What are you looking for?
Ej: Medical degree, admissions, grants...
As I booted up the latest installment in the Mario Party series, aptly titled "Master," I couldn't help but feel a mix of excitement and skepticism. Nintendo has been pushing this entry as the definitive Mario Party experience, and with good reason—they're touting 22 playable characters and a staggering 112 minigames, the highest numbers the franchise has ever seen. Now, I've been playing these games since the N64 days, and I've seen the series evolve through its ups and downs. But here's the thing: sheer quantity doesn't always translate to quality, and that's where "Master" both shines and stumbles. Let me walk you through my experience, because as a longtime fan and someone who's analyzed game design for years, I think there's a lot to unpack here.
First off, let's talk about that roster. Twenty-two characters is no small feat, and I'll admit, it's fun to have so many options. From classics like Mario and Luigi to more niche picks, there's a character for almost every playstyle. But here's where my nitpicky side comes out—Bowser's inclusion as a playable character. Don't get me wrong, I love Bowser. He's been a staple since the SNES era, and playing as him can be a blast. However, his presence on the roster creates this weird narrative dissonance. Throughout the maps and modes, the antagonist is still Bowser, but now he's labeled as "Imposter Bowser." It feels forced, like the developers didn't want to let go of tradition but also wanted to please fans by making Bowser playable. I mean, come on, we're constantly bombarded with this fake Bowser surrounded by spooky purple lines and what look like PlayStation symbols—it's just unnecessary. Why not introduce a new villain or simply remove him from the roster? It's a small detail, but it detracts from the immersion, and in a game that's supposed to be the "master" of the series, these little things add up.
Now, onto the minigames. With 112 of them, you'd expect a ton of variety, and for the most part, that's true. I've spent hours diving into these, and many are brilliantly designed, offering a mix of skill, luck, and chaos that defines Mario Party. But let's be real—not all minigames are created equal. About 30 of them feel like filler, reused or slightly tweaked from previous entries. As someone who's played every Mario Party game, I can spot the repeats, and it's a bit disappointing. That said, the new additions are where "Master" truly excels. Take, for example, the rhythm-based minigames that require precise timing—they're addictive and add a fresh layer of strategy. From a data perspective, if we assume each minigame takes about 2-3 minutes to complete, you're looking at over 200 minutes of unique gameplay just from the minigames alone. That's impressive, but it also highlights the bloat. In my playthroughs, I found that only around 80 of the minigames really stood out as memorable, which makes me wonder if trimming the fat would have made for a tighter experience.
Beyond the numbers, what strikes me about "Master" is how it balances accessibility with depth. As a casual player, you can jump in and have a blast with friends, but as a competitive enthusiast, there's a layer of strategy that keeps you coming back. I've hosted game nights where newcomers and veterans alike found something to love, and that's not easy to pull off. However, the game's reliance on quantity over curation sometimes backfires. For instance, the board maps—while visually stunning—can feel overcrowded with events and items, leading to matches that drag on longer than necessary. In one session, our game lasted nearly two hours because of constant interruptions from "Imposter Bowser" events. It's moments like these that make me question if "Master" is truly the pinnacle of the series or just the biggest.
From an industry standpoint, "Master" reflects a broader trend in gaming where content volume is often prioritized over refinement. As a reviewer, I've seen this in other franchises, and it's a double-edged sword. On one hand, players get more bang for their buck; on the other, the experience can feel diluted. In "Master," the 22 characters and 112 minigames are a selling point, but they also expose the game's identity crisis. Is it a party game for fun, or a competitive title for hardcore fans? Personally, I lean toward the former, but I wish the developers had taken more risks. For example, introducing dynamic boards that change based on player actions could have elevated the game beyond its predecessors. Instead, we get a solid yet safe entry that relies on nostalgia and scale.
Wrapping this up, "Master" is a game of contrasts. It's ambitious in its scope, yet hesitant in its execution. The sheer quantity of content is undeniably appealing, and as a fan, I've had countless hours of fun with it. But as an expert, I can't ignore the missteps—like the "Imposter Bowser" gimmick, which feels like a band-aid solution to a self-imposed problem. If Nintendo wants this to be the definitive Mario Party, they need to focus on cohesion, not just numbers. In the end, "Master" is a worthy addition to the series, but it falls short of true mastery. For now, I'll keep playing, hoping that future updates or sequels learn from these lessons and deliver the polished experience we all crave.