When Super Mario Odyssey was first announced, the very first thing we saw was a realistic-looking city. It could've been New York with its yellow taxi cabs and bright billboards littered all across the skyline. People with actual, believable human proportions were walking around this city. Then, our favourite Italian plumber leaps out of a manhole cover, and we knew we were in for something special.
Super Mario Odyssey is a game where Mario is thrown into a plethora of different worlds, from a prehistoric island, a crimson sand desert, a kingdom made entirely of colourful foods and even the moon. We're being selective here, but the point we're making is that Super Mario Odyssey's worlds are creative, bizarre, and combine multiple different art styles seamlessly.
One person we have to thank for this is lead VFX artist Junki Ikeuchi, who also worked on The Legend of Zelda: A Link Between Worlds, ARMS, and the Nintendo Labo. In a posting to Nintendo's Japanese recruitment site, Ikeuchi has shared some insight into how he got all of these designs to work together — especially given Mario's more cartoony look.
The piece has been translated by the folks over at Nintendo Everything, and in it, Ikeuchi brings up that first promotional trailer — which came out before the Switch even launched!
Before the release of Super Mario Odyssey, we made an announcement trailer for the game where Mario leapt from a manhole and ran around a CG New York-like city. The concept of the video was to have an animated Mario contrasted against a realistic, lifelike cityscape. As the effect designer on the project, this created many challenges for me.
When Mario runs in Super Mario Odyssey, a small white cloud of smoke appears under him. Senior colleagues of mine often say “effects are like glue” that also hold things together when things in the game interact with each other. When Mario throws his hat and it hits an enemy, things like stars pops up to visually let you know that you’ve hit the target.
When Mario interacts with the ‘real’ world, the big problem was choosing which of the two art styles the visual effects should resemble. Should we choose an effect that resembles the animated Mario? If so, it wouldn’t match the realistic city, and the same could be said for the reverse. To solve this problem, ideas were taken from both themes and blended together.
Even though Mario clearly stands out from many of the world's designs (remember that boss fight towards the end of the game), there had to be some form of cohesion. Recognisable details like the cloud of smoke from Mario when he runs, and stars when he hits enemies, helped make this feel like a Mario game even if it was set in a huge city, or a Japanese castle.
But Ikeuchi was conscious and didn't want one 'style' to overtake the other, so faced many challenges during the game's development. The team felt that as effects get closer to Mario, they could become more 'Mario', and every character would need different effects. Ikeuchi also hones in on the Cappy abilities, and how Mario transforms into whatever he's capturing. The team needed a lot of help developing a game for the new Nintendo system, and these transformations were made possible because of that help.
Take for example, a waterfall in the middle of the wilderness, which has a realistic splashing effect. But when Mario hits something, cutesy stars pop out instead. We didn’t want every character in the game to have the same effects. If a dragon breathes out fire, the fire gets more realistic the further away it gets from Mario and we kept that design choice in mind when making all the effects across all stages in the game.
Effects design may seem simple when compared to character design, but the technology allows for more unique expression. Implementing the technology, however, is not something a designer can do alone. You need help from programmers to help apply the ever-evolving technology to effects, and we had a lot of help with this in Super Mario Odyssey.
The disintegration effect when Mario captures an enemy is one such example. It was a joint effort with the programmers and is an example of how technology can be used successfully.
One of the best things about this job is that we can add a single effect to allow what’s happening on screen can take center stage. In a forest stage, adding mist creates a more natural look. Or if from outdoors you see a picture of a cherry blossom tree – it is beautiful on its own, but what happens if you add a wind effect into it? The context of the picture changes and it depicts the progression of time. Effects not only glue things in the game together, but they’re something additive to the world. The job of effect designer is not just to make effects but make the game feel more ‘real’.
The blend of environments and art styles allowed for a lot of freedom, and the variety meant that the VFX artists had a lot of flexibility on how to make these places seem more 'real'. It made Odyssey feel coherent even if every single world looked different and helped catapult the game to a magical status.
Super Mario Odyssey is nearly five years old, and it still makes our eyes sparkle whenever we see it. From exploring the galaxy to going on vacation, the one thing we know about Mario's 3D adventures is that we never know where he'll go next, and Odyssey has proved that even if we think that the galaxy is the limit, then it can smash through that and create many fantastical worlds we never thought possible.
What's next, Mario?
[source nintendoeverything.com]
Comments 22
Next, Mario using ultra futuristic weapons like Ratchet & Clank with his new partner in futuristic world and outer planets.
Luigi and other characters also playable with different skills.
Also, they can talk, not just grunting.
Use this recipe for next 3D Mario games.
