Showing posts with label Paper Mario. Show all posts
Showing posts with label Paper Mario. Show all posts

Wednesday, May 1, 2024

Paper Mario: Color Splash Review

 (Originally published to Glitchwave on 4/20/2024)













[Image from glitchwave.com]


Paper Mario: Color Splash

Developer: Intelligent Studios

Publisher: Nintendo

Genre(s): JRPG

Platforms: Wii U

Release Date: October 7, 2016


I’m going to need a stiff drink to get through this one…

After Nintendo defecated all over the Paper Mario franchise with Sticker Star, my hopes and dreams to experience a fresh, new game in the series that recalled the JRPG genre format of the previous titles I adored as a child were dashed indefinitely. Playing the abysmal excuse for a Paper Mario game that Nintendo slopped onto the 3DS was the closest I have come to a “monkey’s paw” scenario in gaming. Some divine, sadistic force technically granted me my wish but tossed a litany of loopholes into their wish-making magic that would make me regret that this desire ever crossed my mind for the rest of my life. If Sticker Star was nothing but a torrent of grief, pain, and disappointment, why did I even think to entertain the notion of playing its direct follow-up on the Wii U: Paper Mario: Color Splash? Like a devout religious man who has faced a hardship so agonizing that they wonder if their God has forsaken them, I still have not renounced my faith in Paper Mario. Plus, I seem to be more gullible than I let on. I allowed the hearsay from the internet to convince me that Color Splash was a significant improvement on Sticker Star and that it at least made some headway into emulating the old Paper Mario guard we knew and loved. This collective of people must reside along a river in Egypt because I now know from firsthand experience that they were all in denial.

One aspect I will give Color Splash a bit of credit for is that the game introduces its source of conflict in a manner atypical to a mainline Super Mario series standby. In fact, Color Splash’s premise is surprisingly a bit morbid. On an ominous night with inclement weather, Peach delivers a letter from the distant land of Prism Island to Mario’s residence. Mario leaps out of his chair upon seeing that the latter is composed of a dead Toad, who has been drained of all its color and folded to fit an envelope like some mafioso threat. Shocked and horrified, Mario and Peach set sail to Prism Island to uncover the source of this transgression delivered to them by mail. Upon docking their boat on Port Prisma’s wharf, Mario and Peach witness a disquieting scene where the islet is empty and splotches of its color have been muted to a blank, ghostly white. We then catch a Shy Guy in the act of sucking the paint out of the Toad they arrived here with as the victim of a grizzly murder, giving us the impression that he and his savage race of hooded menaces are the ones responsible for all of these bizarre killing sprees. As lifeless as their empty sheet bodies are flattened on the ground like an unfolded burger wrapper, the status of their mortality is not set in stone. After toying around with a mechanism at the center of the plaza, punching in its code unlocks a paint can located in its center. Huey, the floating, sentient paint can with a color-oriented name the developers thought would be more clever than it actually is, will use his anatomical form to house paint for Mario on a mission to collect the seven color stars and restore this land to its radiant self. While Color Splash’s opening sequence fumbles back into reintroducing undesirable aspects present in Sticker Star, the Shy Guys committing what can be best described as arts and crafts vampirism is a genuinely interesting set-up. Hell, if the commander behind this paper toad genocide is General Guy from the first Paper Mario instead of Bowser, I’ll donate my own blood to Shigeru Miyamoto.

Alas, as the game progresses, all of the unsavory little snippets from Sticker Star become more pronounced. Upon exiting Port Prisma, I don’t even know what expletive I shouted when I saw that progression through Prism Island would be mandated by a map grid as it was in Sticker Star. I hate having to repeat myself, but implementing a feature as streamlined as this in your subversive subseries intended to distort the typical tropes of the most recognizable character in the gaming medium is completely counterintuitive. But wait, the world map grid isn’t constructed like the ordinary constricted linear path that we all saw in Sticker Star. As Mario completes the main objective and the grid extends further across the map, one may notice that its trajectory is a tad asymmetrical. Mario’s journey through Prism Island will have him running all over creation, zigzagging around as carefree as a giddy schoolgirl. While I can almost appreciate the developer’s efforts in averting the congested, block design that boxes in the levels of a “world,” their attempt is laughably tepid. Wearing a bowtie to work instead of your regular necktie isn’t exactly a bold example of sticking it to the man, guys.

I suppose what ultimately matters more when discussing Color Splash’s world is the content and quality of each of the areas inside the map. The first area outside of Port Prisma, “Ruddy Road,” recalls the mild and breezy grassy plain trope that has served as the starting section of the first chapter throughout the series. Because of Sticker Star, however, a concern now arises if this chapter is ever going to deviate from this thematic setting. It turns out that the level theming for each of Color Splash’s chapters doesn’t abide by the restrictions of standard Mario themes. However, many of Color Splash’s chapters are fairly reminiscent of The Thousand-Year Door, and this is hardly an instance of glowing praise. The flat grassland of “Ruddy Road” will lead to the “Indigo Underground” where the progression from the previous level almost mirrors that of traveling from World 1-1 down the pipes to the dark and damp sewers in the original Super Mario Bros. Eventually, the chapter-ending goal is located in a foreboding tower. Sure, both of the classic Paper Mario games (and Sticker Star…) feature this thematic arc as their first chapter, but the stark similarities between Color Splash’s future chapters ring an eerie sense of commonality with The Thousand-Year Door. I don’t think it's a stretch to compare the gladiatorial match between Mario and a swarm of enemies in “The Golden Coliseum” to the WWE smackdown of Glitzville, briefly placing the regular flow of combat in the frame of a stage for violent entertainment. To get to each island level of the fourth chapter, Mario must sail on the “Violet Passage” on a sea vessel commanded by a band of Toad pirates, whose uniform at least discerns them from the copied and pasted Toad models reused from Sticker Star. There’s also a faction of Toads who operate a rail line, but there are no quaint, Agatha Christie mysteries to be solved. Implementing those into the chapter would take a considerable amount of intricate narrative unraveling, something only the classic Paper Mario games were evidently capable of executing. This isn’t what we meant when we requested a Paper Mario game similar to The Thousand Year Door! Even in emulating some of its distinctive chapter themes, none of these wannabes could hope to match their influences because they are ultimately bogged down by Sticker Star’s formula of traversing through linear levels to obtain a Macguffin with the occasional RPG fight in between. Playing a remixed version of the first level from Super Mario Bros. 3 with the dimensional shifting mechanics from Super Paper Mario in “Green Energy Plant” is relatively neat. Still, it’s also based on a level from another fucking Mario game!

While the field gameplay follows the same objective as in Sticker Star, Color Splash implements a new mechanic that coincides with its stark overall theme. To make Prism Island shine again like the fourth of July, Huey imbibes Mario’s hammer with his ceaseless storage of paint that generates from his paint bucket body, allowing Mario to double his idiosyncratic weapon from the Paper Mario subseries as a crude, blunt paintbrush. Unsightly white spots will be filled with a downward whack, and little increments of the restoration process will be compensated with a paltry sum of coins. The lurid shades implanted in Mario’s hammer are the primary colors of red, blue, and yellow, and the player will have to recollect their elementary school education of which combination of these colors mix to make the secondary colors of orange, green, and purple. Unless you are color-blind, finding the appropriate hues to fill in these splotches won’t be an issue. However, the incentive to fill in every colorless crag of Prism Island’s areas is practically nil as they aren’t impediments to progression. All the player gets for being meticulous is an unnecessary surplus of coins and an arbitrary completionist percentage. One new mechanic that does coincide with progression is cutouts, snipping out full outlines of land with a giant pair of scissors to prolong the apparent Staples sponsorship. Unfortunately, the cut-out mechanic directly involves the usage of the gamepad outside of the general function of a standard controller, forcing me to interact with a clunky apparatus more intimately and causing me great duress as a result.

To elongate my pain, swiping the attack cards used during combat also involves expending more unwanted engagement with the gamepad. What are attack cards, you may ask? In lieu of Sticker Star being old hat, the sticker mechanic has simply been rebranded as cards that Mario shoves in front of his face during battle like he’s hiding that he has a royal flush. Apparently, the developers all think we are small children who are easily fooled, for the card system is essentially identical to one of Sticker Star’s most befuddling and flawed mechanics. The saving grace with the cards is that Mario no longer has to weed them from the field, as they are rewarded to Mario for the clean-up job with his paint hammer among other methods like hitting blocks and winning battles. It’s quite fortunate that the cards are at least in abundance because the waning color meter on each enemy is not an efficient visual aid to gauge their health, forcing the player to use overkill attacks to ensure victory. Still, I will never be able to stomach their decision to relegate basic combat to a series of items no matter how comparatively plentiful they are. The action commands are relatively more involved during combat than in Sticker Star, but they never ascend over timely pressings of the A button. The game also provides little motivation to humor the combat just like Sticker Star, for there is still no RPG-oriented incremental stat increase. Funny enough, Color Splash does include a health upgrade for Mario every time he completes a chapter. Why increasing Mario’s longevity isn’t contingent on something such as experience points like in any other RPG game is beyond my understanding.

To my chagrin, the “things” from Sticker Star also make their return in a collector’s card format. They no longer have the power of a total trump card but are still incorporated into the boss battles nonetheless. The mighty foes who serve as obstacles to acquiring the Big Paint Stars for the Port Prisma fountain are none other than the Koopalings, and I couldn’t be less enthralled to see them. When did Bowser’s little bastards become synonymous with banality? Having other series regulars like Petey Piranha and Kamek here reflects poorly on them by associating with the seven standby boss battles for modern Mario fare. Since the Koopalings are here to cause chaos, Bowser can’t be far ahead. It’s revealed that the Koopa King dipped his shell into the rainbow pool in the fountain to see what his backside would look like with a radiant glow of seven different shades. However, Bowser’s disturbance caused the colors to mix, which resulted in a Bowser coated in black paint conjuring up the idea to render this world as colorless as he. Oh, and he also contractually kidnaps Peach, because of course he does. After creating a rainbow road from the combined power of all the fountain’s stars after they return to their rightful positions, Mario gets a lift up the eye-catching arch from Luigi of all people to fight the Koopa King in his fortress situated above the clouds. “Black Bowser” sure looks insidious, and it’s apparently the most evil form that Bowser has ever taken. You see, we’re expected to believe that the coagulation of the colors has unleashed some tyrannical, demonic force possessing Bowser to do its bidding. Are we supposed to believe that Bowser has always been nothing but a rival for Peach’s affections like Bluto and has never thought of world domination beforehand as a primary goal? Hardly.

