The premise of the game is that the perennial antagonist Bowser is forcing Princess Peach into marriage. The game’s main enemy? The evil wedding planners.
The actual plot, of course, is to defeat Bowser. That’s always the conceit of “Super Mario” games, and it’s the case here as well.
The path to get there is what’s most important. To that end, “Super Mario Odyssey” is seemingly built for exploration. In my short time with the game, in both New Donk City and Tostarena (the desert area), I was overwhelmed by the number of places to go and the amount of stuff to do.
One example that I particularly love happened in New Donk City. I was running around an area on the street level when I came upon an alcove with a glowing door. What could it be?
I ran into the doorway, and it transported me to a distinct area with a one-off platforming puzzle to solve. I leaped (as Super Mario, of course) from moving platform to moving platform, carefully avoiding Bullet Bills along the way. When I reached the end, I was rewarded with what else but a moon. Then I was whisked back to where I came in.
That’s exactly the kind of personalized, hand-crafted delight that Nintendo does so well in its “Mario” games.
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