
It might be as simple as turning the camera in the right direction, revealing a hidden path, or a series of special coins at the top of a tree. Using the game's myriad tools, your goal is to unmask complexity behind simplicity. In Odyssey, everything is hiding in plain sight. Instead of picking and choosing a few, though, they tossed all of them into a single game, coming up with a clever connective tissue-a hat capable of inhabiting objects and enemies, granting new powers-to justify their existence in the same creative stew.

I don't know how Odyssey was developed, but it feels as though Nintendo's designers had a game jam, where they came up with wild and unexpected ways of interacting with a 3D Mario game. Sunshine, Galaxy, 3D Land, and 3D World followed the same path, none as successfully as Odyssey. It was more than a tricky set of platforms. It explicitly shifted what was being asked of the player, and they had re-imagine their place in the world. Other than the delightful novelty controlling Mario in another set of spacial dimensions, Mario 64's genius was assigning specific objectives. Odyssey is far more like Mario 64 and Galaxy, and in many respects, feels like the direct sequel to Mario 64 many have been asking for since 1996. Using the game's myriad tools, your goal is to unmask complexity behind simplicity." "In Odyssey, everything is hiding in plain sight. (Both are deeply underrated and deserving of re-releases on Switch.) With Super Mario 3D Land and Super Mario 3D World, Nintendo tried and succeeded at bringing the linear, straightforward level structure of old school Mario into a playful 3D space. Nintendo riffed on this template with Super Mario Sunshine and Super Mario Galaxy. Each time you entered the world, however, you had a pretty good idea what you were after: collecting red coins, defeating a boss, winning a race, etc. To reach new areas, you needed more stars. In Mario 64, players explored dozens of tiny worlds, completing objectives to collect stars. Since Super Mario 64 introduced Mario to 3D, the series has changed approaches every few years. Heck, turn her into the villain because she's tired of being treated like a MacGuffin! The game does humorously poke at Peach's trope-y and stagnant role in the series towards the end, but I'll let you find that on your own. Of course, it'd be nice for Peach to get some agency. It's a reason for yet another set of platforms to jump on.

It's a setup worthy of an eyeroll, but outside of the RPG spin-offs, Mario's never been about plot. Each of the worlds contain an object Bowser desires for the nuptials, which sometimes explains their theming (a food world for a cake) and often doesn't matter (a water world for a dress).

This time Bowser's goal is getting married. Once again, Bowser's kidnapped Princess Peach, and Mario has to save her.
