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Official Super Mario Galaxy Hands-on Thread - ALL Previews Here

lancubap

Member
1) IGN

IGN said:
E3 2007: Hands-on Super Mario Galaxy
The plumber is back, and he means business.
by Bozon

July 11, 2007 - This is the Mario you've been waiting for. We're at E3, we're months from the final review, and we can tell you with absolutely no hesitation that Super Mario Galaxy is the real deal, and that any self-respecting Nintendo fan will buy this game on day one, beat it by day two, and continue a daily ritual of replaying it over and over starting day three. During an E3 gameplay session with Nintendo of America today we had a chance to sit down with a few of the Big N's hottest titles, and two of them hooked us so much we needed to return tonight for more. Metroid was one of them, and Mario Galaxy was the other. Read on to find out why.

For starters, Super Mario Galaxy is a return to former glory. As Reggie stated to day in the press conference, it's the closest Mario title to Super Mario 64 that Nintendo has created, and that means platforming, wall-jumping, and beautiful environments to play in. Many hardcore gamers (myself included) met the original Galaxy footage with a hint of skepticism. After all, it's different from what nostalgia tells us it should be, right? We've all seen countless videos of Mario leaping from planet to planet and pulling off larger-than-life acrobatics in outer space, but where're the larger full-world environments? Where's the traditional level design? Super Mario Galaxy still has it, and it still rocks.
A giant boss on a random, tiny planet? Ah the joys of such an open design...


In today's demo we had a chance to take a look at four different stages, each set within a different "Galaxy." We headed first to Star Dust Galaxy to check out "The Beam Star Trail", moved from there to Egg Planet Galaxy to battle "The Prehistoric Piranha," fluttered our wings to Honey Bee Galaxy for "Bee Mario Takes Flight," and wrapped it all up with Gateway Galaxy's "Imprisoned Grand Star." Each galaxy rocks its own fully-realized theme, made up of different gameplay elements, enemies, and missions very similar to the painting system on N64.

Despite what you encounter though, you'll have the same basic controls to work with. Players can control Mario with the analog stick, duck and crawl (as well as the trusty backflip) with the Z button, jump with A, and shoot stars at enemies with B. In addition you've got the spin attack with a simple shake, camera manipulation with C (centers it behind the pleasantly plump plumber) and d-pad, and use the IR with the A button for context-sensitive controls.

As far as general gameplay is concerned, Mario feels pretty dang good, but it isn't quite perfect in our eyes. Maybe it's the pulled back camera, or maybe it was a design choice by Nintendo due to the generally smaller levels, but Mario seems a bit slow. Perhaps the wee little man put on a few pounds since his last outing, but whatever the reason Mario feels like he could use a speed boost, as his acceleration is perfect, but his top speed is lacking. True, this could turn into one of those debates among hardcore players, but we'd be down for a bit more quicks. Aside from that, the plumber is golden in our eyes.
Don't worry, we were scared at first too.


Speaking of golden - and yes, we hate to use that transition, but we will - you've undoubtedly seen Bee Mario make an appearance in the E3 video footage. This was another area where we were a bit worried at first sight (I recall shouting "What the hell is that!?" during the conference), but Mario has again won us over, as Bee Mario is the new frog suit. Just like in Super Mario 3, Mario has the ability to rock some magical transformations in Super Mario Galaxy, including everything from bee, to boo, to who the hell knows what else Miyamoto can think up. It works though, and it made Honey Bee Galaxy stand out from the others in a big way. As one of the larger levels we've seen, "Bee Mario Takes Flight" is played like a traditional Super Mario 64 level, having the world mysteriously floating in space, with a wrong step meaning eternal falling. Since the world is more immense, you'll need a few new tricks, and that's where Bee Mario (official name) makes an appearance.

