Reviews
Review For Super Paper Mario.
by MetalMan
First things first, some technical stats. This is, of course, a Wii game,
and it uses the Wiimote alone. It is the third game in the Paper Mario
series, and can be considered a part of the larger Mario RPG series. However
it is mostly a platformer in its genre. The game was developed by
Intelligent Systems for Nintendo, like the other Paper Mario RPGs. It is an
easy game if you have experience in the platformers; otherwise this game
should pose medium challenge. Now, onto the review.
STORY
This is where it all starts off. First thing, this game is supposedly
about some love story, although you won't find out about that until the very
end. So I'll go with what is immediately obvious first. There's this evil
person named Count Bleck who marries Peach off to Bowser in order to destroy
the world with his 'Chaos Heart', and throughout the game we revisit this
theme over and over and over again. That's right. Nearly every cutscene is
going to refer to Count Bleck's plans, even though there are many massive
worlds in this game which seem to have important stories of their own.
There are many characters in this game, and most seem fleshed out at the
first glance, but ultimately most of them are stereotypes. The first person
you fight, O'Chunks, winds up saying the same tired phrases throughout the
entire game and relentlessly loses to the player. There's some trickiness
later on, but ultimately nobody changes much from beginning to start.
Now, of course,for the whole story. As a whole, it isn't too bad,
unfortunately most of the good stuff is also at the end, which is completely
too full of spoilers for the entire game for me to mention. However, I can
say that while parts of the end were unpredictable, they lacked pizazz to
make me really, really care for the game's setting and characters.
Furthermore, this 'Void' concept they throw around is undeveloped. Nobody
seems to think of the implications of destroying the world, rather they seem
to only wonder about saving it or helping to destroy this. This is reflected
in the dual natures of Flipside, which serves as a symbol of the game
itself. Another important aspect to the game is how, at least in the early
levels, Mario is constantly told he is a hero who was predicted long ago.
Now, I'm not going to get too snarky here, but I feel some parts of this
plot are tacked on. The Count Bleck plot overshadows everything, and anyone
who dares to be an individual or change usually gets eaten up whole by it.
It's enjoyable, but you must read between the lines (along with reading many
lines) to truly enjoy it.
CONTROLS
An important part of any game, and indeed this one too. The controls
won't shock anybody: it's the Wiimote sideways. 2 is for jump, 1 is used to
switch out characters which help you named Pixls (more on that later), D-pad
to move, + for menu. Also, sometimes you can point it at the screen to
highlight stuff and press A to find out more. It's sort of like that ?
cursor you can use to help yourself in Windows applications. Handy, but
rarely useful. Finally, A activates your character's main ability, assuming
they have one which uses this button. Overall this game featured a lot of
switching between different characters, Pixls, and even worlds, and the menu
did not fail me.
So the controls were mostly a success, except for a few issues. Mario
would occasionally slip and fall to his doom after landing his jumps, which
is inexcusable when this is a platformer. It took me a while to adjust,
however other games, especially early Mario games, did not make him move
forward so much after landing. I also found myself wanting a 'run' button,
as some sections moved far too slowly. Several Pixls also controlled rather
poorly; in specific, most of the later Pixls require good timing or quick
aim to be used effectively in a combat situation, even though several of
them were made to be used this way.
Items required the occasional gimmicky movement of the controller, which
subtracted from the flow of the game rather than added to it. The pointing
thing would be occasionally required at times, with there being no real way
to find out if it was required until after you'd become frustrated and
stuck. When important items and people overlap, it could be a nightmare to
point to the right one, too.
The A button mechanics were okay, at least with Mario. However his 3D
gimmick turns the easy to navigate 2D world into a 3D nightmare world, in
which blocks and enemies have been completely rearranged to the extent that
while you can move around obstacles, it's hard to leap in a 3D motion. This
is dissappointing, because 3D jumping action has already been perfected in
the previous Paper Mario as well as Super Mario 64. However, I accept it
isn't the main focus of this game.
GAMEPLAY
This is a very important topic for this game. It doesn't have too much
new and exciting elsewhere, but here there are many new things. First, the
Pixls are far more useful than Mario's old buddies; they allow him to do all
sorts of crazy things, assuming you can master their controls. Secondly, the
game is a lot more active; you won't get much time to sit around when you're
leaping about and smashing stuff. The difficulty curve is average, except at
the end, where it moves straight up for a bit, which can derail players who
didn't expect it.
The 3D aspect is only accessable by Mario, making the other characters a
novelty at best. At worst, you must arbitrarily switch to one character to
get across one blindingly obvious obstacle. This is annoying, for sure.
Bowser is the next best in my opinion, especially since he's so powerful
(twice the attack + fire breath) that he can just destroy any enemy Mario
can't twist his way around. Combat will never be a big aspect in this game,
as even the final boss is rather weak to simple Sonic-style multistomp
action. And if you've been playing a difficult platformer like Megaman X,
this game's difficulty is a joke.
