WarioWare: Together! review: absurdly addictive, strangely overpowering
“WarioWare: Get It Together’s character swap gimmick adds unnecessary confusion to a thoroughly enjoyable collection of microgames.”
Powerful game loop
Addictive crew management
Weak character gimmick
Lack of advertising control
Low side game potential
Within minutes of playing WarioWare: Get it Together!, I was completely confused looking down at my Switch. I’m not flustered by all those unthinkable buff statues or gachapon-pooping chickens; I just don’t understand why I keep pressing the buttons on my Joy-Cons instead of twirling them around.
In previous iterations, WarioWare games took full advantage of Nintendo’s technological experiments and thrived on it. WarioWare: Touching! great use of the Nintendo DS touch screen, while WarioWare: Smooth Movement is the rare Wii game enhanced with motion controls. In theory, the Switch is a perfect place for the series. Gyroscope, rumbling HD, and seemingly forgotten IR sensor are all like features that can come together to form another intuitive collection of 5-second minigames with innovative control schemes. . So why do I move the joystick and press A in every game?
WarioWare: Together! is a welcome return to one of Nintendo’s most delightfully weird series, offering some lighthearted mobile entertainment. It’s hard to overlook how many missed opportunities though, as it trades in enthusiastic controlled trials for an odd character swap trick down to Earth.
What a character
Structurally, WarioWare: Together! is something of a return to form after the difficulty of the Wii U Games & Wario. It’s a collection of fast-paced minigames where players have to complete mini-challenges in quick succession. One minute you squeeze ketchup on a plate of spaghetti, the next minute you put out the fire by tilting a peeing cherry statue to the right. The joy of WarioWare is that it doesn’t give players more than a second to deal with its weird visuals. The game ends in a matter of seconds, making it a series of absurd twists and turns.
The main difference this time – and that’s a big one – is that the game features multiple characters, each with their own distinctive play style. Wario can freely move on the screen and overcome obstacles. Meanwhile, the 9-Volt only skids back and forth, firing the projectile straight up. Every minigame is designed so that any character can complete it, although the player may need to think hard in some situations.
It’s as smart as it is uneven. Sometimes I stumble upon a surprising solution that makes me feel like a crazy genius who broke the game. A microgame requires the player to push up a dog’s tongue so it can swallow water from a drip. Instead, I found that I could use Penny, who has a water gun, to simply fill its mouth without interacting with its tongue. The ability premise works best when players can accidentally stumble upon such small moments.
Get it together! usually requires the player to assemble a small group of characters to tackle any given playlist, but there are some that I never even thought of using.
However, that is few and far between. More often, I find myself against goals where my character is objectively worse than others. That’s especially noticeable when it comes to characters that can freely fly around compared to those who can only move by grabbing the movement rings. A small game that has players looking for cell phone signals. With a character like Wario, it’s as simple as flying through several symbols to find the right one. With someone like 16-Volt, a stationary character that needs to throw a bullet at a ring to move, that game is a total struggle.
Get it together! usually requires the player to assemble a small group of characters to tackle any given playlist, but there are some that I never even thought of using. Characters like Pyoro, who uses his tongue at a diagonal angle to attack, are difficult to use and don’t have any real advantage. Why did I choose him over Ashley, who flies freely while firing bullets in all directions? The game never gives a good answer to that question, making certain characters feel completely outdated.
While its core gimmick doesn’t quite work, the game is still a delightful oddity. There’s a quick, yet fun story mode that takes two and a half hours to complete (seems short, but on par with previous WarioWare games), but the real fun comes from chasing high scores . Players can dive into the mini-game playlist and try to complete as many as they can before losing four lives. While the mini-games aren’t always the best creation of the series (let’s save for the Nintendo-themed game, there’s a hilarious guest from Fire symbol: Three houses‘s tea times), they become especially addictive when played in a high-speed, high-speed match.
However, the most surprising thing is Get it together! link all the systems and its sub-modes together. Story mode and Play-o-pedia (which allows players to simply play a particular mini-game over and over) serve as the main appeal of the game, but they are part of an ecosystem. bigger. The game has achievements, coin rewards for completing different challenges. Players instructing players to achieve certain goals, like getting a certain score on a playlist, give extra motivation to play beyond just chasing scores.
