Skip to main content

Super Mario Odyssey: An Action RPG of Mythic Proportions

For a long period of time, I believed that Paper Mario: The Thousand Year Door was as close to perfect as a Mario RPG could get. Its turn-based, action-command combat, light and varied atmosphere, and translation of many fundamental mechanics found in the Super Mario platformers into Role-playing concepts were just delightful, and the game served as a perfect entry point for a fledgling Role-playing fan. That being said, I understand how some contemporary gamers might look back on this title and scoff. With more recent Paper Mario titles being focused on aesthetically gorgeous titles that unfortunately lack in substance, the modern Nintendo fan might not understand why a Role-playing game with customization, multiple levels of depth, and a heartfelt story might be so appealing. Some might even find Paper Mario's turn-based combat a relic, favoring Super Paper Mario's action-platforming approach instead.

It seems Nintendo may feel the same, because the reveal that Mario would once again be returning the Role-playing genre with an action-based combat system catapulted player interest and made for an extremely successful 2017 Switch title. Based on the prevailing notion that the Wii U's New Super Mario Bros. U and Super Mario 3D Land didn't feel like “proper” installments in the Super Mario franchise, Nintendo doubled down with bold approach that hearkens to the series' 3D roots. Though Odyssey features some similarities to the old 3D platforming relics, Super Mario 64 and Super Mario Sunshine (both of which featured their own nuanced and often-underrated combat systems- more on that later), even the average player can see that Odyssey's open-ended, quest-based story progression, in-game economy, overworld exploration, and new combat system are a marked departure from series norms. Just as Breath of the Wild integrated Role-playing systems and immersive simulation mechanics to enhance its adventure gameplay, Mario would embrace similar elements to create a new title that redefines what it means to be an action Role-playing game.

This article is an in-depth analysis of Odyssey's impressive and innovative design philosophy, shedding light on how the older, more defunct elements of the series like platforming were scaled back in order to make way for exciting new features that embrace many of video gaming's modern trends. As usual, you can skip to a particular section by inputting the following numbers into the search bar.

Part 001: Combat Mechanics
Part 003: Narrative Structure
Part 002: Questing and Dungeon Design
Part 004: Conclusion

Part 001: Combat Mechanics

“Only through the weight of a button press should the player understand the consequence of their actions. Death must come swiftly, professionally. I'm crazy and Death Stranding is a hoax”
-Hideo Kojima

It is important to highlight the combat mechanics of Super Mario Odyssey first, as they help contextualize and inform the purpose of every other aspect of the game. However, in order to broach the subject of combat in Odyssey, it is paramount to understand what sort of Role-playing game it is. Simply put, the player takes control of a spectral entity known as Cappy as the character attempts to dominate and destroy as many lives as possible in his never-ending quest for Power Moons.

DO NOT BELIEVE HIS LIES.
Odyssey builds upon previous experimental titles from Nintendo's history, such as the co-developed Geist from the Game Cube days, in order to lay the groundwork for the combat. In creating Odyssey, the developers departed from the familiar and focused more on the ecosystem of the Mario world. Many new creatures types were introduced in the game, marking the first substantial addition of enemy types since Super Mario World, though the expanded ecosystem serves a dual purpose. Since Mario's primary attack actions are centered around his symbiotic partner, Cappy, the player is able to extend their influence and possess enemies. In doing so, each enemy type fulfills a class-based combat role by gifting the player with a variety of tools for exploring and decimating enemy forces.

Odyssey's combat system is filled with absolutes. Mario himself starts with three million hit points- shown through an hp gauge at the top of the screen. However, every single enemy attack deals one entire million hit points of damage, which creates a consistent balance throughout the game and ensures that Mario is never truly safe. Though the player can perform counter-maneuvers, their options are limited. Mario's only viable kill move (despite having multiple dodge options) is his trademark stomp, which instantly deals a OHKO but is extremely difficult to execute on mobile foes. Enter the ever-malevolent Cappy, who can stun armored enemies or possess unarmored foes.

