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You can read this review in full in our print edition.
Issue 234, which is out now, features full reviews and Post Script articles on the season's biggest games, including The Legend Of Zelda: Skyward Sword, Uncharted 3: Drake's Deception, Batman: Arkham City, Dark Souls and Rage.
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It may have been developed by EAD Tokyo, but Super Mario 3D Land isn’t a 3DS spin on Super Mario Galaxy. And it might have that familiar raccoon tail wagging at the end of its logo, but 3D Land isn’t really a sequel to Super Mario Bros 3, either. What 3D Land is, then, is Mario, not quite as you know him today, but perhaps as you faintly remember him from days gone by.
He feels different. The supple gymnastics of the Galaxy games have been toned down by the removal of that exuberant triple jump, and the addition of a small charge time at the start of his backflip. These tweaks, together with a frankly plodding default walking speed (you’ll spend the most of the game with the run button held down), make for a plumber who comes as close to his NES incarnation as any 3D Mario so far, and one you can’t fling around with quite the same abandon as in recent years.
Levels often hang in Galaxy-like voids, but whereas the Wii games built their challenges around those signature spheres of fun, 3D Land’s timed courses are defined by the straighter edges of the cubes, blocks and tiles from which they are constructed. They’re no less tightly designed, however – the early levels are relatively spacious, easing your acquaintance with this new Mario’s abilities, before giving way to the pure, uncluttered platforming found in the later stages.


