#i love you ttyd chapter 3 lore
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interested in your perspective on rawk hawk and prince mush. i feel like the guy would be chuffed to have mush gone but once others know how mush really went missing he'd feel guilt in some way. especially since prince mush is said to have cake trauma lol
oh i have a VERY incredibly specific version of them in my head because i ship the two which makes for a lot of "lost love and memories that you can never get back and things will never be the same no matter how hard you try" type stuff post chapter 3 BUT if you're wanting to know more about how i view them in a canonical sense . i do truly believe in rawk hawk's change of heart (see the photo of him and mush making up on the wall of his secret training room) and think he tries to view mush less as a rival and more as a friend unlike pre-chapter 3, where rawk hawk was genuinely intimidated by him and his strength and wanted nothing more than for him to be out of the way. i like to think he also grows to be a little overprotective (definitely not to jolene's degree though), wanting to make sure mush is doing good and overall just being a good sport and making sure a fellow fighter gets what he needs. the stuff that happened to mush doesn't make him laugh in the slightest, because that's not fair; robbing someone of life crosses the line for rawk hawk, and he KNOWS unfair
mush receives this all gladly and with an open heart. he forgives, but doesn't forget, and rawk hawk acknowledges that
i also don't think mush's "cake trauma" is like "he starts having a panic attack whenever he sees cake" lol i think it's more just him being passively averse to it. he doesn't take food gifts from fans anymore (or anyone except jolene and their family for that matter), he'll turn down dessert at restaurants, and won't celebrate his birthday with a cake, but he's also not vocal about it. it's more just something everyone understands. even if he does forgive rawk hawk it doesn't mean he has to like the food because the experience was still unpleasant
and also, i think this all gets to the point where mush confides in rawk hawk about not knowing what happened that night and his frustration with jolene not telling him. rawk hawk would tell him what he knew if he knew anything, but he doesn't, so all he can do is support mush in any way he can while he wrestles with this
#thank you for the ask!#i love talking about these guys and still have a lot more to say :]#i love you ttyd chapter 3 lore#paper mario#paper mario the thousand year door#prince mush#rawk hawk
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replaying super paper mario, sporadic thoughts post-chapter 2:
very easy so far--& although ttyd was also easy, spm's gameplay is sadly substantially less rich thab ttyd's was
having said that the game design in spm is! unrelentingly charming!! the use of platforming as a framework for a varied stream of stage styles (straightforward levels, dungeons, towns, the entire 2-3 Situation) is creative in a way that imo predicts the sort of things the mario maker community later ended up making. chapter 2's set pieces in particular are extremely quirky (the rooms with traps, the rubee thing, the mazelike basement, the merlee game show lmao)
few platformers have boss fights that feel like genuine Combat, so that's pretty cool
i will confess that as a First Dungeon, yold ruins doesnt have half the sauce of hooktail castle--it's much more linear in layout, with far less of that zelda-y "explore & comprehend the space" principle that made ttyd's dungeons hit
in a similar vein, it's kind of crazy how tippi has like a fraction of the personality that goombella had. it's a bit sad for the character doing the vast majority of the talking to just.... not really have any opinions on anything
the momentum of the chapters likewise means very few npcs ever get to stick out. like, even the "first town crotchety old mayor" character was a total one-and-done, one dialogue and you never have a reason to speak to him again (mostly just speaks to the game structure, which is as mentioned a bold enough exercise that i feel i cant really fault it for that)
bringing up a menu to use items In A Platforming Context is not at all natural to me, so im finding myself just not really using them
this game is a masterclass in visual design imo. the npcs & enemies & pixls being made of primitives that reconfigure themselves into different shapes really elevates the interplay of 2d & 3d, the backgrounds/environments are extremely aesthetically satisfying (the Mathmosphere in lineland, the optical illusion in the sky in gloam valley, all of castle bleck), & i love how the constant "digital/tech" motif (eg the "dragging selection boxes to flip/teleport", the trees & shrubs looking like something youd make in ms paint, etc) is an ingenious progression of paper mario's core aesthetic design
dimentio is so fun
i ADOOOORE nastasia
the inter-chapter dialogue flashbacks are surprisingly earnest? for such a tongue-in-cheek game where almost every line of dialogue contains a joke of some kind, those exchanges feel humourless & sincere. that probably contributes to the Space the game occupies in all of our memories lol
likewise it was really interesting how peach's "escape" sequence after chapter 1 was (while, again, still extremely sardonic) aesthetically & narratively framed with such a sense of Hopelessness. that's not to say like "woahh this mario game is 10x darker than you thought!!!!", more that it's just not a space the series commonly ventures into
the Ancients stuff is being leaned into extremely hard lol. ttyd mostly teases at that kind of "mysterious rpg lore" thing peripherally (the riddle tower inscriptions, grifty, etc) so it's interesting how spm puts it front & centre in contrast, without ever sacrificing the sense of mystique
this game really highlights how interesting the wiimote is as a controller--pressing the A button while holding it sideways (ie removing your left thumb from the direction input to press a button) is something that i cant think of any other controller doing, & it projects onto that button a really interesting sense of, like, Valence
it's the kind of game that seems to beg for one of thsoe posts like "things that ACTUALLY HAPPEN in _____"
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What do you like about Dimentio?
