Thursday, January 27

Mario Kart Tour –

Nintendo seems to be feeling more and more at home in the mobile games market. At first they were just testing the waters with games like Miitomo and Super Mario Run, but now they have released several games and plan to bring them to smart devices. There’s clearly a lot of money to be made here, and with the success of Fire Emblem Heroes and Animal Crossing Pocket Camp, they’re not going to stop making a new game anytime soon. Their latest mobile release is the Mario Kart Tour, and I spent some time with the beta. The last game is not ready yet, we will evaluate it as soon as it is officially available.

When people first heard about Mario Kart Tour, no one knew what to expect. It was hard to know what kind of game it was, because all the marketing was very ambiguous. They didn’t even call it a game, they called it a service. It is therefore assumed that it could be a service related to Mario Kart 8 Deluxe or future Mario Kart effects. Fortunately, we received the full version of the previous payments. The game is very similar to the 3DS in some ways, except for the improved graphics and use of touch controls.

If you look at all of Nintendo’s mobile games, there seems to be a certain way they want people to play them. For some reason, developers insist that their games are only accessible with one hand. This means that all their games are played in portrait mode rather than landscape mode, while almost all other racing games on mobile devices require you to hold the screen horizontally. Many traditional Mario Kart commands are automatic, for example. B. Acceleration and drift. You rotate the kart by sliding it left or right on the screen, and depending on the force with which you rotate the kart, it starts to drift. When you pick up an object, you can tap the screen to use it or, in the case of Green Shells or other projectiles, drag it down to throw it behind you. All traditional controls translate well into a one-handed configuration, and you can even activate the steering motion control of your choice.

In terms of content, the beta is off to a good start. From the start, you’ll have about half of the Mario Kart 8 team at your disposal. The go-kart configuration is also solid, but it’s only about 1/10th of the console version (remember, this is a beta version, and things will likely be added along the way). But don’t get me wrong, you won’t start with all these unlocked lists, you’ll have to earn the bonus if you want to expand your list. You can randomly pull characters and cards from the distortion tubes in the store, with occasional actions targeting specific characters and cards. During the beta test, the two main characters were Mario and Rosalina, and you can bet this reviewer didn’t draw either of them. Fortunately, the bonus isn’t the only way to get new routes. The shop also holds regular sales where you can spend the parts collected from the races to buy karts. At this time it is not certain if the characters will also be available for purchase as coins.

Now, folks the biggest concern about this game is whether it’s worth winning, and from what I understand, it’s a bit of a mix. The way the game is set up is that certain characters and cards give you extra bonuses depending on the level you’re at. Depending on the map option you choose, you can fill three items or get a speed boost along the way. While it seems very lucrative to win, they try to balance things out so that even the most common go-karts can give you high bonuses if you use them on their favorite stages. Characters and cards are arranged according to a system of levels, from common to super rare. The good news, however, is that the scarcity of characters/cards does not give them an unfair advantage in the games themselves, but is used for the scoring system. However, the characters have special abilities and benefits that can be unlocked by collecting duplicates. These abilities range from the ability to collect a character-specific item, similar to Mario Kart Double Dash, to small bonuses like collecting more coins per race.

At the end of the race you get points based on your results. Depending on how many points you earn in the race, you will be rewarded with stars that you can use to buy gifts such as B. Reward the bonus in game currency after collecting some of them. Depending on your results in the race, your player level will also increase, which you must do to unlock certain features of the game. While super rare characters and cards help you increase your overall score in the race, the points you earn are more dependent on your skills. Hit your opponents with objects, stay in the front row and do the first things to score good points. Plus, each race can be played between 50cc and 200cc, and depending on how fast you set the race, you’ll get a nice bonus of extra points due to the higher difficulty.

If the scoring system isn’t bad, it doesn’t seem well structured for a Mario Kart game. In this game you can choose from different cups, pretty much the same as in Mario Kart 8 Deluxe. But here’s the catch. Many pieces of this game are reused in these cups. Of course, the goal of the game is to make each cup look like a level, rather than a traditional Mario Kart cup. It often happens that you play the same song several times on different cuts. This game also has a very disappointing track list, about 12 tracks in total in the beta. These 12 tracks are reused in the 16 cups, which again seems wrong given the way Mario Kart has always placed its cups. With so many cuts in play, you’d expect there to be a lot more than 12 titles. It’s likely that future updates to the game will include new titles, but the way it’s currently configured doesn’t seem right.

Another problem with the game is the lack of game modes. In addition to the cup matches, there is a coin match mode, which requires notes. All you do is run around a track that happens to have a lot more coins than usual to collect. It would be really cool if the Mario Kart DS mission mode came back in this release – perfect for mobile. It is an insult that clues to this mode appear in this game, but they are part of the trophies. The last race of each Cup is not a normal race, but a mission where you have to complete a task, for example. B. Go through the rings or perform a specific action. It would be much better to reserve these missions for a separate game mode, while the trophies are reserved for regular games. Limiting missions to one cup game seems like a big missed opportunity for an additional game mode.

Another aspect that is strangely lacking in this game is competitive play. When you play a normal race, the game makes you think you are racing against real opponents, but in reality you are only racing against AI opponents. That’s not a bad thing, as it makes it much easier to make cuts, but it’s really strange that there’s no real multiplayer element to this game. No multiplayer matches, no new combat modes, no adding friends, nothing. Of course, the final version of the game may include all of these things, but usually a beta version is used to test network servers and online features, which was clearly not the case here.

The jury is still out. I can’t wait to play the final product. What was here was fun, but it certainly wasn’t ready for prime time.

Jordan is a gaming fanatic who grew up in a house shaped like a shovel. Years of cheap horseplay have made this man the quality researcher he is today.

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