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Giant Bomb Review

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Mario + Rabbids: Kingdom Battle Review

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This rollercoaster ride of a turn-based strategy game starts out almost impossibly strong, but by the end I mostly wished it'd been over three hours earlier.

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At first blush, the premise of Mario + Rabbids: Kingdom Battle sounds like a twisted kitbash that would spring out of some bad, late-night message board conversation, only to be written off as "too weird." "It'll never happen," they'd say, as they pivot back to pitching their "Mega Man but with Wrestlers Instead of Robot Masters" idea to anyone who would listen. And that's why none of us are making video games. Ubisoft and Nintendo shared a vision and made a game that takes the characters of the Mario universe, smashes them up against the weird, underpants-fueled world of Ubisoft's Rabbids, and drops them into a turn-based strategy game that plays like a friendly version of XCOM with a lot more depth than you'd initially assume. Though the gameplay itself wears out its welcome about two-thirds of the way through its story, that initial premise and some terrific writing carry Kingdom Battle quite nicely.

The basic idea here is that a kid (who happens to be a big Nintendo fan) invents a set of goggles that can combine things together. Rabbids bust in and trash the place, as Rabbids are wont to do, and the goggles end up tearing a hole between this world and the Mushroom Kingdom. So the worlds, characters, and styles collide, usually in interesting ways. This leads to Rabbid versions of popular Mario characters, like "Rabbid Mario" and "Rabbid Peach" on your team, and fun enemies and bosses that probably shouldn't be spoiled here. Over the course of the story, you do what you can to right what's gone wrong and save the Mushroom Kingdom from this unwelcome blast of mashup culture.

The story's big beats are fairly standard, but there's a flourish and tone to the game that plays around with the very nature of what it means to be a Mario game. This leads to big entrances from classic characters on multiple occasions, but the writing along the way stands out, too. Not that all the writing is great, but the dialogue, most of which comes from a Roomba-like computer pal that serves as your cursor in combat, feels slightly more modern than you'd expect from a Mario game. Or, to put it another way, Rabbid Peach is obsessed with taking selfies and the game manages to make that totally work in an endearing way that feels subversive for a Nintendo game. There's even a boss fight against a singing character who lays down verses about Mario's perceived shortcomings, even touching on how he can't seem to string together more than two or three words at a time. The concept of Mario gets skewered in a way that almost had to have come from outsiders, people like you and me who have been living with the same burning questions for decades. Nintendo itself would probably never even think to ask these questions in the first place. This stuff doesn't permeate the entire game, but when it pops up, it's kind of incredible.

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All of this story lives at the edges of a turn-based strategy game that, at first glance, seems like a stripped-down take on the XCOM franchise. You'll move your squad of three characters around a map, taking cover whenever possible, taking shots at enemy rabbids along the way. As you start to get into the game's skill tree, the number of things you can do on a given turn begin to expand in a way that can almost be a little intimidating at first. Maximizing each character's full potential in each turn makes the encounters feel almost like a puzzle to be solved, rather than a straight-up strategy game. Part of that comes from less reliance on dice rolls than you might expect from a game of this sort. If a target is in range and not in cover, you will hit 100% of the time. If a target is behind full cover, you will hit 0% of the time, but most of the cover is destructible if you hit it enough times. Targets behind half cover is the only time you'll bite a nail or two, because those shots are always taken at a 50% chance to hit. You can also slide tackle targets while you're on the move and still get to where you're going with no movement penalty. Mario and Luigi have overwatch-like abilities that trigger with an automatic shot any time an enemy character moves, and that shot hits every single time. Combined with critical hit abilities that give some weapons a chance to pop enemies up in the air, and you're in for a show. Landing a critical hit while both Mario and Luigi are in position to lay down more damage as an enemy flies through the air in slow motion is a sight to see. Other characters can heal, land jumping attacks, draw enemies closer to force them out of cover, and so on. There are eight playable characters in all and you can respec your points at any time, so there's a pretty good amount of flexibility there.