Long ass answer because thanks Autism
SPM is genuinely one of my favorite games to look back on and appreciate its lore. Dimentio is the most active ANY Paper Mario antagonist has been
Paper Mario: Bowser just kinda fucks off in the castle
TTYD: The X-Nauts do try to stop you but you're always ahead of them
Sticker Star and Color Splash.....
And I don't know much about Origami King
However SPM? Spoilers below
Dimentio is active in basically every chapter. Subtly helping the heroes in their journey. In chapter 1 he shows his immense strength and then teleports peach to safety
Tests their strength in Chapter 3
Gets Mr. L, THE IDEAL HOST for the Chaos Heart, onto his side
Tests their strength multiple times VS O Chunks
Manipulates Mr. L to go to Chapter 6 to fight us, and proceeds to send him, AND THE HEROES TO THE UNDERWHERE TO RESTORE THE PURE HEART
And even uses them to defeat Count Bleak
Literally everything that conniving bastard does in the game IS APART OF HIS PLAN. AND GOD HES SO WELL WRITTEN. I LOVE HIM
Also Man on the Internet's songs sparked this obsession a lot....
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2020 vidya ranking: #1 Bug Fables The Everlasting Sapling
You already knew that I was going to tell you that this was the best game I had played last year.
Imo, this should have been indie GOTY back in 2019, but whatever, I guess I should explain why I ranked this one at the top.
Back in 2004, Paper Mario: The Thousand Year Door was released. I had sadly missed out on getting the original game on the Nintendo 64, but I was nonetheless very excited for the sequel. I got the game, still have my copy even years later… aaaand I got confused in Rogueport Sewers because I was a dumb eight year old, but I swear I picked up the game a second time. Got through all of the chapters, and had fallen in love with the game.
I loved the characters, the battle system, the story, the chapter progression, the cooking system, even the hidden lore and the amount of side quest scattered throughout the game. I even cried. It was the first time I had cried over a video game.
I wanted more, but then, Nintendo didn’t do it again. Sure, Super Paper Mario had a fantastic story, and a lot of people treasure that game the way I do TTYD-- I wouldn’t even mind if the series stayed in that direction. After that though?
Well, Sticker Star happened and stripped away all of the things I loved. Two similar games and one spin-off followed after that. Needless to say, me and several other fans of 64, TTYD, and Super weren’t happy about it. Seemed like I would never get another game like the one that was so dear to me ever again.
Cue me finding Arlo’s video about a cute little game called Bug Fables, just around the summer time. It had come out in 2019 and had been in development for some time by an indie studio. I was skeptic, but at this point I wanted anything-- besides, I actually love insects.
And after the first two chapters, which were a bit bland, I found it. I found the game I had been looking for. I was so afraid that this would be another Mighty No. 9 or Yooka-Laylee, but Bug Fables was anything but. Sure, it took inspiration from Paper Mario with its gameplay structure, but saying that this game is “just Paper Mario” doesn’t do it justice, because game can stand tall on its own.
I loved just about everything here in the same way I loved TTYD. Characters (except for two), the battle system, the story, the chapter progression, the cooking system, the hidden lore and the amount of side quest-- and there was even more than that.
“Gee what did Bug Fables have that Paper Mario didn’t?”
More than one super boss
A card game
Three party members in battle at a time
An entire side quest chapter that you can miss
An in-game randomizer
Higher difficulty settings
FREE DLC
Actual quality of life improvements
And finally, a villain who doesn’t just get a mere slap on the wrist as punishment for their actions. It’s one of the things Super did far better than TTYD because Beldam being let off scott free in the ending always pissed me off as a kid. The final boss is less ham-fisted in general too.