Despite the pervasive backlash, Intelligent Systems and Nintendo thought it would be ideal to replicate Sticker Star onto a home console. Everything that made Sticker Star appalling shifts over without considering how they impact the experience, regardless of how the fans reacted to these new implementations with utter contempt. Given that Color Splash makes the same mistakes twice over, I’m entirely convinced that Nintendo keeps cranking out Paper Mario titles to spite consumers because all of the changes they’ve made are so minute that it feels like they’re mocking us. Still, I’m sad to say that all of those changes are what ascends Color Splash over the pits of despair and into the realm of stark mediocrity. I have to accept that Paper Mario is now the Olive Garden of the Italian plumber’s subseries, dishing out bland, cheap imitations of the finest cooking I’ve ever eaten.

Oof, madone!

Monday, December 25, 2023

Paper Mario: Sticker Star Review

 (Originally published to Glitchwave on 12/11/2023)













[Image from wikipedia.org]


Paper Mario: Sticker Star

Developer: Intelligent Systems

Publisher: Nintendo

Genre(s): JRPG

Platforms: 3DS

Release Date: November 11, 2012


Look how they massacred my boy…

At first glance, Paper Mario: Sticker Star seemed like an exciting return to form for the skinny, subversive offshoot Mario RPG series. Super Paper Mario’s only significant crime in the eyes of the fervent Paper Mario fan was that the standard 2D platformer direction compromised on the substance that the accessible, yet buoyant RPG brought to invigorate the tired Mario brand. While the more meat and potatoes platformer gameplay in Super Paper Mario was relatively lacking in certain aspects, the straightforward meal being served was surely decorated with some snazzy garnishes and exotic spices to amplify the flavor and presentation to a wild degree. Super Paper Mario was akin to drinking light beer out of a clear, glass top hat that glows in the dark; approaching a beverage that comes by the barrel full in the most unorthodox and quirky manner possible, so it still fits the oddball Paper Mario identity like an oven mitt. With the announcement that Sticker Star was reverting to Paper Mario’s turn-based roots, the devil’s advocacy for Super Paper Mario is almost completely blown back to utter excitement. With the return to RPG gameplay, we can experience another abstract Mario adventure with a concise world map, badges, and proper partner characters with robust personalities and combat abilities. Our son is returning from college, and it's a delight to see him in person after settling for digital communications for a solid three months. However, even with the promise of RPG-facilitated splendor, Paper Mario: Sticker Star is a downright tragedy. Sticker Star is the equivalent of the son from the college analogy dying in a car accident on his way home, and playing it is like watching the medics and coroner peel his bloody body out of the tarnished vehicle. It’s so unpleasant that it's revolting.

For some reason, modern Mario games like to present themselves with a festival of some sort coordinated by Princess Peach. Sticker Star’s event of inane frivolity is gathering around for the annual occurrence of the almighty Sticker Comet that has the power to grant everyone’s wishes. Naturally, Bowser jumps at the opportunity after hearing about this cosmic Macguffin, so he crashes the party with all of his minions and absorbs the divine energy after obtaining the comet for himself. While the festival grounds are in ruin from Bowser’s upset, all hope is not lost. Kersti, a floating silver crown that is the embodiment of the Sticker Comet’s essence, promises to assist Mario in reclaiming the falling star’s power from Bowser before he uses it to dominate the Mushroom Kingdom.

Besides rehashing an overdone plot catalyst from the mainline Mario series, several other concerns arise just from the opening cutscene. For one, has the cat got Bowser’s tongue? Why didn’t he monologue on how awesomely righteous he would be after taking their precious comet, laughing devilishly at everyone is doomed as a result like he normally does? Where is his assistant Kammy Koopa, hovering right behind the Koopa King to humble him with her advisory input? In Sticker Star, the snarling, practically mute Bowser from the mainline series and the immature, comically inclined one we’ve come to adore throughout all of Mario’s RPG spin-offs are now unfortunately interchangeable. Also, every single Goomba and Koopa seen in the introduction is acting as enemies causing a commotion in the quad, which means that these two species of Mario foot fodder are now simply relegated to positions as grunts in Bowser’s army. So much for erasing the stigma with non-partisan Goomba and Koopa citizens of the Mushroom Kingdom. Having other species that roam the Mushroom Kingdom sure would’ve spruced up the heavily homogenized Toad Town hub of “Decalburg” considerably. Not only are Peach’s shroomy denizens the only ones that reside here, but their designs are the commonplace Toad model with little color variation. There are no toads with glasses and mustaches, no elderly toads, no preppy celebrity toads, no toad martial arts masters in uniforms: only the most basic of toad designs scanned thousands of times on a paper copier. Paper Mario’s characters and their dynamics are now indiscernible from the ones found in the mainline Mario series, and this is really Sticker Star’s most fundamental flaw. Mainline Mario can skate by with one-dimensional characters because the player will constantly be focused on the fast-paced platformer action, requiring tighter concentration on every momentary leap. In a slower-paced, character and dialogue-driven genre like a JRPG, the dynamic nature of the eclectic cast and the NPCs, regarding their appearances and personalities, can either make or break the experience. They really couldn’t have formulated a more literal translation of the typical Mario experience in the RPG realm, making what was deemed as more traditional narrative fare in the first Paper Mario seem like an avant-garde depiction of a Mario story by comparison. Because mainline Mario is arguably the least narratively rich franchise in gaming, Sticker Star’s story (or lack thereof) suffers completely.

If the blank characters are any indication, Sticker Star also extends its skin-wearing symmetry with the mainline Mario series with its levels. Mario’s range of level themes is the archetype for all platformer motifs, using base elements to diversify the handful of areas on display. Because Mario established the blueprint of elemental themes that all subsequent Mario games and derivative platformers followed, their prevalence became exhausting. This is why chapters in Paper Mario set in raucous wrestling arenas, poshly-decorated commercial trains, and the fortresses of sweaty, stuttering uber-nerds are highly refreshing deviations from the simple layouts found in the mainline series. Even the first Paper Mario that stayed loyal to the Mushroom Kingdom setting at least used the RPG format to let the tired topography breathe to the extent of livability. Sticker Star and I’m not shitting you, not only features the bare bone essentials of the standard elemental themes with its six worlds but the progression is also conducted via a grid-based map like the one in Super Mario Bros. 3. Progression is but a means of trekking to the end of a level as one would in a standard platformer-centric Mario game, only halted by the turn-based combat at several occurrences along the way. Overall, most of the worlds found in Sticker Star act as less lively versions of the environments from the first game. The desert area does not have an Arabic toad plaza, the Boo mansion isn’t creepy in the slightest, and the tropical jungle does not have a single Yoshi in its wild grasses. The developers couldn’t have approached this facet of the game with a more by-the-books method if they tried.

Mario’s leisurely trajectory through the Mushroom Kingdom will also be detoured often by the game’s main collectible and namesake: the stickers. From the hub of Decalburg to Bowser’s fiery domain in World 6, stickers will be plastered all over the land like a daycare center. Fortunately, Mario does not need a razor blade to procure these collectibles, for they simply tear right off with a moderately forceful pluck. Firstly, I must delve into a tangent with the absurd emphasis Sticker Star puts on paper and paper-related products like stickers. Modeling Mario’s world out of paper was strictly a pleasing and quirky visual aesthetic that compliments the storybook aura of the whimsical Mario RPG. The few special paper “curses'' inflicted onto Mario in The Thousand-Year Door were presented with a tongue-in-cheek sense of irony, a novel idea of actually warping Mario’s thin anatomy into paper objects as a jokey afterthought when the first game forgot to utilize it. The developers here seem to be convinced that paper itself is the selling point of Paper Mario, with the constant crumpling of characters like refuse and weightless floating moments. They think Paper Mario will inspire players to pursue a career at Staples. Eye-rolling paper gags aside, I start to audibly groan when the paper initiative is instilled on the field as a mechanic. Sticker Star heightens the tearing of the small stickers to ripping the foundation of the foreground, leaving behind the molecular substrate of the architectural bearing. It's an interesting mechanic in theory, but leave it to the developers to botch its execution. Filling in the required patch to hurdle over an obstacle is merely a matter of finding a suitably sized construct and placing it over the impediment. This mechanic could have warranted some intriguing puzzles, but even Sticker Star’s new properties are painfully streamlined.

The sticker mechanic is boring and condescendingly easy on the field, but how they are used in combat is bafflingly flawed. There is a reason why most of the stickers are shaped like boots and hammers, Mario’s primary attack options one will recognize from the first two Paper Mario titles. Each sticker equals an allowance to attack, one per sticker collected that is displayed in a sticker album along with the healing items that Mario must peel off the walls. If Mario does not possess any attack stickers in his inventory, the only option he has at his disposal is to scurry away like a yellow-bellied coward. I could understand that the developers implemented this bizarre system to supplement the already bland digression of Paper Mario’s turn-based combat, but this is a horrendously miscalculated decision. The basics of combat should NEVER be relegated to a disposable item, regardless of whether or not it has been watered down to the point of melting. Coaxing the player into meticulously searching for stickers to stand a chance even against the wimpiest of Goombas just enforces long bouts of tedious grinding to pad the game. Or, at least it would if the player doesn’t realize that there is no incentive to fight enemies because Mario cannot gain experience points from battle. All Mario receives is a sum of coins, used to buy more stickers I might add. No, I am not kidding. The sticker system that the developers coordinated as this entry's specific gimmick can be eluded almost entirely.

Upon hearing this revelation, one might ask themselves that if combat can be avoided entirely in Sticker Star, how will Mario fare against the game’s bosses? Well have no fear, fellow gamers, for the developers have thought ahead for this predicament, and what they’ve devised is of course, really fucking stupid. In each world, Mario will stumble upon a “thing,” a notable domestic object of interest whose conspicuous nature is highlighted by its size and sharper, rounder graphical rendering. These series of sore thumbs can be used by Mario once he converts their state of solid matter into stickers and uses them on the field to bypass obstacles (ie. the vacuum in the desert world). Where they come into play with the bosses is that these household apparatuses are exclusively the keys to conquering each boss, their Achilles heel that will bring them to their knees. Naturally, this connotes that all Mario has to do is use the “thing” item during a boss battle without any supplementary damage to it from regular attacks, but it's also the only way to subdue the boss at all. Imagine the cricket sound badge from The Thousand-Year Door as not only Hooktail’s weakness to give the player an advantage but if it was just a pass to automatically win the fight. “Winning” the fight is simply a reward for collecting the badge at the end of the day. Did they overlook this, or were the bosses intentionally this cheap and effortless?