After activating a power-up spot, a black and golden mushroom will show up. Touch the mushroom, and you go into Bee Mario mode, where Mario dons a new sleek bee suit, and can now hover for about five seconds. Once you jump, holding A will put you into fly mode, where Mario will actually gain height over time, allowing him to reach new areas. In addition Bee Mario can also land on gigantic flower petals that normal Mario falls through, making for some decent low-gravity platforming. As the yang to Bee Mario's ying, a simple drop of water will strip Mr. Overalls from his cute little suit, sending him crashing to the ground in regular-Mario fashion. Honey Bee Galaxy uses that to its advantage, putting huge waterfalls and tons of pooled sections all around the level's star.

----------------------------------------------------------------------------------------------------------------------

IGN said:
As another interesting mechanic to Bee Mario, he can also climb on giant honeycombs or other surfaces (a gigantic bee friend, for example) and free-climb up them. Wall climbing isn't some never-before-seen mechanic in platformers, but we sure as hell haven't seen an overweight plumber do it while in a furry suit, and it's downright hilarious. Call it immature; we call it entertainment. Bee Mario can also combine the wall climbing with jumps and hovering, making for some amazing potential for level design in the future. Yes it's a little odd, but we're a fan of Bee Mario.

Moving to the other galaxies, there's still a ton of ground to cover. As one of the highlights of our many playthroughs "The Beam Star Trail" in Star Dust Galaxy was a hit, combining tiny chunks of floating levels with the blue gravity orbs that suck Mario freely in space, tons of star warps that send him blasting from planet to planet in flight, and an awesome level-building mechanic that gives the world its own soul. During a few key moments of Star Dust Galaxy, Mario walks out onto a seemingly dead-end chunk of level. Out of nowhere gravity kicks in, and starts sucking chunks of off-screen debris into view, literally building the level seconds before Mario steps off the ledge and into a black hole.
Fire world will have to wait for next time. It looks amazing though, doesn't it?

As you run, the level pulls away behind you and is built in front of you (or on branching paths, depending on the situation). You're on a set path, but you can't see where you can and can't walk until new pieces fly in, which is again based on how close you are to the ledge. At the beginning we took this area slow, as it was freaky and pretty damn intimidating. Once we started to get the fell though, it was a dead on sprint as we went with the flow and ran though a level that literally built itself as we explored it, and it felt great. Galaxy is truly next-generation Mario because of moments like these.

And they continued on and on throughout the playthrough. In just these four levels we navigated a gravity-flipping pill-like world, fought a huge plant boss (shown in the E3 trailer), crawled around on some creepy giant bee's body to find star pieces, dropped into holes that took us through the middle of a planet only to slingshot back out the other side, traversed a cool looking (though small) pirate ship in the middle of space, and dropped into warp pipes for self-contained gravity puzzles inside of larger planetary masses. Four levels showed off all that gameplay, and for that reason we're dying to see what Nintendo has in store for us in the final version.

Even the two-player mode, which is still basic and a little buggy at this point, was a neat addition to the demo. Nintendo hinted about this one for a while, but we saw it in effect today. With just an extra Wii-mote a second player can jump into the action and take control of an additional IR pointer. The IR can be used to hold enemies down, destroy some obstacles (such as annoying rolling boulders), freeze Mario at any time, collect the mini star gems, or fire those same gems to stun enemies. The system isn't perfect, as we had player two accidentally freeze Mario multiple times in the process of aiming for an enemy or messing around in the world, but it's still pretty fun. We even got into screwing the other player over for the fun of it with the Wii-mote, freezing Mario until player one threw a hiss fit. It still seems like there could be more though, as you still can't grab coins or other items and drag them to Mario, or give the plumber a friendly grab-n-toss every now and then. It's a neat addition, but it's still kind of gimmicky too, and is more of an entertaining distraction from the main game as opposed to actual two-player co-operative play.


