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Wasn't it Miyamoto that made the requests for a majority of the stuff people hate to happen, and Tanabe just told the Paper Mario team to do them?Johnny Five said:Unfortunately Tanabe would rather make whatever is the most papery and crafty at the expense of RPG elements and a developed world that defined the earlier games.
Russian Baby Luigi said:You know what I don't like about the partner system from the games? The party members are little more than walking, talking tools who become irrelevant outside of the chapter they are introduced in. Thousand-Year Door barely patched it with them spouting some one-liners every now and then. Wouldn't it be great if they developed the characters further, hell, making them interact with other party members more? I'd like to see Goombario's attitude towards Kooper become explored more than a few lines of Tattle dialogue, for example.
Russian Baby Luigi said:You know what I don't like about the partner system from the games? The party members are little more than walking, talking tools who become irrelevant outside of the chapter they are introduced in. Thousand-Year Door barely patched it with them spouting some one-liners every now and then. Wouldn't it be great if they developed the characters further, hell, making them interact with other party members more? I'd like to see Goombario's attitude towards Kooper become explored more than a few lines of Tattle dialogue, for example.
Czario said:As far as other Paper Mario games, I want to play TTYD sometime when I get a chance to pick it up, and I might play the original at some point as well. The most recent two I'm not so interested in because of their poor reception.
Well, I am hopeful too. I just hope Nintendo listens to all of us in that we want a great Paper Mario game, not a mediocre/half decent game like Color Splash or a total shitbomb like Sticker Star. Nintendo really needs to get its act together and have a better team to deliver a good Paper Mario game. It needs to bring Paper Mario back to its roots while expanding greatly upon it just as what Odyssey did to 3D Mario by also expanding and re-inventing it after the direction it had went after Galaxy (which was a groundbreaking pinnacle in the series) by becoming more linear and adding elements of 2D Mario into the mix.Johnny Five said:I have 0 confidence in anything more than what Tanabe hinted at (another "Super Mario family"-only borefest) until I see evidence of clear changes in direction since that interview. I really hope that happens, since many have pointed out that a lot of other series that had been going off the rails or being not as well received have delivered more of what their fans want in the Switch era. But IDK, I still feel like Tanabe is going to be the one dev to keep being stubborn if he returns. I really wish Ryota Kawade could come back to the series. If anyone could bring it back to how it used to be, it would be him.
Actually the fact that they went out of their way to imply that Paper Mario characters aren't part of the Mario family, is what really felt like a stab in the heart. There's just so many great characters that are now in limbo, exclusive to a series that won't use them, I can't support that direction no matter how much they keep improving the 'new' formula. It may eventually become something good, but that doesn't make it Paper Mario, and it may as well be a new IP at this point.
Johnny Five said:I have 0 confidence in anything more than what Tanabe hinted at (another "Super Mario family"-only borefest) until I see evidence of clear changes in direction since that interview. I really hope that happens, since many have pointed out that a lot of other series that had been going off the rails or being not as well received have delivered more of what their fans want in the Switch era. But IDK, I still feel like Tanabe is going to be the one dev to keep being stubborn if he returns. I really wish Ryota Kawade could come back to the series. If anyone could bring it back to how it used to be, it would be him.
Actually the fact that they went out of their way to imply that Paper Mario characters aren't part of the Mario family, is what really felt like a stab in the heart. There's just so many great characters that are now in limbo, exclusive to a series that won't use them, I can't support that direction no matter how much they keep improving the 'new' formula. It may eventually become something good, but that doesn't make it Paper Mario, and it may as well be a new IP at this point.
winstein said:I love how the Hammer works in Colour Splash, where instead of just being more powerful and non-contact than the Jump, it has additional splash damage. That means the enemies behind the target will be able to take damage with enough impact, giving it an additional advantage. This is an unpopular opinion, but I always felt like Jump is far superior than Hammer because there exists Charge, and the increase in Jump's power is practically greater than Hammer since it hits multiple times, and there's the fact that Jump can target in the older games. Also, a Badge can be used to protect backfiring damage such as Spike Shield, making Hammer even less essential in battles. With this change, I can see myself using Hammer as an alternative since there is a more practical purpose with hammering stuff in battle (defeating multiple enemies more easily).