The depth of the combat system and breadth of options becomes evident upon possessing an enemy. From beak stabs to frying pan throws, to magma body auras, there's no shortage of ways to deal massive damage to enemies. In a brilliant stroke of early-game balancing, many low-level enemies are unable to damage other enemy types, instead acting as espionage units in order to navigate the many dungeons featured in the game. The player must instead develop keen strategies to seek out the most powerful enemy types in a skirmish and possess them. The thrilling aspect of these system is that high-level players can hone their skills to the point where dodgeroll and aerial burst options smoothly transition into stomp moves, technically forgoing possession mechanics.

Even so, in some cases, the player will have to pay close attention to the elemental resistance charts in order to surmount boss characters and progress through dungeons. While some enemies- like the weird UFO in the Wooded Kingdom- are only susceptible to plant-based attacks, others like the Moon Guardians (the powerful creatures sent by the celestial spirit to guard Grand Moons- more later) must be sprayed with water, or pummeled with rocks. The Broodal boss battles are a true test of player skill, as they must be attempted without possession mechanics and feature just as much- if not more- HP than Mario.

When a player understands the stun and possession mechanics of Odyssey's combat (and comes to terms with the ruthless mind control they will exact upon their foes), the whole experience starts to click. Rarely will players need to perform dodgerolls or aerial burst options in normal skirmishes. In fact, the game often becomes a cycle of exploiting enemy attack options in order to open pathways in dungeons rather than using Mario's overly defensive toolkit. By shifting the focus to this combat system, the developers have made a bold claim- Mario doesn't need to jump in order to take on foes, or progress through a narrative. Indeed, there are only a handful of areas that feature Mario doing his signature aerial burst and stomp options, those usually being mini-dungeons that center around unlocking note keys or surmounting short obstacles.

Part 002: Narrative Structure

“The strength of any 3D platformer is the beauty and resonance of its multifaceted narrative”
-Shigeru Miyamoto

In designing Super Mario 64, a great deal of effort was spent simply trying to make Mario's movement feel perfect. Miyamoto's goal was to pave the way for character movement in a 3D space so that running and jumping would feel fluid as you performed menial chores such as finding band members and herding sheep. Thank goodness he paved the way with a rudimentary 3D Platformer like SM64 so that we could finally see his dream realized in Super Mario Odyssey. Unlike the slow and clunky opening of the former title, in which players were dropped into Princess Peach's garden with little narrative motivation, Odyssey begins with a thrilling cutscene- Bowser has managed to defeat Mario with the help of a powerful new ability, and sends him plummeting to the earth below as he prepares for a Royal Wedding. Although this narrative is par the course for veterans of the Super Mario series, the striking visuals and lack of player control are clear signs that this isn't their typical Mario game.

Like Eggman, Cappy is also an egocentric maniac.
Although this setup is fairly rote, everything changes mere moments later, as Mario finds himself in the Cap Kingdom without his familiar hat. He soon meets up with Cappy, a symbiotic, shape-shifting spectre with the ability to augment Mario's powers far beyond anything the plumber has possessed before. Mario has always been known for its uncanny effectiveness at blending magical fantasy elements with science-fiction (see the gritty third-person shooter Super Mario Sunshine and the fever dream/physics nightmare that is Super Mario Galaxy), Cappy seems to be an amalgamation of both sides of the coin. After forming an unholy bond with Mario, he grants the hero with the power to use an odd form of brand-based possession. He then instructs- nay, orders- Mario to commandeer a vessel in order to track down Bowser- a ship aptly named the Odyssey.

From right off the bat, the player is completely thrown for a loop with these narrative twists. Bowser seems to have enlisted the help of a gang of rabbits known as the Broodals, who serve as charismatic bosses at the end of various dungeons. Cappy, on the other hand, is an inherently untrustworthy ally- just as Mario is now able to possess enemies via the pact made with Cappy, the creature itself seems to be aggressively guiding Mario towards some sinister purpose. Players will have to stick with this nuanced narrative in order to discover Cappy's true motives, which at first seem to be his “sister” Tiara, but become increasingly evident as time goes on.

