I only have a few Standees left to collect before 100%, so I think I can round up my thoughts on the game.
I had a more mixed experience with Wonder than anyone else I've seen so far. It's a good game, no doubt, and I'm not just saying that to placate people! It oozes with charm and attention to detail, to a greater extent than any Nintendo game I've played in recent memory, in my opinion. There are entire modes, playstyles, and pieces of tech that I've only scratched the surface of. Given all of this, it's the first time this millennium that it's really made sense and felt earned for 2D Super Mario to be Nintendo's flagship series.
I really enjoyed myself for the first four worlds. And the course-to-course pacing was almost addicting. I think the variety of courses, like Badge Challenges and Break Times!, gave me a lot more motivation to keep going than I expected—palate cleansers in places where I might have otherwise wrapped up the play session. I would play far longer than I thought I had the appetite for.
The lack of a timer also had a far greater impact than I thought it would. The pace of gameplay feels a lot more relaxed and gives space to go searching for collectibles, which are much more plentiful and can feel more subtly hidden. I noticed that whenever a timed Wonder Effect started, I would always have my eyes on the clock to judge whether I was leaving myself enough time or should start rushing ahead, so it's nice to be able to soak in the rest of a course, then run it back more efficiently for later sweeps. I guess Arlo was right about the timer. There are a couple less positive things related to this, though. While there are many cool secrets to find, all the invisible little event triggers à la New Super Mario Bros. U are all signposted with Wow Buds—which are slow to spawn their connected coins or objects, to boot—so that element feels a lot less delightful. And because a more exploratory, even trepidatious pace was encouraged, I only rarely got into the same platforming flow state that I often achieved and loved in, say, the New games.
A lot of other annoyances started coming into focus in the later worlds. All the redundant world map dialogue became really grating. And with the attempt to surprise the player by throwing so many curveballs, especially within Wonder Effect sections, I kept running into spots that felt like trial and error. I would fail to notice, like, two small flower coins, or to just read the designers' minds, I guess, and so I'd get trapped or OHKO'd and have to play the entire section over. By the final full world, I was pretty ready to be finished! If I ever want to replay this game, hopefully I remember enough of this stuff that it bothers me less in future playthroughs.
Moreover, it was like I had exhausted the game's initial creativity. Mechanics and premises started getting recycled, yet weren't present enough to seem integrated into the game's identity. This might be hard to explain, but like, when I think about Super Mario World, there are a lot of interplaying mechanics and systems at the core. There's the two types of jump to strategize around, which interface with the Cape Feather, which interfaces with the Yoshis, which have their own raising mechanic so it feels meaningful to bring them between courses, and the way the courses connect through the map is fairly idiosyncratic and layered itself; and the Yoshis and their colors interface with those of Koopas, which interface with the updated item-carrying mechanics… Meanwhile, because Wonder is so much more varied and focused on new moment-to-moment concepts, its skeleton feels surprisingly similar to that of the New Super Mario Bros. series. There's your basic controls, the addition of a new main powerup, and some returning features and ideas in a shallower form. Your badges can rotate in and out, the Wonder Flower could do anything, there isn't really a core group of enemies to get intimately familiar with, and the interconnected multiplayer mechanics are totally optional. The game… doesn't have much to say beyond its surface-level presentation and unpredictability? This isn't inherently a bad thing—that presentation is gorgeous and exuberantly detailed, after all. I guess I just had different expectations for just how far this game could go to set itself apart. It's a bit… unfocused? bloated, maybe? But looking at it this deep is probably more philosophical than critical, anyway. Just thought I'd throw it out there and see if anyone else gets what I mean.
Even if I'd managed to love the game up to the finale, I'd have to admit there's still some obvious room for improvement—which is exciting! Obviously, the bosses are in a pretty dire state, which is particularly weird for this of all games. The Search Parties are, at least in execution, difficult to defend. The new characters are disappointing; Prince Florian is a flat nice guy who mostly speaks in stock reminders about badges, and Poplins are just imitation Toads, down to the plot-relevant ones wielding accessories instead of unique names and designs proper. Yoshis getting locked to easy mode while the other characters are indistinct is a shame. The powerup selection is weirdly a bit underwhelming, with nearly all being repeat concepts and the KO Arenas framing the whole lineup as combat tools. I think several of the badges (Grappling Vine especially) should've been additional powerups. And the shop system also leads to some weird balancing decisions. I feel like lives are only carried over to have extra items to sell, and I don't think it should be possible to hit the flower coin cap so often, nor to fall into my current grind to afford all of the Standees with the main flower coin caches all exhausted.
But, as I said, all of this is exciting because they seem like spots the team can give focus in future games, if not learn from going forward. And I am very curious for the future. Counting all of the New Super Mario Bros. games as the same beast and setting Maker and Run aside, this is only the second uncontroversially original 2D Super Mario game to come out since I got interested in videogames. Super Mario Bros. Wonder manages to have both a winning formula and a fair few bumps in the road, and Nintendo must know that no one wants to see this style wrung out, so things are about to get very interesting. The lead-up to getting acclimated to this game was a mysterious, fascinating time, but now I really feel in the dark about where this series is going next, and that's a wonderful new feeling.