You have three characters at all times-- they’re your only party members and the only ones you need because they’re all perfectly balanced: Kabbu, Vi, and Leif. The third of which you won’t even meet until a bit into the first chapter. You don’t have to worry about wasting turns by switching your members out in this game.
The story starts off simple with the team of three collecting artifacts for Queen Elizant II, who seeks the Everlasting Sapling for an unspecified reason. About half way through the game and into the fourth chapter, the tone of the situation begins to shift, as the wicked wasps from the Wasp Kingdom also seek these artifacts for their lord.
This game doesn’t skimp out on being accurate to bug details either, there are little nods to how things work in real life, which is something I always appreciate. There isn’t really a dull moment in the story or a second where you feel stuck, because with the amount of Medals you get, there are plenty of strategies you can play around with.
Bug Fables is also… surprisingly dark, which perhaps isn’t unfitting of a game inspired by Paper Mario, given the direction TTYD and Super would get into. I can’t really spoil anything in regards to that, because much like with Three Houses, I would rather someone experience that themselves.
In terms of the flaws in this game, I can only think of two. One is regarding a terrible Flappy Bird game that’s required for 100%. It just shouldn’t be there, or at least be easier on the eyes.
The other is that this game suffers from having too many characters, when only four of them get actual character arcs: The main trio and the queen. You have some characters that get more fleshed out in side quests such as fellow team members or NPCs, but I feel like other “major players” suffer in the process.
Neolith is a big one. Cute nerdy moth who just exists as exposition for the artifacts and is a part of Kabbu’s backstory, but he never really does anything besides that, which is disappointing because he’s very cute. I would have loved more lore to him and Kabbu’s past, maybe a future DLC quest can solve that!
Your “rival team” also suffers a bit in this department. The team leader, Mothiva, is a snooty diva who never properly gets her comeuppance or realization that she needs to stop making everything about herself. I guess that’s the point, to give that vibe similar to old Pokémon rivals. But we’re supposed to believe she’s an official couple with her partner; Zasp, who just seems to simp for her in a one-sided way. Perhaps this could also be fixed with another DLC quest.
The worst of the bunch is Kina, Maki’s overly protective and possessive sister to the point of it being creepy. Unlike Mothiva, who is your rival, Kina is supposed to be a supporting cast member, yet she has even less likable traits. She stalks her brother and constantly wants to be with him, gets upset at the idea of him needing space, threatens a small caterpillar character-- you could remove her from the story and it changes nothing. There’s not even a backstory reason for her to be the way she is.
Mind you-- these are very minor nitpicks that don’t really bog down the game. Some may say the main villain of the game suffers from this as well since he shows up halfway into the game, I personally think he was handled perfectly, because you can piece together his motivations and backstory through lore.
Speaking of lore, I hope with so much in this game, that we end up getting a sequel. There are so many questions left unanswered, so much more I wanna know about!
Other than that thought? The trio of Kabbu, Vi, and Leif and their story is just about perfect. I can’t thank Arlo enough for introducing me to it, and I think this game will catch on more in the future since Chuggaconroy said he was playing it on Twitter, and Fatguy just completed his LP of the game.
I think… we’re entering an age where we should start expecting this level of quality from indie developers more often. This game didn’t feel like an indie game, it felt like a grade a RPG. Which is funny, because that’s what Paper Mario used to be.
God speed, Paper Bug devs. Keep up the good work in the future, thank you for bringing back a feeling I thought I’d never experience with a video game again. I know it sounds cheesy and stupid, but that’s.. just how much Paper Mario effected me back then. Even now, it inspires the books I wanna write, and it’s safe to say Bug Fables did the same.
By the way, can I talk about how delicious some of the food items look in this game? This is insect cuisine, and even I would eat these.
For recap on what the other games I had played this year were, just so you know how Bug Fables topped ‘em:
2. Fire Emblem: Three Houses
3. Animal Crossing: New Horizons
4. Story of Seasons: Friends of Mineral Town
5. Super Mario All-Stars
6. Fire Emblem: Shadow Dragon and The Blade of Light
7. Final Fantasy VII
8. F-Zero
9. Star Fox
10. Puyo Puyo Champions
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What Makes a Paper Mario Game Great?
*This post was turned into a script for a Game Domain video which I’ll post here once it’s out!