In fact, even if you have trouble, your HP will likely bear you out. You
can do stupid things like run directly into enemies to progress, leap into
pits, leap face-first into bosses, even stomp spiked enemies and your HP
will just take it for you. It becomes large enough only absurd levels of
stupidity will get you killed--assuming you don't just use some stockpiled
items, which you will have way too many of in the first place. So dying is
pretty much out of the question. I went through the entire game without
dying once, and I'm nowhere near a speed runner.
Although I am sort of one, as this game is quoted at 20 hours, yet I
finished it in 15. It's entertaining, but it isn't going to fight back if
you start messing with it. One nasty aspect though: it usually tries to slow
you down with inane puzzles. Some are genius, but others involve rapidly
switching perspectives until you feel like you're inside a Picasso painting.
In fact, due to this, you'll be unlikely to enjoy using any other character
than Mario for long, because only Mario has the flippy power which is so
often required to proceed. Bad Nintendo.
Unfortunately, the 3D aspect is tacky and serves mostly for puzzles, as
you'll lose HP (not that you have to worry about that) if you stay in it too
long. It's sad, really, considering all of Paper Mario 2 was 3D and did so
with flair and style. Anyway, in general... don't let the gameplay get you
down. It may be boring to be able to destroy everything with two-three hits
and have to use Mario everywhere and also probably have to use only the Pixl
that is most useful for the stage's current puzzle, but at least you can
mercilessly defeat everything in your path.
GRAPHICS
These games aren't known for them, and it shows. The textures are all
there, and there isn't any issues caused by lack of console power. This
game, however, was obviously designed for the Gamecube, with few
improvements from Paper Mario 2. There's some more 3D-ish stuff with
characters, yet for some reason that vanishes most of the time when you go
3D with Mario. Little is done to make the 3D worlds more than the textures
of the 2D world re-arranged, and many rehash enemies are going to be coming
your way. Nothing really stood out visually except Dimentio, one of Bleck's
henchmen. Besides him, some minor work is done to make sure expressions are
done well, especially on Count Bleck.
The 3D and 2D like to clash; for example, that pointer Pixl I spoke of is
blaringly 3D and made up of rainbowy colors, which does not fit with any
other Pixl and serves to stand out against everything around it, including
Mario. Also, the way they animated their fire-sticks (think Super Mario
Bros.) is horrible, mostly consisting of spinning disks that are
coincidentally red. Where's the animated fire polygons when you need them?
It's 100% functional for Paper Mario, but it isn't going to wow you or
catch your attention, unless its those little doors you never see but are
important in a later level.
SOUND
This is one of the biggest backsteps from Paper Mario 2. Everything is in
the same electronica-y style which usually has only about 2-3 minutes at
best before it mindlessly repeats. If you listen to it outside of the game,
it feels extremely flat and one-dimensional, with angry music only being
angry, sad music being sad... even then. The saddest and the angriest songs
keep the same bouncy way to them, so the game makes you feel like everything
is trivial and you're just Marioing your way through it without any care for
what's going on.
I have received several complaints about the Flipside music in
particular, which annoys me as well. It's so bubbly and poppy, and played
constantly (especially when you're after 'Heart Pillars') and so little is
composed to it, despite ample opportunity to hear upwards of 15 minutes
straight of it. Furthermore, bosses and enemies no longer have recognizable,
powerful tunes, but mostly variants of their stage tunes and theme music
mildly tweaked.
The Sounds won't win an emmy, either. While they work well, the text
sound makes no sense, and long text exchanges sound closer to a chainsaw
than people talking. Beep, boops, pops and blips are everywhere... too much
everywhere. In fact, it's like being eaten alive by a Pac-man machine. The
Sound doesn't suck, it just doesn't add anything; rather it distracts from
the other aspects, most of which had more work put into them than this, if
my experience is correct.
OVERALL
This is a fun game, but not very hard-hitting. You'll run through it,
kill some time, and sure, it may be worth $50. But ultimately you won't find
yourself coming back to it very often, except for a few special after-game
treats. But those are the dessert, and nothing else exists after them. Some
of them are even possible before the game ends, so I'm unsure how much
they're supposed to add to replay value. I'd recommend to buy it if you're
the kind of person who dies all the time in old Mario games and has never
won one. If you've beaten one of those or something similarly hard, rent it;
you can run through the game in under five days and get it back in time to
rent or buy something harder and more rewarding.
Ratings
S-Story C-Controls G-Gameplay GR-Graphics SO-Sound
| Reviewer | S | C | G | GR | SO | Overall (NOT AN
AVERAGE) |
| MetalMan | 7/10 | 8/10 | 6/10 | 7/10 | 5/10 | 7/10 -
B |
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