Super Paper Mario is looking pretty good right now, isn’t it? Paper Mario’s former less-than-favorable effort on the Wii was an odd duck that took some wild liberties with the gameplay and pissed off some series veterans like myself at the time, but it is a goddamn masterpiece compared to Intelligent Systems follow-up to Super Paper Mario when they decided to appease fans with another game revolving around turn-based combat. Sure, it technically returned, but at what cost? At least Super Paper Mario was funny, creative, irreverent, and offered something outside the capabilities of typical Mario procedures. Paper Mario: Sticker Star is not a return to form: it’s an aggressive deviation in every shape and form. It’s generic, bland, pointless, broken, tedious, and mind-numbingly boring, all negative characteristics that do not match its Paper Mario brethren. It offends me in every way imaginable. Perhaps the biggest offense is that the process of sizzling all of the taste out of Paper Mario was a calculated effort on the part of the developers thanks to Shigeru Miyamoto’s “guidance.” If this isn’t just a grapevine rumor, it's time to put Nintendo’s patriarch in a rest home.

Tuesday, September 13, 2022

Super Paper Mario Review

 (Originally published to Glitchwave on 3/30/2022)













[Image from igdb.com]


Super Paper Mario

Developer: Intelligent Systems, Nintendo

Publisher: Nintendo

Genre(s): 2D Platformer, Action RPG

Platforms: Wii

Release Date: April 9, 2007


If one radically changes the elements of any franchise, this decision is naturally going to garner some contempt from long-time fans. One of the most appealing aspects of franchises is a sense of familiarity. Too much deviation away from this familiarity might alienate those fans who expect to be at a certain level of comfort for a new experience. Judging by the massive scope franchises have across film and video games, most consumers are enticed by this familiarity as it gives them comfort. It's the difference between dipping your toe in the water and running headfirst into it with a cannonball. A franchise one is familiar with connotes that they somewhat know what to expect from a new entry. When the developers pull the rug out from under the player and offer something completely different, one's expectations need to be forcefully modified. This feeling of being taken out of my comfort zone to an uneasy degree was what I endured when Super Paper Mario was released, and I was not the only person who was taken aback by this game. In 2007, the previous Paper Mario titles were two new favorites in recent memory, and I was over the hill about a new Paper Mario title on the new Wii system. Once I played it, the obvious signs that this was a different kind of Paper Mario immediately sent pangs of disappointment running throughout my being. In retrospect, the series has disgraced itself to the point where Super Paper Mario looks like a masterpiece in comparison. Still, the game's bold direction after creating a solid RPG foundation at the time was likely to cause some severe ire.

I can't think of a more polarizing decision on the part of the developers than to change the genre of a long-running series. As an adult, I'm impressed by the brass balls on Intelligent Systems for doing this to Paper Mario. I was distraught and even borderline offended at their gumption as a child. The series' unique and accessible approach to the JRPG genre was blown to the wayside in favor of a 2D platformer with JRPG elements. How could they strip away the most fundamental aspect that made Paper Mario the refreshing, invigorating series that it was? One of the most compelling aspects of the previous two Paper Mario games was how they used the JRPG genre to flesh out the Mario universe and subvert the tired tropes we had become all too familiar with while playing the mainline series. A Paper Mario title in the 2D platformer realm felt asinine, like emulating the genre of the main series made the Paper Mario series irrelevant and redundant. Paper Mario had proverbially crawled back into the womb, a disheartening event that left many fans, myself included, disenfranchised with Paper Mario. Upon further reflection after picking this game back up after so many years, I've reached a point of clarity. Perhaps the core aspect of Paper Mario isn't the JRPG gameplay, after all. As I've stated before, the key ingredient in Paper Mario's evolution is irreverence. The first game subverted the tropes of the mainline Mario series, and The Thousand-Year Door expanded on this by subverting the makeup of the first game. If irreverence is the most vital initiative to Paper Mario, then Super Paper Mario is on the right track.

One of the most subversive things about the plot of The Thousand-Year Door was the fact that Bowser was not the central antagonist. Grodus and his legion of X-Naut ignoramuses made for enticing bad guys for Mario to defeat, even though their villainous plans involved the exhausted Mario series staple of kidnapping Peach. Super Paper Mario follows this trend of deviating from Bowser as the main villain splendidly, introducing us to the mysterious debonair Count Bleck. The first course of irreverence that Super Paper Mario introduces to the player is the opening, where a panicked Toad runs up to Mario's house and tells them the princess has been captured once again. Naturally, both Mario and Luigi assume that Bowser is the perpetrator and confront him at his castle. A violent skirmish is negated when Mario realizes that it was not Bowser who kidnapped Peach. The real culprit, Count Bleck, materializes both himself and Peach using an alien, indescribable magic force. Count Bleck then uses the same power to summon a black hole that sucks in Bowser, Luigi, and all of Bowser's minions. Mario is unscathed by the ordeal, left alone in Bowser's castle. Once he awakens, he meets a butterfly-shaped "pixl" named Tippi. She urgently beckons Mario to come with her to rescue all of his friends, for Count Bleck has formed something known as the "Chaos Heart" by marrying Bowser and Peach. This event has created a dark void in the sky, said to be a prophetic catalyst foretold in the Dark Prognosticus book that will swallow the universe whole. Conversely, a book called the Light Prognosticus tells of this impending doom being stopped by heroes, namely Mario and his friends.

Immediately as Mario arrives at the hub of Flipside, the player gets the impression that this is not the standard Paper Mario fare. While it is off-putting at first, I suppose I can diplomatically say that Paper Mario translates competently into the 2D platformer genre. After all, the range of movement across the 2D platformer genre is as flat as paper. Ironically for a game that explicitly uses paper as a design choice, the world of the first two Paper Mario games is surprisingly robust. The developers fused a pleasing aesthetic that incorporated 2D and 3D textures to flesh out the world and makes it seem vast. The other-worldly dimension Mario finds in Super Paper Mario looks as flat as…well, as flat as paper. Conveying paper's smooth, leveled qualities was never a clear initiative of Paper Mario's design, but it comes as natural when the game has been shifted to a 2D platformer. However, the developers compensate for streamlining the design of Paper Mario by giving it a surrealistic quality. The foregrounds, backgrounds, and NPC characters have a consistently abstract, cubist design fitting for something of a Picasso painting. The third entry in the Paper Mario series was ostensibly the time to get expressionistic, fitting for this entry because cubism was arguably an irreverent movement that subverted the shape and design of art. The world may seem comparatively shallow to the first two games in terms of design, but at least its look is refreshing and seems appropriate for Paper Mario.

The more important and controversial aspect of the series' transition to a 2D platformer is Super Paper Mario's gameplay. Gone is the idiosyncratic, accessible JRPG battle system that acted as the main appeal of the first two games, opting for a game with strictly 2D platformer gameplay like many of the mainline Mario games. The 2D platformer gameplay of the mainline Mario titles is perfectly fine, and I'd even argue that they are some of the tightest, most fluid 2D platformer games. However, the appeal of Paper Mario is that the JRPG foundation deviates entirely from the main series. Yet another 2D platformer in a series that basically sets the standards for the genre does not pique the interests of gamers who yearn for something different. As one can expect if they've played a Mario game, Mario moves from one side of the screen to the other while jumping onto his enemies and crushing them with the might of his brown Italian loafers. What separates Super Paper Mario from the mainline series is the experience points that Mario accumulates that automatically levels up either his health or his attack power. It's a good thing that Super Paper Mario still retains some RPG elements from the previous games because the 2D platformer gameplay is not up to par with the fluidity and grace of Mario's movement found in the mainline series. Mario's jump hitboxes can be wildly inconsistent, damaging him unfairly. Fortunately, the JRPG health system makes the amount of total health plentiful, so the player will only be moderately irked by taking damage from slightly inaccurate jumps. The controls in Super Paper Mario are overall very slippery. The greasy, slick movement often results in many awkward moments, such as periodically slipping off of platforms and knockback from both receiving and dealing damage. The platforming controls are competent enough that they don't become too much of a grievance, but they wouldn't fly in a typical 2D Mario platformer.

When I said that the world of Super Paper Mario became as flat as paper to fit the 2D platformer genre better, that wasn't entirely true. The new "flip" mechanic allows Mario to see this strange new world from an entirely new perspective, a three-dimensional perspective, to be exact. This mechanic is mainly used for traversal as the 3D angle gives Mario a more in-depth glance at his surroundings. In theory, this mechanic should widen the aesthetic depth of a level and flesh out the levels from a gameplay standpoint. However, it does none of the former and only slightly for the latter. "Flipping" is a logical way to solve a platforming puzzle when the player feels stuck because of the new viewpoint it provides, but executing the mechanic is a frequent chore. The tedium is caused by the "flip meter," which diminishes when Mario is in 3D. Mario has to flip back into 2D like swimming up from the water to catch a breath of air, lest he takes a hit of damage. I understand why the developers limit using this mechanic, but its frequent use and how quickly the meter depletes make it tedious to use. The meter also doesn't entirely refresh when Mario flips back to 2D, which means the player will have to stand around and wait for it to replenish itself. The developers could have compromised to negate the tedium by having the meter increase with leveling up. As it is, I dreaded using this mechanic most of the time.
The most unfortunate aspect about the "flip" mechanic is that Mario is the only playable character that can use it. Yes, that's right: for the first time in Paper Mario, the player can man more than just Mario out on the field. The Light Prognosticus tells of four crucial characters that cease the universe's destruction, so Mario's posse includes three more notable figures from the Mario universe. Peach and Bowser have been playable since the first game, but this is the first time they work together with Mario on his adventure. Each new playable character has a unique ability, such as Peach being able to glide and deflect projectiles with her parasol and Bowser's innate ability to breathe fire and deal more damage. After two Paper Mario titles filled with gripes that Mario won't take him on his adventure, Luigi finally has some gravity in the narrative. He becomes "brainwashed" by Count Bleck and becomes a masked alternate persona called "Mr. L," who tries to take down Mario in a mechanized head shaped in his image. After a certain point in the story, Luigi comes to his senses and joins Mario's team. I'm unconvinced of the brainwashing aspect, however, and think that Luigi took it as an opportunity to combat his prick of an older brother who won't let him join in on the fun. Being able to play as three other characters at any point is a stimulating idea, but it isn't all that practical. Due to how persistent the flipping mechanic tends to be, the player will be forced to play as Mario because he is the only one who can do it. Every other playable character is relegated to only being used during certain platforming situations, also using Bowser for specific combat scenarios as well. Overall, I wonder why the developers even bothered with this addition.

