‘WarioWare: Get It Together!’ Should Learn From Its Title
I love the WarioWare series. It’s frantic and fast-paced, yet never feels out of control. WarioWare traditionally involves completing a series of five to ten second microgames, which has carried on into its newest entry, WarioWare: Get It Together! In WarioWare games, you are given a prompt that describes your objective, such as “Dodge,” giving you a small timeframe in which you have to simultaneously figure out and complete what the game demands of you. Sometimes these microgames are difficult to figure out the first try, but tend to become easier the second time around. As you complete microgames, everything gradually speeds up until a ‘boss’ game is reached, each one usually taking about a minute to complete. On the first playthrough, this is where the stage ends, but on repeated playthroughs, the game ‘levels up’ and continues indefinitely, making all of the microgames more difficult. Generally, the main playthrough takes only a couple of hours in a WarioWare game, leading to a heavy reliance on side content and chasing high scores.
Unfortunately for WarioWare: Get It Together!, it fails in some of the areas that make a WarioWare game fun and balanced. While in past WarioWare games, the way you played would vary from game to game, the new gimmick in Get It Together is comprised of a variety of characters that you directly control, each with their own abilities. In theory, this provides a lot of replay value as every microgame is designed in such a way that every character can complete it — sometimes with slight changes made such as rings to help immobile characters move across the screen. In practice, however, the variety in abilities and microgames make it so there is now an inherent chance factor that can make some microgames painfully easy or, otherwise, nearly impossible. Characters that can fly freely, such as Orbulon and Ashley, more often than not have an advantage, while more specialized characters such as 5-Volt fall into the extreme ends of either a cakewalk or a disaster. You can play with either a few chosen characters or all of them (how many depends on the stage), with the character you play as swapping between games. Because the pairing of character and game is completely random, there is a good chance things will go wrong at some point. As a result, the main story has a rugged difficulty curve, with some stages becoming easier or harder just because of the characters involved.
As far as post-game content goes, there is a striking lack of it present in Get It Together. The main storyline does go a tad bit longer, including the series’ staple ‘all mixed up’ stages into the story itself. I did enjoy my time with Get It Together‘s endgame content, with Penny’s stage being a definite highlight in how it handles its musical aspect. That’s all there really is with this latest WarioWare game, though. The main menu has a ‘variety pack’ option that leads to a variety of minigames, but almost nothing that features the primary microgame-focused gameplay. The only other thing included is a ranked mode that rotates the ruleset each week. If these challenges were more unique, it would have actually been a decent addition, but as it stands doesn’t seem to serve much purpose. The rankings only apply to this one mode as well, as opposed to any of the other story-mode stages which is where the majority of players will spend their time going for high scores. I would be remiss if I didn’t at least mention the multiplayer, as that is a huge focus on Get It Together’s marketing. Over half of the minigames are only available with multiple players and the entirety of the main game is playable with two people, but there’s a severe limitation: no online play. For a game released in 2021 during a pandemic, marketed towards multiplayer, to only feature couch co-op is a huge misstep that may have otherwise saved this game. Because of this, I wasn’t able to experience Get It Together’s true potential.
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