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{"id":13164,"date":"2011-12-12T20:36:39","date_gmt":"2011-12-13T00:36:39","guid":{"rendered":"http:\/\/www.vgblogger.com\/?p=13164"},"modified":"2012-01-08T23:02:53","modified_gmt":"2012-01-09T03:02:53","slug":"review-mario-kart-7","status":"publish","type":"post","link":"http:\/\/www.vgblogger.com\/review-mario-kart-7\/13164\/","title":{"rendered":"Review: Mario Kart 7"},"content":{"rendered":"

\"MarioKart7.jpg\"<\/center><\/p>\n

The big red \u201c7\u201d in the title of the latest Mario Kart<\/em> offering\u2014as opposed to, say, a more obvious choice like \u201cMario Kart 3DS\u201d\u2014gives the impression there\u2019s something unusual under the hood of Nintendo\u2019s long-driving series as it crashes headlong onto Big N\u2019s not-so-new handheld. Those who\u2019ve spun a kart wheel and hurled their share of red and green shells know better. Like its garagefull of predecessors, this Mario Kart<\/em> sticks to the basic formula it\u2019s been rocking for years.<\/p>\n

Not that there\u2019s anything wrong with that. <\/p>\n

Every Mario Kart<\/em> crashes or surges based on its tracks. A whopping 32 tracks comprise the lineup here, a strong mix of the new and the remastered-for-3D. Although I\u2019m not thrilled to have not one, but two of the eight Cup events in Grand Prix mode end with the frustrating\/momentum-killing Rainbow Road, I have to say that overall, the selection is generally awesome. Even familiar tracks from the series\u2019 two most recent entries, like Waluigi Pinball from Mario Kart DS<\/em> and Coconut Mall from Mario Kart Wii<\/em>, feel fresh and interesting when rendered with a shiny coat of 3D. And while some of the new tracks are a little simplistic and stylistically familiar–the new DK Jungle isn\u2019t that far removed from the re-rendered Gamecube track Dino Dino Jungle–others, like the re-imagined Bowser\u2019s Castle, are deviously difficult to navigate, even without Toad dive-bombing a shell off your fender at exactly the wrong moment. <\/p>\n

3D\u2019s not the only new trick tucked in Mario Kart 7<\/em>\u2019s tank. The glider attachments can be a great way to literally leapfrog the competition by going airborne\u2014or, if you\u2019re clumsy with your wind angles and landing approaches, to smash into a cliff and plummet into seventh place. Three new items improve the magic-box selection, including a lucky \u201c7\u201d that arms you with a spinning ring of awesome items to wreak havoc. The Tanooki Tail is supposed to serve as a defensive measure, but unless you can grow eyes in the back of your head, it\u2019s actually more effective at swiping Bowser and Koopa over the frigid edge of DK Pass. <\/p>\n

Extended underwater sequences are also new. At first, it seems a pointless addition designed simply to showcase some more 3D trickery\u2014hey,look, fish!\u2014but a few watery laps start to showcase the strategic value of diving deep, especially in a level like the remastered Daisy\u2019s Cruiser, where aquatic shortcuts are the key to success on the higher-cc circuits. <\/p>\n

Collecting gold coins\u2014which can look an awful lot like banana peels when you\u2019re drifting the curves at top speeds\u2014are the key to unlocking kart upgrades, making it useful to try to finish each race with a full complement of ten. Good luck with that, by the way\u2014getting smacked with opponent\u2019s items, a turn of events guaranteed to happen at least once in every race, will cause you to drop most of your loot.<\/p>\n

Other Mario Kart<\/em> mechanics remain remarkably\u2014and in some cases, annoyingly\u2014the same as they\u2019ve ever been. Even after seven iterations and five platform generations, cheap blue spiny shells and last-minute lightning bolts from the also-ran gallery can and will still ruin your perfectly driven race. The character lineup, meanwhile, is as puzzling as it is shallow. Collecting gold in all the cups unlocks our own Miis and Metal Mario (?), but no Shy Guy or Dry Bones? I\u2019d love to believe these MIA faves might be made available in a future expansion pack, but as fans of the series know all too well, Nintendo doesn\u2019t do expansion packs for Mario Kart<\/em>. (Or anything else, for that matter.) <\/p>\n

Dinging Mario Kart 7<\/em> for its shortcomings is like complaining about a Big Mac or a Michael Bay flick: You know exactly what you\u2019re getting when you step behind this wheel, and the driving action is as satisfying as it ever was. Besides, we\u2019re better served focusing on the bigger picture. In the course of a few weeks, the 3DS has landed two must-have titles. Guess Mario Christmas came a little early this year. Jam the pedal to the floor and enjoy it. <\/p>\n

\"BuyIt.jpg\"<\/p>\n

Pros:<\/strong>
\n+ It literally is what it is\u2014a racing formula that still shines, even after seven games
\n+ New items are entertaining and useful without upsetting competitive balance
\n+ 3D effects are awesome, even adding a great new sheen to classic tracks like Waluigi Pinball and Airship Fortress<\/p>\n

Cons:<\/strong>
\n– The list of \u201cnew\u201d additions isn\u2019t that long
\n– Rainbow Road. Twice. Really?
\n– Even after seven iterations and five platform generations, cheap blue spiny shells and last-minute lightning bolts can still wreck your race to the cup<\/p>\n

Affiliate Links:<\/strong>
\nBuy from Amazon<\/a>\"\" or eStarland<\/a><\/p>\n

Game Info:<\/strong>
\nPlatform: Nintendo 3DS
\nPublisher: Nintendo
\nDeveloper: Nintendo
\nRelease Date: 12\/4\/2011
\nGenre: Racing
\nESRB Rating: Everyone
\nPlayers: 1-8
\nSource: Review copy provided by publisher<\/p>\n