Although the vocal Paper Mario fan have their distaste on the newer Paper Mario games, preferring to just have newer entries continue from the first three games and ignoring the newer two, I hope that they incorporate the great stuff that they did with the newer entries instead of abandoning them, because there are some new things that are quite great:
- Things. If you don't know what a Thing is, it's basically a powerful item based on real life things that allows the player to progress and have significant advantages, such as using a table fan to create wind. Every "Thing" is very amusing and their animation sequence don't last long, but they produce great effects. I think that they could work similar to the Crystal Stars and Star Spirits from past games (think of it like Summons from Final Fantasy games) where the player can use them for a battle advantage, but are not tied to the plot so the player can use any Thing they want when they found them. It's just that I found the things have quite a personality that they should be the way for powerful attacks.
- Keep/improve the paper aesthetic: One thing that Colour Splash managed to do very well is that they made every level felt like they can be touched, since everything is either made of paper or real-life objects. It makes the world very nice to look at, and provides a strong case of what a HD Paper Mario game should look. It's amazing to see this aesthetic evolve starting from Thousand Year Door, actually.
- Varied level design and theme in every level: The level-based approach used in the two newer Paper Mario games is something that makes a level memorable, and it's nice to see that the developers are quite creative in level designs. Colour Splash went out of the way to make each level be based on something different, so as an example, in the orange levels, you have a valley, a temple, a garage, a restaurant and a train. Not that the earlier Paper Mario games are lacking in them, but I suppose the variety is very much appreciated.
- World Map for location traversal: It can be nice to travel from one spot to another to enjoy the scenery, but that can get tedious if done repeatedly. Having a world map is a good way to make the journey between one spot to another less cumbersome.
- Enemy quips: In Colour Splash, enemies sometimes make comments while you are taking your turn, which is a very nice touch and I hope carries over. Just for fun, maybe have a command where one can force the enemy to make their comments.
- Enemy recruitment: The idea that you can choose a certain enemy to be your ally is great, but Colour Splash didn't go all out with this idea since they can only be used for one regular battle. I hope that like Pokemon, Paper Mario can collect most enemies and choose his partner.
- Concept Art Gallery: Colour Splash did something that no Paper Mario has done - they showed us how certain characters were designed before they were finalised, which is a very nice treat since Mario games don't usually have pre-release concept art.
- Better communication in localisation: Something I have admired about the latest Paper Mario is how the localisation team is in touch with the developers, based on USGamer's interview with Risa Tabata: "it's very difficult to translate jokes, so rather than having the localization team just translate Japanese jokes, we worked very closely to make sure that the English writers actually came up with jokes that work in English, jokes that would be funny in this market. And I think the creativity of the localization team is on display". This is not related to why fans didn't like the modern Paper Mario (after all, we've got the Yakuza to Mafia change in Thousand Year Door, which I am sure is delightful), but I just thought that the more freeway communication is better for this series.
Thank you for reading.
Moldomré said:1. You're from Europe! You used "colour"!
2. Man, your points are solid. I do not disagree with a World Map, which surprises myself! I definitely do not disagree with Level Design, Paper Aesthetic, and your view on Things. One thing I want to keep from Color Splash is the ability to hammer at an angle, rather left, right, down, and up. Enemy quips and recruitment I don't really like that much. I'd rather have the classic partner system.
winstein said:- Enemy recruitment: The idea that you can choose a certain enemy to be your ally is great, but Colour Splash didn't go all out with this idea since they can only be used for one regular battle. I hope that like Pokemon, Paper Mario can collect most enemies and choose his partner.