The full review in English:
19th February 2012, 13:21 clock
Mario Party 9, first impression of "TheUnknown"
PRELIMINARY
After all the lyrics and videos from the last time, the repeated runaway of all impressions and Rohfassungs videos in peace and a full day away from the MP9 things, I find it easier now to describe a first impression of Mario Party 9, I want to do that here. Also soon to be even more impressions of the entire evening as well as game impressions of salt and blade rudzen appear.
Advance but I want to be understood that while we of course have played the original PAL full version and that no one kept us from trying any mode or any function, but it is obviously something else, if you have a game for the first time for over 4 hours playing instead of having already played it for a while. Moreover, was our first time, a bit noisy environment, because people everywhere were talking, music playing in the background and we were (!) In front of the TV set, had to shoot it as much as possible and also take pictures, etc., etc. This is not the same, like to gamble in their own homes in peace and quiet sitting on a couch. Therefore, (kann!) my conclusion about Mario Party 9, then when I eventually Rezensions a copy-hold in your hands and played it for some time to be slightly later in my full review different - both positive and negative. So please remember this always, if you read the following text!
Well, so ...
PRESENTATION
The presentation of Mario Party 9 like me very well, as I said already the other day. Everything looks like a unified whole and does not have the gaudy feeling of candy and balloons (MP8), or an overloaded frosting look (MP5-7), Nd Cube has hit the sweet spot between functionality, playability and Farbenfröhlichkeit exactly.
I think the amount is sufficient. 12 characters and 7 boards are fine. However, I would criticize that it has now been removed for the umpteenth time before re-playable characters (there were 14 in MP8, here there are only 12, missing either way in every case before two characters!). Although I have my Peach and I'm so pleased, of course, but for fans of the MP5 has to back away now I'm still sorry's characters.
The game modes, I find the number ok too. The usual "party mode" in which one number of players, game board, and so on self-determination, and so on, is mandatory and therefore also present. Nevertheless, he offers another goodie. If desired, you can play here even without CPUs, at least if you play at least a couple. If you play alone, you must select at least one CPU, so that at least two characters travel across the field.
Then there is the "single player" in which, as always, just all the boards of the series by playing according to need, and around it is a nice little story has been knitted with Bowser, who stole the mini stars and now wants to prevent it to him again takes away. In addition, there are "options", the usual mini-game mode (you where just all mini-games to be played in any position) and finally, four "extra games", but which are really nothing more than four slightly bloated mini-games that between 3-5 mini game Playing time offer. Nice, but they cut from not just stool.
MY OPINION IS AND DOES
The weightiest point is the actual gameplay of Mario Party 9, because that is the linchpin my opinion on this game. I want to clarify though before that I differences between gameplay concept and gameplay. The gameplay concept (all the while driving the car from A to Z, no more items, etc.) For me, anything but the game play ("How the gameplay concept was eventually incorporated as a gameplay that is missing, or what is too much about how it could have been better to insert ").
And the concept I find very good, very good. Because all the more as a group and simultaneously pull them across the board and that only the current captain the respective events (both positive and negative) to feel get and it die there, you can use you to influence with you, as far it brings forward in his current train the troops, there are many strategic points. So you need absolutely no more items, to be honest. MP9 plays for 1-2 sessions and you will see the same, for sure. As far as everything works fine and is convincing.
Also, that it does not collect more coins and star buys it then, but instead collects miniature star, and whoever has the most at the end, is the winner / in, is a great idea. Especially in connection with the fact that there are many moments in the game where it's just a matter of ensuring that others could lose their mini-stars, or even what to get that one. Also leaves a lot of tactical moments.
As if the whole gameplay is actually faster. Not because everyone is pulling the same across the board, because this way or be as you wait so still, until all players / have inside rolled and drawn, and so on, but because MP9 renounced very much animated stuff, the insane, especially in MP8 has annoyed, and not too tight. The fact that you can only play for two or three, instead of always four of us, is but a small point, which speeds up the game, but ultimately that's hardly worth talking about, you know how to appreciate the first time, then one finds that, even if it would be like getting four characters, actually much longer the game would not even take.
THE GAMEPLAY CONCEPT
And so we come to the gameplay itself, the gameplay concept is so very good, but it falls short in my opinion, the gameplay itself just mentioned, the first "permanent". Each session lasts about 45-60 minutes longer, depending on the board maybe even 10 minutes. The problem here is that you Sturr chugs from start to finish and THEN the session is over.
To think strategically and act REALLY enough to be able, more elements would be necessary. Especially: More possible branches on the game boards. There are, of course, here and there a fork in the road, but I have nowhere near enough available. Far too often can roam around while the left or right, but ultimately you get out after a number of playing fields at the same point as in the alternate path so that the two abgabelnden paths ultimately always come together, they are usually the same length and differ from the fields themselves only very little.
