With Super Mario Galaxy and its sequel, Yoshiaki Koizumi gave Nintendo’s mascot two unforgettable, interstellar journeys. Players would launch Mario through the reaches of space, often having him jump between planets in an effort to save Princess Peach. Both games were complete successes, selling well over five million units apiece. When playing them, it is clear Nintendo’s Tokyo branch gave it their all; the sheer amount of creativity it took to conceive such games is something that only occurs a scant few times per generation. Given that both games demonstrated Nintendo’s continued relevance going into the 2010s, a sequel would seem inevitable. This was easier said than done. How could anyone possibly go about following up not one, but two of the most monumental titles of its generation?
The year 2012 marked the launch of the Nintendo Wii’s successor: the Wii U. Despite its initially positive reception and launching with the latest installment in their popular New Super Mario Bros. subseries, consumers were slow to adopt this console. There were various reasons why this ended up being the case. Many people assumed the Wii U was a mere upgrade of the Wii rather than being a separate console. A larger strike against it, however, concerned its lackluster library. Although several highly praised games such as Bayonetta 2 and Super Mario 3D World would debut on the Wii U, they weren’t enough to sway the market in Nintendo’s favor. The general consensus among independent critics is that Nintendo jumped the gun in their attempts to release a console before Sony or Microsoft. Damningly, it was the first console to lose money for the venerable company. Compounded with their rivals releasing the PlayStation 4 and the Xbox One, Nintendo found themselves in a dire situation.
A journalist writing for The New York Times felt Nintendo’s hardware sales were comprised thanks to mobile gaming gaining steam around this time. The president of the company at the time, Satoru Iwata, felt they would cease to be Nintendo if they entered the market, though he eventually relented, securing a business alliance with mobile provider DeNA. Tragically, he would pass away on July 11, 2015 due to complications from cholangiocarcinoma – also known as bile duct cancer. He was 55.
Despite the fact that they retained a devoted fanbase, Nintendo’s fate looked grim with gamers gravitating towards the PlayStation 4 and Xbox One and one of their greatest technical wizards dead. Even with the odds stacked against them, Nintendo had no intentions of giving up. As early as 2012, they drafted ideas for a console to follow the Wii U. However, they didn’t want to settle for making this new piece of hardware a mere successor to the Wii U or the portable 3DS. Tatsumi Kimishima, the new president of Nintendo, stated the new console was to provide a “new way to play” that would have a greater impact than the Wii U.
The company had historically always featured one handheld console and one home console in a given generation starting in the fourth. One of the criticisms lodged toward the Wii U concerned its GamePad. While players did enjoy using it, they wished it could be used as a standalone console. As it was, it would stop functioning if moved too far of a distance from the console. Therefore, this new console was to bridge the gap between Nintendo’s two major markets, being a portable home console.
Dubbed the Nintendo Switch, the console was released in March of 2017. Despite market analysts expressing skepticism over the Switch, it quickly became a bestseller, moving more units than the Wii U ever did within a year. Keeping to their strange pattern, a mainline Mario installment akin to Super Mario Sunshine or Super Mario Galaxy was not among the Switch’s launch titles. However, unlike the GameCube or the Wii, gamers wouldn’t have to wait long for Nintendo’s mascot to make a triumphant debut on the Switch.
Immediately after the release of Super Mario 3D World in late 2013, the same team began work on a new Mario installment with a little help from 1-Up Studio. This company was formally known as Brownie Brown – the company best known for having developed Mother 3 alongside Shigesato Itoi. Led by director Kenta Motokura, this new installment was going to revolve around the concept of surprise. Taking note of the surge in popularity of open-world sandbox gaming, Mr. Motokura and his team sought to make next Mario installment appeal to the series’ core audience. Up until that point, they had focused on capturing the attention of causal players.
This game, Super Mario Odyssey, was released in October of 2017. It was notable for having been released in the same year as The Legend of Zelda: Breath of the Wild. This made 2017 the first calendar year in which Nintendo released both a console Zelda installment and a console mainline Mario game since 1986. On top of that, 2017 is popularly considered one of the greatest years in the medium’s history. With no shortage of strong competition, did Super Mario Odyssey stand out from the crowd?