What
do you get when you take a group of Nintendo characters, dress them
up in cleats and body armour, and throw them onto a playing field?
You get
Mario
Strikers
Charged,
the sequel to Nintendo and Next Level Games' popular GameCube soccer
game,
Super Mario Strikers.
Next
Level Games has taken some time and made some serious improvements to
the the game, cleaning up the interface, adding new characters and
new power moves, updating the graphics and giving some extra control
to players through use of the Wii Remote.
One of the first things
anyone should notice when the start up the game is the simple
interface. There's not a lot to speak of, and that's mostly to do
with the fact that the game is an arcade-style sports game. There are
options for a couple of different play modes, tutorials, settings and
the hall of fame. From there, it's up to whoever is playing how they
want to play. Excluding online play, up to four players can play on
the same team, and in online play, each host can play with one guest,
for a total of four players.
Gameplay
The
controls for
Mario
Strikers Charged
are relatively simple. A passes, B shoots, you move around using the
Nunchuck's control stick. There are some more advanced moves like
chipping the ball forward using the Z button, which is also used in
combination with the A or B button for lob passes or shots, power
ups, which are activated using the C button, hitting (there are no
fouls), which is done by shaking the Wii Remote, and sliding for the
ball, which is controlled by the D-pad.
Playing the game itself
is quite simple too. After a quick run through the tutorials, or a
read through of the instruction manual, anybody can get a hang of the
controls, from charging up the ball through holding shots or quick
passing, to pulling off six shot Megastrikes. Heading into the Road
to the Striker Cup, you'll find that the first cup in the series is
quite simple and easily passable, not to mention a lot of quick fun
to play through. Once that cup is done though, the difficulty level
jumps tremendously, and with that the speed of play. And speaking of
speed of play, I was surprised by how slow the load times for the
game were. While not slow compared to some other systems available,
when compared to other games on Nintendo systems,
Mario Strikers
Charged
loads in turtle time.
Going from the menu to a game is relatively decent, but going from a
game to the menu is just awfully slow. There is no reason it should
take that long.
Getting back to what I
was saying about difficulty, the rapid rise in difficulty applies to
the Striker Challenges as well
as
the Road to the Striker Cup, and that is quite
unfortunate. The game certainly provides a great challenge, something
lacking in many games these days, but the jump is far too fast to
adjust to easily. This brings me to another point concerning the
challenge level in the game. The opponent CPU artificial intelligence
in this game is great! The higher difficulty levels really do provide
for good opponents. The only problem with that is that my own team's
CPU controlled players couldn't keep up.

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I would often find that
the CPU controlled opponents would always be able to organize
themselves well and attack every one of my players immediately,
sometimes before I even managed to gain control of that particular
player. The same could not be said, however, for my own CPU
controlled players, who would often run after the ball, but not
attack the opponent player that had it. Instead, that player would
stand around, waiting for me to take control and attack. They also
couldn't organize themselves well enough when on attack or defense
for me to properly control offensives or to defend my own zone.
The other problem which
is slightly connected to this is the inclusion of strange or foolish
Striker Challenges. Though most of the first few Challenges make
sense, and go up at a reasonable difficulty incline, the following
Challenges can simply be inane, not to mention almost impossible to
complete because of the problems that were mentioned earlier. One
particular Challenge that comes to my mind is the Yoshi vs. Wario
Challenge “So far behind...”, in which Yoshi has to recover from
a 5-0 deficit with only 1:08 left on the clock. Though I can
certainly see how Yoshi could end up in that kind of situation –
Yoshi's sidekicks are all extremely slow, while Wario's are the
fastest sidekicks available (with some extra special moves to boot) –
it makes no sense to give that kind of a goal within those very slim
chance parameters.
