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The Glass Is Half Empty Mario Odyssey


The Glass Is Half Empty Mario Odyssey

Okay, so, Mario Odyssey, right? Everyone loves it. Like, universally praised. But… anyone else feel like, after the initial “WOW!” factor wore off, a few cracks started to show? Maybe I’m just a cynical old gamer. Probably am. But hear me out, okay?

Is Too Much a Bad Thing?

First off, the Moons. Hundreds of them. Literally. It’s like Nintendo threw a Moon party and invited every single polygon in the game. Sounds awesome, right? But then the reality sets in. Are they all created equal? Nope. Not even close. You’ve got your genuinely fun, challenging ones, the ones that make you feel like a platforming god. And then you’ve got…the ones where you ground pound a random glowing spot. Seriously? Is that really rewarding gameplay? I think not. It feels more like cleaning up digital litter than conquering a challenge.

And the sheer volume of them! It’s almost overwhelming. Remember when finding a Star in Super Mario 64 felt like a huge accomplishment? Like you’d actually earned it? Now, you’re tripping over Moons. It’s like Nintendo’s trying to bribe you into liking the game with sheer quantity. “Here! Have another Moon! And another! And another! Just keep playing!” It cheapens the experience, doesn't it?

Don't get me wrong, I love a collect-a-thon. But maybe there's such thing as too much? Is it quantity over quality, in this case?

Cappy's Got Some Issues

Cappy, the star of the show (besides Mario, obviously). The cap-turing mechanic is genius, I’ll admit it. Throw your hat, possess a Goomba, stack them high, profit. Hilarious! But let's be honest... some captures are way more fun than others. Playing as a T-Rex? Amazing! Possessing a Cheep Cheep for a brief swim? Meh. Feels a bit… phoned in. It's like they ran out of really good ideas halfway through development and just started throwing darts at a board filled with Nintendo characters. "Okay, let's have Mario possess... a fork! Yeah! A FORK! Brilliant!"

And sometimes the captures feel…underutilized. You get this awesome ability, like possessing a Bullet Bill, and then the level design just doesn’t quite take advantage of it. It’s like getting a Ferrari and then only being able to drive it in a parking lot. Come on, Nintendo! Let us unleash the power!

The Glass is Half Empty! - Seaside Kingdom - Story Walkthrough | Super
The Glass is Half Empty! - Seaside Kingdom - Story Walkthrough | Super

Speaking of Cappy, is it just me, or is his story a little… underdeveloped? He’s got this whole backstory about his sister being kidnapped, and it’s kind of touched upon at the beginning, but then it just… fades away. It feels like a missed opportunity. Could have added a lot more emotional depth to the game, don't you think?

The Kingdom Conundrum

Okay, the kingdoms are gorgeous. No argument there. From the bustling Metro Kingdom to the sunny Seaside Kingdom, each one is visually stunning and packed with personality. But… did anyone else feel like some kingdoms were significantly shorter, and less...inspired than others? I mean, the Wooded Kingdom is beautiful, but I felt like I explored every inch of it in an afternoon. Whereas the Lost Kingdom, while smaller in scope, feels more dense and rewards exploration. Some areas also felt a little uninspired. Did the sand kingdom just feel like a empty open space to anyone else?

And what about the difficulty curve? It feels…wonky. Some of the early kingdoms are surprisingly challenging, while some of the later ones feel almost disappointingly easy. It's like the game throws a curveball and then just serves up a series of softballs. Where's the consistent challenge?

The Glass is Half Empty! - Seaside Kingdom - Story Walkthrough | Super
The Glass is Half Empty! - Seaside Kingdom - Story Walkthrough | Super

Post-Game… Sigh

Alright, let’s talk about the post-game. Unlocking the Darker Side is definitely a highlight. That final challenge? Brutal. Satisfying. Exactly what I wanted! But… once you’ve conquered that, what’s left? More Moons. Even MORE Moons. Moons hidden in even more obscure places. Look, I get it. Nintendo wants to keep us playing. But grinding for hundreds of Moons just to unlock a few more costumes or decorations for the Odyssey feels like…work. Not fun. Where's the sense of discovery? Or feeling the satisfaction of progression?