The Paper Mario game series has undergone massive changes with its last few installments. Most fans can agree that the first 3 (or, if you’re strictly fond of the formula from Paper Mario 64 and The Thousand Year Door, the first 2) games achieved something brilliant. They cemented Mario’s role in the RPG world, providing players with unforgettable experiences that left many with powerful nostalgia and an urge to revisit the titles as they grew older. However, with the newer titles, the gaming community’s feelings on the franchise have been shaken. Once Nintendo began to develop Paper Mario as an Action-Adventure series, many fans were left feeling like the company stopped listening to its fans and were taking the series in an unwelcome new direction. For some fans, however, particularly younger players who are just now discovering the Paper Mario games through the newer titles, these new changes and formulas offer some very enjoyable experiences. Undoubtedly, nostalgia plays a huge role in how we view video games, but there is more at play here than just sentiment. The question I’d like to pose, then, is “What Makes a Paper Mario Game Great?”
Let’s take a look at the individual games and see which areas they thrive in, and what holds them back. Keep in mind that every opinion listed here is just that: an opinion. I’ve tried to be objective in my analyses here, but like all people, I have biases and nostalgia which affect my opinions of video games, so don’t take what I say as the undisputed truth. This is simply my attempt to answer the question posed as best as I can, so if you disagree, let me know peacefully and respectfully in the comments!
Paper Mario 64
I feel like this game is the perfect entry to the series. It has a charming art style that I feel still holds up, offers fantastic gameplay and controls and a solid battle system, and has memorable characters. The main things that hold it back are the more basic storyline and villain, and the less unique character types compared to the next 2 games. However, both of these things can be forgiven since it was the first entry to the series. The chapters are all joys to explore, the leveling system is satisfying and allows for customization, and the badges are a great way to personalize Mario based on your playstyle. Paper Mario 64 laid the groundwork for the games that would follow, and most of the aspects of its formula would evolve throughout the next two entries.
Paper Mario: TTYD
There’s not much I can say about this that hasn’t been said before, but in summary, this game took everything that made Paper Mario 64 great and evolved it into something phenomenal. It built upon the battle system, offering what is widely considered to be the best battling in any Paper Mario game. The audience feature made battles livelier and more exciting, offering further incentive to pursue optional enemy encounters. It gave players new attacks and new ways to orchestrate them, with less repetitive actions than in the first game. It offered a much deeper, darker story with compelling antagonists, partners and NPCs unique to this game which made the world feel alive, and side quests that allowed you to progress through the game and level up your character in a less linear way. The world was crafted beautifully, with areas that stand out in many players’ memories and are far less formulaic than the typical Mario worlds. There were tons of secrets and areas to explore, as well as the first iteration of the Pit of 100 Trials, a side quest arguably more challenging than the game’s final boss. It’s no wonder this is likely the most acclaimed Paper Mario title to date.
Super Paper Mario
First and foremost, I have tons of nostalgia for SPM. It’s maybe my favorite video game of all time, or at least in the top 3. It’s the first Paper Mario game I ever played (I was 7 or 8 years old and have since replayed it many times), and when I played it I had never heard of Paper Mario. There’s a chance that if I instead played 64 and/or TTYD first, I’d be more partial to those games because of nostalgia. However, I truly believe that, nostalgia aside, SPM provides the best overall game experience. I also think that if SPM had come first, and the creators then shifted into a more straightforward RPG style over time, it would be less polarizing.