Multiplayer
and Online Play
One of the great things
about this game is that all of the gameplay modes (that does not
include tutorials) can be played in either single or multiplayer,
though the Road to
the Striker Cup and Striker Challenges will only
allow for the players to control one
team. This provides for a
different, and very fun, way to play the game. And since the up to
four players can play at once, there are quite a few choices of
combinations for players to try when playing with, or against, each
other.
In Domination Mode,
players can freely select which team they want to play on, so they
can play one on one, two on two, four against the CPU, three on one
and so on. It doesn't matter if there are one, two, three or four
players playing. The gameplay, on the field, doesn't change in any
way from single player play, so it's easy to jump right in.
Online play has a couple
of different options to choose from. You can choose to play against
friends from your Friend Roster, or play someone from the Ranked
section. The difference between in house multiplayer and online play
is that you can a maximum of only two players from each connecting
Wii can play, and they can only play on their side. Choosing to play
against a friend is essentially like playing in house one on one
(except that you don't see them unless they're in the same room on a
different Wii).

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Going up against players
from the Ranked section though, is something different. When you
choose to play against someone from the Ranked section, the game
randomly selects someone for you to play against. This means that no
matter where you are on the board, you could end up playing against
someone much higher or lower than you in rank. That can be a bit of
an annoyance when you're only starting out playing online, or when
you're somewhere in a medium rank, but suddenly get thrown up against
a much higher ranked player.
I found it annoying, and
a little disappointing that the selection for playing Ranked players
was random. I recall Reggie Fils-Aime talking, back before the Wii
launched, about games that would put players up against other players
of similar skill levels, letting them gain experience as they went.
It doesn't seem they did that with this game. Hopefully we'll see it
with future titles.
As far as connection
quality goes,
Mario Strikers Charged
delivered beautifully. Out of a hundred or so games that I played
over the Nintendo Wi-Fi Connection, only one had lag. There were a
couple of times that I mysteriously got disconnected from the server
while searching for opponents, but other than that, the quality was
almost always four stars, and there was no lag.
Environment
and Graphics
I've
got to give it up to Next Level Games for the improvements that were
made between
Super Mario Strikers
and
Mario Strikers Charged
.
There really is a difference there,
and it's quite noticeable. The
characters look better, there is more detail in both the characters
and the environments, and it just looks good overall.
The
character models were specifically impressive. It's not that they
look very realistic, because that's not something I'd really expect
out of a game with the Nintendo characters in it, but they just look
well done. I especially like the fact that it looks like the
characters are actually wearing the padding and the rest of their
equipment, rather than just being textured on. And if they were
textured on, it was a very good job.
The
environments were also impressive. I just so happened to like the
character work better. Though simple – they are only soccer fields
after all – they still had quite a bit going on, both in the
foreground and the background. The look was clean and they each had
their own fun and cool style to them, so it didn't look like you were
playing at the same arena at any time.
Sound
There
isn't really much to speak of as far as the sound goes, other than to
say that it was also well done. You really feel like you're watching
an out of the ordinary soccer match. The atmosphere from each arena
was dead on to what should be expected of each type of location, the
sound effects and the music were well timed and clear, and the voice
work, though minimal, was great – all of the character voices match
to previous games.
Trying
the game out with the surround sound – it works in Dolby Pro Logic
II – I found that the only really noticeable sound coming out of
the back was the cheering. Then again, I wouldn't really expect much
else out of a soccer game where your perspective is from the stands.
Overall, though there was nothing that made me go wow, the sound was
exactly what should be expected, and that's all I really would ask
for.
Conclusion
Mario
Strikers Charged
is a really
good take on arcade style soccer simulation. Though it has some
problems with a difficulty level that jumps way too quickly, and can
become very frustrating in single player gameplay, it redeems itself
quite well with great multiplayer play, both in house and online.
Though the Ranked section of online multiplayer plays well, I really
would have liked to see it organize games based on both opponent's
skill levels.
Gameplay:
6.8
Environment
and Graphics: 8.8
Sound:
9
Story:
N/A
Fun:
7
Verdict:
Rent or Buy It