In the old MPs were even still only 2-3 branches, but because you're constantly in a circle but in the end was that you could always vary his route. In addition, there was no time to a destination point, had to go to the one, but was planned and put in laps so then according to his purpose in stages and had to reschedule deal maybe.
Furthermore, I would have liked to MP9, found that even within branches more branches, or maybe even teleport, you pay with mini stars must have a desire to beam back to the field XY to play out in any tactical idea. Furthermore, I do not have a cube, with which the company fully, some fields may be withdrawn, and such a cube, which would be very rare edition vll, vll-payment against ministers, rotates too slowly, too, is a tactical element.
Most important, I think that one can not determine how many runs you want to play per session on a board. How often should the troops be drawn from A to Z until after the umpteenth time, then the session is over? Also were many tactical elements, because they could plan for long-term, rather than simply collect only at every opportunity to prevent or mini-star, that they will lose, because THAT is the primary goal anyway.
Even with the old one had MPs collect coins and stars, and many more careful not to lose them, so THERE THAT was the primary target. But there were also cases where it was worth losing a mini game and give up coins and get them. Or there were also cases where one decided in advance so a star on the field X to not buy, so buy another it saves so little coins and bought instead, then an item, and at the next opportunity you bought a star used the same item and had yet another star, because otherwise would not be dusted. And you always knew how much time you have to have and whether a plan was feasible or not, or how much time others would respond to any of the plan.
All that is missing from Mario Party 9th We collect only mini stars and trying not to lose her again, until you eventually arrive at the finish. Not that it even would be no tactical elements that I mentioned a few already, but there are not enough for me. The path from A to Z is very disconnected to me, and thus too obvious. Even that is to say once again: I'm missing a lot of branches and the opportunity to play a game board several runs can be long until THEN really closes.
HAZARDS?
But the biggest drawback is anyway that the game itself is far too rigged. Players who are just getting ahead, put obstacles in the way, players who are just getting back, a little help. The time. It takes as the top winner of the 1-10-cube and still is, the two realize you land on a negative field, and Zack is one his fellow-30 miniature stars-in-leadership position going on, because something stupid happened in this field, against the you can do very little. Or the player in last place is two fields away from the disaster mini-stars and, of course, he rolls only 1, so that nothing happens to him.
The same is true for boss fights. I can not swear to it, but for all boss battles I've always felt that the player who is currently proposing the best, and will most likely target of a boss counter-attack. This can avoid it, of course, but this time the other draufhalten beautiful without further addition, and earn points.
Everything just silly coincidences? I'm just frustig, because I've lost? So I'm not frustig, because I have won, but I did not feel that I really won, because I thought along, but because in the end I just had a bit of luck. Someone was constantly with us by 10, 15 or more mini-distance stars in the lead and when you were back when the next turn, it all looked very different again. Suddenly it was back in third or second - two moves later it was again at the top, then it was again last with 15 mini stars distance and suddenly it was back first ...
This went on all the time - and this was not because we are an exciting head-to-head points chase offered, because we were bitten all and equally well in the matter, but rather that constantly something transpired in the one mini star Make other had, or what you lost, or someone else got some. There is a continuous up and down ceaselessly. And above all, because depending on the placement came and current position on the board for each of the first or last to die right or wrong numbers, even though they now and then began a special dice.
Despite all just stupid coincidences? Was the local environment so hectic that I only felt as if the game in the background to manipulate everything? Or is played as WE have calculated, just run a play session times you stupid? Sure, everything is possible. And yeah, sometimes you just also just toooo toooo good luck or bad luck that has always been at every game ever released of the case.
NO FINAL VALUATION
There were perhaps only coincidence, and my perception of myself trügte, so I emphasized at the outset that I am waiting with a final score still really, until I could play the game several times in peace. But it is precisely BECAUSE it will act as manipulative Mario Party 9 on the gameplay too much around, I am currently very, very skeptical and cautious with a final score.
If I put it in 14 days is still manipulative think I can still write at this time. But if that is not, and just this evening, some things just went stupid, then I have written at least not now how much the gameplay annoys me now and can say in 14 days, maybe a buy recommendation.
All in all MP9 seems to me more like a kind of race to the finish line, just as soon as possible and arrive there loss. Mario Party 9 is indeed far from being monotonous as the time to rejoice not Wii party, but I am currently very constrained, why me - as an old Mario Party veteran and strategist - 75 at this time a score of% would be too high.
Sure, there are plenty of people who just want to play in between some video games which do may not be as meticulous attention to tactics and Schmonsens, as I do, and find that Mario Party 9 is the total party fun, and maybe combine, and analyze circuit I conclude around a bit too much. But I can not find nunmal currently out of my skin, and this skin (!): The presentation is really great, the mini games are almost always able to play and very much of old-schoolig. The gameplay concept is always a great idea and shows that it is theoretically goes completely without "classic game mode", in its current form, however, offers little tactic, too much coincidence, too few branches, each little game board passes session.
This is the PRELIMINARY review. It's
not final.