Stick with it Owl, we're all looking forward to your long-winded post about it not being as good as Superstar Saga but it's a good game anyway
Time to fulfil the prophecy.
*light spoilers within, mainly a few enemy types and attacks*
Back in the days of the GBA there was one game on the platform I loved above all others, that was Mario & Luigi: Superstar Saga, an RPG that not only mastered the art of satisfying simplicity but also had the bros actually work together to overcome their obstacles which was a surprisingly rare occurrence back then. And now we have three sequels to this title, Partners in Time is probably the most disappointing sequel Ive ever played for a variety of reasons, Bowsers Inside Story was an improvement but I couldnt shake the feeling when playing as the Mario Bros here that their quirky team up tricks were a bit old hat. So in all honestly I wasnt really that pumped for Dream Team Bros but it had the good fortune of landing in a pretty sparse period so it got the Day 1 treatment regardless. From the trailers I assumed this game to follow more in the spirit of Bowsers Inside Story and Id say that assumption turned out correct, unfortunately the dream dynamic doesnt stack up to playing as the King of Koopas.
Upon first looking at the map for this game a wave of familiarity washed over me, yep theres a beach, a castle, woods, a mountain and a desert, its unfortunate that they didnt branch out further with these location themes, such is the fate of Super Mario series games. But fortunately most of these areas are bursting with colour and packing quite a visual punch on an artistic level, the area themes may be old but the visual styles help make most of them feel unique among the series. The switch to 3D has been quite nice with the art helping prop up the simplistic 3D. The sprites on this occasion though can be a bit messy looking at times, they have an almost painterly look and some of the details on smaller characters/enemies can look a bit blurred, still they fit within the world itself and Ive always got time for the new enemy designs this series delivers.
For whatever reason though these sprites are a bit odd with collision detection, jumping or hammering an enemy to get the upper hand before a fight can be a crap shoot at times, hammers going through enemies, managing to jump on enemies that are at the same height level as the player and even getting a handy jump start by landing on an enemys flame attack that should instead burn my backside, Im not sure why the collision detection is more clumsy in this one, Ill chalk it down to the mix of 3D and 2D.
The overworld in Dream Team takes a seat inbetween Superstar Sagas more traditional RPG style map and the kind of cobbled together one from Bowsers Inside Story, the map being more cohesive is always a plus for me.
Enough about maps, what about this games unique hook? The Dream world plays from a sidescrolling point of view much like the interior of Bowsers Guts, its battles offer a twist on the established formula of jumping and hammering foes. Mario only gets one attack before the enemies move but each jump or hammer is accompanied by numerous Luigis greatly increasing the amount of enemies that can be struck at once, as such this leads to many battles being group focused, weaker enemies that attack with numbers. Dodging attacks in the dreamworld has greater freedom as Mario has the entire side of the screen to himself, sometimes you have to hammer defend from four angles or have full control over Mario's movement in order to dodge. While these dream battles start off as a fun change of pace they begin to fall into problems later on as certain battles can last a damn long time if you dont use the special moves, the Lakitu and Spiny combos leap to mind especially with the spiny groups drawn out attack phase. Speaking of special moves theyre basically just another style of bros attacks only with a lot more Luigi, these are probably the best batch of specials in the game with their gleefully inventive use of multiple Luigis and even the gyro controlled ball of Luigis handles a lot better than I expected, though the special moves still suffer from being too long winded which Ill get to later on.
Traversing the Dream World is all about gimmicks, theres an absolute ton of new moves to discover in here, each one (well bar one single odd exception) explained to you in a slow and demeaning way which tests my patience as the game once again tests my ability to move left and right in a different form. The early gimmicks usually involve some fiddly stylus and button management as you prod Luigis face on the touch screen, the far better moves come from calling in a stack of Luigis that open up a whole new set of area traversing moves much like those in the standard game only more crazy yet still a tad familiar. The game frequently switches between Overworld and Dream World, far more than I ever expected.
Back in the real world its business as usual, twirl across gaps, break rocks, battle enemies with jumps, hammers and bros attacks, now that this is the fourth game of this style its certainly worn me down. Theres still something to be praised about how the M&L handles these things, the maps operating like a mix of RPG overworld and dungeon staples incorporating some basic duo platforming abilities among other things to keep it interesting and push the emphasis on it being an Action orientated RPG beyond the battle system.
The soundtrack is the series strongest, now to the horror of many let me say that I dont think this series has ever had truly great soundtracks, some decent suitable tracks with a small handful of outlying fantastic ones fits the bill for the series as far as Im concerned. Dream Team is the usual but better, the dream world battle theme is pure magic for my ears and the forest/wood area has a pretty brilliant theme in both the overworld and dream world locations, if you really dig the series music then this may well be your favourite of the lot.
Okay so Ive got the pleasantries out of the way, time to go to town on this game.
You know as fundamentally solid as all the above is Dream Team Bros manages to give me an issue with almost all of those things.