One might assume that since Mario is accompanied by three additional playable characters, the partner system has been omitted. This assumption would only be half correct. While the traditional partner characters have been replaced, they have been reconstructed as pixls. These fluttering little symbols all possess unique properties that more or less substitute the staple partner mechanics and paper abilities from the previous two games. For instance, Boomer the bomb pixl replaces the bob-OMB partners with the same exploding capabilities. Slim allows Mario to slip through narrow crevices, Thudley replaces the super boots, and Cudge gives everyone the ability to use Mario's trusty ol' hammer. Other pixls such as Fleep and Dottie have new skills never before seen in previous games. Mario's arsenal of pixls is like a handy swiss-army knife, and I couldn't mean that with more negative connotations. I already used a swiss-army knife to compare the partner characters of the first game to illustrate their blandness despite their utility. Still, those characters are as dynamic of an ensemble as the cast of an HBO series compared to the floating units that follow Mario around here. The pixls are nothing but faceless tools made to do Mario's bidding and nothing more. They are one of the most underwhelming aspects of Super Paper Mario. Their inclusion to replace the charming partner characters from the previous two titles was one of the critical points of apprehension I had towards this game initially.

While the pixls exemplify a regression for the series, the villains certainly are not. In the previous two Paper Mario games, many villain encounters were situated over the sub-narrative of a particular chapter with a glimpse of an overarching narrative involving the main antagonist seen between chapters. The enigmatic Count Bleck comes with a gang of baddies just as intriguing as him. O’Chunks is a bearded, dumb-as-rocks Scotsman who speaks with a heavily exaggerated Scottish accent and rockets off from the ground by farting, with so much velocity that even Wario would be impressed. Mimi is a green, bratty little shapeshifter whose true form will inspire nightmares for several players. Dimentio is a shrewd magician whose magic prowess makes him a formidable foe and a hard book to read. Even Count Bleck’s diminutive assistant Nastasia has an interesting dynamic with the Count and his minions as she discusses their insidious plans on the vacant, dark platforms that they call their headquarters. Throughout the game, the player will become familiar with all of these baddies and become enamored with the amount of character all of these villains exude.

Unfortunately, these bad guys make for bad boss fights. I enjoy the contentious dialogue between these villains and Mario's company during the encounters, but dispatching them is always an underwhelming affair. Most of them are defeated through simple means of jumping on their head, if not through another uninvolved method. None of them even attempt to utilize the flipping mechanic in their fight, except for an unaffiliated boss named Fracktail, who uses the mechanic cleverly during the fight. The worst aspect is that none of Bleck's minions incorporate any new moves upon repeat encounters. They should've honed their combat skills instead of conducting those meetings with the Count to make for a more exciting fight. The lack of a substantial challenge with these boss battles is unfortunately indicative of the game's difficulty. Paper Mario was intended to be more accessible than the average JRPG game, but it could still offer a hefty challenge at times. I did not die even once throughout the entire game, and it's not because I acclimated to the new system quickly. I'd argue that Nintendo watered down the difficulty level due to a streamlining prerogative for the Wii. I think it has more to do with the cumbrous marriage of the 2D platformer and JRPG genres. A large, numbered health system from the RPG genre makes the difficulty of every combat situation trivial.

Gameplay is not Super Paper Mario's strong suit, but it is not too significant of a deterrent to the game's overall quality. The more meaningful and substantial aspects of Super Paper Mario lie in the narrative. Like the previous two games, Mario's quest to save the world involves collecting seven different MacGuffins ranging in color, but this time, they are heart-shaped instead of star-shaped. The peak of the hub of Flipside houses seven different doors that warp Mario to seven different areas divided by chapters. The usual eight chapters that divide the story of a Paper Mario game are split even further into four subchapters, almost similar to how the levels of a world are divided in the first Super Mario Bros. Each subchapter may include a different area with another objective while retaining a concrete goal to obtain that chapter's, pure heart. Despite its fragmented presentation, the chapters of Super Paper Mario are paced just as well as the chapters of the previous two games.

It's a good thing the pacing isn't compromised because Super Paper Mario is filled to the brim with wackiness. The game's prime source of irreverence is all the kooky shit that happens throughout the game, almost rivaling Nintendo's absurdist classic Earthbound in daft occurrences. Like with detailing Earthbound, a highlight reel of Super Paper Mario's moments must be listed for brevity. First off, Dimentio gives Bowser some serious competition for hilarious quips of dialogue, and Bowser is still in prime, comedic form from The Thousand-Year Door. The fourth chapter is a Gradius-style space shooter with platforming sections. The alien taking Mario through space urgently needs to use an occupied space port-a-potty to avoid an accident. The game constantly breaks the fourth wall, describing death in general as "ended games." Those with "ended games' 'end up in the Underwhere, a comical take on the underworld from Greek mythos with Super Paper Mario's signature style. My favorite funny moment of Super Paper Mario is the interactive dating simulation between Peach and the reptilian uber-dork Francis, a standout character of the game and a possible stab at fans (like me) who found fault with Super Paper Mario's new direction. Touche, Intelligent Systems. Unfortunately, this game's "Earthbound syndrome" also tends to verge on quirky moments that I don't find amusing. In the fifth chapter, the game makes the player memorize a combination that is too long to remember, forcing the player to write it down. In the second chapter, Mario has to work off a massive debt after breaking something in a mansion and is forced into enslavement to work it off. The game expects the player to continuously run on a treadmill for up to 10 whole minutes to earn enough money, but the player can look up the combination of a safe to pay off the debt. I, like a sucker, did it the hard way and played a game on my phone while holding the Wiimote down. Yes, you heard me correctly; I felt inclined to play another game while playing this one. I can hear the people down at Intelligent Systems giggling while I roll my eyes.

Despite all of the funny bits, Super Paper Mario's core narrative is incredibly bleak. As the game progresses, the dark void keeps growing and growing, having a more ominous presence like the moon from Majora's Mask after the first day. The full extent of the void is displayed in chapter six when a world modeled like feudal Japan in this game's version of Glitzville is destroyed by the void. Upon reentry, Mario and his friends see the remains of this world, eerie white oblivion with minuscule remnants of what was here before. It depicts existential dread that makes stopping Bleck even more pressing. The void concept naturally lends itself to the more ruinous subject matter, but the game's narrative progressively becomes surprisingly touching. It's revealed that Bleck's impetus for wanting to destroy the universe with the Chaos Heart is that the human version of Tippi and his former persona Blumiere used to be star-crossed lovers. Timpani, the human version of Tippi, disappeared into the body of pixl, and her absence made Bleck believe that he had nothing to live for in this world. Once Mario and the gang recover all seven pure hearts, they face Bleck in his dark, monochromatic castle with a sublime atmosphere fitting for a Jean Cocteau film.

Bleck and Tippi reunite, and Bleck has second thoughts about his plan, but Dimentio reveals himself to be the game's true antagonist and wants to enact the dark prophecy. Bleck and Tippi sacrifice themselves to aid Mario in stopping Dimentio, sending themselves away to a wistful land to reconvene their romantic relationship. I can't believe this, but this ending is more poignant and satisfying than in the first two games. Bleck's character arc and the resolution to it admittedly got me a bit choked up, just as much as the ending of the first game does. Unfortunately, the Dimentio/Mr. L hybrid of a final boss is not up to the same level as something like the Shadow Queen and almost ruins the impact of the ending.

I feel that Super Paper Mario will always have a mixed reputation in the eyes of Paper Mario fans. I've come to admire the level of experimentation the developers were willing to implement after creating two of the greatest JRPGs I've ever played. The initial disappointment I had for this game as a child has been melted away by my growth and maturity. However, Super Paper Mario's experimentation level has introduced the franchise to many new problems. The melding of a 2D platformer and a JRPG does not work on a fundamental basis. The two genres constantly contradict each other like a game of tug-of-war, resulting in clumsy gameplay with a tepid difficulty curve. While the gameplay is incredibly flawed, Super Paper Mario still upholds (some) fantastic characters, old and new, with a delightfully humorous, compelling, and surprisingly profound narrative. Super Paper Mario is a Paper Mario game on the inside, not the outside. As the adage goes, it's what's on the inside that matters, making Super Paper Mario a worthy inclusion to the series.

Friday, September 9, 2022

Paper Mario: The Thousand-Year Door Review

 (Originally published to Glitchwave on 9/21/2021)













[Image from igdb.com]


Paper Mario: The Thousand-Year Door

Developer: Intelligent Systems

Publisher: Nintendo

Genre(s): JRPG

Platforms: GCN

Release Date: July 22, 2004




If the first Paper Mario was an RPG vehicle for fleshing out the Mario universe, then Paper Mario: The Thousand-Year Door is meant to flesh out the Paper Mario universe. Having a sequel to the first Paper Mario meant it became its bonafide property separated from the mainline Mario series. Because of this, the Paper Mario franchise would have to expand upon the idiosyncrasies that make it removed from the standard Mario universe. The first Paper Mario was charming, and quirky, and its presentation exuded the warmth of a storybook. It gave the Mario universe a much-needed level of depth that could only be plausibly presented through the RPG genre. The first game was still confined to the familiar properties of the Mario franchise, almost to a fault. While the first game was flippant enough with the source material, it still somewhat carried many tired tropes from the mainline franchise. The personality the game gave to its characters, areas, and narrative was a splendid change of pace for the Mario series, but something felt somewhat limited. The margins set by the archetypal Mario universe somewhat undermined the series' full potential.

With the sequel Paper Mario: The Thousand-Year Door, the chains of the mainline franchise were severed, and the series was free to run wild with creativity. Like any other exemplary sequel, The Thousand-Year Door is a more well-oiled machine that buffs out the blemishes of the first game. It was also on a more advanced piece of gaming hardware, so the game naturally came with better graphics and a smoother framerate. The Thousand-Year Door also amplified the distinctive properties set forth by the first game. If slight irreverence was the key in the first game, The Thousand-Year Door revels in it. It is a Mario game that exceeds all expectations anyone has ever had for a Mario game. Because of this, The Thousand-Year Door holds a stellar reputation as not only the best Mario RPG but as the best Mario game, period. I’ve certainly been someone who has echoed this sentiment as The Thousand-Year Door enchanted me when I was a kid. It was the game that properly introduced me to the JRPG genre, and the charm, creativity, and humor were what won me over. Every other Mario game paled comparatively, including the first Paper Mario. For several years, I was a part of the gigantic hivemind of Thousand-Year Door enthusiasts that could not find fault with this game. This was the peak of the Paper Mario franchise, especially since the series started to falter with every subsequent release. The only comparable game is the first Paper Mario, and The Thousand-Year Door seemingly trumps its predecessor in every way. After replaying both of these games, I don't think that The Thousand-Year Door eclipses the first game. I’ve realized that maybe The Thousand-Year Door isn’t the flawless masterpiece we all thought it was.