Gone are the tightly-designed, linear platforming stages of Super Mario 3D World and Galaxy 2. Instead, the developers use techniques pulled from the first Galaxy- in which Mario was able to launch himself via lightspeed slings to traverse incomprehensible lengths in order to reach isolated planetoids- to send players from kingdom to kingdom using the Odyssey. At first, this seems to be only a framing device, as Cappy requires Power Moons to fuel the Odyssey, but once the player realizes they can backtrack to previous parts of the world map without needing more Power Moons, this facade is broken and doubts are cast once more. In reality, the developers are making a clever homage to the airship travel cycle found in many Role-playing games- by subverting expectations, they introduce the machine early on, but make its usage extremely limited. Frankly, it's another sign that this Mario game is a merging of concepts old and new, embracing its Role-playing identity while adhering to the in-universe mythology.

Step aside, Bahamut, there's a new dragon in town.
Mario must often navigate wilds like the Cascade and Lost Kingdom first in order to reach town areas, although there are always shops and camps set up nearby in order to give the protagonist healing items and materials needed to complete side-quests- more on that later. No matter where Mario goes, Cappy's single-minded purpose remains clear: gather Power Moons for some unknown reason. Thus, despite the amount of NPC dialogue and questing to be done, Mario is driven to complete Cappy's desires as the nature of their symbiotic relationship becomes clearer. There is usually a main quest route to complete in town and city regions, but field exploration is often the main priority. While it is somewhat curious that certain Kingdoms have both town and field portions while others are divided, the latter option often informs the narrative, as Mario experiences quiet moments of contemplation in isolated field areas, while the former option usually has a main questline integrated into NPC and field interaction. Some sparse areas are meant to act as shrines for the Moon Guardians, ancient creatures created to guard Power Moons.

Towards the end of the narrative, it is revealed that it is not Bowser, but some unnamed cosmic force that is Cappy's true goal. Easily swatting the usual antagonist aside, it is revealed that both Cappy and Tiara have been gathering Power Moons in order to reach the literal cubic spirit living within the moon itself, a being that has blessed the earth in the form of cube meteorites for centuries. Within those cubes lay more Power Moons, which, although appealing, are only mere fractions of crystallized power that the spirit of the moon possesses in much greater quanitity. Cappy devised an elaborate scheme in order to simultaneously collect more of the precious artifices while gaining the ability to reach its source- the moon itself. When Mario attempts to resist, Cappy coldly decides instead to use Bowser as his means of annihilation, and in a spectacular final sequence, the player- in a way, an extension of Cappy's influence, themselves- tears down the moon's celestial core. In doing so, they scatter its essence across the earth, which causes the celestial cubes below to expose their energy- unlocking the path to more Power Moons.

True monsters come in all colors.
Never has a Mario game ended on such a dark note, and one where the villain is seemingly victorious. Even the post-game content features a still-possessed Mario continuing to perform Cappy's bidding, hunting down the exposed celestial cubes and amassing their Power Moons. Though the Broodals- who are revealed to be descendants of the moon-dwelling guardian rabbits from the main narrative- attempt to protect what little cosmic energy remains within the moon on its Dark Side, Cappy eventually discovers this location and slaughters them, taking their Power Moons. The true antagonist is revealed as Cappy delivers his payload- and the checklist of missions he has been hired to perform- to Toadette, who players can only assume will feature as the main antagonist of a potential sequel.

Odyssey's story is bold, packing emotional gut-punches across its narrative. From ruthlessly deceiving the natives of each kingdom and stealing their Power Moons, to crushing the epic earth guardians enlisted as protection against Cappy's offensive, Odyssey successfully tells a story in which the player is complicit with multiple atrocities, simply because they are slaves to the notion of completion. In a way, Super Mario Odyssey says more as a commentary upon gaming culture and the effect of puppet organizations upon the masses than anything.

Part 003: Questing and Dungeon Design

“Players like seeing Mario be what he is: a plumber. Jeez, do I have to spell it out for you?”
-Reggie Fils-Amie

While combat is a major part of Odyssey's gameplay loop, the game more often relies on a multitude of quests to further drive the nature of Cappy's relationship with Mario. Because the latter is being forced to forego his usual platforming role, many of the game's quests focus on Cappy forcing Mario to perform menial tasks and corner the market on employment opportunities in order to tip the economy in his favor. In doing this, many of the NPC characters who have gained ownership of Power Moons through various means (something that is never explained in-game, I was hoping for some Galaxy-esque backstory dumps in order to clarify this, but alas, a 3D platformer actually ends up explaining its lore more thoroughly than an RPG. Wild!) have no other option but to use the priceless relics as currency, forking them over to Mario so that he can in turn use them to fuel the Odyssey.

