Mario & Luigi: Paper Jam

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Final boss footage

Obviously, don't click the link if ya dun wanna be spoiled

https://www.youtube.com/watch?v=2JqyMwkI2oc

also, every boss. Spoiler alert too

https://www.youtube.com/watch?v=ZssjFzaWIng
 
So about the final boss

I like how it starts with just the Bowsers not powered up, gives em a chance to show their stuff and they had some cool combination attacks. Shiny RoboBowser is a dumb name but it's appearance and abilities were cool. All in all it looked to be a good final battle. Though part of me kinda wish you just fought the regular Bowsers the entire time since it seemed harder that way.
 
By the way, do Paper Kamek, Paper Bowser Jr. and the implied Paper Koopalings return to the paper universe? I think I missed the footage of that return...
 
They're nowhere near as bad as they had been in Dream Team
 
So about Bowser(s) role in this game.

I swear this might be his most evil and competent rpg appearance yet, enslaving toads to mine ore for his flying castle, destroying Peach's castle in retaliation for Bowser jr's defeat, his army is strategically placed throughout the kingdom with specific objectives that contribute to the overall plan, and he planned on putting the Mario bros inside the book and burning it. Whether that destroys the paper world or it just would seal it away I don't know. And all this while still keeping his hammy personality.
 
Lapis Lazuli said:
Nozomi Toujou said:
Mcmadness said:
Final boss music.
this is great

That Final Boss music is amazing. Might even be better than Dream Team's. Damn, it's good.
it rivals pit's final theme for me, which honestly says a lot

EDIT:
Mcmadness said:
So about Bowser(s) role in this game.

I swear this might be his most evil and competent rpg appearance yet, enslaving toads to mine ore for his flying castle, destroying Peach's castle in retaliation for Bowser jr's defeat, his army is strategically placed throughout the kingdom with specific objectives that contribute to the overall plan, and he planned on putting the Mario bros inside the book and burning it. Whether that destroys the paper world or it just would seal it away I don't know. And all this while still keeping his hammy personality.
Since one of the Bowsers says "That way we'll never have to deal with Mario ever again!", I would think that it just seals them away. Sure, they'd like to kill them, but this is their closest option at this point.
 
Baby Luigi said:
King Boo's in this game

https://www.youtube.com/watch?v=nuj0RKmBwcA&feature=youtu.be&t=979

Pretty awesome
One of my favorite characters in Mario Kart Wii is returning! I can't wait for this game! :bowser:
 
I've been playing this game for about an hour now, and I can say that there's a change I'm definitely not digging in the slightest. In all four preceding Mario & Luigi games, when you level up, you have the ability to give slight boosts to a stat of your choice. In Paper Jam Bros., this is no longer the case. This means that any customisation gained from this is automatically lost and the replayability of the game is slightly lowered. I have no idea why the developers thought this was a good idea to homogenise stat gains like this in this series at all. I'm just questioning the decision to remove the function altogether, is all, since it seemed like a case of 'if it's not broken, don't fix it'. You could argue that it's more difficult to properly balance the game if that was included, but these are top-level developers we're talking about here, I'm certain they'd figure out a way to balance the stats of all enemies had they chosen to leave the system intact, if they had been given just a little bit more time to work on the game before it was released. Again, the decision to entirely remove it seems so bizarre to me: it doesn't make sense, and all it does is that it lowers the amount of customisation you can get.
 
The only logic I have is that they don't want players abusing the attack stat and steam-rolling enemies but eh, it's not a strong excuse.
 
But it also opens up for inexperienced players to opt for increasing their defence, meaning the game could be more manageable for them. I really don't see the point in trying to homogenise gameplay in the Mario & Luigi series at all. It's just pointless.
 
Unless they do return that Starbeans Cafe thing, that would augment the problem.

I doubt they would return it though.
 
I think it's better this way. Plus they added more rank bonuses to make up for it.

Also I really hope this game gets rid of the stupid complaint about Bowser not being good enough for rpgs because ''all he does is kidnap peach'' primarily because
His primary goal didn't involve kidnapping her and she's rescued several hours before you even get to the final level
 
there's still gear in the game i think. i understand the change in level up, i personally thought the bonus thing was pretty dumb and actually glad it's gone
 
Like, as it is now, the only thing the game actively rewards the player is grinding, not smart choices when levelling up. It's inherently abhorrent in every way.
 
Pi said:
Like, as it is now, the only thing the game actively rewards the player is grinding, not smart choices when levelling up. It's inherently abhorrent in every way.

If you upgraded anything besides POW in the previous games, you were doing it wrong. That roulette made the games pathetically easy to break. The only game that actually prepared for that was PiT and people complained that bosses had too much HP.
 
Are there any Yoshies in this game excluding
Papercraft Yoshi
?

Anyway, from what I've seen, it seems like a solid game, but the Paper Mario side seems a bit lacking. Although the paper attacks are nice and its a huge step up from Sticker Star.
 