The move away from turn based combat and into the more classic Mario platforming/real time combat was bold, but not universally appreciated. I totally get why some people feel it was a bad change. If you were in love with the camera perspective, movement, and combat mechanics of the first two, this may be less fulfilling. However, if you are a huge fan of platformers, then it’s certainly a welcome new angle. And if you’re like me and you grew up enamored with classic 2-D Mario platforming action, but also fell in love with the style, RPG elements, and stories of the first two Paper Mario games, then you’ll likely find the perfect mix of the two in SPM. Plus, I feel like turn based combat was never the basis of the Paper Mario franchise, or at least was not the core concept that made the games great. Some people disagree with that, but I personally believe that all the before listed criteria make up the greatness that is the Paper Mario series, and I think Super Paper Mario lives up to them. Despite its many differences, Super Paper Mario felt like a true successor to TTYD. The graphics were quite similar aside from the camera angles, the dialogue and storytelling were stylistically similar but done even better this time around, and several elements were revisited such as the Pit of 100 Trials. I loved the turn-based combat in 64 and TTYD, but I also adored the platforming and real time combat of SPM. Overall, I just feel SPM has the most to offer and provides the most unique, thrilling, and memorable experience. The New 2-D / 3-D switch feature quite literally adds a whole new dimension to the game. I think this is super interesting and fun to use, and it allows for more interesting level and puzzle design. It offered a nice balance since much of the game is played 2-D style whereas the first two entries were set in a 3-D space. Without the 3-D option it’d still be a great game, but might end up feeling a little basic by comparison. The Pixls, in my opinion, are a fantastic reimagining of the partner system. Since the game ditched turn-based combat in favor of platforming combat, the Pixls affect your movement, attack, and defense abilities in real time and can be swapped quickly. This makes platforming, fighting, and movement in general more fun and varied. In my opinion, they’re a fresh take on partners, and even though I love the old partner system, I see this as a welcome new take on it. Flipside and Flopside serve as effective and memorable hub worlds where you can touch base after exploring other dimensions. They have tons of explorable areas, puzzles, characters, and secrets, all of which contribute to the world development. The NPC’s helped add depth and contribute to the lore, with the Flipside and Flopside bartenders being the best examples. The ability to play as 4 different characters, each with different special abilities and movement characteristics was a huge step forward and made the level design much more interesting. In several areas, you have to utilize all available characters to access certain areas, some secret and some required. The best example of this in my opinion is in Castle Bleck, where in order to effectively maneuver around the platforming challenges and access secret areas you have to take advantage of Mario’s ability to flip into 3-D, Peach’s parasol gliding, and Luigi’s super jump, while Bowser is your key to easily clearing rooms of tough enemies. Maybe the least controversial thing I could say about this game is that it has a phenomenal story, the best of any Paper Mario game to date in my opinion. It’s darker than any other Mario game I’ve played, and despite its cartoony appearance, the stakes were higher than ever. It had incredibly memorable characters, small bits of backstory at the end of each chapter which slowly reveal the connection between the antagonist and Mario’s partner Tippi, excellent dialogue and humor, and a darker plot than any Mario game I’ve played. This is balanced by the game’s colorful visuals and soundtrack which make it a joy to play. The game had an inspired world design with bold style choices. For example, in the space levels of Chapter 4, the game temporarily becomes a Defender type horizontal space shoot ‘em up. It was a perfect blend of the RPG style from the first two games and the side scrolling platforming of older Super Mario games. The music is a fantastic mix of retro and modern, a concept mirrored in the graphics and gameplay. All in all, Super Paper Mario is a perfect blend of old and new.
Okay, clearly, I have a lot of love for this game. But I want to be as objective as possible here, so let’s look at some of its shortcomings. The XP system was more basic than the first two games. It being present was a huge plus, but when you level up, it upgrades a predetermined stat (HP or attack) as opposed to you having stat customization. Along these same lines, the lack of badges meant less customization and attack options. Level design wise, some areas felt somewhat empty in 3-D. I didn’t really feel like this as a kid, but as an adult I feel like they could’ve done more with the 3-D perspective in certain areas. In some places, they totally nailed it though.
That brings us to the more recent, more divisive action-adventure titles. To preface, I have the least experience with these games, and the majority of my familiarity with them is from reading articles and watching videos which analyze them and compare them to the older games. So I’ll try not to be too critical, as I’d like to play them all the way through before completely solidifying my opinion on them. That being said, you can learn a lot about a game by watching gameplay footage and reading analyses of them, so I’ll do what I can to go over their pros and cons.
For all three of the newest titles, it’s worth noting that I didn’t include the world being made of Paper in the list of what makes these games great. I don’t hate the jokes, comments, or visual references to paper and crafts in these games. In fact, sometimes I think they’re quite clever and add to the feel of the game. However, in the first 3 “classic” Paper Mario games, it wasn’t a major point of plot or world development, but rather something casually referenced in some well-timed jokes. In fact, the first game wasn’t even meant to be a paper based world. It had many titles in development, and the one directly preceding Paper Mario was Mario Story. The name Paper Mario, more than anything, is a reference to the art style being reminiscent of a pop-up book, and is not the basis of the gameplay or world creation. At least until the more recent games, that is. Sticker Star, Color Splash, and Origami King all base many core gameplay mechanics, the visuals, much of the humor, and even some of the world development on everything being made of paper. This is a cute idea, and the graphics in the newer games are undeniably vibrant and beautiful, but it ends up holding the newer games back only because they focus more on paper gimmicks than they do the story, unique character design, and gameplay. To be fair, I haven’t played the newer games completely, and from what I’ve seen, Origami King looks like a phenomenal stand-alone game and a much stronger Paper Mario entry than SS or CS. I just think Arlo summed it up perfectly when he said, “We didn’t love Paper Mario because it was paper, we loved it because it was Mario’s story.” That being said, let’s look at each game and see what they have going for them.