And the reward for collecting all those Moons? A golden hat and suit? Seriously? After all that effort, you’d think they’d give you something a little more… epic. Like, I don’t know, the ability to fly, or become temporarily invincible, or summon a giant Yoshi to stomp on your enemies. Something truly game-changing. Instead, you get…gold. It's a bit anti-climactic, isn't it?

The "Difficulty" is a Choice?

This might be the most controversial point, but here it is: Mario Odyssey is too easy. Hear me out! The accessibility is great, sure. It welcomes new players with open arms and forgiving mechanics. But where's the challenge for us veterans? The thrill of overcoming a seemingly impossible obstacle? The satisfaction of finally mastering a difficult jump? It's like Nintendo’s afraid to actually challenge us. They give us hints, generous checkpoints, and even an assist mode that practically plays the game for you. All of these things trivialize the games' core mechanics.

And the lack of a lives system! Remember the tension of running out of lives in the old Mario games? The fear of having to start all over again? That added a real sense of urgency and consequence to your actions. In Odyssey, you just lose a few coins. It’s hardly a deterrent. The stakes are just so low that it never feels like you're in real danger. It's a constant invitation to become lazy and unenthusiastic with each interaction with the game. The lack of lives trivializes the game. Why would a player try their best if they know there will never be consequences?

Super Mario Odyssey Episode 8| The Glass is Half Empty - YouTube
Super Mario Odyssey Episode 8| The Glass is Half Empty - YouTube

Look, I understand that Nintendo wants to appeal to a wider audience. But I think they went too far in making Odyssey accessible. They sacrificed challenge and depth for the sake of inclusivity. And while inclusivity is important, so is providing a rewarding experience for players of all skill levels. There should be a difficulty setting, at the very least. Give us a “Hard Mode” where enemies are tougher, checkpoints are scarcer, and lives actually matter. Is that too much to ask?

A Few Niggles

Okay, now for the nitpicks. Because every game has them, right? The motion controls… can be finicky. Especially that upward throw. I swear, half the time I try to do it, Mario just throws Cappy straight ahead. It’s frustrating, especially when you’re trying to execute a precise jump. Sometimes, Cappy will just completely ignore where you throw him.

The 2D sections… they're cute, a nice throwback to the NES era. But they often feel a bit… tacked on. Like they were just thrown in to pad out the length of the game. They don’t really add anything significant to the gameplay, and they can sometimes be jarringly out of place. It feels weird to have to stop, in a 3D environment, to go to 2D world with extremely different mechanics.

Super Mario Odyssey GAMEPLAY Part 37 Seaside Kingdom - The Glass is
Super Mario Odyssey GAMEPLAY Part 37 Seaside Kingdom - The Glass is

And what's with all the repeating enemies? Seriously, how many Goombas and Koopa Troopas do we need to fight? It would have been nice to see a few more original enemy designs. Something a little more…imaginative. Or maybe bring back some classic enemies that haven't been seen in a while. Whatever the case, it's important to be mindful of enemy variety.

Still Good, But…

Okay, so after all that complaining, let me reiterate: Mario Odyssey is a good game. A very good game, even. The movement is fluid, the world is vibrant, and the core mechanics are undeniably fun. But it’s not perfect. It's not the flawless masterpiece that some people make it out to be. It has its flaws, its shortcomings, its missed opportunities. It has too much in quantity, but lacks in quality.

Maybe my expectations were too high. Maybe I'm just a grumpy old gamer who's impossible to please. But I can’t help but feel like Mario Odyssey could have been…more. It could have been a true masterpiece, a game that redefined the platforming genre. Instead, it's just…really, really good. Is it possible that too much polish made the game too...easy?

So, yeah. That's my two cents. Agree? Disagree? Let me know. I’m always up for a good gaming debate. Just promise you won’t throw any Moons at me.

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