Cubed Issue #4, April 2016 | Page 26

MARIO AND SONIC AT THE RIO 2016 OLYMPIC GAMES S 24 omething about Mario and Sonic never sat right with me. Maybe it’s traditionalism speaking, but as someone who caught the tail end of the 90s console war, it's bizarre seeing these two once-rivals burying the hatchet, and SEGA going from doing what Nintendon’t to asking them to promote their games. Times have changed, but what hasn’t is the quadrennial tradition of the Olympic Games, occuring again this summer in Rio, once more giving us a great excuse to sit in front of the TV for hours on end and purchase tacky pound shop merchandise in the name of patriotism. Mario and Sonic at the Rio 2016 Olympic Games is the fifth entry in the crossover franchise, which curiously arrives on 3DS two months before the Wii U, and five months before the Games actually begin. At first glance, it’s similar to previous outings: Mario, Sonic and various dull secondary characters par- ticipating in a variety of Olympic events, which play out in the form of Mario Party-style minigames (Sega take note: not Sonic Shuffle style minigames), and occasionally indulge in pseudo-RPG elements and asides like a hub world. While this basic structure has largely made it intact, SEGA have added just enough new gimmicks to keep things fresh; though, sadly, there’s a pervasive sense of familiarity to it all. Two main options present themselves on startup: Quick Play and Road to Rio. Quick Play sees you dive directly into any unlocked event, and thankfully a generous amount of these, sans a few extra modes, are available from the off. If you don’t care about the story you can theoretically never touch it. You’d be ill-advised though, because the Road to Rio is surprisingly its trump card. You play as your Mii and are cast into a miniature rendition of the marvellous city, where you’re accosted by two fellows dressed as Mario and Sonic who demand you choose which mascot’s gym to train at. The choice appears superfluous