Never before have the challenges been so monumental.
Players will find themselves doing some exploration-based quests, such as scaling pyraminds and food-themed mountain ranges, but many of the quests are based around performing odd jobs for NPCs. There is a particular female Goomba who enlists Mario to find her a date, a flower-planting simulator, the aforementioned sheep herding, cacti grooming, pest control (rabbit catching) and so much more. The closest to platforming the game ever strays is its infrequent acrobatics exhibitions and sports rallies, but they are few and far between. I will commend Nintendo for giving many areas unique side-jobs that add some personality and charm to each locale. Mario can become a mariachi band player, a professional rope-jumper and volleyball player, and more. While the many NPC-based quests make up a dedicated chunk of the main narrative, side-content is usually exploratory in nature. Mario is given the opportunity to exploit enemy powers, look through binoculars, and in the most thrilling instances, ground-pound random spots of terrain in order to seek out additional Power Moons. The brilliance of this move is that players can find a myriad of Power Moons through main- and side-content, so that they don't necessarily have to complete specific tasks in order to progress the narrative. They are more than able to go for a completionist route in the post-game, however, which is nice.

Who knew coins could actually be used to buy things?
Likewise, it is important that Mario performs pointless tasks that have nothing to do with platforming so that he can gain coins for the most important area in the game- the regional stores. A particularly paradoxical aspect of the game's economy is the brilliant choice of having each kingdom possess their own regional currency. However, NPC's are rarely the ones to fork this resource only, as it instead must be found via solitary exploration-based quests. While this is strange, it is perhaps another example of Nintendo subverting player expectations and building a unique lore for the game world. Either way, regional currency and international currency can be used to purchase various equipment and cosmetics that negate certain weather debuffs and help complete side quests. Players can even snag a Power Moon or ten via this valuable location.

While overworld traversal is often free-form, the dungeon design is often very linear, possessing a series of puzzle-like challenges that can be surmounted using possession mechanics or Mario's dodgerolls and acrobatics in order to overcome. Much like Dragon Quest, Mario takes a currency penalty upon dying in these scenarios. While some of this is unique, it sometimes has an alien feel in relation with the rest of the game, as the dungeon design at times lends itself to platforming comparisons rather than Role-playing environment design. Thankfully, the game usually leans on its combat system in these scenarios, as Mario's normal movement options take a back seat to possession mechanics. In any case, most of the game's dungeons are more puzzle-oriented than hearkening back to any classic Mario gameplay, and there is nothing wrong with that.

Part 004: Conclusion

“Come on, let's jump up super high! High up in the sky! Crush the spirit of the moon and gather its crystallized power for Her Highness Archivist Toadette to exploit for nefarious purposes...!”
-Pauline

Super Mario Odyssey is a revelation, the perfect melding of a Xenoblade Chronicles X-like quest progression system mixed with intense action combat and a surprisingly dour story. Though many have touted the game's catchy OST, I cannot help but think that this is once more a diversionary tactic by Nintendo, hoping to divert attention from the grim reality of this multifaceted narrative. Luckily, this blend of dazzling aesthetics is backed by gameplay that departs from traditional Mario platforming, often embracing the mundane with its side-content, but still featuring a few subtle nods to the plumber's original genre.

Does this look like the face of mercy?
While this new direction for Mario RPGs is one that almost seems too good to be true, this may be Nintendo's only outing with the concept. Much like how the press and gaming community united in proclaiming motion controls as the definitive way to play Zelda, Nintendo may simply decide to veer off in another direction despite positive responses to this new gameplay formula. While their innovative design philosophy always offers a new and exciting product to look towards, we can only hope that they decide to embrace this new Action Role-playing game direction rather than returning to the classic formula with a half-baked product like A Link Between Worlds. This Odyssey may be a rocky journey for our hero, but the series' future and potential has never looked brighter.

...Wait, this is a platformer?

Comments

Popular posts from this blog