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I've seen a lot of people really down on this game since it got announced. I don't blame them, I was too! Really wasn't a fun of Sticker Star, so seeing them continue that style of gameplay was pretty disappointing.
But then I went back to play Thousand Year Door a few weeks ago, and found myself thinking... "This is fun, but I use the same strategy every battle. There are so many cool badges but there's no incentive to use them all! I would be really cool if there was, like, a system where each attack was a one-time use, and you had to improvise by playing with whatever you have at the time, and... oh crap, wait a minute."
So I'm willing to give this game a shot with a more open mind. I do think it's lacking a lot of Thousand Year Door's personality in its character designs, and I'd love to see a story that's a little more bonkers than Sticker Star's, but watching this trailer, the game looks gorgeous. It's like a polished-up 2016 version of what Paper Mario should be! I don't think it'll quite reach the heights of Thousand Year Door, but man, some of that stuff in the trailer looks really cool. I'm looking forward to it.
Well, I was really hoping to beat this game tonight before the Switch comes out and g'dammit… that final boss.
Twice I missed that damn final breath of Bowser's. There's so much build-up and it's like a slow-pitch because it moves slower than anticipated. I do not have time to sit here and try this shit again. Dammit. ARG! #frustration
I rented this game a while ago. The presentation was amazing, and it was consistently charming and whimsical, even genuinely laugh-out-loud at times. But I fell asleep multiple times while playing it. That's probably not a good sign. I mean, I DO have chronic fatigue syndrome, but still...
Anyway, a lot of people seem to be clamoring for Nintendo to completely remove the combat in Paper Mario and go full Adventure Game, but I don't think I could handle it.
I wish the game had been shorter too. I was pretty geeked to just powerhouse the last few stages to finish it up. I loved how big it felt but then I started (like with Sticker Star) to just avoid battles as much as possible. Perhaps that was due to the oncoming Zelda action ahead of me.
@Guillaume Haha, it seems like I was commenting on your post, but I was actually referring to the people who specifically said (in reviews, in comments, on podcasts...) that Paper Mario should become a pure Adventure franchise. Adventure Games and traditional RPGs make me sleepy!
Hmm. That's actually an interesting idea. I know the exploration/puzzle elements of ALL the Paper Mario games have been my favourite part. I dunno if you could get away with removing combat completely, but anything where combat doesn't feel like a grindy chore. Maybe that's just been the recent games that have that problem, where you literally have to collect things in order to attack. It was better when it was a more Zelda-y style where you started with a jump ability, then got a hammer ability, and you found different techniques to use, all at your fingertips and not dictated by your inventory. (Or ability to block properly.)
I nearly quit at the lighthouse as well. Worse bit of the game, to me (which is weird because theme-wise, I love the concept). It picked up a bit after that, so I'm glad I stayed with it. That whole island-adventure part, though, almost killed it for me.
Well I don't think that would work, purely because certain enemies are basically invulnerable to certain attacks. Actually that aspect forces you to mix it up anyway. You can't jump on a spiky enemy for example. Or hammer a flying enemy.