Quite a random piece of news content this long after Mario Odyssey's launch, wouldn't you say? I doubt there's any clues hidden away in here, but with the movie on the horizon and a reasonably big gap from the last Mario game, it does get the mind racing...
Personally, I still feel a bit fatigued on Mario after the 35th anniversary. Playing and completing Mario 64, Sunshine, Galaxy, 3D World and Bowser's Fury all in the space of a few months has left me happy to wait a bit longer. Yes, that was my choice to play them all... but that's like being in front of an all you can eat Chinese buffet and only picking one thing!
About time for a sequel. Long overdue really!
Sonic Team: …nah, just stick in homing attacks!
Even though it's not my personal favourite level from the game (Bubblaine ftw), New Donk City is certainly the most memorable and the design being so GTA-esque really helps in that regard. For a game absolutely oozing with creativity up the wazoo, it takes something real special for a level to stick out in your mind. With Bubblaine, it would be the music and scenery and with New Donk, it's a bit of both combined with an ungodly level of pizzazz.
To summarise: Mario Odyssey is a fantastic game.
“Super Mario Odyssey's worlds are creative, bizarre, and combine multiple different art styles seamlessly.”
While I agree with creative and bizarre, I’m not sure about seamless. To me, Odyssey is a ‘toy box’ in every sense; overflowing with ideas and creatively, but also a massive, unapologetic hodgepodge of stuff that’s been smooshed together with gleeful abandon.
The question of “Is it aesthetically consistent?” has taken a complete backseat to “Is it fun, novel, or interesting?”
This all helps contribute to the games wacky, goofy identity. It’s also part why it doesn’t hold quite as special a place in my heart as Galaxy. Despite that game not even being set in a ‘world’, the world-building felt better realised.
Still, they’re both very special games in their own ways.
@Anti-Matter Sooooo... Mario + Rabbids?
@TanukiTrooper
Different.
Mario & "Clank".
Mario can talk (everybody talk with voice acting), Mario using various weapons like Ratchet, Mario wears different armor, Mario can upgrade his weapons and his parameter to become stronger, etc.
the next 3D Mario will be open world, Bowser Fury give us a hint how the next 3D Mario could be, i was impressed by the world design of Super Mario Odyssey.
@Anti-Matter a 3D game of Mario speaking would really amazing, but, I think what Nintendo wouldn't this, they're too slow to absorve some tecnologies, online mode is an exemple.
I know I'm in the minority but I found the "a million unconnected ideas and styles and mechanics thrown in a pot with wild abandon" nature of Odyssey completely off putting. Even in the original reveal trailers, seeing Mario in a city, or with a realistic movie quality T-Rex felt kinda cool, but fundementally "wrong". While its a good game, some of the areas in Odyssey were so ugly and out of place, or boring and unimaginative to look at, that it took a lot of the fun out of exploring them, to me.
Probably doesn't help that the first few areas include that black and white desolated area, and then a huge red desert with almost no scenery. Nothing about the begining of the game felt like a fun "Nintendo style" adventure, in my opinion. Complete opposite of the first impressions I got from Peach's castle grounds, Isle Delfino or the opening fireworks and celebrations of Galaxy. I'm not saying it was "bad", it clearly wasn't... but didn't give me the same happy and excited to explore feeligns of other Mario games.
Since 1997 I've been dreaming of a proper sequel to Mario 64 and its never come. Every new game, whilst high quality, has a tacked on gimmick and wildly different aesthetics that don't say "Mario" to me in the way SMB3, SMW and 64 did. 3D World is a lot more like "my" Mario, but of course its not a 3d sandbox like 64 or Odyssey.
Of course, the same concerns of "boring, generic, non-stylised" environments absolutely apply to what we've seen so far of Sonic Frontiers, but I hope at least its consistent with itself and if they insist on that style, the entire world makes sense with itself, and they use that to emphasise the fact that Sonic is "out of place" as a plot/atmosphere point.
Mario as a super deformed cartoon character, walking around amongst realistically proportioned human characters, and not having them all scream in terror or at least look surprised and fascinated, is just weird imo. But I'm aware others really enjoy it so I'm not trying to insult the game. Its just personal preference I guess.
@samuelvictor
Imagine Mario in Ratchet & Clank Rift Apart environments, from the natural to very high futuristic places. Mario Odyssey was like a baby step for next level 3D Mario games.
@Anti-Matter I love the Ratchet and Clank games! But I'm not keen on Mario & co using semi realistic weapons, it feels too far out of character to me. And the environments of Rift Apart are fantastic, and are a perfect evolution for the aesthetics of that series on next gen hardware, but again, feel nothing like traditional Mario worlds.
I grew up with the Super Mario Bros, Land and World games and their related cartoons, comics, choose your own adventure style novels. Those characters and worlds had over a decade of established lore and world building, so anything that strays too far from it feels wrong to me.
