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Yoshi And The Mysterious Book Is About Curiosity, Not Conquest

GAMESPOT·May 19 ago·5 min read
Photograph via Gamespot
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Perhaps because he's so cute and marketable, Yoshi's adventures have been designed for a younger and younger audience for the last several years. 2006's Yoshi's Island DS was not out-of-step with the difficulty of a mainline Mario game, but since then, the challenge of mainline Yoshi games has been slowly softened to target younger audiences. With Yoshi and the Mysterious Book, Nintendo has made the gameplay even more gentle for gaming novices–but what it lacks in difficulty, it mostly makes up for in creativity and a playful gimmick built around discovery and exploration. Yoshi and the Mysterious Book isn't a typical platformer. You don't move left to right to reach a finish line, Yoshi can't die, and there aren't enemies to overcome in a traditional sense. Instead, the stages are little biospheres teeming with natural flora and fauna. Rather than fight them, you're there to study and document them–Yoshi is less of an adventurer this time around, and more of a research assistant. You're conducting research inside the pages of Mister Encyclopedia, aka Mr. E, a conscious compendium of all life on a remote, unnamed island. The Yoshis volunteer to jump into the pages of the book and document their findings, putting each of the creatures there through their paces. That usually includes documenting how they taste, what happens if you throw them, how they interact with their environment, and even how they interact with each other. This transforms stages into little standalone playgrounds where you experiment with a new creature and see what it can do. The play is about the discovery itself, as you observe different reactions and the game gently guides you to try new things. It's surprising how well this works. Instead of reaching a goal line, the stages conclude when you make some pre-defined, especially significant discovery. For a set of flowers called ​​Crazee Dayzees, for example, it's using them to grow large flower buds. For Shy Guys, it's finding all of their hiding spots. For Casterway, a creature with a fishing pole, it's catching a huge lunker of a fish lurking in the water below. I wasn't sure how well the game would approach guiding you towards your goals when no two goals are exactly the same, but it works remarkably well. You can always ask Mr. E for a hint, but I rarely needed to. The rhythms of the stages and cascading discoveries often just led me to the right conclusion. Years of Mario platformers, of which Yoshi owes its lineage, makes the general controls feel natural and fluid. You can run, jump, swallow things with your sticky tongue, and throw eggs using the left stick for aiming. But Yoshi and the Mysterious Book also gets a delightful amount of variety out of both its differentiated goals, and its myriad strange creatures. A Snurfboard creature functions like a surfboard, letting you ride on it and do tricks. Meanwhile, a Slugarang, a bug shaped like a boomerang, lets you toss it away as a projectile to mow down grass and trim trees, allowing you to make new discoveries. Each world has at least one creature like these two examples, and their inclusion mixes up the gameplay in some new and surprising way, which helps maintain a brisk pace of variety. And as you get deeper into the game, you start to find creatures that interact with other, earlier ones you had already discovered. You can go back and spend coins to buy hints for interactions you may have missed in a previous area if you want to see them all. I should say here, by the way, that each of these creatures can be named however you wish. You're the archeologist discovering them, so Mr. E lets you name them. I didn't use this functionality much, preferring to hear their canonical names per Mr. E's suggestion, but it's a cute touch that I'm sure kids will enjoy. The story is light to the point of being almost non-existent. Somehow, Bowser Jr. and Kamek have found themselves in the titular book as well and they're searching for a rare species. You restore the pages of the book to unlock new areas, and naturally that means you're on their trail, but you aren't given any particular motivation otherwise. That said, the main story culminates in a plot twist, of sorts, that is so bizarre and left-field that you really need to see it to believe it. The story was too bare-bones to evoke a strong emotional reaction from me, but I was still amused that such a cute game had such a dark idea lurking inside it. Speaking of seeing and believing, the visual style in Mysterious Book is gorgeous. Inside the book, the whole game has a visual layer that makes it look like illustrations on a page, with a colored pencil aesthetic and skipped frames to accent the effect. Especially when played in TV mode, Yoshi is full of expressive reactions to everything he sees, and in particular, everything he tastes. These playful cartoon expressions help to even further accentuate its appeal for younger players. This clear targeting of younger gamers has

Perhaps because he's so cute and marketable, Yoshi's adventures have been designed for a younger and younger audience for the last several years. 2006's Yoshi's Island DS was not out-of-step with the difficulty of a mainline Mario game, but since then, the challenge of mainline Yoshi games has been slowly softened to target younger audiences.…

Perhaps because he's so cute and marketable, Yoshi's adventures have been designed for a younger and younger audience for the last several years. 2006's Yoshi's Island DS was not out-of-step with the difficulty of a mainline Mario game, but since then, the challenge of mainline Yoshi games has been slowly softened to target younger audiences. With Yoshi and the Mysterious Book, Nintendo has made the gameplay even more gentle for gaming novices–but what it lacks in difficulty, it mostly makes up for in creativity and…

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