There are levels where you simply have to reach an area, making your way through a lengthy battlefield to touchdown on a specific spot. Ubisoft also throws in some alternate objectives and weirder ideas. Yes, you'll spend a lot of time behind cover, but there's a stronger focus on moving between cover, or using Team Jump to reach a more advantageous position. Together, they make battles in Mario + Rabbids more movement heavy. Then there's Team Jump, where moving onto one of your own team members allows them to boost you to another spot on the battlefield. The first is Dash, where your characters or opponents will deal a bit of damage if their movement path intersects with an enemy's position. Mario + Rabbids adds a general sense of speed to the battles through two additional mechanics. It's a welcome streamlining of classic strategy mechanics. ![]() You also do more damage from higher ground. You either hit, you don't, or you flip a coin. There's little of the futzing around that pops up in XCOM, where you'll end up missing a shot on any enemy despite having a high chance to hit. Tall cover lowers the hit chance to 0%, half-cover is 50%, and you have a 100% chance to hit anyone simply standing away from any cover. As an example, most of the gameplay is based around cover, with each of the combatants having a different chance to hit their target based on which type of cover they're behind. Where Mario + Rabbids excels is in cutting away a bit of the complexity from the strategy genre, while still retaining much of the depth. (Sorry, unlike Disgaea, your movement can't be cancelled if you make a mistake.) With multiple moves per character, it's all about maximizing your move combos and squad interactions: bounce an enemy into the air with one attack, where Mario takes aim with his Hero Sight for a second mid-air attack. During your turns, each of your team members can move, attack, and use a secondary ability. Mario + Rabbids is turn-based, so your squad moves as a whole and then the enemy squad moves. ![]() You have a small squad of three, who fight larger squads of various enemies in isometric levels. It's a decent story, but the Rabbids don't contribute nearly as much as they could they're fun, but they're more forces of nature than characters.Īs I noted before, Mario + Rabbids is an XCOM-style strategy game. It's up to Mario, his crew of classic friends, and their Rabbid counterparts to catch Spawny, the Rabbid with the SupaMerge helmet, and restore order to the Mushroom Kingdom. It uses the SupaMerge on the Time Washing Machine, sucking the entire crew and various objects from the lab into the Mushroom Kingdom. The Rabbids stumble into her lab via their Time Washing Machine and one of them puts on the helmet. The game's story begins when a young woman invents the SupaMerge, a helmet that can combine any two objects. Mario + Rabbids: Kingdom Battle is a winner of a game and Ubisoft should be proud of what it has started here. ![]() My only remaining question was: would the rest of the game be just as fun as the small snippet I played at E3? Mario + Rabbids was a good, fast, fun take on the XCOM style of strategy. And yet the first time I played it, I came away a convert. On paper, the idea of a crossover between the Super Mario franchise and Ubisoft's Rabbids seems like something that's not up my alley. "Why does this game exist?" I remember asking myself that when Mario + Rabbids: Kingdom Battle was first leaked and later announced. Some content, such as this article, has been migrated to VG247 for posterity after USgamer's closure - but it has not been edited or further vetted by the VG247 team. This article first appeared on USgamer, a partner publication of VG247.
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