Truth be told, it doesn’t take a creative genius to subvert the tropes of Super Mario Bros. It’s arguably the most iconic video game franchise of all time, so we’ve all come to know what to expect. A sense of familiarity is a strong aspect of the Super Mario brand. The first Paper Mario game expanded on these tropes to make them more interesting with added nuance. These tropes are expanded upon in The Thousand-Year Door, almost to the point where they tread new ground for the franchise. For one, the call to adventure begins with someone ELSE capturing Peach for a change. She retains her typical damsel in distress role, one of the most tiring aspects of the Super Mario series. It’s such an exhausting trope that having someone else besides Bowser kidnaps Peach is a refreshing change of pace. On vacation in a place called Rogueport, Peach discovers a mystical map that leads to an ancient treasure. Peach gets abducted by someone posing as a street merchant who is intrigued by the map that Peach has found. While getting abducted, Peach sends a letter to Mario inviting him to join her on the adventure to uncover whatever the treasure map leads to. Once arriving at Rogueport, Mario intervenes in a scuffle between a female Goomba named Goombella and a portly, uniformed man with his army of miniature minions with similar uniforms. Mario learns that Peach has been captured from Toadsworth, the most useless old knob in the Mushroom Kingdom who is supposed to be protecting Peach. The female Goomba looks at the treasure map Peach gave Mario, and they take it to Professor Frankly, Goombella’s sensei and history expert. Frankly informs them that the map leads to seven different Crystal Stars that need to be gathered in one place under the city of Rogueport to unlock a gigantic, ancient door in the ruins underneath the town of Rogueport. What Mario doesn’t know initially is that the group that kidnapped Peach is also looking for the Crystal Stars, so collecting them becomes a race between Mario and Peach’s mysterious captors.

I previously stated that the key to the Paper Mario franchise was irreverence, the method of separating it from the mainline Mario series while also making it substantial. There was some irreverence sprinkled into the mix of the first Paper Mario with the humor and subversion of Mario tropes. All of this was done subtly while preserving the typical Mario narrative of rescuing Peach from Bowser’s clutches. The Thousand-Year Door strays even further from the archetypal Mario formula, but it is somewhat inherently confined to the new tropes placed by the first Paper Mario game. The base of the narrative is essentially the same as in the first game: Mario must find seven stars scattered across the map, and the path to retrieving these stars is reserved for a chapter of the story. Once these stars are all brought to a specific place, they unlock a path that leads to the final chapter and where Peach is located. The narrative structure, partner characters, and the unique, accessible RPG combat system are the aspects that persist in this sequel. The Thousand-Year Door doubles as a sequel that deviates even further from the first game and the mainline series while also acting as a more nuanced improvement to what the first game established.

The first Paper Mario had to offer recognizable properties from the mainline Mario series to establish a close connection to it. It was a radical improvement that the notable, nameless characters like Goombas, Koopas, Boos, Bob-ombs, etc. could be domesticated through the RPG genre. While it was nice to talk to typical Mario enemies instead of Mario squishing them with his weight, most of them amounted to being uninspired NPCs. Most of the partner characters were rather bland, with most of them having one distinguishable feature like a color swap or an additional article of clothing. Any personality the partners had flown out of the window once they joined Mario’s posse, almost as if Mario would have backhanded them for trying to out-charisma him. Fortunately, the partners in The Thousand-Year Door have improved significantly in every aspect. For one, their roles in supporting Mario no longer undermine their characterization. Any of the partners add dialogue to whichever situation Mario and company find themselves in and incorporate it for said situation. Many of the new partners are very similar to the ones from the previous game on a surface level. The first partner Mario meets is another Goomba named Goombella. Like Goombario, she bonks enemies with her noggin, she can reveal enemy statistics by tattling on them, and she can provide insight on an NPC or setting in the overworld. However, she is not a simple, gender-swapped reskin of Goombario. Goombella is a well-educated, spunky lass that yearns for discovery and combats every situation with a blast of sass. She’s a way stronger character than the overly emphatic kid Goombario was.

Many of the other new partners also follow suit with a needed dash of extra characterization. Koops the Koopa is the next partner after Goombella, just like Kooper was after Goombario. Koops plays exactly like Kooper, except that he isn’t an absolute blank slate of a character. Koops is like if Kooper was that kid in school who ate their lunch under the stairwell and listened to Linkin Park. He’s a timid soul who couldn’t even ask Mario to aid him in his quest without stammering and having an anxiety attack. The reason why he wants to join is to defeat Hooktail and avenge the death of his father. He continues partnering with Mario to build his self-confidence for his girlfriend Koopie Koo. As much as building a character arc for a partner character is an improvement, I’m not sure Koops progressively becomes the chad he wishes to be. He’s still as apprehensive in the sixth chapter as in the first. I’m sorry to say, but Koopie Koo probably has sights on another man, and it’s probably Mario Just as a quick tangent, why does every female character in this game want to bone Mario? It’s very disconcerting. Bobbery is a Bob-omb-like Bombette that explodes at will but is o much more than just a differently colored Bob-omb. He’s an old, salty ex-sea captain who has a vague resemblance to Sean Connery in The Hunt For Red October. His navigating talents are needed when Mario must make his way to the island of Keelhaul Key, but Bobbery still feels traumatized by the passing of his wife the last time he was out at sea. The letter Mario finds from Bobbery’s wife is an incredibly touching moment and greatly enhances the intrigue of Bobbery as a character with this weighted backstory.

The Thousand-Year Door also incorporates partners that are less familiar to the ones from the first Paper Mario. The first game features a Yoshi civilization on a tropical island, but none of these Yoshi’s were playable characters. In the middle of the Glitzville chapter, Mario and his friends adopt a rambunctious Yoshi egg that hatches to an equally excitable Yoshi kid. The player can name him whatever they want as he has no canon name and can even dictate his color from a few timed circumstances. Regardless of his name and color, he’s an energetic little squirt who utilizes his instinctive, voracious appetite as a Yoshi on the battlefield. Ms. Mowz is a Squeak who has occasional run-ins with Mario. She’s given herself the title of being an “elusive badge thief” and can be unlocked as an optional partner who sniffs out rare items. She’s much more interesting as a recurring character than a partner. There are also party members that do not resemble any preexisting Mario races. I’ll give out a sum of money to anyone who can tell me what the hell Flurrie is supposed to be. I could take a wild guess, but I’m afraid whatever I say will be offensive. Ghostly Aretha Franklin? See, I just know that sounds bad. While she is one of the most useful partners in combat, her physical design is a little uncomfortable. She has nippleless breasts that bounce up and down when she moves, and Mario grabs one of them when she blows wind in the overworld. Everything about her screams irreverence to almost breaking any kind of moral sanctity the Mario franchise had. Vivian also has an unfamiliar design to anything else in the Mario universe, even though her veil ability is exactly like Bows.

Partner characters like Flurrie indicate The Thousand-Year Door’s directive to separate Paper Mario’s identity from its source material. Many of this game’s NPCs look unrecognizable to anything from the Mario universe. These unorthodox NPCs are scattered all over, but there are some clear examples. Twilight Town is filled with peasant-like denizens that look like dolls that have been sitting under dirt and debris after a nuclear fallout. The Punies are a race of grey insects with antennae on their heads that come in multiple colors. There are even some NPCs that look damn near human, such as the security guards in Glitzville and Flavio the pirate. While there are still plenty of recognizable Mario races, many of them are much livelier than in the first game. Toads, Goombas, Koopas, etc. will be wearing different costumes depending on the location, and there are far more distinctive NPCs per Mario universe race. Most of the Bob-ombs in the game is settled in a frigid outpost, wearing ushankas and saying “da” as an affirmative like they’re Russian. The Piantas run the west Rogueport crime syndicate, and they are portrayed as negative Italian stereotypes more so than Mario and Luigi ever were. It was radical enough that all of these enemies could talk in the first game, but all of this characterization for all of the NPCs makes the world of the first game seem bland by comparison.

I’ve mentioned before that having someone else besides Bowser kidnaps Peach is an outstanding change of pace. While I’m somewhat glib with my enthusiasm, it’s nice to see more villains getting the spotlight. These new villains are also unlike anything the franchise has seen. The X-Nauts are a mysterious bunch much more uniform than Bowser and his minions. The basic X-Nauts wear red uniforms with black X’s marked on them, veiling their faces with white hoods and goggles. While the X-Naut enemies come in a few more varieties, they all act like oafish droogs. The X-Naut battalion is led by Lord Crump, a doofus of the highest degree with surprising technological capabilities. Their commander is Sir Grodus, a much more sinister and stone-cold serious villain to balance out the buffoonery of his underlings. Similar enemies in the same faction as the X-Nauts are the Shadow Sirens, three ghostly sisters in league with Grodus to find the Crystal Stars. The three of them have different elemental abilities and distinctive personalities.

Beldam is the malevolent de facto leader with ice powers, Marilyn is the simple one (keeping it polite as possible) with electric abilities, and Vivian is the sweet, cute one with fire abilities. They have a Cinderella sisters dynamic in which Beldam and Marilyn, the homely sisters, are mean to the fairer younger sister and make her life a living hell also because she decides to join Mario after withstanding enough abuse from Beldam. In a way, it’s like a prince sweeping her off her feet. Doopliss, the name thief, replaces Vivian as the third Shadow Siren, but the dynamic is missing. Incorporating him with Beldam and Marilyn is only a means of keeping him in the game after chapter 4. The X-Nauts and Shadow Sirens also have a much more devious plan for Peach than Bowser. It’s revealed that the “treasure” that lies behind the thousand-year door is a hidden demon of immense power, and the X-Nauts plan on using Peach as a vessel for the demon and use her power to take over the world. The X-Naut armies may be bumbling idiots, but their plans are more diabolical than any Mario villain beforehand. This adds a whole level of urgency to Mario’s quest.

