Let’s face facts: regardless of what I say about Mario Kart 7, it’ll end up being one of the best-selling games on its platform, just like the past two installments. Though the presence of an actual challenge in Mario Kart DS didn’t detract from its popularity, Mario Kart Wii marked a new movement for the series, and one that essentially turned Mario Kart into a party game. Not that there’s anything wrong with party games, of course; it’s just that Mario Kart Wii made any display of skill a losing prospect, as it perpetually sabotaged success in an attempt to level the playing field. Some would view this approach as a masterstroke on Nintendo’s part, as it allows a group of people with differing skill sets to complete on equal ground without nasty things like “experience” getting in the way. As expected, Mario Kart 7 takes this same tack, and its regressive nature promises to annoy karting fans looking for the series to hop back on the highway to the danger zone.
Before this ends up reading as a total condemnation of Mario Kart 7, it should be noted that the game features a few interesting additions. Instead of choosing from an array of vehicles — which has been the case since Double Dash — MK7 allows the player to individually choose the wheels, chassis, and glider for their kart, with each part affecting its stats in some way. Coins collected during a race can be cashed in for further parts; these coins also boost your kart’s acceleration (only during the race where you grabbed them, of course), and spice up things up a bit by hinting at prime power sliding arcs and possible shortcuts. If you’re looking for other interesting mechanics of twists on this staid series, you might want to look elsewhere; even the promise of land, sea, and air travel is little more than lip service, as indicated by Jeremy’s E3 preview.