the more chaotic moments and experience a challenging, frantic psuedo-sports experience.
It must definitely be said, however, that if you can't find another living, breathing human to play Charged with, the game loses damn near all of its value. The goaltending is less fun, the teamwork aspects are all but missing, and the overall package is infinitely less satisfying. Play this game with friends (in person and/or online), or not at all.
In giving a final, numerical score to the game, I rated it as someone who had the opportunity to play it with my three best friends -- had I been forced to review this game after playing it on my own, I am certain the score would be at least three or four points lower on the 1-10 scale.
Destructoid Final Verdict
Verdict: Buy It if you have reliable friends to play with or a functioning online connection. If your only option is to play it on your own, Forget It.
Final Score: 7.5
Friend Codes.
Anyway, anyone who thinks this game is a "party game" is completely retarded. That's like saying Halo or Soul Calibur are a puzzle games. Teh only party this game is appropriate for is a S&M party, becasue it is all about anger and suffering.
This game has me swearing like a sailor, and not letting my girlfriend even look at me while a play for fear she may distract me for even one second. It is white knuckle, high tension, edge of your seat ACION AND PAIN to play this game.
I say again. ACTION AND PAIN. That is my three word review of this game. Quote it for truth.
I'm just on the second cup, and I'm already thinking this may be the hardest Mario related game I have ever played, and I've pretty much played them all.
If you aren't ready to get your ass kicked, stay away from this game.
And friend codes aren't an issu
Good review. I have to agree with it. My wife says I swear too much when I play it. It's even induced controller-throwing rage I haven't experienced since I was less than 10 years old. I may have even kicked one of my cats in anger at one point :X
My Wii code is 5172 0317 4298 8270
Maybe we are close enough in skill level to not hate playing against each otehr too much.
This game is fun but the steep learning curve put me off in the beginning, and I still find myself not using items but instead focusing on my shooting game.
Yeah, because we buy any game expecting to play football on our TV with a controller.
This game is a riot. The online is great now. The first couple of days I had a few drops and trouble getting online, but now its much faster and matchups are really quick. Out of about 80 matches I've had noticeable lag on 3 and had 2 or 3 drop on me. Other than that, its really smooth. As one poster said, alot of players are using the same techniques over and over (to the point that computer AI is more interesting) but I think that will work itself out as everyone gets better. The controls are great and jabbing the wiimote to tackle feels really satisfying, this is much better than the cube version. Can't wait for more online games. Friend codes aren't so bad considering most of the games you play are against strangers and require no codes at all.
What don't you like about the ranking system? I thought it was great. I have only had one guy quit out on me for kicking his ass so far. Thats rare. In most online games, people quit out all the time when they are losing, which really hurts the online portion of many games. I think the ranking system (and points for losses/points for points in losses matches) is really effective in this regard, plus I'm motivated to play ranked matches to get my rating up, and can even grab healthy points if I win one game out of three, which is nice.
I am dissapointed.
It seems to me that the ranking system rewards playing loads of games. To me it's like grinding. If you win over someone ranked 20k+ its worth the same as against someone in the top 100. It's more of a quantity over quality issue to me. I'm not sure how I would change it though. Maybe wins could be worth variable amounts based on the opponents rank or the disparity between the two players ranks. Getting points while losing though is helpful to morale.
@blackdove
Agreed, I was expecting something epic for that Wario pic. for shame
Selling a 360, PS3, or Wii right now would be a bad move. All three systems are yet to hit their stride, and all have very promising software to be released in the next 6 months.
Wait, I just remembered that you can still get a +$50 profit for selling a used Wii. So, that's actually pretty smart.
But only if you use the money you get for selling your Wii to buy another one.
Ignore the trolls. Anyone claiming to have bought and sold a Wii or PS3 already is just trying to get a reaction.
Anyway, Whipple, thats a good point, but considering that you can't choose the rating of your opponent, it makes sense to do it the way they do. (If you COULD choose your opponents rank, you SHOULD get low points for choosing easy opponents, but since you can't you shouldn't get penalized if you draw an easy opponent) Imagine how many rejected games you would get if you only got a point or two for playing a low ranked player, someone just starting out would probably never get a game because no one would waste time on them. All the people you would want to play (to help your score) would not want to play you. Also, someone just starting out might be very very good, I know, I played a 0:0 guy this morning and he kicked my ass and I have like 600 points. Some of these people just now getting online have been playing the original strikers for ages and are really good.
313639-423016
I added you Tron.
With the friend codes, I just deal with it. The automatic match ups have been fine for me, for the time being as I build up a friend list.
As for the people doing the same tricks over and over, I dont mind them cause theres always a way to beat it or get around it. Which is the definition of a good multiplayer game. Some of the stuff seems cheap, but if you've got a team to match you can put up and equal fight. Then it just becomes a matter of skill. I will slaughter an all hammer brother team with all Boos. As a matter of fact, Boo is probably the cheapest if you're gonna call one cheap, but they can be stopped just like any other character. My friend and I played tonight a whole bunch of times with all Boos on both sides.
Anyway, the games awesome...very intense, very chaotic, and very fun...
I'll put my friend code up tomorrow and bring it to you bitches
But the Multiplayer game is where it's at...absolutely amazingly good fun to play!
My friend code is 154725 904267
I really didn't enjoy the first two smash bros or the first two metroid games, the metroids I tried really hard to like but found them too slow and restrictive. Mario Galaxy is another kettle of fish altogether though as it looks great! Not sure if it's worth the admission price though. We had a wii with Zelda, Wario Ware, a bunch of cube games and Wii sports. I turned it on one day to find no-one in my house of five had used it for over two months, and I'd only turned it on to check out what was on VC! I'll give it a year and probably reinvest when the software library lives up to its potential, which is the same stance I've taken with the PS3. I'm the last person to want any console to fail though, those fanboy types make no sense. I want great games by the truckload, whichever console they end up on.
Thing is, it has got to be one of the most confusing fucking games I've ever tried to play. I can't keep up with the ball. I guess this means I'm getting old..or at least too old for video games.
On a side note, I have had to bring in a 2nd swear jar to the house. I have to stop playing for now..i'm almost broke ='(
None of those games looked appealing enough to you to keep your Wii around for a little longer?
Again, I don't blame you for selling your Wii as long as you got over $250 for it, especially seeing as no one in your family was using it. There has been a console wide game drought this summer, as there is with every summer, but Wii owners may have felt it the worst because they're expectations are/were generally the highest.
But if you have any interest in non-FPS or 3D beat 'em ups at all, then the Wii has a lot to offer in the next 6-12 months.
I'm not disapointed, but HOLY FUCK do I get my ass kicked online. I haven't been bitch-smacked this hard since the first time I went online in Counter-Strike.
On the bright side, thanks to Counter-Strike, I have yet to miss a single ball in a Megastrike Defense.
on the topic of friends codes, couldn't nintendo invent some sort of channel that lets people come together in mii form providing easy access to friends codes [especially easy if the channel allows for auto pasting into system memory] i don't know, but i know the reason i don't have any wii friends is because i can't remember the code.