Peach’s role as the video game queen of getting captured isn’t subverted here. The X-Nauts quarantine her in a drab, closed-off room that at least has a bathroom equipped with a shower, something her bedroom in the first game didn’t have. Like the first game, Peach’s playable segments occur right after the player has completed a chapter. I didn’t mention these segments in my review of the first game because I felt they were pretty inconsequential to the story. To quickly summarize, Peach sneaks around her own castle, avoiding Bowser’s guards with the help of a star kid named Twink. While sneaking around, she gains information about the location of the star spirits by circumstance. These sections in the first game serve as flavorless breaks between the main game, and I never got excited to experience them. The Peach breaks in The Thousand Thousand-Year similarly, but they are far more interesting. After the first time Peach takes a shower, the right side door will mysteriously open. Peach walks down the hall to find the computer room, where she learns that the computer, TEC, has opened the door for her. Seeing Peach’s naked body while she showered sprouted an intense feeling of lust for the princess, and TEC became more and more curious about Peach and about human emotions. Each Peach break is TEC devising clever ways to either get closer to Peach or to see her naked again. His intentions are creepy and perverted, but TEC is framed as more of a pitiable character rather than a malicious one. Naturally, this affection for Peach is unrequited. Still, Peach cleverly uses TEC’s infatuation for her to gain information about the X-Naut’s plans and communicate them to Mario from her cell. The Peach breaks show Peach in a more capable light than just a damsel in distress, and her dynamic with TEC surprisingly makes for one of the most interesting subplots in the game.

Humor is also a sign of effective irreverence, and the Paper Mario series has this in spades. The first game had plenty of humorous moments, but The Thousand-Year Door is filled to the brim with hilarity. The dialogue is consistently sharp and emphatic, but Bowser is the king of comedy in this title (no pun intended). The first game already established a more irreverent direction in portraying Bowser as the main antagonist. The intimidating Koopa King is reduced to a sensitive buffoon who throws tantrums when he doesn’t get his way and writes about his feelings about Peach in a diary. This is all amusing enough, but Bowser is my favorite character in The Thousand-Year Door based on his comic-relief role. Just because Bowser isn’t the main villain in this game doesn’t mean that he doesn’t have a major presence in it. After each Peach break follows a Bowser break where he and Kammy Koopa slowly plod through the game settings, trying to take the Crystal Stars for himself. He doesn’t have a plan for collecting them. It’s just to get them before Mario does for the point of bragging. Along the way, he has hilarious encounters with familiar NPCs and villains where he drops these juicy nuggets of dialogue:

“Pbbbthbtth! Am I Mario’s babysitter? I don’t care what he’s doing! Are you going to call me whenever that guy blows his nose, or what? Sheesh!”

“Great. Just Great. Now I look like the huge, mighty king of GUY WHO TALKS TO POSTERS!”

“You have got to be kidding me. You mean to tell me that LUIGI beat me here?”

I’d take Bowser as a lovable dullard in the Paper Mario games rather than the imposing main villain he usually is. Bowser’s attempts at kidnapping Peach have gotten pathetic over time, and his more irreverent role in these games shows a sense of self-aware satire on the part of the developers.

The chapters and settings of The Thousand-Year Door are as strong as the characters. A clear deviation in setting from the get-go is the hub of Rogueport. This place is certainly a far cry from the rustic quaintness of Toad Town. Mario and Peach are out of their jurisdiction of the Mushroom Kingdom here, and this questionable vacation spot exudes a great sense of feeling like a stranger in a strange land. Rogueport is a rank, crime-infested hellhole where trash is strewn everywhere, and graffiti marks every wall. The back alleys are filled with sketchy characters that are probably selling crack, and the west and east sides of town are the strongholds of two feuding crime syndicates. It’s a wonder Mario’s shoes aren’t missing every time the player presses pause in this hub. The centerpiece of the town square is a gallows pole, something so irreverent in the Mario series that it’s shocking.

Conversely, the ruins underneath Rogueport are quite the spectacle. It’s similar to the sewers under Toad Town in that their structure is a series of paths that act as a hub to warp previously visited areas outside of Toad Town. The difference is that while the sewers in the first game are murky and claustrophobic, the ruins beneath Rogueport are spacious, and the dilapidated architecture and design are awe-inspiring. The ruins are also meant to be much more intricate because they house much more than just warp pipes and a few collectibles. There are badge and item shops located in the plaza, and there’s the mystic’s house that will grant you a temporary curse effect. The ruins are also where the thousand-year door is located, so they play a much more integral role than the sewers of the first game. Yet, they still have the same division as the hub of Toad Town, only in reverse.

The settings of a few chapters aren’t as radically shifted as the hub world is. Once the player leaves Rogueport for the first time and starts the first chapter, the familiarity is bound to cause a sense of deja-vu in some players. Mario will run through a grassy field fighting Goombas and Koopas. Somewhere at the edge of this field is a quaint village mostly populated by Koopas. The second half takes place in a castle nearby. The fifth chapter takes place on a tropical island that Mario sails to from the docks of the hub area. The fourth chapter is in a spooky area filled with Boos like Forever Forest from the first game. These familiar settings don’t sound irreverent, but they make up for it with a better sense of inspiration than their similar predecessors. The castle in the first chapter is home to a menacing dragon named Hooktail, who has been terrorizing Petalburg Village for some time. Mario and Koops must vanquish Hooktail like the oldest of epic stories. There is a much better context behind Hooktail rather than the Koopa Bros., whose fortress just conveniently happened to be close by to the village. The fifth chapter frames sailing to the southern tropical island as a pirate adventure in which Mario makes allies with a gang of seadogs from Rogueport. They are led by the Rogueport Inn regular Flavio, who is as yellow on the inside as he is on the outside. They all get marooned on the island of Keelhaul Key after a shipwreck and cultivate a civilization on the island as a means of survival. The fourth chapter in the eerie Twilight Town reminds me of a chapter from the first game in design. Still, I appreciate the gothic, borderline cosmic horror inspiration.

While these chapters are still rich with characterization, the much more unorthodox chapters in this game are what elevate The Thousand-Year Door in terms of providing irreverent, engaging narratives. The second chapter takes Mario and his friends to the Boggly Woods, an ethereal realm that looks like a winter-themed diorama. At the edge of the woods lies The Great Boggly Tree, where the Punies reside. Mario then rescues the Punies held captive by the X-Nauts and uses them to navigate through the tree to retrieve the Crystal Star. Using the Punies sort of plays like a more streamlined version of Pikmin. The sixth chapter is a three-day train ride to an affluent area called Poshley Heights. Most of the chapter takes place on the train, where there is little to no combat. Instead, Marios bides his time-solving mysteries like he’s in an Agatha Christie novel. It sounds boring, but the humor and characterization of all the different passengers shine here. The most unorthodox chapter in the game and my personal favorite is chapter 3, “Of Glitz and Glory”. To receive the Crystal Star here, Mario must participate in a fighting league and rise to the top of the ranks. He must beat the Glitzville champion Rawkhawk, an arrogant douchebag who brandishes a Crystal Star around his belt as a sign of his might. Meanwhile, Mario must uncover the truth about a conspiracy involving missing fighters. This chapter is so robust and so well-contained that it could’ve been its own Mario title. This chapter is the peak of Paper Mario’s narrative potential.

If all of the stronger narrative elements weren’t enough, The Thousand-Year Door is also leagues better than the first game in the gameplay department. Of course, it has the advantage due to being on a more advanced piece of hardware, but this fact still persists. A more involved and somewhat humorous new portion of the gameplay is the paper abilities in the overworld. Once in a while, Mario will come across a talking black box that begs Mario to find the key and let him out. Once he does, the being inside shows his true, malevolent nature and “curses” Mario with a new paper ability. This happens four times in the game, and Mario treats these occurrences with hilariously deadpan apathy. These paper moves range from turning into a paper airplane to gliding, becoming paper-thin by turning sideways and rolling up into a paper tube to roll under crevices. The paper boat move replaces Sushie’s swimming ability, minus being able to submerge underwater. These moves are mostly used for puzzles and traversal in the overworld, adding an interesting paper mechanic in the gameplay rather than having it strictly be an aesthetic design for the series.

These new paper moves are a nice supplement to the overworld, but the core of Paper Mario’s gameplay lies in its unique, accessible RPG system. While The Thousand-Year Door maintains the base elements of what was introduced in the first game, a lot has been improved. The framerate in the first game was acceptable, but I’d be lying if I said it wasn’t sometimes hard to defend myself due to the difficult time frame to press A in battle. Due to the smoother framerate in The Thousand-Year Door, mitigating damage is much easier to pull off. The smoother framerate also lends itself to the new counter move Mario can execute. With more precise timing by pressing the B button, Mario can counter anything, amounting to one HP of damage to the enemy and leaving Mario unscathed. This counter move is about as easy to do as blocking in the first game, so experienced players will have no reason to ever simply reduce enemy damage with the A button. Star points return as the series leveling currency, and the player can once again upgrade health, FP, and BP by five. Most experienced players will upgrade their health and FP gingerly, but not because the game teases the player to upgrade their health. Badges stack onto one another in this game which can potentially allow the player to become the ultimate JRPG glass cannon. Admittedly, I am too sheepish to do this, but I’ve seen some players impressively dominate this game with the badges. The accessible RPG system the first game introduced is now balanced here with a surprisingly varied skill pool that gives players way more freedom. I’m also happy that the partners aren’t just better implemented in the game’s narrative. In battle, each partner character has an integral role as Mario does (except if Mario dies). They now have their own HP, they can switch placements in the battle to block damage from Mario, and they can use items. This simple improvement makes a world of difference in combat.