As a final note on our playthrough, Super Mario Galaxy is shaping up to be one of the prettier games on Wii, and this demo was no different. Subtle effects such as reflections in crystals, distortion in the water, puffs of smoke when Mario runs, and some of the best textures we've seen in a Nintendo game all help make Galaxy a simply beautiful Wii showing. The lighting is fantastic, and the world seems full of ambient animations that really add to the experience. Character models morph and stretch in classic Mario fashion, and the overall presentation is bright and crisp. There are still a few oddities with the camera, as you'll sometimes have quick glitches when dealing with smaller worlds or strange gravity changes, but we're more than confident that it's just one of those "E3" things, and that all will be well for the title's release.

We could talk all day about what makes Super Mario Galaxy a must-have title for Wii, and come review time (or future hands-on) I'm sure we will, but in reality it's about one major thing: Super Mario Galaxy is fun. When we're finished playing it, we think about playing it again. While we explore the world we're half playing, half admiring the level design and gameplay concepts. Nintendo may be reaching out to casual players and basing its new system on things like Wii Sports and Wii Fit, but the fact of the matter is that the company is still all about the gamer, and all about the games, and Super Mario Galaxy is pure living proof of that. This is the Mario you've been waiting for.

Voilà. This is the first. More shortly. Discuss.
 
Gamespot said:

E3 07: Super Mario Galaxy Hands-On Impressions


We got starstruck by a new playable level of Super Mario Galaxy at E3 07.
By Joe Dodson, GameSpot
Posted Jul 11, 2007 4:12 pm PT

The virtual stars always align for E3, and one of the brightest is Mario, the mustachioed plumber extraordinaire. But not all is right in the skies above Mario Land. A certain lovely lady has gone missing, and a new menace has wrecked the cosmos. While we don't know how the story will unfold, we got a brief hands-on taste of what will be in the stars and stores for you when this game ships on the 12th of November.

Early on you'll find yourself talking to a rabbit on a small planetoid. He's quite rascally, and before zipping away he challenges you to capture him and his friends. As you begin your search, you'll notice the same jumping mechanics from Mario 64, including the timed triple-jump (yip-yahoo-yoweeee!) and the long jump. The long jump is particularly cool, especially on this small starter planet, because you can literally launch yourself into orbit and travel halfway around the world in one jump.


As you explore the world searching for rabbits, you'll notice landmarks like a warp tunnel, a black crater, and a dense thicket. As you dive into each one, you'll flush out a varmint, and then the chase is on. If you recall the rabbit chase in Mario 64, this is very similar. These rabbits are slightly slower than Mario when he's built up a full head of steam, but they corner devilishly.

On top of that, if you chase the critter down to the underside of the world, you'll find yourself chasing him upside down, with reversed controls! It's definitely disorienting in a fun, topsy-turvy sort of way.

After catching the bunnies, you'll gain a spin-punch attack that can be executed by simply shaking the remote back and forth, which will smash crystals and bash enemies. It's not the only weapon in your arsenal, however, especially if there's a second player on hand. In any game of Super Mario Galaxy, a second player can join in any time and take control of what appears to be a small shooting star to help you grab power-ups, or stun enemies for an easier butt-stomp. It's an interesting take on cooperative play.

Shortly after you master the spin-punch, you'll be able to jump from planet to planet on big, star-shaped launch pads, or float from place to place by targeting small networks of blue stars. The worlds may be small, but the levels promise to be huge. Cosmic, even.

While it's too early to say whether or not Super Mario Galaxy will completely outshine the competition this holiday season, we have a feeling that Mario's looming journey across the universe will pleasantly change your world this November.

Pretty short. That's the second one.
 
1up said:
What's the game about: Mario. Jumping. In space.

OK, the game has a little more to it than that. Super Mario Galaxy places Nintendo's mascot in a traditional 3D platformer setting, but with a major twist: Most of the game transpires on (and in) tiny planetoids and debris -- some barely bigger than Mario. The result is a game that uniquely challenges your sense of spatial relations as you're moving about the surfaces of a sphere.

