Mario + Rabbids Kingdom Battle is one of those delightful experiments that seem to happen most often at the beginning of a console’s lifecycle. The pitch of “Mario with guns in an Xcom-lite game” was so insane that it seemed hard to believe when it was announced. Here was Ubisoft, which had already transitioned into its “open world factory” phase and was well on the way towards its “everything is a live service you have to pay for constantly” final(?) form, making a contained, level based, tactics game unlike basically anything else in their contemporary catalog, using Nintendo characters in a way they not only weren’t often used but seemed like they shouldn’t be allowed to be used. It called back to the CD-I Mario and Zelda games, except this was for Nintendo’s own system and, as it turned out, was quite good.
The early days of the Switch were not quite a software desert, but were pretty sparse before the Eshop floodgates fully opened and everyone started porting everything to the handheld. After the Wii U nobody was quite sure how well the Switch would perform, so while Zelda was a massive, industry defining, hit and Mario Kart 8 Deluxe and Splatoon 2 added some depth (along with smaller games like Snipperclips and Fast RMX) some of the early whiffs like 1-2 Switch and Arms left room for other games to get some attention. Kingdom Battle was one such game that slotted comfortably into the gap, providing a tactics experience unlike anything on the console (and in some ways unique for all of gaming) with an appealing aesthetic and some nice visual humor. It was a modest hit, and I was one of the people who bought it. I really enjoyed playing through the first few worlds, culminating in the incredible spectacle of the third world boss fight, but lost steam in the fourth world, where I was too much in a groove to change my team but not really enjoying grinding through the fights or solving the overworld puzzles that started to repeat. I put the game down and didn’t pick it back up, thinking I might eventually finish it but not overly concerned since I’d gotten about 15 hours and had other stuff to play. Some games are neat for awhile but wear out their welcome and that’s better than being a bummer to begin with.
I did pick up the game a couple times over the years, playing a chapter or two before falling off, but slowly moved it to the “permanently retired” bench and moved on. That was until a sequel was unexpectedly announced.
Sparks of Hope came out in October 2022, five years after the first game, and earned a solid 85 in Metacritic. I instantly put it on my wishlist to pick up when it dropped to a lower price, and I think a lot of other people did the same. Five years in the Switch had more games than anyone could play, and a fun but slight little tactics game just wasn’t a priority. The first game stood out because it was a unique premise nobody had seen before and was released on a console still finding its footing and lacking a strong library beyond the heaviest hitters. The second game had neither going for it, and it bombed.
One nice thing about Sparks of Hope not being Nintendo developed, though, is that Ubisoft games do eventually get cheap. I snagged the second game with all the dlc for $20, which is about the price I was looking for, and that reminded me of the unfinished business I had with the first one. To my memory I wasn’t that far from the end and even in a series with only the most basic of stories my preference is always to finish a game before playing its sequel. So I decided to pick up the old game and see how long it would take me to roll credits, and I instantly remembered why I’d put it down.
Kingdom Battle has some serious quality of life issues that get worse towards the back end of the game. The game is divided into chapters and there are multiple battles per chapter. This is fine, but for some insane reason if you leave in the middle of a chapter it resets things (you can save and shut the game down you just can’t leave.) In a 2017 game it just seems deranged for it not to keep your progress. I quit out of a battle I couldn’t win in the wrong way and had to refight one I’d already cleared, and solve a puzzle I’d already done years earlier (and one I’d done upon booting the game up.) Good times. There are also multi-phase battles where you defeat one wave of enemies and then have to face another wave without healing and on the same battlefield with some cover destroyed. This is…fine in theory, if tedious, but it turns out there’s no checkpoint in between the sub battles so when I tried to reset after botching an opening I was back to the front of the line again. Friends, I had to walk away for a bit and do something else.
After more attempts than it should have taken (including one where I lost due to terrible luck on a series of 50-50 chances that went bad four in a row) I defeated the sub boss through shameless cheesing (I have little shame when I just want to move forward) and found out that I was actually one puzzle away from the final battle. I’d been even closer than I thought. The final boss battle was mechanically pretty sound but annoyed me with too many minions added and the old “boss heals itself” trick. I beat it my first try, but wasn’t able to fully enjoy it despite the decent mechanics because of how annoyed I was with the sequence beforehand (which might have been less frustrating if I’d known it was the final sequence before the last boss and so the hardest in the game.)
Overall I think that Mario+Rabbids Kingdom Battle is a good, though flawed, game. I actually think the overworld puzzles add a lot to it, some of the world themes are a lot of fun, the tactics are deep but approachable, and it’s charming and well made. One of those 8 out of 10 experiences that won’t blow your mind but is still a solid and polished experience. As an early Switch game you can see why it was a hit, and I can also see why nobody was really clamoring for a direct sequel, even a good one. In Jeff's review of the first game he said it wore out its welcome by the end, and in Dan's more positive review of the second he also thought the first game became "rote" before it was over. I understand why I stopped playing before I hit the credits.
But I’m also glad that I finally beat it. Not because the ending was good (it was…okay) or because I had some deep need to complete it (I did not) but because I no longer have to look at the icon on my Switch and remember I have unfinished business and all my curiosity about how much longer the game is and what, exactly, the final boss is like has been sated. It also made me reflect on the Switch and gaming and my own life over these past seven years. A lot of people have talked about that experience of finding an old cartridge in a dusty box and plugging it in to finally beat it, and while this was not some childhood white whale there’s some of the same satisfaction.
I still haven’t played the Donkey Kong DLC for Mario+Rabbids: Kingdom Battle, so I’m not quite done with the game yet (though I plan to take a break) but just knowing I’ve rolled the credits gives a nice little feeling of satisfaction. It also enables me to think about where it fits in the overall Switch library (somewhere between 10-20 of the games I’ve played) and in the history of the two companies it belongs to. For Nintendo it represents a willingness to license out its characters and experiment that was not realized as much as I’d have liked during the Switch’s lifetime but did lead to some other interesting projects like Cadence of Hyrule and Star Fox showing up in Starlink: Battle for Atlas (remember that one?). For Ubisoft it represented one of the last examples of a game outside their formulaic wheelhouse, though Sparks of Hope and the Prince of Persia Metroidvania show that they haven’t fully given up on games that aren’t just Tom Clancy’s Assassin’s Farcry. Ultimately Kingdom Battle represents the kind of game that I wish there were more of today. An interesting experiment with a lot of love and polish intended for broad appeal and mass popularity, without microtransaction or live service mechanics. A dying breed I sorely miss. That’s another reason I’m glad I finally finished it. It deserves respect for taking the kind of risk I wish we saw more of. Eventually I’ll check out the (somewhat unnecessary) sequel too. But first that DLC.
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