The Thousand-Year Door also increases the level of involvement with its unique battle system. Besides the new action commands, there are new attacks that coincide with the Crystal Stars. They act the same as the star spirit moves from the first game, except that these moves are now totally interactive. The effectiveness of each move also depends on the player’s performance. There is an earthquake move with carefully timed button presses, Art Attack has the player drawing a crudely shaped oval around the enemies, and there are two variations of flinging projectiles at a falling array of health and flower points, etc. The meter to refill these attacks recharges slowly, so these moves should be used sparingly. A quicker, more proactive way to refill the meter is to execute a “stylish move” and to “appeal” to the audience.
Yes, the audience: a perfect segway into discussing the less savory aspects of The Thousand-Year Door. With all of the praise I’ve given this game’s improvements, one would think that it’s a flawless sequel. I did say that I reconsidered my position on this game, and there are a few concrete reasons. During every battle in the game, an audience consisting of many different NPCs and enemies appears. The battle system in The Thousand-Year Door is framed like performing a play as a curtain opens to reveal Mario and his opponent. This is either a callback to the “world is a stage” premise from Super Mario Bros. 3 or because the battle system of the first game was already vaguely reminiscent of a stage. Either way, I don’t think it works in the frame of Paper Mario. Seeing the audience during each fight sort of ruined the immersion of the setting for each area. It only works in Glitzville because each fight would naturally have an audience, but I can’t say the same for more remote locations like Twilight Town or Keelhaul Key. This is a minor nitpick compared to what seriously irks me about this premise. The audience will frequently throw items at Mario and his partners. Some of these items are helpful, while others damage Mario if he doesn’t dispose of the rowdy audience member. Because of the nature of the more involved RPG system, the player has to constantly be on their toes with this. Even fucking Luigi tried to lob a rock at me once. This is still not the worst aspect of the audience feature. Often, stage hazards will spontaneously occur that can hurt Mario. The background might fall, a stage light might collapse, or a giant goddamn fork might fall from the sky. I’d suggest being constantly vigilant, but many of these happen so quickly that no one could possibly see them coming. The stage hazards also completely fucked me on my last playthrough. I was fighting the final boss, and she only had 3 HP left. Suddenly, the streamers on the front of the stage shot frost at me and froze me solid for two turns. This was enough for the final boss to inflict 35 damage to me without the ability to defend myself, and I died as a result. I was absolutely livid. If not for this, I might have omitted this rant about the stage gimmick, but it’s definitely a detriment to the combat.

It’s been well documented that the narrative in this game is solid. However, general progress in this game is artificially extended due to heavy amounts of backtracking. I’m usually more patient with backtracking than most, but here it’s quite vexing. The game will often have the player revisit familiar locations throughout. These places can be more easily accessed in the ruins underneath Rogueport, but it’s still a bit of a slog. The ruins are far too vast to be a convenient warp hub like the sewers in the first game. There also isn’t a pipe for every area in the game in the ruins, so god forbid if the player ever needs to take the blimp all the way to the floating island of Glitzville again. Some of this backtracking is even interwoven into the narratives of some of the chapters. Chapter 4 has the player make the trek from Twilight Town to the Creepy Steeple a total of five different times. Why couldn’t there be a warp pipe between these places? Do they not have a septic system in this dim hellhole? The most egregious example of backtracking that every player unanimously despises is in chapter 7.

Mario must use a cannon in Fahr Outpost to shoot himself to the moon. However, the cannon’s operator General White has gone AWOL, and the player has to scrounge around every place in the game looking for him. When I say every place in the game, I mean the developers force the player to revisit every single place in the game, even Glitzville, looking for this asshole. After the lead to his whereabouts seems inconclusive, Mario returns to Fahr Outpost to find that General White never left the snowy outpost. He’s been sleeping in one of the houses all this time, and Mario jumps on him several times to wake him from his slumber. In my opinion, Mario should’ve brained him with his hammer, or at least that’s what I felt like doing after this whole ordeal. The funny thing about this is the developers made this fetch quest intentionally grueling. He’s not in his sleeping quarters beforehand, so it doesn’t make any sense that he would be in any other location. They tortured the player on purpose. Do I sound amused, Intelligent Systems?

The last chapter in the game also feels comparatively less rewarding than the final chapter of the first game. Once Mario has all of the Crystal Stars, he heads to the thousand-year door to find that Grodus has already somehow managed to open it. Mario and friends dash inside the sublime, eerily lit, sprawling interior of the door to chase down Grodus before he enacts his final plan. Even after defeating him in battle, Grodus still manages to unsheathe the top of the primeval coffin and awakens the beast inside. However, he doesn’t get his wish of controlling the Shadow Queen and using her as a weapon as she decimates Grodus with a single bolt of energy. Beldam was the puppet master of the operation the whole time, falsely promising Grodus that the Shadow Queen would do his bidding if he resurrected her. It turns out that she is hellbent on destroying the world and signaling an era of darkness.

The Shadow Queen possesses Peach but returns to her true form after Mario does enough damage to her. The Shadow Queen seems unbeatable until the energy of the Crystal Stars all come together, fueled by the power of hope from the NPCs from the game. After defeating her, the world is saved, and Mario and Peach return to the Mushroom Kingdom, waving goodbye to all of their new friends. While the Shadow Queen is a much more formidable final boss than Bowser was in the first game, the ending has some problems. Receiving outside cheers from the NPCs to aid in the climax of the final battle is so overdone in the JRPG genre that it verges on cliche (ie. Earthbound, the Persona series, etc.). I think it’s almost ironic that a game as creative and subversive as The Thousand-Year Door implements something so overwrought. Also, I find the ending of the first game to be more impactful because there is no post-game. After returning home, Mario gets another invitation from Peach to come back to Rogueport. This is a means for the game to continue for those who did not complete all of the side content the game offers. The player can collect all of the badges, complete the tattle log, complete all of the recipes, and undergo the ultimate Paper Mario endurance challenge that is the Pit of 100 Trials. A part of me is glad that the game lets the player keep exploring Rogueport, but the fireworks ending screen of the first game is so impactful that this ending seems diminished by comparison.

I, like many other people, once saw Paper Mario: The Thousand-Year Door as the perfect Mario RPG. After all, there is enough evidence to lead anyone familiar with the series to this conclusion. The game vastly improves on so many aspects from the first game that one could make a substantial argument that The Thousand-Year Door is objectively better than the first game. However, after playing both games consecutively, I enjoyed the first game just as much as this one, something I never expected upon another playthrough of both titles. The proof is in the pudding: the game is smoother, funnier, more irreverent with Mario properties, and the narrative is far more interesting. I must admit that The Thousand-Year Door still has glaring flaws I never saw as a kid. The first game is rougher around the edges in terms of gameplay but provides a much more complete experience with the story. While the condensed chapters of The Thousand-Year Door are far more substantial, there seem to be cracks in its foundation as a whole. Both of these games combined would stand as my favorite RPG, but that’s not the case here. I can be glad that both classic Paper Mario’s stand as “flawed masterpieces” with equal impact. The Thousand-Year Door is still an awe-inspiring game on its own merit and was the peak of the franchise.

...

The story about how I got this game is also mildly amusing. I got it in 2006 at the age of ten, two years after the game was released. My mom took me to Gamestop as a reward for getting all A’s and B’s in school with a $50 budget. I just had to get the $30 Chibi-Robo because of what I saw from the game in Nintendo Power. The other game I wanted was Star Wars: Battlefront II for the PS2, but it was also $30 and that would’ve exceeded the budget. The Thousand-Year Door was $20 and I chose it merely as a substitute for Battlefront II. I didn’t know much about it except for the fact it had Mario in it. That’s right, one of my favorite games of all time was discovered out of a compromise. If that’s not dumb luck, I don’t know what is. I got Battlefront II a few months later anyway. I’m so glad my mom didn’t let me be a spoiled shithead because I dread the alternate timeline that exists where I’m contemplating buying The Thousand-Year Door for over $150 from some scalper on the internet. I’m relieved that I owned a Gamecube growing up in general, but this is especially the case for The Thousand-Year Door.

Sunday, September 4, 2022

Paper Mario Review

 (Originally published to Glitchwave on 4/12/2020)













[Image from glitchwave.com]

Paper Mario

Developer: Intelligent Systems

Publisher: Nintendo

Genre(s): JRPG

Platforms: N64

Release Date: August 11, 2000


"What the fuck?" said every Super Mario RPG fan circa the year 2000. Although I was too young at the time to share their befuddled disappointment, I understand that this was the sentiment with every SMRPG fan during the announcement of Paper Mario. In retrospect, I can't say I blame them. Of all the styles that could separate the aesthetic of the Mario RPG games from the main series games, why paper of all things? It probably didn't help that the project was called Paper Mario right from the get-go as if Nintendo was so confident in the stylistic choice that they wanted people to know it, putting it on full display. I guess I can admire them for their confidence, despite it making every fan skeptical.

Fortunately, I got to base my preconceived notions of this game on already playing through The Thousand-Year Door. The sequel to Paper Mario became one of my all-time favorites initially during my first playthrough of it. My experience with The Thousand-Year Door
made me quite excited to go back and play the first Paper Mario. For the most part, the first game delivered on the same quality as its sequel despite a couple of negative aspects that the sequel fixed. I liked The Thousand-Year Door much more than this game for many years, most likely because I played it first, and it was the much more polished game with snappier dialogue and more advantageous use of the paper style of the series. However, after playing both of these games back-to-back, I'm having trouble deciding which of these two games is better. The Thousand-Year Door may have more polish and style, but the first Paper Mario may be the essential Mario experience.

Like most other Mario experiences, it starts with Bowser kidnapping Peach. He crashes an extravagant party Peach is hosting in her castle. The surprise is that Bowser has somehow stacked Peach's castle onto his own beneath the ground, violently unearthing and raising it above the skies. Bowser's new trick is the star rod, a powerful artifact he stole that grants him invulnerability. He displays this to its full extent when he blasts Mario out of the window of Peach's castle, and Mario dies. No, really, Mario dies at the beginning of this game after failing to defeat Bowser. It's not a spoiler because it happens right at the beginning. The seven Star Spirits that guard the star rod resurrect Mario and their physical forms are scattered all over the Mushroom Kingdom. Mario has to rescue all of them, giving Mario their collective power to defeat Bowser once he does this. Sound familiar? That's about the extent of Paper Mario being a direct sequel to SMRPG.

The methods behind the RPG combat between SMRPG and Paper Mario couldn't be any more different. SMRPG's mission was to translate the Mario universe into the RPG genre, sharing similar qualities to most RPGs of the time. Conversely, Paper Mario's direction is to translate RPG elements that fit the Mario franchise more appropriately. I wouldn't consider any Mario game easy, but the franchise has always been comparatively more accessible than its contemporaries across any genre. The focal point of the Mario franchise is accessibility which most RPG games shy away from to maintain their niche appeal. Accessibility in gaming doesn't always have to be synonymous with banality and patronizing to the player. Paper Mario's more streamlined approach to RPG combat has given it a unique system unlike any other RPG game before or after it. Mario and his selected partner will stand on the left side of a stage-like setting with a general background representing the area. The enemies will be on the right side with an appropriate space between both parties. Mario has a selection of a jump attack, hammer attack, item selection, star powers, and tactics. Any amount of damage Mario does to enemies can be counted on all fingers, same with the damage the enemies will do to Mario (god help you on the rare occasions that an enemy can do more harm than that). The numbers in Paper Mario coinciding with statistics never surpass grade school arithmetic. This elementary range of numbers most likely wasn't done with a specifically young audience to cater to, but rather to hold the standard of Mario's worldwide appeal to a large demographic of gamers. The heart of the Paper Mario combat system lies in the action command. Pressing the A button at precise moments in combat will warrant extra damage. Blocking will decrease the damage Mario takes as well. Using the hammer requires pulling back on the control stick and releasing it at a certain point to damage the enemy. The moves partners can use require the same amount of precision and unique button combinations to execute them. It's a simple system, alright, but combat in Paper Mario is much more interactive than picking an attack or other tactic in a standard RPG.

