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And the audience's thrown objects are fine too, because it allows you to attack any audience member preparing to throw something, good or bad, which adds a strategic element where you actually need to pay attention to what is being thrown before pressing X to attack them.
I don't agree with this. It doesn't really add any strategy, it's just an extra annoyance to pay attention for. Paper Mario's strategy in general isn't even all that great, you can easily get by using just the strongest combos in the game, as some of the moves are far too overpowered to NOT use (Super Bounce for example). I get that FP is supposed to mitigate it somewhat but sometimes the FP cost is trivial to the overall power of the move.
I feel like the items in Paper Mario should be improved upon, because after Chapter 1 the only items I ever use are ones that restore HP and FP outside of very situational scenarios.
Probably because of the low difficulty the game has. Other RPGs that I know of heavily reward item use, maybe even sometimes mandatory against a lot of fights (rogue-likes especially you need items to survive). I've seen only like, the toughest Paper Mario fights use items, such as the Anti-Guy squad but aside from that, yeah.
Paper Mario 64 had serious item inventory issues. Stocking up on Fire Flowers would have been fun but yeah, you can only hold like, 10 items in the game, which is pretty awful?