Paper Mario: Sticker Star
This is easily the most universally criticized Paper Mario title. Every so often you’ll find someone who will defend it, but for the most part, the fans of the series see this as the point where the games took a turn for the worse. Instead of just adding to the overwhelming pile of hatred for the game, I’m going to try and discuss some specific things that hold it back while giving it credit where credit is deserved. Sticker Star is not irredeemable. It has some of the charm the series is known for, some solid dialogue and humor, and appealing visuals. Unfortunately, there’s not too much more I can give it credit for, at least in the context of the other games in the series. So much of what made the first 3 games great were lost here. One of the most obvious steps backward is the near-total lack of original characters. Instead of a world packed with new NPCs and enemies with distinct personalities, the game almost exclusively utilizes classic Super Mario characters. You’ll see plenty of toads, goombas, and koopas here, and not anything in the realm of demonic shadow queens, members of ancient tribes, or mysterious cape and monocle wearing antagonists threatening the existence of all worlds. The villain here is Bowser, which is not just disappointing because it’s formulaic, but it almost feels like it separates the franchise even further from its roots because of Super Paper Mario’s inclusion of Bowser as a protagonist. The battle system also fails to reward you for entering into enemy encounters, and feels much more basic than the previous games. Overall, my main criticism of this game is that it took several steps backwards and not enough steps forward to justify them.
Paper Mario: Color Splash
This game improved upon the action-adventure formula of Sticker Star in almost every way. In that way, it can be seen as a parallel to TTYD, which improved upon its predecessor’s formula. The difference is, TTYD’s predecessor established a formula that was already phenomenal, whereas the groundwork Sticker Star laid for Color Splash was far weaker. Most of the criticisms I have for Sticker Star could be echoed about this game, just less harshly. Speaking more positively, this game had gorgeous visuals (second only to The Origami King), excellent dialogue and humor, and some creative levels, such as the section where you operate the cannons aboard a sailing battleship.
Paper Mario: The Origami King
Overall, The Origami King looks to be the strongest Paper Mario entry in years. It seems to have developed the action-adventure formula of its two immediate predecessors, while including a handful of RPG elements. The battle system is both new and familiar - it’s turn based, but the ring system adds a puzzle element that, to some players, makes battles much more enjoyable and to some distracts from the battling itself. Utilizing the rings, it seems like there are far more creative ways to reach your opponents, but far fewer creative ways to actually attack them. Once again, the world and characters are more formulaic, relying heavily on classic Super Mario locations and characters. However, this game offers more uniqueness than the previous two, starting with the non-Bowser antagonist. The fact that King Olly has a previous close relationship with Mario’s main partner Olivia is reminiscent of Count Bleck and Tippi from Super Paper Mario. This provides the foundation for a better story than Sticker Star or Color Splash. In addition, the visuals are undeniably beautiful. It has the best graphics of any Paper Mario game, and some areas are truly striking, particularly the desert oasis area. The huge con of this game is that is triples down on Nintendo’s shifting of the Paper Mario series away from its RPG roots and toward a more formulaic action-adventure approach. The major positive is that it seems to be a solid game in its own right, one which makes much better use of the new formula than Sticker Star or Color Splash did. It’s got loads of charm and some solid gameplay, but if you’re looking for an experience comparable to the first 2 or 3 Paper Mario games, you’ll likely be left wanting something different from it.
So let’s return to the original question. Based on what we discussed about each title, what makes a Paper Mario game great? I’ve done my best to narrow down what I consider to be the 10 most important criteria that, when met sufficiently, provide the best possible Paper Mario experience. These are:
A compelling story with unique characters
Partners to assist in combat and movement
Clever dialogue
Visually appealing art style
Exploration
Puzzles and Secrets
Cohesive world design with unique areas
An XP system which rewards combat
World development and lore
And finally, a willingness to go darker than other Mario games
There are plenty of other criteria I could add to the list, but these are the main ones which stood out to me as I analyzed each game for their strengths and weaknesses.
Answering the question of what makes a Paper Mario game great is not a simple task, nor is it an objective one. As I said before, my nostalgia for Super Paper Mario is a huge part of why I discuss it so positively. I truly believe it’s worthy of the praise, and I stand by the opinions I’ve stated for the other games as well, but my thoughts on each game in this series are my own, and many of you will and should have different thoughts on them. So share them in the comments, and keep it respectful!
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