Princess Peach’s Odyssey: Travel Is Dangerous If You Aren’t a White Man
Super Mario Odyssey, as the title suggests, is supposed to be about Mario’s travels from kingdom to kingdom in search of Bowser to once again save Princess Peach. Mario’s quest for moons doesn’t really feel like much of a journey, though. The kingdoms Mario comes across are environmentally different, but there’s little variation in their challenges. To Mario, every kingdom is another land riddled with moons he must collect. Find a time challenge dummy, ground-pound a hidden moon, catch a rabbit, repeat. Mario’s odyssey is not much of an odyssey at all.
Princess Peach’s odyssey, on the other hand, is. Once players rescue Peach from Bowser, Peach decides to travel on her own, and to see a world she’s already seen as a hostage. For Mario, finding Peach in each kingdom is another moon for him. But Peach isn’t traveling solely to provide Mario with more collectibles; she’s looking to discover the world she saw briefly as she was forced to endure Bowser’s crooked scheme.
No land is off limits to her. She even visits Bowser’s castle. She states it’s her first time being on Bowser’s property without being there unwillingly. I think anyone who was kidnapped by someone would never step foot in the kidnapper’s home, but Peach doesn’t care. The stuffiness of her beloved kingdom makes her desperate for adventure, even if it’s in the most dangerous place. For me, finding Peach and listening to what she learns at each kingdom is far more rewarding than playing another minigame or racing koopas.
As Katherine Cross has written, travel for women and people of color “is the essence of precarity; it is purposeful, with each mile potentially being our last.” Games rarely utilize travel as a key component to narrative, but when it does, it’s usually placed on women who risk their lives to travel, and find something about themselves or the world they may not have understood without the ability to wander.
Super Mario Odyssey’s travel theme is wasted on Mario, but resonates when Peach—as well as all the civilians of the other kingdoms—takes the time to explore and learn about the world. While I may love the idea of a game where Peach travels to learn about worlds she’s only glossed over while in Bowser’s clutches, Mario titles will always be about collecting items and moving on.
The same could be said about the Uncharted series. With multiple titles under its belt, Uncharted has perfected its structure with its lead hero, treasure hunter Nathan Drake. Drake and Mario share similarities in how they use travel for personal gain. Uncharted has never been a game about travel per se; its proficiency is destructible environments. Travel for the two men are tied to their heroism. They’re adventurers, and despite both incorporating travel into their narrative, neither Drake nor Mario takes the time appreciate the world he’s protecting.
This changes once Chloe Frazer takes the lead in Uncharted: The Lost Legacy. With her partner and ex-villain Nadine Ross, Chloe travels across India in search for the Tusk of Ganesh, an ancient Indian artifact once sought after by Chloe’s father.
Originally meant to be downloadable content for Uncharted: A Thief’s End, The Lost Legacy was released as a standalone game. It’s shorter than a typical Uncharted game, but because of its brevity, it accomplishes so much more in its emphasis on travel than any of the installments before it. With only one country to explore, Chloe and Nadine travel along the jungles of India in solitude. There’s plenty of gunfights and precarious climbing, but those moments aren’t as compelling as the quieter times when Chloe and Nadine are driving in their truck, talking away. They joke about their affiliation with Drake, and bond over the loss of their fathers. They argue and apologize afterwards, and slowly, their friendship blooms on the road.
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