Less flexible, then, are the weapon selections. Each character will have two weapons at their disposal, and the weapons are first unlocked in various ways, then they must be purchased with coins. Coins are fairly easy to come by, and you'll probably get most of yours by doing well in combat. Each chapter of the story breaks down into one or more encounters, and each one of those has a set par time for the number of turns you want to try to finish under. Doing so (without also losing anyone in your party) marks that encounter as perfect, giving you the maximum number of coins at the end of the section. You'll eventually have opportunities to return to the earlier worlds and take on new challenges, giving you plenty of opportunity to grind out currency, which may end up coming in handy later in the game.

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Outside of combat, the game has a lot of walking. You'll hoof it from one fight to the next, and the game peppers these connecting areas with light puzzles and a ton of unlockable music and concept art. Most of those prizes are a little underwhelming in the context of the game itself, so after seeming charming for the first world or so, these puzzle quickly become tedious challenges with little reward. It's a shame that there isn't more variety here, because the core idea is sound, but before too long these bone-simple block-pushing puzzles just feel like a bad use of time.

The combat takes a turn in the third world. Right around the time you've got a good grasp on your abilities, enemies that nullify some of your best stuff start to pop up and ruin the fun. This forces you to change things up a bit and potentially swap in some new characters. The orbs that let you purchase new abilities are good for every character, so you won't find yourself in an ability hole if you need to swap in someone new, but purchased weapons are only good for one character. So you might find yourself out of coins and unable to purchase viable weaponry for the characters you haven't been using. This ends up being frustrating, creating a situation where you may need to go back and grind out some challenge missions to get your team in order. Either way, the increase in difficulty is not unmanageable, but the teleport abilities used by later enemies make them far less fun to fight. I found most of the combat in the back half of the game to just be kind of a hassle, which ended up with me limping into the final confrontations, ready for it to all be over. It's a shame that the gameplay couldn't quite keep up with the rest of the game.

The out-of-combat drudgery and late-game enemy design are probably the only negative things about Mario + Rabbids, but they end up casting a large shadow over the experience as a whole. That's not to say that the game should have just been some friendly cakewalk from start to finish--the game's got difficulty options that ensure that anyone should be able to get through the fights with enough persistence--but the way the game changes things up near the end makes the combat feel like a chore on any setting. It's an unfortunate shift that mars the final product quite a bit. This is still a wild ride with a handful of amazing moments, but the gameplay part of it needs more variety than it has, so the whole thing ends up coming back down to earth and feeling a little disappointing by the end.

Jeff Gerstmann on Google+

75 Comments

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vedicardi

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but how does it stack up against mario sunshine?

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WeFightForever

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The teleporting enemies never really bugged me much. They can only teleport as fas as most guys move. It really just serves to nullify overwatch.

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blikketty

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I wonder. Does Ubi keep improving this game(or does Nintendo's agreement with them even let them?) the way they did Ghost Recon, WildLands, Watchdogs 2, etc and eventually fix much of the stuff Jeff complains about here?

Seems like it would be really smart for all parties involved.

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Dremorak

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Appreciate your opinion Jeff. I personally enjoyed it right up to the end, and thought the final moments of the game were great!

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Shaanyboi

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Edited By Shaanyboi

I enjoy the hell out of the combat. I love that it isn't just XCOM, but instead wants you to play aggressively and set up combos. That stuff is awesome, it's satisfying, it can be really challenging later on.

But the puzzle and navigation outside of just not particularly interesting. It really doesn't matter who you have with you in your party, and it's a lot of block/switch puzzles. And getting an ability at the end of a level, forcing you to retread that entire area for secrets? No. You're already going through again to complete all these challenge missions, and then replaying any of the actual battles if you're a stickler for getting perfect ratings. It's just needless backtracking and never evolves how you look at a level. You're not engaging with anything in a new, interesting way. They're all just 'press A to move obstacle'.

I think it's absolutely a game worth playing and even with these complaints, it still may make my own Top 10. I genuinely did enjoy the combat that much. But exploring the areas is just so one-note and never evolves into anything interesting.