Similarly, I didn't like the Shadow the Hedgehog game having guns, because there had been over a decade of Sonic media with no firearms. I've nothing against weapons in games, but not for characters and worlds that have never had them before.
As I said before though, its just my personal preference. I don't mind if this is what others want - its not going to remove my ability to enjoy the older games or media
@Anti-Matter you meant ''dubbed dialogues'' or more ''full sentences'', right? if yes, i agree. I would love to see this in the next Mario game
@Mayro82833u
I really want to see some dramatic scenes between Mario and his brother Luigi when Luigi was concerning Mario for getting injured or having some sad scenes between them and showing their brotherhood with some nice voiceover that fit with the situation. I can guarantee the Nintendo fans and the newbie will crying out to see dramatic scenes with right voice tunes. (Look at the scenes between Ratchet and Rivet from Rift Apart as example)
@Anti-Matter Its possible we'll get those kinds of nuanced emotional story beats and voice acting in the Mario movie... though the fact they are hiring so many comedians for the voice acting means it will probably be mostly light hearted. Sadly, its difficult to imagine a deep story with true high stakes and character building in a traditional Mario platform game, due to the limits of the aesthetic, setups and gameplay loop.
Intelligent Systems started to really flesh out the characters and give them a lot more depth, backstory, hopes and dreams etc with "Paper Mario: The Thousand Year Door" (and to a lesser extent "Paper Mario" and Square with "Super Mario RPG: Legend of the Seven Stars"), but seemingly several people high up within Nintendo didn't like that and instantly went back on it and forbid it from happening again, and none of the follow ups in that series, (or the other RPGs like Mario & Luigi) have tried to expand the characters in any meaningful way. I feel like thats a shame, but I understand why.
They like to keep Mario as blank a canvas as possible, so that they can easily warp him into whatever is needed for spinoffs, marketing opportunities etc. He's their company mascot, and more of a malleable symbol than a truely developed character. Its the same reason Disney keeps Mickey Mouse as bland as possible, but allows their more minor characters far more flavour, personality and character flaws.
Please make that the last time. Really great idea that worked well but I want Mario to be firmly in the mushroom kingdom from now on.
@samuelvictor Mario is not blank. and the fact that he has been used in other games is no excuse, because he has basically the same personality in all these games (except Strikers), which means he kept his person. I understand the limitations part, however, acting like it's not possible is kind of wrong. in Sunshine; there was a more in-depth storyline, and Bowser Jr had character development, in addition to Mario Galaxy where there were epic and even slightly dramatic scenes and an even deeper story. and it worked very well in these games
and with the success of Mario Odyssey; Myamoto intends to work with the next game in more new ways, and still says he's a lot less rigid with story. It's believable, because if he really hated it, he wouldn't have allowed it in the RPGs, Sunshine and Galaxy, and even Odyssey yielded some great moments between characters and plot twists.
@Mayro82833u Well, I hope that all bares out, because there have been many reports over the years of Miyamoto striking down deeper story elements in Mario games or voicing displeasure when they were included in previous games. I agree there was slightly more plot in Sunshine and Galaxy, but nowhere near what was done by Square and Intelligent Systems in previous RPGs, which Miyamoto specifically said he didn't want happening in future games. Personally, I like Mario. I also like Mickey Mouse. Saying they are somewhat of a blank canvas so they can be used as a company mascot is not an insult, I was just explaining to Anti-Matter why I thought an extreme example like he was hoping for was unlikely in the near future, but offering some examples of older games which had deeper plots that he might like to try
@samuelvictor of course it's an insult lol
saying that Mario is a blank slate (or just a pet) is basically the same as saying he ''has no life''(which is clearly a lie).
if it were just one or two games (RPGs in the case) with such a deep story, I would understand. but if that were the case, he wouldn't have allowed 5 Mario and Luigi games(Paper Jam is kind of questionable though), 3 Paper Marios, over the years had so much plot. besides he was the one who wanted the Mario universe to be more expanded in SMRPG, so it's kind of contradictory to say that he really hated that this happened. Mario Odyssey already explains it by itself
@Anti-Matter @Anti-Matter think the same. a dramatic scene between the brothers would be really interesting and very exciting to see. taking into account the different moments between them, Luigi would also have a solid reason to start a drama, because he was mocked and kept silent in the face of it
Wasn’t sure about the approach when I saw it in the trailer. Felt like they were maybe straying too far from ‘Mario world’ into an uncomfortable mish mash of styles. But playing it, I loved it. When Nintendo can be bothered to really innovate, it’s amazing. Shame it doesn’t put in such an effort with its IP more often (Mario golf)
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