It's also designed to take specific use of the Wii controller. Besides the usual 3D Mario interface standards -- use the Nunchuk to move, A to jump, Z to stomp -- players can use the Wii Remote as a sort of pointer that can target different objects in the stages. Passing the cursor over collectible star items adds them to inventory; you can then target an enemy and press B to fire a star and stun them, which can be done as often as you like until your stars run out.

Each celestial sphere must be cleared by completing various objectives, which usually involve unlocking or collecting the pieces of a star ring that sends Mario catapulting to the next section. While in transit from object to object, it's possible to use the pointer to grasp onto free-floating magnetic hooks with the Wii Remote and collect coins and other goodies along the way. Many levels appear to feature branching paths to be explored.

Besides the usual Mario hazards, the unique environment lends itself to new pitfalls -- literally, as in the case of the tiny world filled with enormous holes. Fall into the hole and Mario will plummet into a black hole, never to be seen again. (Unless you have an extra life, which can be stocked up by collecting the standard green mushrooms.)

What's new for E3: Nintendo showed off three new stages in addition to the one demonstrated last year at E3. The most intriguing of these was a honeycomb-themed world, where friendly bees buzz about giant flowers. Here Mario is able to collect a special yellow-and-black-striped mushroom, which gives him a bee suit that allows him to fly slowly in short bursts. While dressed as a bee, he can also climb along the honeycomb walls of the biggest planetoid we've seen so far. Taking damage or being immersed in water causes the suit to disappear.

Another level began as a sort of tutorial, with Mario chasing a trio of rabbits around -- shades of Mips in Super Mario 64. The simple areas in this level introduce the game's basic concepts, including Mario's shake attack, which, according to our failing memory, is also new this year. By shaking the Wii Remote, it's possible to cause Mario to perform a spin attack that knocks out some enemies and stuns others. The spin attack also allows Mario to make use of the star rings.

The last level we saw offered a brief glimpse of irregular shapes other than spheres: flat squares, pirate ships, and more. Navigating these objects is technically no more difficult than it is with the usual orbs, although it can be tricky to grasp the fact that jumping off the edge of a flat disk will cause Mario to warp around its underside. This stage also featured far more hazards to avoid while traveling between areas, including some tricky magnetic ring arrangements -- one false move would send Mario tumbling into space.

And finally, Nintendo has added a sort of cooperative two-player gameplay to Galaxy since last we saw it. It's definitely lopsided, as only one person controls Mario (and the irregular stage designs make two-character co-op play untenable). The second player simply controls a pointer, which can be used much like player one's Remote (i.e., collecting items and stunning foes). But player two has a few extra abilities, such as freezing enemies in their tracks by pointing at them and pressing A...or freezing Mario instead. Expect many, many fights to ensue.

What we like: The bee suit is a welcome addition that hearkens back to the crazy animal-based power-ups from Super Mario 3. And we're banking on plenty of other possible suits as well; the bee power seems very specific to a certain set of honeycomb-themed spheres, and even the tiny glimpse we've been given of the game suggests a ton of diversity in the environments.

But most of all, we simply love the way the game feels. Many gamers are of the opinion that Super Mario Sunshine strayed too far from the fundamentals of the series by focusing so heavily on the water cannon/jet pack, but Galaxy puts the emphasis right back on jumping and stomping foes. The controls are tight and the graphics are crisp, if not exactly a dead ringer for top-of-the-line Xbox 360 visuals. And tiny references to games past are everywhere, from the usual coins, to Goombas of unusual size, to "?" blocks that appear as crystalline squares that can be kicked around the levels as weapons or stomped on to yield rewards.

What we dislike: Not much, actually -- Galaxy is unconventional, but it absolutely feels like Mario. The camera angles can be a little tricky, although that's by design. Still, we wouldn't mind having a little more direct control over how we see the game. And there really needs to be some way to get revenge on a second player who keeps screwing you up by freezing you in place while enemies are near or wasting your stars. (Besides a well-deserved punch to the face.)