The money earned from achievements is fed into the game’s oddly fun crew management mode. Players basically use in-game cash to buy random items from the chicken gachapon machine. Those items can be given to each character as a gift, granting them a certain amount of experience. As you level up, each character will get some lighting customization options and some artwork. I quickly found myself completely obsessed trying to unlock each “prezzie” and deduce which gift would work best for each character to maximize experience.
However, the most surprising thing is Get it together! link all the systems and its sub-modes together.
More importantly, leveling up increases the character’s ability points in the Wario Cup, potentially becoming the game’s enduring appeal. Every week, the game will present a different ranked challenge list for players to compete against. Get high scores, win some awesome prizes. Since the game was so lacking in online features, this ended up being its only real leaderboard. I spent hours trying to complete the first week’s challenge, a set of super-fast games where the player only controls a 9-Volt skateboard. The more I level him up in crew mode, the higher the point multiplier I’ll get in the Wario Cup.
That’s when the full pipeline reveals itself. Play minigames to complete achievements. Unlock achievements to get coins. Use coins to buy prezzies. Use prezzies to level up your character. Use leveled up characters to gain an advantage in the Wario Cup. It’s an elegant loop that has stuck with me longer than I expected. With the Wario Cup offering ongoing weekly challenges, I’ll most likely keep checking in once a week to hit that full cycle.
Get it together! With a particular focus on multiplayer, this is not surprising given the character selection screen in Super Smash Bros-esque. Two players can work together to establish a high score, or up to four can compete in a series of minigames. While some of the multiplayer modes are simple games, like a boring volleyball game it feels like it’s already built in. Nintendo’s Game Builder’s Garage, modes that revolve around solving head-to-head microgames offer some pulsating fun. Completing a game in seconds is hard enough, and it only gets more stressful when you try to finish it before three other people (or try to finish the game while those three frantically bounce the screen). down when you try to play).
While it’s easy to imagine multiplayer working with players who all know the game, the overcomplicated character system makes it more difficult than a regular party game. In WarioWare, it was hard enough for beginners to figure out how to complete objectives quickly (my inexperienced multiplayer partner stared at the screen as vague commands like “Fill” flashed across the screen). screen). In Get It Together!, they will also need to learn 20 different characters and what each character does. The story mode does a good job of showcasing each character’s powers throughout, but there are no tutorials in multiplayer.
That’s where I come back to my frustration about the game’s lack of Joy-con support. WarioWare: Smooth Movement very successful as a party game because its mini-game is easy to understand. When players are asked to “answer the phone,” it’s not hard to see that they need to lift the Wiimote to their ear. The best WarioWare titles have designs that are so natural that they make them irresistible.
While it’s easy to imagine multiplayer working with players who all know the game, the overcomplicated character system makes it more difficult than a regular party game.
That is not the case here. Instead, players will have to explain WarioWare’s already confusing premise and then run down the character system on it. And since some characters are harder to control or objectively worse in minigames than others, I wouldn’t blame a newbie for feeling completely confused by what’s going on…for these wrong reason.
Get it together! Works best when a high score race goes on for 10 minutes straight. It’s a shame it’s sold hard as a party game, because the Switch is missing so many of those parts. Let me throw my Joy-con over my TV already!
WarioWare: Together! contains a ridiculously healthy dose of fun thanks to a series of very well-constructed play loops, but it’s hard not to think about what could be. Its character-oriented premise is weak compared to previous entries, which featured visual tech gimmicks. Both mini and multiplayer games suffer from a lack of innovative controls. The weirdest thing about this part is how it feels in the end.
Is there a better option?
WarioWare has a completely unique premise, so not really. Super Mario Party is a better minigame-focused party game, but you need to dig into the Nintendo DS or Wii to find a better WarioWare game.
How long will it last?
I was able to clear the story mode and unlock every minigame in about six hours. Even if you want to chase a high score, it’s hard to imagine most players hitting double figures.
Should I buy it?
Are not. At least, not at its full $50 price tag. I had so much fun with WarioWare: Together!, but it’s certainly a lean pack best enjoyed in the 10-minute stretch of its contents.