Mario & Luigi: Dream Team | |
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![]() Packaging artwork released for all territories.
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Developer(s) |
AlphaDream Good-Feel (Giant Battles) |
Publisher(s) | Nintendo |
Director(s) | Hiroyuki Kubota |
Producer(s) | Akira Otani Yoshihiko Maekawa Toshiharu Izuno |
Artist(s) | Akira Noguchi |
Writer(s) | Hiroyuki Kubota |
Composer(s) | Yoko Shimomura |
Series | Mario & Luigi |
Platform(s) | Nintendo 3DS |
Release | |
Genre(s) | Role-playing |
Mode(s) | Single-player |
Aggregate scores | |
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Aggregator | Score |
GameRankings | 80.65% |
Metacritic | 81 out of 100 |
Review scores | |
Publication | Score |
Edge | 7/10 |
Famitsu | 38/40 |
Game Informer | 8.50/10 |
GameSpot | 8 out of 10 |
IGN | 8 out of 10 |
Joystiq | ![]() ![]() ![]() ![]() ![]() |
Mario & Luigi: Dream Team, known in Europe and Australia as Mario & Luigi: Dream Team Bros. and in Japan as Mario & Luigi RPG 4: Dream Adventure (マリオ&ルイージRPG4 ドリームアドベンチャー Mario ando Ruīji Aru Pī Jī Fō: Dorīmu Adobenchā?), is a role-playing video game developed by AlphaDream for the Nintendo 3DS. Revealed on February 14, 2013 on Nintendo Direct, it is the fourth entry in the Mario & Luigi series of Mario role-playing games. The game was released in Europe on July 12, 2013, July 13, 2013 in Australia, July 18, 2013 in Japan and in North America on August 11, 2013. In the United States, a download code for the game was included with a silver Mario & Luigi themed Nintendo 3DS XL.
Dream Team features gameplay similar to previous Mario & Luigi games, in which the player controls both Mario and Luigi, who explore the game's overworld together and fight in turn-based battles. Like the previous games, players can individually control actions with Mario and Luigi to attack and dodge enemies, and learn various 'Bros Attacks' by finding Attack Blocks. This game uses 3D graphics for backgrounds and pixel art for characters. Players are also now able to save their game anywhere on the overworld, as well as via Save Blocks, and some Bros Attacks make use of the 3DS' gyroscopic features. The Badge system from previous games is enhanced, allowing players to store multiple badge effects once charged, encouraging players to change up their badge combinations to store various effects. If the player loses a battle, they will have the option to try on an easier mode and receive optional hints for fighting certain enemies. The rank-system introduced in the previous game was refined as well, now giving players the ability to select certain bonuses upon reaching a new rank such as an additional equipment slot, further stat increases on level-ups or cutting BP-cost in half. Some bonuses can only be chosen once later ranks are reached. Due to there being more bonuses than ranks, it is not possible to get every bonus in one playthrough.