As someone who didn't give this game any of her attention until the week before release, this game was of the most pleasant surprises.
I haven't played many Mario games. As I said before in this thread, my experience with Mario draws from SM64, Super Mario Sunshine, Galaxy 1, and Galaxy 2. Even so, I know a
damn good game when I play it. To think I almost missed this gem!
To start, the game is gorgeous. I don't know the technical details of it, and frankly, I don't care: All I see is a game that seems to look at you and say, "Fun" or "Come play!" The music, which I called "indistinguishable background melodies" based off the few trailers we got before release, is anything but. There are plenty of songs that you'll find yourself noticing and then enjoying. The game features a lot of content so much content, in fact, that it kind of feels like a bit of a steal at $60. Playing through the first eight world took me about 13 hours, and I've yet to grab all the stars or go through the post-game content. That's money well spent.
Super Mario Galaxy 1 and 2 (especially 1) are two of my favorite games, and I think the best praise I can give Super Mario 3D World is that it does a few crucial things better than those two games.
The level design is less linear than either of the Galaxy games. When there's not a different path for you to use to get to your end goal, there's enough content for you to explore and discover to help you through this level or the next, or just fun Easter eggs
like this to find. The level that epitomizes the game's philosophy, I feel, is "Sprawling Savannah." Here you have this huge field to run around in: a huge area to explore and uncover secrets. There's nothing like it in either of the Galaxy games. A lot of this non-linearity has to deal with the verticality of the levels to incorporate the catsuit. There are some secrets in levels that can only be found using that power-up, though there are many exploratory endeavors that can be undertaken without it.
Power-ups: Another aspect I feel this game does better than either of the Galaxy games. The boomerang, catsuit, and cherry power-ups are more fun than any of the power-ups in the Mario Galaxies. Moreover, power-ups are incorporated in a better way. Not having a power-up to complete a level makes them valuable. Additionally, making power-ups optional has the effect of making the play style less linear. How you tackle a particular portion of a level depends on what power-up you have (or non at all). This helps the games replayability as it ensures that you play a level a little differently every time you play it.
The strongest criticism I can level at the game is that stupid timer that's present in every level. There's no need for it, and it adds unnecessary pressure. It can also hamper exploration as the timer can run out while you're just goofing around. However, it is mitigated by the checkpoint system as you're offered a lot more time after death, but a death from the timer running out is a needless death. Overall, though, it's an annoyance that you bump into every now and then.
In an age of shooters, resolution measurements, pixelgates, the desire to achieve a "cinematic" experience, this game is
fun. It is first and foremost, and lastly, a game: And that's refreshing.
I'm not going to give a numerical score because numerical scores are stupid, but this is my game of the year.