Wario Land 3
Hardly fresh off the back of - but
since I played, 100%’d and put some thoughts down about Wario Land 2, I’ve done
the same with the follow up game over the last five months, appropriately named
- Wario Land 3.
So, after the previous games
adventures in retrieving your fortune from sassy Captain syrup, you are flying around
when your plane suddenly crashes and you become stranded in a mysterious forest.
Upon some exploration Wario is captured by a mystery figure and transported to
a different world.
You are tasked with collecting 5
musical instruments and upon safe return of these, you are promised to be returned
to your world.
Also, remember booklets, remember the
thought, art and love that went into these, check this out…….
This was a GameBoy Color game. Playing
this on a GameBoy Color is the intended method obviously, although I’d suggest playing
it on the GameBoy Advance, preferable on a SP so that you can actually see what
you are doing with the built in illumination.
If you don’t have a cart and prefer
the digital approach with the obvious benefits that that brings, it’s available
on the 3DS eShop for about the cost of a coffee and a chocolate tiffin.
I played on a GBA AGS-101 console,
which for me, is the best way to play this on original hardware.
The game uses a battery back-up save
system, which is great. It also, lets you save mid-level, effectively a mini
sort of save state – although it’s hardly necessary as you don’t have any lives
or any serious risk of losing anything other than a fiddly bit of platforming
progress.
But it does mean you can quickly click
save and close down your GameBoy should your destination be beckoning.
I primarily played on the train, on
the way into London, which would garnish me with about half an hour each
morning and evening until I reached Liverpool Street or Chelmsford.
The game performs well, with the extra
grunt that the GBC offered the difference in performance is clear - in what
isn’t really too much of a step up in terms of performance hunger that the game
has over its previous title.
The extra frames of animation and individual
pixilation that the extra colour pallet brings, give Wario much more of his now
distinguishable character. The puffs of ‘wind’ as he scales ladders and his
paddling animation make me chuckle.
The added colour is fine but to be
honest, I don’t feel it’s vivid enough to be a real game changer, instead it
brings a level of detail to the sprites now that was hard to get across in the
previous game’s artwork.
WL3 is different to WL2 and more
similar to the open world map approach of the first entry. The linear progress
has been shelved, for a more traditional Mario Overworld Map style – which I
prefer. I think it gives a better sense of progress and storytelling.
By pressing the select button on the
map screen, it slightly drops the screen and reveals a fast travel system to
get around the map easier as that can be a pain with the vast amount back-tracking
involved. There’s also a Treasure list, which comes in handy as a percentage
completed figure.
You begin the game like a Metroid
game, you find yourself crashed in the woods and have seemingly forgotten all
of the actions you had been using the day prior. Things like bum stomp, being
able to pick up enemies, super jump have all been stripped away from you and
all you are left with is the basic shoulder charge.
Then, as you progress through the game
you re-learn you powers which allow you to reach to differing areas of the
levels.
The enemy powerups remain. Certain
enemies once they land an attack will change your appearance and
characteristics, which can be used to over come obstacles and clear paths. This
was in the previous game, where if you get hit by an angry bumble bee you will
inflate float upwards, or if you get hit by a flame you will frantically sprint
off in the direction you are facing then after a short period time be able to
burn away certain blocks that are vulnerable to fire.
This is a welcome return and adds a
unique flavour to the puzzle solving.
The game world is divided up, or
referred to rather as parts of the compass, N, S, E & W. With what also
seems to be some sort of night day cycle reflecting what stage of the overworld
you are in.
These are then numbered accordingly as
you progress through that area, so N1, E4 etc….. I didn’t realise this until
well into the game and often took a moment to try and understand what it all
meant.
The world, in a similar way to the
first Wario game (SML3) changes as you progress through it. This time it’s lent
into much more than the first game, with landscapes on the overworld
drastically changing and then sometimes making entire levels shift their
layout. It’s pretty cool.
The day/night cycle also means that
levels will be different, generally at night all the enemies are asleep. Later
in the game, you find a treasure that allows you to change the time of day on
the world map, allowing the collection of treasures you’ve missed to be less
laborious.
Each area has four individually
coloured chests hidden within it, grey, red, green and blue.
These are then opened via finding the
corresponding keys hidden within that level.
Very fun. This style of gameplay
really leans into my personal taste and I find this style of gameplay extremely
rewarding.
The actual levels themselves are best
explained as mini Metroid-Vainia style areas, each requiring their own unique
ability to progress past obstacles, creatures and unclock the next chest.