Yes, there are Yoshi's in the game, at least if I recall correctly.

Also, the "stat bonus" thing won't bother me so much being gone since I usually just cycled through each area that can level up (if I remembered the order I did them, since I usually would forgot by Level 20), and wasn't a big part of my enjoyability of the game.
 
Okay so I got midway throughout the second area of the game, and the regular battles are really amping up in terms of complexity. I've had to run away whilst using my hammer as part of a normal battle. I'm really looking forward to the battles in the later part of the game. But there's something about the battles that I don't like. Sometimes, it feels like the battle formations present in the game are repeated way too much. For instance, in the beginning of the second area, the only enemy formation I spotted was of two Level 5 Spinies, which dragged on for quite a while. I don't know for how long this is going to be prevalent, but I hope it's not going to be that prevalent. Furthermore, whilst still on the topic of battles, ironically enough, Paper Mario is the deepest character when it comes to battling, I find. There are certain enemies that have to be dodged using the hammer. If Paper Mario has copies of himself present and the counterattack happens as late as it can, Paper Mario will actually do more than one hit on the enemy. But if you do it earlier than that, then you might only get one hit in. I find this interesting as it is an obvious risk-reward situation you're put into every single time you are dodging as Paper Mario using the hammer, and I'm really eager to see if the game can capitalise on this in future battles.

I'm not entirely sure what I think of hunting down Paper Toads yet, however. The ones I've done currently felt varied enough, but I have this suspicion that they're going to become really repetitive later on in the game. It feels like I've already played all variants of the minigame but I don't want to discard this immediately. I tried the Hard Mode variant of one of the Paper Toad hunting minigames and it was really difficult actually. I didn't succeed at it because I quit for no reason, but I'm definitely going to get all of those finished.

Additionally, due to the option to run on the overworld, overworld navigation actually feels somewhat fun in this game, which is always a welcoming sight to behold. I've been running everywhere and even if you run into a wall or something — as long as you're not letting go of that Circle Pad, the trio will remain running.

Finally, every Paper Mario related thing in the game appears to only be from Paper Mario: Sticker Star, but I do hope other gameplay elements from the other Paper Mario games are introduced. So far, the only references to the other Paper Mario games I've seen is Paper Mario performing the Ultra Jump from Paper Mario: The Thousand-Year Door in a cutscene and an Expert Challenge named 'Super Paper Mario'.

To summarise: based on battles, I'm enjoying myself, but I'm worried that some of the minigames will overstay their welcome, overworld navigation is fun, and apparently the only Paper Mario references that exist are to Paper Mario: Sticker Star.
 
Pi said:
Okay so I got midway throughout the second area of the game, and the regular battles are really amping up in terms of complexity. I've had to run away whilst using my hammer as part of a normal battle. I'm really looking forward to the battles in the later part of the game. But there's something about the battles that I don't like. Sometimes, it feels like the battle formations present in the game are repeated way too much. For instance, in the beginning of the second area, the only enemy formation I spotted was of two Level 5 Spinies, which dragged on for quite a while. I don't know for how long this is going to be prevalent, but I hope it's not going to be that prevalent. Furthermore, whilst still on the topic of battles, ironically enough, Paper Mario is the deepest character when it comes to battling, I find. There are certain enemies that have to be dodged using the hammer. If Paper Mario has copies of himself present and the counterattack happens as late as it can, Paper Mario will actually do more than one hit on the enemy. But if you do it earlier than that, then you might only get one hit in. I find this interesting as it is an obvious risk-reward situation you're put into every single time you are dodging as Paper Mario using the hammer, and I'm really eager to see if the game can capitalise on this in future battles.

I'm not entirely sure what I think of hunting down Paper Toads yet, however. The ones I've done currently felt varied enough, but I have this suspicion that they're going to become really repetitive later on in the game. It feels like I've already played all variants of the minigame but I don't want to discard this immediately. I tried the Hard Mode variant of one of the Paper Toad hunting minigames and it was really difficult actually. I didn't succeed at it because I quit for no reason, but I'm definitely going to get all of those finished.

Additionally, due to the option to run on the overworld, overworld navigation actually feels somewhat fun in this game, which is always a welcoming sight to behold. I've been running everywhere and even if you run into a wall or something — as long as you're not letting go of that Circle Pad, the trio will remain running.

Finally, every Paper Mario related thing in the game appears to only be from Paper Mario: Sticker Star, but I do hope other gameplay elements from the other Paper Mario games are introduced. So far, the only references to the other Paper Mario games I've seen is Paper Mario performing the Ultra Jump from Paper Mario: The Thousand-Year Door in a cutscene and an Expert Challenge named 'Super Paper Mario'.

To summarise: based on battles, I'm enjoying myself, but I'm worried that some of the minigames will overstay their welcome, overworld navigation is fun, and apparently the only Paper Mario references that exist are to Paper Mario: Sticker Star.
You already have the game?
 
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