Starting with battles, enemy attacks that take forever are seriously annoying, its more of a boss thing but certain enemies find a way to extend their screen time in increasingly tiresome ways be it a Flyguy dropping in yet another goomba to the fight or often in the dream world defending an overly elaborate mob attack with each of the group trying to get a cheap shot in. When it comes to bosses (and a select few standard enemies) youve got the new type of evasion which consists on Mario and Luigi running towards or away from the screen being pursued by something menacing, while fun at first these moves start getting stupidly long as the game progresses, I dont want to count how many times I was made to run through a long Thwomp gauntlet where my eventual success was rewarded with causing the pursuer an insignificant amount of damage for all that work.
But hey its not just the opponents who can drag things out, ever since Partners in Time presented bros items the brothers have been able to cause whopping amounts of damage in exchange for playing a little minigame, moves like the bomb derby are how it should be done, quick and to the point. Ones like hopping on a star, busting out the gyro and tilting into smaller stars to powerup for a good 20 seconds arent something I want to have to keep doing over and over, the longest special moves in Superstar Saga are over by the time the bros have got in position to begin their bros attacks in this game
Dream Team made me fear new mechanics knowing that one of the two helpers was ready to pounce upon me with a sloooooow explanation of how to perform such tricks, the fact that the game locks you into a situation numerous times where Im frozen in place pressing the R button to switch action commands because I assumedly have the memory of a goldfish and might not remember how to press R is mind boggling, YES I ALSO KNOW THAT I CAN MOVE WITH THE CIRCLE PAD! Yet here I am being made to take steps back and forth and prove my mastery of taking a few steps like 15 hours into the game. This persists even to the games final area, see on one hand I appreciate them still having a few small techniques to show this far into the game but when it comes with these grating and condensing tutorials followed up with slow camera panning, filler text and the helper spoiling any upcoming puzzle just in case I dont quite grasp my newfound powers then I almost wish they didnt bother.
Then of course theres the fact that some of these moves like the spin jump are present in every entry, wheres my leave me alone, Im aware of how this move works option?
Never forget the later badge shop, congratulations, you won a FLIPPIN TUTORIAL, dammit I know how badges work Ive had them for like 10 hours now! Why does the game not trust in my ability to even navigate the start menu?!
The game stretches itself to around 30 hours minus optional content despite the fact that looking at the map makes the area look similar in size to previous games which tended to take like 18-20 hours. Well the way they do this is quite simple, most areas of the map are in fact very big, have fun fighting the same group of enemies over and over and over again as each sections drags on as long as possible, its a damn endurance run at times.
The pacing is shaky and often very formulaic, theres a repetitive rhythm in play here, collect 10 attack pieces, free the Pi'illo folk to open the way, boss, enter the bigger dreamworld location, also collect 10 attack pieces here, boss, barebones plot progression, switch area, and go again. Each area of the map takes a good chunk of time, the few enemies within cant sustain the time spent in each area, oh it gives you plenty of opportunities to fill in the challenge checklist I guess which consists of the same tasks in every area, evade 10 attacks in a row, perform 10 excellent attacks in a row, beat *insert enemy without getting damaged.
Lets talk about giant battles, its all fun at first but it never evolves from being a heavily guided gimmick fest where every action has to be explained because otherwise youd be at a loss, I feel like Im playing a heavily scripted QTE fight akin to those in recent Cyberconnect2 games like Asuras Wrath and the Naruto Ninja storm titles except not as spectacular. Turns out the gyro isnt quite so hot when used with the 3DS held in book style, I want to like these fights but theyre basically long interactive cinematic sequences that don't stack up to standard boss fights.
Plot and writing, well its a Mario game so you can guess how things turn out. Antasma is a poor villain, bland to the point that the Shroobs were funnier with their gibberish speak, such a great design wasted on this boorish fellow. I still hate Starlow/Chippy, parroting characters that over explain things to mute main characters is one of my gaming gripes and Prince Pillowface or whatever his name is basically gets to be the second one of these characters in one game, whoopee. Dialogue on the whole is a step down, the funny stuff is seemingly characters having speech quirks like shouting BEEF all the time and talking your ear off with nonsense while the bros faceplant, did the Hoohooligans always add hoo into every sentence? It feels forced like the game desperately wants me to laugh. Bowser and his underlings still deliver on the dialogue, when the King of Koopas speaks I listen. Otherwise the writing comes across as almost boring, the plot offers nothing of any real interest and theres no new characters here that standout which is a bit disappointing.
As it stands Dream Team bros was a game I both enjoyed and endured in equal measure, its simply too long for its own good and continues to bog the series down with increased gimmickry as well as basically being more of the same. At this point I think Ive reached my limit with the M&L formula, it certainly tries to freshen itself up with numerous little mechanics but they just arent enough, I can only hope that now Alpha Dream can move onto something else that isnt another M&L game, if they really must stick with this formula Ill take Popo and Nana over Mario and Luigi at this point simply for window dressing variety, those two can jump and use hammers as well you know, lets just ignore marketability.
Of course if youre raring for more M&L in the vein of BIS then go nuts, youll probably love this.