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ChaosOrdeal

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Seems like having Luigi AND RABBID LUIGI, and Mario AND RABBID MARIO and Peach AND RABBID PEACH is kind of a drag.

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faridmon

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The only game I ever 100% percent. Loved it from start to finish and it's probably my GOTY, so needless to say, I disagree with the review but again reviews are opinions so I am content that it actually gotten a review.

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elmorales94

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Edited By elmorales94

I think it's unfair to say that the whole back half is a slog-- it's pretty much just the last world that's a little too focused on puzzle-solving. That's not to mention that the second half also has the best bosses and encounter design to offset any pacing issues.

I do take exception to one line of the review: "It's a shame that the gameplay couldn't quite keep up with the rest of the game." This just seems like an unfair statement to make after applauding its battle mechanics. To say that the exploration or gameplay loop (which almost requires backtracking to find previously unavailable upgrade points, which I did but not all folks would care to) are bad/not to your taste would have been more accurate, I think.

As people a few people above have said, it would have gotten a strong 4/5 from me. But that's just me, some guy on the internet. Anyway, thanks for getting around to writing this! It's definitely a big enough release to warrant some formal assessment.

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Solidair3

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yep, pretty much where I landed. Very enjoyable throughout, but the final world started to drag. Character acquisition could have been better spaced out for sure.

Still, very enjoyable game and definitely don't regret the purchase.

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poobumbutt

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"Still a wild ride with a handful of amazing moments, but the gameplay part of it needs more variety than it has, so the whole thing ends up coming back down to Earth and feeling a little disappointing by the end" would literally be my review summary for Wolfenstein 2.

Good review, Jeff. Damn shame that such a cool idea couldn't nail it all the way to the end. As someone who recently got a Switch but decided on Cave Story over this when I did, I'm happy I made the choice I did.

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SteveVice

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Kind of agree, but I probably found more enjoyment than Jeff in the later part.

There is a sudden difficulty spike in world 3 that just seems to come out of nowhere, and then its just stays at that level for the rest of the game, and yeah, i would have prefered that it was more gradual

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RockmanHalo

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Edited By RockmanHalo

@solh0und: It's a nintendo game dude. Sale? What's that?

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dimmona

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Nice review. I ended up loving the game more than most. I had tended to take an X-Com like approach of only favoring a couple of specific characters, but once you get to world 3 I felt like I was forced to look for combinations of characters that up to that point I hadn't really tried before which for me at least was enjoyable.

I'm really hoping the world 3 boss shows up in the 'moment of the year' discussions....

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Pudge

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Thanks for the review Jeff! I enjoyed the read and it makes me feel better when I'm not right on top of a game's launch with my own opinions.

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KevinWalsh

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Mario + Rabbids review........what year is it?!?

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ricobanderas

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@zombiepie: Rabbid Mario has more swagger than anyone else on the roster.

He leans with his hands in his pockets.

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KnifeySpoony

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Interesting, I had the opposite reaction playing it. I was liking it and taking my time for the first two worlds, then got absolutely hooked in World 3 and flew through the last two.

To each their own but I loved it.

I also don't get the sense from the review that Jeff knew that you could respec your characters before every fight for free. Not that it wouldn't still be frustrating, but that option is there to experiment.

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avantegardener

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Very fair review, its a great idea for a game, that stumbles a bit on execution.

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tissot

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Edited By tissot

Echoes my view on the game.

The game was solid and it was perfect for my four 7-11 flights in slightly over 2 weeks at the time it launched. I was really into the game till around half point, but it got progressively repetitive after that. One point was the characters not offering enough of fun combinations and powers to really mix up your team. Also the worlds needed more to do - or be even smaller and rather focus on the combat and maybe add some mini games.

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dwerkmd

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Great review Jeff. I'm a little more positive on this game but your points are well taken.

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chekhonte

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I was just considering if I should get this. I'm glad by chance I came here to see that indeed it isn't for me.

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hassun

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Video games should not be afraid to end.