Paper Mario also upholds a more straightforward method of RPG progression. When Mario defeats an enemy, they leave behind star points which act as experience points. Once Mario acquires 100 of these, he'll level up and get a choice to increase his health, SP, and BP by three to five. Health is self-explanatory, and SP coincides with Mario's unique attack gauge. BP relates to badge points. Badges are perks Mario acquires in the game that can either be found, bought, or traded for star pieces. They vary in use as some of them are new jump/hammer moves, increase Mario's offense or defense, and some are just for the novelty. Players have the choice to increase any of these stats any way they choose, with some opting for a balanced Paper Mario experience and some opting to only raise one stat over the others. Many experienced players usually challenge themselves by only raising BP and SP over their health, becoming a powerhouse with badge abilities while being more cautious of taking damage. A game that intentionally makes for a more accessible, streamlined RPG experience, level progression, and scaling is still as refreshing and customizable as any other RPG. Paper Mario's RPG initiative is simple and even like an RPG metric system.

At the beginning of the game, Mario ventures off the beaten path to find a quaint little house owned by a family of Goombas. The young son of this family, Goombario, is a giant fan of Mario who ecstatically joins Mario on his quest to fulfill one of his dreams. This sequence introduces one of my absolute favorite aspects of the Paper Mario series: partners. Throughout the game, several partners join Mario with their unique attributes to aid Mario during combat and solve puzzles to get through the areas of the Mushroom Kingdom. These partners are slightly more anthropomorphic/domesticated versions of Mario enemies from the original Mario games (ex. Parakarry the Parakoopa and Bow the Boo). During combat, the partners will take one turn and Mario to attack or debuff the enemy. Goombario will bounce on enemies with his skull, similar to Mario's jump ability. Kooper the Koopa will fling his body/shell at an entire row of enemies. Bombette, the Bob-omb explodes near enemies for massive damage. Bow the Boo bitch slaps enemies and can hide Mario and make him incorporeal during combat to protect him. Watt (of which I am uncertain which Mario creature she's supposed to be) can paralyze enemies with her electric body, Sushie squirts water at enemies, and Lakilester/Spike can throw spinies at enemies. While all of these partners are useful due to their uniqueness, my favorite of the bunch is Parakarry. He's a Parakoopa mailman whose powerful, one-target attacks make for every boss's worst nightmare. The partners also have unique moves that help Mario traverse the game's overworld. Parakarry can lift Mario for a brief period to help him get over gaps, Bombette can uncover hidden areas by blowing up cracks in walls, Watt illuminates dark rooms, Sushie can swim, etc. The only partner that feels underutilized in both combat and overworld-aid is Lakilester. He's the last partner introduced, and it's way too late in the game. His ability to hover over hazards is useful a few times, and it's more than likely that most players won't upgrade him fully due to the more familiar partners holding precedence over him. Riding around on his cloud like it's a two-seated bicycle is amusing, however.

The partner aspect of this game feels so refreshing because it indicates how Paper Mario improves on the already established world of the Mushroom Kingdom and the typical Mario experience. The residents of the Mushroom Kingdom aren't just faceless pawns that Mario scrapes off the bottom of his boots. The thing that most separates the partners from the NPCs scattered around the game is a single distinguishable feature like a hat or a different color (ex. Kooper is blue and Goombario has a blue hat). However, the typical enemies in this game are still Goombas, Koopas, etc. Pondering this may lead to many questions about the different races and class dynamics in the Mushroom Kingdom, which might verge into dicey, socio-political territory. The Shy Guys seem to be the only Mario enemy that is still a race of savages in this civilized Mario world.

As characters, the partners are still a bit underwhelming. Giving a character a different color or putting a simple hat on them and calling that an improvement is indicative of the lack of character depth the Mario series has. Kooper, Watt, and Parakarry are as flat and wooden as characters like ironed pieces of cardboard. Other characters have interesting personalities, but these characteristics start to dissipate after joining Mario's team. Bow, for instance, is a self-important diva, naturally so due to her aristocratic status. She is bull-headed and brash, taking no nonsense from anyone. Once her introduction chapter ends, she never exudes these personality traits again. This happens with all of the other partners that started as unique characters. I can probably fault this to Paper Mario keeping Mario as a silent protagonist in the main series. He doesn't even utter squabbles like "let's a-go!" either. The RPG is a very dialogue-heavy game genre, and there is plenty of dialogue in Paper Mario. Most dialogue is spoken at Mario and his partners rather than a discourse between two or more characters. Once the more discernable NPCs become Mario partners, they zip their lips and seldom utter a single word, almost as if Mario is forcing them to shut up. The only exception to this is Goombario whose ability is to offer observations about areas and scenarios. Sometimes, I would travel around with him to hear his input because he's the only party member that gives it.

I also feel that referring to these playable buddies as "partners" feels a tad inappropriate. The word partners connote even importance and equality between two or more people. It's incredibly evident that the partner characters are only here to support Mario to a fault. Their subdued interactions in the dialogue already illustrate this, but it's even more apparent in combat. Unlike Mario, every partner only has two options: attacking and switching each other out for another partner. They share the SP gauge with Mario, but they don't have their health bars. Enemies will only attack Mario, and for the rare occurrences when a partner is hit, they are immobilized for a few turns. They can't use items, run away, active star power, etc. Given their roles in combat and the overworld, Mario uses these characters that should have more involvement and depth as a "Mario enemy swiss-army knife." It's a shame, considering the potential all of these partners could've had.

After beating the prologue, Mario arrives back in the Mushroom Kingdom, or at least the central area. Like the main series, the entirety of the Mushroom Kingdom is a geographically diverse place consisting of wetlands, deserts, islands, and snowy mountains. Maybe the Mushroom Kingdom has a history of imperialism like a certain other Kingdom in the real world. The hub-world of Paper Mario feels like it should be more significant than it is, considering it seems like the capital of this gigantic land, but maybe the limitations of the N64 prevented it from appearing massive as it could've been. However, it does fit the quaint look and tone of this game, which might have been intentional. The hub world is filled with Toads filling their roles in this society as cooks, store owners, and even martial arts directors. The hub-world feels cozy and lived-in, and it's precisely what I wanted in terms of experiencing arguably the most well-known video game setting in history.

As for the other places in the game, many of them follow the standard platformer, "fire world, desert world, field world, ice world" level dynamic of the main series games. Like the hub world, Paper Mario finds ways to flesh out these archetypical levels with charm and nuance. The first chapter reminds me of the first world of Super Mario Bros. 3. A grassy field seems to be the standard for Mario games to introduce players to each game. This field leads to Mario finding an ashy, grey fortress where the first boss is located, similar to the fortress levels in Super Mario Bros. 3. The desert level is undoubtedly a staple of the Mario series. The most notable is World 2 of Super Mario Bros. 3, with the angry sun stalking Mario in half of the levels. Instead of an angry sun, there's a buzzard hired by Bowser to stop Mario that you can avoid by lying to him that you're not Mario (did I mention that this game is also funny as well?), a desert outpost populated by Toads wearing burkas, fortune tellers, and masked thieves (getting more socio-political, eh Paper Mario?). There is a vast empty wasteland of sand that's easy to get lost in (and is probably the most cryptic and annoying part in the game) that leads to a labyrinthian tomb where you fight the final boss of the chapter. The desert chapter is probably my least favorite chapter in the game, but the setting and pacing of the chapter are still fully realized. The game even goes to great lengths to give depth to spinoff Mario franchises relatively removed from the mainline series. Chapter 5 takes place on a tropical island filled with Yoshis, inspired by Super Mario World 2 and the Yoshi spinoffs. The island is comprised of Yoshis living in a society governed like a tribe of natives. They have a spiritual leader that speaks of artifacts and lore surrounding the island as if this civilization of Yoshis is hundreds of years old. The amount of depth presented here is surprising for a Mario game.

My favorite chapter is the third one which involves saving a village of Boos from a seemingly indestructible monster named Tubba Blubba. He seems like an imposing force, and the stealth sections in his castle are an exciting touch to the direction of this game. His weakness is his heart which resides at the bottom of a dark well in the village, which is borderline "The Telltale Heart," the terrible secret kept hidden under the proverbial floorboards that make the villain vulnerable. The most unorthodox chapter in this game is the Shy Guy's Toybox hidden underneath the hub-world. It's a sub-society run by Shy Guys that functions off of stealing the items of the townsfolk of the Mushroom Kingdom. The Shy Guys travel by toy train and work for a dictator who rides around in a model tank. Oh, he's only a general, you say? Don't be so naive; I know a fascist fearmonger when I see one. Those Shy Guys are starving.

This game makes the best use of the RPG genre in a Mario setting with developing the world and characters of Mario to their fullest potential, but why paper? Does this aesthetic prove useless? I think it's funny that the final boss of the first chapter is a crappy paper mache Bowser, and there are some puzzles and platforming sections that use the mechanic. After playing both Paper Mario and its sequel sequentially, I noticed that this game consistently gave me a warm, fluttery feeling due to its aesthetic, music, and presentation. Paper Mario is like playing through a child's bedtime story and is presented like one. This game is equivalent to a hug from your mom or curling up with a hot tea and blanket by a fireplace. As lame as that sounds, the coziness of this game matched with all of the elements of its foundation tap into an intimately emotional place that no other game has. Once Bowser is defeated, the ending screen is Mario and Peach watching a distant fireworks show, accompanied by a tender lullaby track that always gets me a little choked up. It's a deserving, bittersweet end to an epic journey.

Much to the chagrin of every SMPRG fanboy, the first Paper Mario is the essential Mario RPG. The in-depth Mario experience realizes the potential of the characters and settings of the Mushroom Kingdom that every gamer is familiar with. It's also a unique RPG due to its simplified but invigorating combat system. Paper may have seemed like a strange design choice, but it proves to be masterful in presenting not only what looked like a children's storybook but one that has the snug feeling of one as well. It's the most extraordinary tale the Mushroom Kingdom has ever told.

Spyro 2: Ripto's Rage Review

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