I'm told, for instance, that the game now runs at 1080p resolution when docked to a TV (as opposed to the 720p resolution of the Wii U version), but I'll be damned if I can tell the difference unless I get uncomfortably close to my screen.
Incidental changesĪside from Battle Mode, the changes in Mario Kart 8 Deluxe can be pretty incidental. And the returning Bob-omb Blast feels like one of those crazy variations you used to play in Goldeneye where only explosive weapons were allowed-good for a fun change of pace, but not for a deep competitive dive. Coin Runners also returns, switching the focus from attacking to coin collecting in a way we didn't find completely satisfying. Shine Thief, making a return from Mario Kart: Double Dash, is much more satisfying, emulating schoolyard games like Capture the Flag and King of the Hill. We particularly liked the new Lunar Colony course, which lets you jump high off of crater lips thanks to the low gravity, but all of them are well-designed for fast-paced, at times almost claustrophobic battles when there are 12 cars rolling about. The Wii U version frustratingly put battles on regular courses built for lap-based racing, meaning you could spend quite a while just hunting down opponents to hit with items like shells and bob-ombs.įor Deluxe, Nintendo has taken the time to craft five new battle arenas (as well as revamped versions of three classic courses). The most important update to Mario Kart 8 Deluxe comes in the Battle Mode. Here are some quick impressions of what has changed this time around. Further Reading Mario Kart 8 review: One step forward, one step backThe core racing in Mario Kart 8 Deluxe feels exactly like the Wii U version, right down to the excellent selection of 48 courses, so most of what we said in our original review (plus thoughts on the DLC, which is already included in this package) stand largely unchanged.