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So, every console Mario Kart since Double Dash had some sort of defining feature that has separated them from other Mario Kart titles. Out of the following, which ones do you think implemented best?
Mario Kart: Double Dash!!
This one had two characters per kart, which could allow for co-op players between players. However, I think this feature is extremely shallow, since it doesn't change up overall game-play all that much, as kart actions are now split between two characters rather than your character handling all of them. It was designed with two players in mind. It was pretty cool at first, but after a while, it does get pretty boring, as one character does all the driving (aka the fun stuff) while the player character in the back only helps with drifts and handles items. It does help newer players who can't drive, but even then, they have to help with drifts and item management, which can be a bit frustrating for the more experienced player. After a while, me and my sister rather play separately because one-kart two player mode is...eh. I haven't tried out LAN play because of not enough people and it requires a really...REALLY inconvenient set-up for it to work.
Other racing games such as Team Sonic Racing and Mario Kart Arcade GP DX did co-op play much better, as both games make your characters be independent yet they help each other out still, such as the sling-shotting and item sharing in Team Sonic Racing or the tank mechanic in Arcade GP DX where two characters merge into one. I would be interested to see if Mario Kart DOES a revisit of a co-op mechanic, but I don't want a return of the Double Dash format, as it's highly restrictive.
(Mario Kart DS doesn't have a defining gimmick really. I don't consider introducing online a gimmick, and I don't think Mission Mode is Mario Kart DS's selling point.)
Mario Kart Wii
This game introduced several features. One of them was motion control, which of course came with the Wii. Not a fan of the steering wheel compared to simply using a controller such as Wii-chuck, classic controller, or GameCube controller. I remember first using it and having trouble steering and my experience vastly improved the moment I switched.
Bikes are a welcome addition. When they were showed off in pre-release footage, my sister and I often joked about characters crashing into walls and ragdolling, like what would happen in Midnight Club if you crashed into a wall.I still await a ragdolling mechanic for a future Mario Kart. Bikes were poorly balanced though; wheelies were too broken and the advantage karts had, the mini turbo spark, isn't enough to mitigate it. Still, I like bikes, and more variety to vehicle types are always welcomed.
Tricks aren't a selling feature but they're fun to pull off and give players more to do in ramps. It's a welcome new mechanic that adds more depth to the game.
Mario Kart 7
I enjoyed gliding, but ultimately doesn't change much other than course aesthetics in the game at all. It's a good start to full-on flying, but Sonic & All-Stars Transformed was released around the same period and had actual flying planes. Maybe some other day Mario Kart will have air racing, I LOVE riding on planes ever since Diddy Kong Racing. I remember being so hyped that there were gliders, but I still like them. Underwater racing...isn't really a feature that changed anything at all. It's about as much as a feature as the ability to drive underwater in Sonic Robo Blast 2 Kart, except for some very minor physics differences. I do like creative ideas being expanded for more courses, however, and I still want a course that only takes place underwater. Still, as minor additions, I like them, and I want them in future Mario Kart games.
Mario Kart 8
Anti-gravity is very similar to Mario Kart 7's gimmicks, but also highly influenced course design....if it WAS implemented much better. What was disappointing about the feature is that courses don't twist all that often (only three do take fully advantage of 3D space: Mario Circuit, Electrodrome, Twisted Mansion, and Dragon Driftway), a huge amount of courses have only slightly tilted areas and some courses don't have all that much upside-down driving. There's also another large amount of designed not bafflingly used, such as loop-the-loops, corkscrews, pipes, spheres, and more. Even Mario Kart 8 Delxue's battle tracks have only two tracks with anti-gravity, Lunar Colony and Mario Kart Stadium, and neither use 3D space at all.
Mario Kart: Double Dash!!
This one had two characters per kart, which could allow for co-op players between players. However, I think this feature is extremely shallow, since it doesn't change up overall game-play all that much, as kart actions are now split between two characters rather than your character handling all of them. It was designed with two players in mind. It was pretty cool at first, but after a while, it does get pretty boring, as one character does all the driving (aka the fun stuff) while the player character in the back only helps with drifts and handles items. It does help newer players who can't drive, but even then, they have to help with drifts and item management, which can be a bit frustrating for the more experienced player. After a while, me and my sister rather play separately because one-kart two player mode is...eh. I haven't tried out LAN play because of not enough people and it requires a really...REALLY inconvenient set-up for it to work.
Other racing games such as Team Sonic Racing and Mario Kart Arcade GP DX did co-op play much better, as both games make your characters be independent yet they help each other out still, such as the sling-shotting and item sharing in Team Sonic Racing or the tank mechanic in Arcade GP DX where two characters merge into one. I would be interested to see if Mario Kart DOES a revisit of a co-op mechanic, but I don't want a return of the Double Dash format, as it's highly restrictive.
(Mario Kart DS doesn't have a defining gimmick really. I don't consider introducing online a gimmick, and I don't think Mission Mode is Mario Kart DS's selling point.)
Mario Kart Wii
This game introduced several features. One of them was motion control, which of course came with the Wii. Not a fan of the steering wheel compared to simply using a controller such as Wii-chuck, classic controller, or GameCube controller. I remember first using it and having trouble steering and my experience vastly improved the moment I switched.
Bikes are a welcome addition. When they were showed off in pre-release footage, my sister and I often joked about characters crashing into walls and ragdolling, like what would happen in Midnight Club if you crashed into a wall.
Tricks aren't a selling feature but they're fun to pull off and give players more to do in ramps. It's a welcome new mechanic that adds more depth to the game.
Mario Kart 7
I enjoyed gliding, but ultimately doesn't change much other than course aesthetics in the game at all. It's a good start to full-on flying, but Sonic & All-Stars Transformed was released around the same period and had actual flying planes. Maybe some other day Mario Kart will have air racing, I LOVE riding on planes ever since Diddy Kong Racing. I remember being so hyped that there were gliders, but I still like them. Underwater racing...isn't really a feature that changed anything at all. It's about as much as a feature as the ability to drive underwater in Sonic Robo Blast 2 Kart, except for some very minor physics differences. I do like creative ideas being expanded for more courses, however, and I still want a course that only takes place underwater. Still, as minor additions, I like them, and I want them in future Mario Kart games.
Mario Kart 8
Anti-gravity is very similar to Mario Kart 7's gimmicks, but also highly influenced course design....if it WAS implemented much better. What was disappointing about the feature is that courses don't twist all that often (only three do take fully advantage of 3D space: Mario Circuit, Electrodrome, Twisted Mansion, and Dragon Driftway), a huge amount of courses have only slightly tilted areas and some courses don't have all that much upside-down driving. There's also another large amount of designed not bafflingly used, such as loop-the-loops, corkscrews, pipes, spheres, and more. Even Mario Kart 8 Delxue's battle tracks have only two tracks with anti-gravity, Lunar Colony and Mario Kart Stadium, and neither use 3D space at all.