The chests themselves contain items,
like mirrors, lamps, watches and other Wario nonsense that he appears to covert
and you seemingly go about collecting up this loot.
Then, at what appears to be random
intervals, two items will combine to affect the landscape and uncover more area
levels or alter existing levels in a way that present different routes or make
what were inaccessible keys and chests now accessible.
It’s fun and adds a large level of
unpredictability to the game’s progression. Early on it can be a bit jarring
and muddled as to a point you are constantly wondering what on earth is going
on but once you get its angle it’s a welcome evolution of the game.
The challenge primarily comes from locating
the chests, finding the keys, unlocking powers and beating 5 bosses to collect
a set of musical instruments.
The bosses are fun and unique. There’s
even a returning boss from the second game in the Factory Zone, who you have to
beat at a game of basketball – this time around is similarly sport themed and
again, did make me laugh.
The final boss is brilliant, his
design is cool and if you’re never going to play this game I’d suggest looking
him up as he’s a great piece design and pixel art.
Like the previous game you have no
lives, no heath and the coins you collect are what are used to clear mini games
within levels that will clear a path forward.
Also hidden within the levels are a
number of giant golden coins.
The platforming can be challenging,
often requiring a sequence of jumps, or combination of power ups and jumps to
clear a path forward.
Interestingly, the pause screen holds
an option to view a move list, that also shows you the associated action and
uses of said skill. It’s very helpful, as players who are not perhaps familiar
with the series and how it has introduced moves and skills over the games can
instantly be brought up to speed. Making this a great jumping in point to
Wario’s unique and satisfying skill set.
The puzzles are often very simple but
it’s the level of joy that solving them brings with the instant wonder of
whether it’s going to cause another landscape shift or unlock a new part of the
world.
The ability to move freely between
different levels, in different areas, all with objectives that are clear but
not yet accessible to the player - can be overwhelming.
To add some sort of guidance to the to
what otherwise may seem like a bit of a wild goose chase, with no obvious set
path forward, there is a temple that will offer some direction l help in terms
what level to explore to progress the story. This is as crude and simple as
saying – “Go to the lost woods” and I wonder if this was added after game to
add some direction.
There is an amount of annoyance with
the AI sometimes and the unpredictability of some of the bosses which can
become tiresome but after all, all this does is set up the euphoria of victory
upon beating it. Something which tastes so much sweeter on older games from a
more punishing/unfair period.
Most levels have an odd little mini
game in them, that involve kicking a creature into a cup, similar to golf. It’s
rather misplaced I feel and could have been something better or left out
entirely.
You see the coins you collect
throughout the game are used to buy credits for this mini game, but never do
you feel as if you’ll be short of coins.
Once you’ve beaten the game a block
within the level (which is quite literally an empty rectangle with “beat mini
game to clear” typed onto it) will raise up to clear a path forward.
The progression of the Wario games so
far seem to experiment with different ideas, this one, begins to merge the
ideas together into something that is becoming more unique with its own
identity.
Towards the end of this, I felt like I
wanted to ramp up the pace in terms of getting the last pieces of the musical
puzzle and started playing it of an evening.
I’ve beaten the game and am somewhat
tempted to go back and collect all the necessary treasures. Once I’d stumbled
into the final boss and defeated him, I was more than tempted, and even began
going back and mopping up the remain treasures, but I think I’ll leave it this
time.
I did this with the second game,
although due to the structure and the way that that game was built there was so
much more to see by doing so.
The way that Wario Land 3 is built doesn’t
offer that same experience, other than a few hidden rooms that I’ve perhaps not
seen yet.
I also get the feeling that going back
in and really grinding out the final pieces of treasure may somewhat sour my overall
experience with the game.
Something I tried last year with God
of War was that once I’d naturally beaten the game and followed my nose so to
speak, I stopped playing it. I didn’t want to totally rinse the game in fear of
seeing the seams of the world or become too frustrated with certain aspects
that are associated with 100%’ing a game.
I’d played the game, consumed the best
bits and didn’t feel need to suck the bones dry. Wario Land 3 feels the same in
that sense.
So, with that in mind, I’m going to
put Wario Land 3 down with the lasting feeling that I enjoyed it very much.
It’s also fascinating to see how the
games are developing as the hardware improves. The next game in the series I’m
expecting big changes, especially visually as Wario Land 4 is on the beloved
GameBoy Advance. More sprites, more buttons, a different aspect ratio – this
will be interesting !
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