

Look at the art! It's all done up in nursery school pastels. Yoshi's New Island doesn't need to defend itself from accusations of being a baby game, because that's its entire raison d'être. People take Nintendo to task for making "baby games," and by god, Yoshi's New Island may well be the babiest game they've ever put together. After playing through the whole of Yoshi's 3DS adventure, though, I think the question also somewhat misses the point of what Nintendo and Arzest were going for here. It's a fair question, and it was foremost in my mind as I embarked on this review. As Bob said, "Why can't we just have the original?" Certainly my first reaction upon playing Yoshi's New Island at E3 last year was one of disappointment, and Bob Mackey felt much the same upon sitting down for a more comprehensive demo. That would seem to be perfect cause to damn the game on the spot. Unless it's hidden in a secret stage I've yet to unlock, the single coolest moment from the SNES game – the hallucinogenic "Touch Fuzzy Get Dizzy" stage – doesn't get so much as a passing reference. And it doesn't even manage to incorporate all the original game's great moments. Every single element of this game was taken directly from the original Yoshi's Island this isn't so much a sequel as a visually overhauled remix. Worse, you can play Yoshi's New Island from start to finish without spotting even one new idea. When it came to coming up with new feature ideas, Arzest made a really big egg, nodded with satisfaction, and called it a day. And foremost among those would-be successors figures the tepid Yoshi's Island DS, which was in fact created by many of the same people responsible for this new game. On the face of things, it's certainly the sort of game to inspire distrust among the faithful, seemingly the latest in a long succession of inadequate attempts to follow up on 1995's masterful Yoshi's Island: Super Mario World 2. Yoshi's New Island is one of those cases. Sometimes, though, it behooves us to set aside the cynicism and just take things at face value. Sometimes, it really sucks to enjoy video games. The people who make our favorite games lose their jobs because the multi-million-selling works they create didn't sell enough multi-millions, or do it fast enough.

Avaricious publishers have turned mobile games into a churn of unethical, exploitative products that deliberately defy decades of game design discipline for the sake of a quick buck. Look at all the nonsense we have to deal with just to partake of the medium.īeloved franchises wither on the vine or mutate into something almost unrecognizable. We video game enthusiasts certainly can be a surly and cynical lot, huh? You can't really blame us, though.