That was the third. More in 1-2 hours. Have a nice disucssion ! I'll update the thread later.
 
Looks and sounds awesome.


Looking forward to this game.

Really, really looking forward to it.
 
farnham said:
meh... im all over wii fit so ill pass mario this time probably

WHAT?!?!?!?! Seriously, even in jest that is blasphemy, you will buy SMG, seriously, or Reggie will find you.
 
Advance Media Network said:
Nintendo is continuing to add polish to the upcoming Super Mario Galaxy and this year’s E3 demo offers a closer look at Mario’s latest adventure. Four different levels are available for sampling (final names subject to change): Gateway Galaxy, Egg Plant Galaxy, Honeybee Galaxy, and Stardust Galaxy. We spent a few minutes in the Honeybee Galaxy and got a first look at a new super power-up: the bee suit. In this level Mario has been summoned by the queen bee of the land, but of course she’s all the way across a crevice and beyond a mountain. What’s a plumber to do? Grab hold of the new bee power-up to grant Mario insect wings that are perfect for flying with a tap of the A button. Once in the air, Mario picks up a “fly” meter that depletes with each wing stroke. Once that meter runs out, he falls back to the ground. Other bee-tastic abilities include the talent of walking on large flowers (stepping on these platforms as regular Mario causes them to collapse) and the skill of climbing up honeycombs.

The Honeybee Galaxy demo begins simply enough. Mario must collect the bee suit before progressing very far, and once collected our hero must flutter up the side of a cliff (without touching any water – bees hate water, and getting wet as a bee costs Mario the use of the suit), climb up a honeycomb-encrusted mountain, and soar to the queen bee’s water-filled garden. Once located, the queen asks for a simple favor. She’s itchy, as it turns out, and Mario must climb along her beely body in order to scratch her. Soothe all five itch points to win the day.

What’s Hot

First and foremost, this demo of Super Mario Galaxy feels like the next iteration in 3D Mario platforming adventures. The plumber just feels right running and jumping from place to place, as the more traditional controls are spot-on. The bee suit is a nice addition, harkening memories of Super Mario Bros. 3’s raccoon suit and frog suit. Surprisingly, the Wii remote’s waggling requirements were not called for in the demo aside from a single instance of swishing Mario’s way up a leafy stalk.

What’s Not

The bee suit has a major inconvenient flaw: touch any bit of water and it vanishes, recalling memories of Yoshi’s water difficulties in Super Mario Sunshine. Replacement bee suits were never far away, however, but it can be frustrating to accidentally fly into a waterfall just before reaching the top of a mountain, causing Mario to fall all the way down to try again. Likewise for climbing honeycombs; miss a jump while scaling the sticky surface and it’s nearly impossible to grab back on to the honeycomb.

Outlook

Super Mario Galaxy has a bright future ahead of it. The level design in this year’s demo is leaps and bounds ahead of last year’s sample, and it appears that Mario’s longstanding tradition of good ol’ fashioned leaping fun has transferred intact to the Wii. Our only regret is not having time to try the other three demo levels, but E3 has just begun and there’s still plenty of time to wait in line for another run at what is shaping up to be another Nintendo masterpiece.

I'm back. That's the 4°. More shortly.
 
fly high ~ayunite~ said:
Awesome, awesome, awesome and so awesome!! Wow that queen bee is a riot, nice fur shading. :o

That fur shading is the best Nintendo has ever done, i can't wait to see it in person.
 
Vic said:
:o

:o

:o

This game just won't stop giving me a huge smile everytime I see it.

:o

:o

:o

It will be hard going back to other platformers after this, even just looking at it.

And the fur shader. I'm not a grpahic whore when it comes to console games by any means but that was awesome. I just can;t believe that that's on the Wii. I can't wait what other more renowned third party developers can do with it. Please make Black and White Wii with that fur, please!!!!
 
That gametrailers video is just unbelievable...

