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Mario Kart Tour – Review

Mario Kart Tour looks the part, but is let down by the typical mobile shop features and a clunky control system.

I have been a rabid Mario Kart fan ever since I was able to pick up a video game controller. Over the last two decades I’ve given each entry in the series a spin, from the early-noughties GameCube title Double Dash all the way up to the latest Mario Kart 8 Deluxe for Switch.

I’ve spent countless hours perfecting my driving line on certain courses, racking up an embarrassingly large amount of points through online multiplayer, and beating friends on the regular. So, naturally, you can imagine my excitement when a new mobile game was announced – Mario Kart Tour.

The game finally released today and after an hour or so of play, I’ve found that it’s a mixed bag of gorgeous graphics, momentary racing thrills, and frustrating control schemes that dampen the fun at nearly every turn. It’s a more substantial Nintendo mobile game than Animal Crossing or Miitomo and will keep you engaged for longer, but if you want the full experience it’ll cost you more than a few pennies and probably won’t be as satisfying as the main games.

How does Mario Kart Tour work?

Mario Kart Tour is structured differently to previous versions of the franchise and utilises mechanics that cater toward typical mobile gaming behaviours.

Rather than dropping you into a full grand prix with four long races at a time, for example, Mario Kart Tour splits its cups into singular, shortened races that you can opt in and out of at any time. The focus is on short bursts of play rather than long sessions and for the most part this works well.

Each race is two laps long and there’s a variety of combo scores, currencies, and XP opportunities to continually level up as you go. As expected there is a premium currency alongside the freemium ‘coins’ and you can purchase bundle packages to unlock specific content.

It can be a bit intimidating at first as there’s a lot here to wrap your head around, but once it does click you’ll find tons of interesting ways to customise your kart and get the best scores possible.

Old courses are back from various eras of Mario Kart as well as new ones based on real world locations, including both New York and Paris. You can now carve up the track and jump through the Eiffel Tower…or trash the city, apparently.

https://youtu.be/84uYTXyLS3c

Multiplayer currently isn’t available but has been promised in a future update and we should expect more characters and vehicles to be added in the coming months. I won’t be happy until Funky Kong is back on the roster.

A visually impressive experience

As soon as you open the game up, it’s obvious that a huge effort has gone into game’s look, which nails the cartoony and bright-coloured vibe of the series. Everything you’d expect to find is here; item boxes, jump pads, coloured drifting sparks, the works. The variety of vehicles and customisable options is great and the new XP dynamic adds a fresh level of progression that’ll keep you logging on every few days.

New ‘ranked’ cups give you the opportunity to win bigger rewards, combining your scores from four races and ranking them against others. This feature works well, offering an incentive for players to return frequently and dishing out rewards to the most skilled players.

Overall this feels like a distinctly Mario Kart package, from its item choices to its bouncy soundtrack. Where it falters is in its control scheme, ridiculous amount of micro-transactions, and expensive loot box systems it throws at you from the very beginning.

A bombardment of expensive bundles

Mario Kart Tour seems to have crammed every premium currency tactic possible into its shop and menus. Players can pay £5 a month for ‘gold’ membership (the same price as Apple Arcade which has access to, ya know, hundreds of games as opposed to one), or buy premium ‘rubies’ which range from £2 to £65. As well as that, you can also buy bundle packages for up to £20 that include several XP upgrades and a single character. The one currently being promoted includes Mario.

Yes, you have to pay extra for Mario. In Mario Kart.

It’s easy to see why Nintendo have opted to go down this route. Mobile games that offer in-game items for real cash tend to make much more money that traditional, pay-at-entry titles. I’m not even that opposed to including a store for premium items but here it is excessive and overwhelming.

The subscription model doesn’t make much sense, given that this is a light game that doesn’t have a huge amount of depth outside of its customisation options. £5 a month is far, far too high considering the competition, and that charge doesn’t even include the premium ‘rubies’ that’ll cost you extra. Younger kids could easily wind up spending hundreds upon hundreds on this game with not much to show for it. To me that feels greedy, and its constant interruption into regular play is not consumer friendly.

The controls are somewhat clunky and unresponsive, too. Players will automatically move forward in Mario Kart Tour and swipe either side to turn. You can’t move without drifting, however, making steering a difficult skill to get used to and one that’s far more limiting than any of the main games in the series. Reversing or veering off track is impossible, which results in shortcuts being almost non-existent and diminishing the need to learn each course off by heart. The races are fun but linear, and using premium items will most likely give you the edge over the competition.

A fun racer bogged down in transactions

Overall, Mario Kart Tour is probably best enjoyed as a standalone spinoff to the actual games. It won’t serve as a replacement for Mario Kart 8 Deluxe, nor does it offer a solid enough control scheme to compete with any main series title. Where it does work well is in its visual appeal, progression system, and daily challenges, which are a great way to retain audience interest long-term (even if many of them cost real money).

It’s just a shame that Nintendo has bought into the heavy monetisation tactics that are used by so many companies in the mobile gaming industry. Apple’s new Arcade subscription is a deliberate attempt to tackle these kinds of practices – they’re damaging to consumer wallets and are unfair gambling systems. It’s particularly disappointing when you consider that Mario Kart is largely aimed at younger players, who likely won’t be as savvy when it comes to the controversy surrounding loot boxes.

If in-game content was cheaper and offered through a fairer system, I’d have a lot of love for Mario Kart Tour. As it stands it’s a relatively enjoyable but flawed free-to-play racer that could reach great heights if it drops all of the heavy paywalls surrounding so much of its content.

I won’t be turning off my Switch any time soon.

2
out of 5

Mario Kart Tour isn't a true successor to the main games, but there's some fun to be had.

There is a framework of a quality title here but it's lost in over monetisation, subscription models, and limiting control schemes.

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