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Paper Mario: Color Splash Discussion (Nintendo Wii U) [game]
8.7/10 from 5 user ratings

Welcome to the official discussion thread for Paper Mario: Color Splash on the Wii U!

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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.

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Posted: 06/16/16, 03:02:43  - Edited by 
 on: 06/16/16, 03:06:30
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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
Posted: 03/03/17, 05:59:56

Yeah it's tough. It took me two or three tries. But it was so satisfying to pull off. Stick with it and try again!!
Posted: 03/03/17, 14:00:04
Took me three tries as well, I felt like my timing was too GOOD and that the game didn't react how I expected it to!

I loved the final boss though. Best battle in the whole game!
Posted: 03/03/17, 20:49:25
@TheOldManFromZelda @Secret_Tunnel

I just need to learn and wait longer to block. Oi. I'll get back at it soon, maybe this weekend. I'd like to just get it off the queue.
Posted: 03/04/17, 00:38:28
I find it hard to pick out exactly when you need to block. There's not really a solidly telegraphed cue.

Sometime during his 20 second attack I guess.? Now? Now? Now?

I'm sure I fluked it at the end.
Posted: 03/04/17, 04:16:03
I've lost interest in the game recently, at the lighthouse. I finished that area, but I'm not too motivated to go back to it. I wish the game were shorter and less combat-heavy.
Posted: 03/06/17, 20:01:15
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.
Posted: 03/06/17, 20:17:30  - Edited by 
 on: 03/06/17, 20:17:48

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.
Posted: 03/06/17, 20:20:27

I'm not asking for that. Just for the combat to be less prevalent, and change the enemy configurations so that I have to change my strategy, to keep things fresh.
Posted: 03/06/17, 20:20:36  - Edited by 
 on: 03/06/17, 20:21:38
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!
Posted: 03/06/17, 20:29:14  - Edited by 
 on: 03/06/17, 20:30:04

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.)
Posted: 03/06/17, 22:36:04  - Edited by 
 on: 03/06/17, 22:36:50

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.
Posted: 03/06/17, 23:55:12
@J.K. Riki

Ah, good to know it's not just me. I may try to go back to it, though with Zelda having been released, it's unlikely.
Posted: 03/08/17, 20:26:53
It IS weird that they doubled down on the whole 'collecting attacks' thing. Maybe it would be cool to have cooldown timers instead, or something? That would force you to mix it up.
Posted: 03/08/17, 21:01:21

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.
Posted: 03/08/17, 23:22:19
Yeah, I thought about that, too. It wouldn't work with the current moveset. They'd have to switch up the battle system, maybe add more moves or alternatives.

Say, what if you could assemble a whole PARTY of characters, each with their own UNIQUE attacks?

Nah, too crazy...
Posted: 03/09/17, 02:44:40  - Edited by 
 on: 03/09/17, 02:45:17
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