Is it possible to fill a game with more greatness than this? That one level KILLS the entirety of mario sunshine.

I just can't believe what i'm seeing there. Just forgetting about graphics, it looks insanley fun...

But yeah, the graphics are fap worthy. Very very beautiful game. I wonder what the next zelda will look like?
 
If there's anything that takes all my worries away it's this game. The aftermath worries me a bit but I'll be damned if I don't play this and SSBB extensively.
 
the game looks fantastic, far better than anything else on the wii. im feeling the hype for this that i had with mario 64 but didnt get with sunshine so i cant wait. hopefully the game is huge and long, no half assed coin collecting making up half the stars this time nintendo.


mario, metroid, smash... 3 AAA titles in the span of 3 months, not a bad way to end the year on wii.
 
http://www.destructoid.com/e3-2007-hands-on-with-super-mario-galaxy-34965.phtml

From Destructoid:

Picture if you will three grown men walking out of a swanky hotel with huge smiles on their faces, clicking their heels and hugging random people on the street just from the sheer feelings of joy raging through their slightly sunburned bodies.

This was the image about an hour ago when myself, Fronz, and Dyson walked out of a private appointment with Nintendo representatives for some hands-on time with several of the company’s high profile games coming out by the end of the year.

The game I was the most excited about playing was easily Super Mario Galaxy, the highly anticipated upcoming Wii platformer starring everyone’s favorite (apparently now space-faring) plumber, Mario.

So what did I think? Was the smile on my face upon leaving the result of this game in particular, or did the final product come across as a disappointment in the face of such high expectations?

Hit the jump for my full hands-on impressions.

There were four levels available to play in our short time with Super Mario Galaxy. Unfortunately, though, since our time was short, we only got to experience two of them.

I will get this out of the way right now. I may have had more fun with those two levels than I have had with any other video game in the last year. Yes, I know, that is a pretty hardcore statement, but it really is true. There is so much creativity in each section of Super Mario Galaxy that it almost puts all other games to shame.


The first level, I am assuming, was the opening stage of the game, serving as a tutorial of sorts for the remarkably intuitive controls. The stage takes place on a series of small “planets,” each one containing a clever puzzle or challenge to complete.

Controlling Mario has never felt so easy. And for almost the first time on the Wii, I really felt like the controls were truly built from the ground up, offering an experience that, honestly, wouldn’t be possible on any other system.


You run Mario around the screen using the nunchuk attachment and jump using the tried and true “A” button on the Wiimote. The basic controls were so intuitive that I immediately began double-jumping and wall-grabbing my way to higher platforms. Even some of the classic control functions from Super Mario 64 remain intact (such as holding down the “Z” button and jumping to perform a back flip).

But once the basic Mario functions are mastered the real fun begins. As you are running and jumping, the Wiimote is used to control an on-screen “cursor” in the shape of a star. This “cursor” is used in many different ways throughout the few levels we got a chance to play. The most common use, though, was picking up colored star crystals by running the “cursor” over them. Each crystal can then be used to throw a star projectile towards anything on the screen. Just point to a target and press the “B” trigger. Simple as that.

The point I cannot stress enough is how easy this game is to control. Having to navigate Mario and an on-screen “cursor” at the same time does sound almost too complicated for its own good, but it really isn’t. In fact, it is as far away from being overly complicated as possible. The controls really are that perfect and become second nature in a matter of seconds.

Throughout the first level (even though it was only a small piece of the whole stage), we got to control Mario as he flew through space by activating charged power stars, jump on goombas’ heads, spin around to break blocks, collect classic 1up mushrooms, and a highlight: use the star cursor to activate blue orbs that would warp Mario across the screen. And all this was only on the first level!

Although the control was, of course, the same during the second level, there was so much more to do that it felt like a brand new experience.

In this level, as mentioned in my post earlier today, you get to become Bee Mario (basically Mario in a bee suit) that is triggered by, get this, a mushroom covered in black and yellow stripes (God, I love you, Nintendo!).

