Critical Play: Competitive Analysis

I played mario party, and I forgot to take screenshots because I had to ask around to find someone with a switch and didn’t know how to take them on there. I should have taken cell phone pictures. 

Every turn, each of the players rolled dice to see how far along the board they moved. Certain squares they could land on did different things, such as sending them to a different island. The goal of the game was to collect stars. After each round, we played a minigame. I’m not sure how many there were, but it felt like we never played the same game twice, although there were some common themes that ran through each of them. 

I honestly didn’t have that much fun playing mario party. Many of the minigames were difficult to pick up immediately. Maybe that is just because I don’t play too many videogames, or maybe it is because I am not used to the switch controller. But oftentimes the games were over in under 30 seconds, so not knowing what is happening for 10 seconds ruined the game for me. Additionally, there was a period of time midway through the game where I was far enough behind in terms of collecting coins and stars that it felt like there was just no point in playing for me anymore. Since the minigames weren’t that fun for me (even when I understood what they were) and I didn’t have any chance of winning, the game felt a bit dead to me at a certain point. It also lasted a LONG time, which I am not sure if that is normal or not. There were a number of turns where the game was basically over where we were just waiting for the person in the lead to roll to land on a star space, and we had to play pointless minigames hoping that player would get the right roll. 

I think this game has a lot of potential, and maybe I need to just play a bit more, temper my expectations, or get used to a switch. 

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