Once you get this suit you can fly around anywhere (for a limited time, of course) by simply holding down the “A” button and watching the cutest Mario ever flutter his little cute wings across the screen. As an added touch, Bee Mario cannot touch water while in his suit, as that will turn you back into regular Mario instantly. You can imagine the challenge this adds when you are navigating a huge level full of ponds and waterfalls.

Also on this second level (and this will be it about the game features, I swear – some of this stuff you just have to experience for yourself – I don’t want to spoil anything else) you encounter huge flowers that stem out of the ground. By grabbing the stem and shaking the Wiimote up and down, Mario rides the stem at breakneck speed all the way to the top, shooting him into the air. To say this is satisfying is a complete understatement. The three of us actually squealed in glee when doing this for the first time. And if you know Dyson, you know he never squeals in glee.


Visually, the game is a huge (huge!) improvement over all other Wii games in existence. The textures are impressive, the lighting effects are pretty much perfect, and the color scheme is phenomenal. Seriously, there was a sequence when you are climbing on the back of a giant bee (yeah, that is as amazing as it sounds), and the fuzz on the insect is so well-rendered that it actually looks like you are playing an Xbox360 game. Trust me, I never thought I would ever say that about the graphical quality of a Wii game.

After all was said and done, and I really didn’t feel like Super Mario Galaxy could get any better, the Nintendo representative that was sitting with us nonchalantly said, “Oh yeah, you can play two-player and help your friend out with the other Wiimote.” Wait, what? Simultaneous multiplayer? In a Mario platformer?

And sure enough, it was true. If you are playing with someone else, all the other person has to do is pick up the Wiimote (no nunchuk needed) and an additional star cursor will appear on-screen. This new cursor serves the same functions as the main player’s, mainly picking up star crystals and triggering certain puzzle events. As a bonus, though, the second player can cause the star cursor to pulse, thereby stunning any enemies targeted on the screen. While it isn’t true “two character” multiplayer that we have all come to expect, this addition is truly welcome and really adds to the fun of the overall game.

Having only played two of the four available levels (I am playing the rest later today or tomorrow – I will have to refrain from saying this all again), which, in turn, is only a tiny chunk of the entire game, I have to say that Super Mario Galaxy is as close to perfect as games get and a huge testament to what the Wii can do.

I know it is still very early in the week (and I have a lot more games to play), but Super Mario Galaxy is already at the top of my list for Game of the Show. And if the short time I had playing it is any indication, maybe even Game of the Year.

Miyamoto, there is a blonde guy that works for Destructoid down the street from you in Santa Monica that really wants to give you a huge hug. Very nice job, sir.

Chad is either a Nintendo/Miyamoto fanboy or he just liked what was shown of Galaxy very much.
 
I could be wrong, but the nice little depth of field effect that was in the last trailer (and in sunshine) seems to be missing from this version?
 
The Black Brad Pitt said:
I could be wrong, but the nice little depth of field effect that was in the last trailer (and in sunshine) seems to be missing from this version?

You never have anything good to say do you?

Your a glass-half-empty type of guy, huh?
 
6gkr47b.jpg



may be fake
 
E-phonk said:
That image is taken straight from the nintendo press site. Doubt it's the real boxart.

:lol Shh don't let on I haven't go on any Blogs yet
 
Considering that SMS previews were never anywhere near this overly positive, this bodes well for the game. Though just from that gameplay trailer alone you can see this has more in common with SM64 than SMS. If this ends up even half as good as SM64 (SMS wasn't) this will be one of the best games released this fall.
 
borghe said:
Considering that SMS previews were never anywhere near this overly positive, this bodes well for the game. Though just from that gameplay trailer alone you can see this has more in common with SM64 than SMS. If this ends up even half as good as SM64 (SMS wasn't) this will be one of the best games released this fall.

Blah, blah, blah... SMS was a good game. Shut up. :P
 
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