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No video game is inherently perfect. Talk about some stuff you don't like in games you otherwise have nothing but showering praise for. Whether it's bad levels, badly written characters, bad game mechanics, all that fun stuff.
(i love these little save album photos amazing)
Mario & Luigi: Partners in Time suffers from its linear, level-oriented gameplay as opposed to the more exploration, connected worlds from Superstar Saga, and I think it's the most major contributing factor to why it hasn't been as widely received as, say Superstar Saga or Bowser's Inside Story. Instead of taking advantage of the past/present mechanic, you're sorta just stuck in Peach's Castle in the present and you just use portals to warp to places in the past, all segregated from each other. You don't get to see the subtle changes between, say, Toadwood Forest in the present as compared to what it looked like in the past. Even Baby Bowser's Castle in the world map does not change at all, retaining Baby Bowser's face in the present. This just makes the world feel more spaced out and disjointed from each other rather than part of an organic environment. I really think they wanted to spend more time in the game because Partners in Time is the only game in the series that suffers from that type of level design and overall level segregation and there could have been a lot more done with it; there were ideas here and there such as the Younger E. Gadd but they were sparse.
Another bad thing about Partners in Time is how I cannot switch the order of the bros. Booooo, I want Baby Luigi to lead. I know it's more in-character for Baby Mario to do the leading but I want to whack stuff as Baby Luigi too!
Bros. Items in addition trivialized the game, they were far too broken and badges that let you use them infinitely such as the Ulti-Free badge made them even more busted than they should be. They're way too easy and cheap to get and they're too over-centralizing in the game.
That final boss minigame before you fight Princess Shroob, I hate it, it feels clunky and awful to play, and it's easy to get a game over from failing it. They should have just cut that portion from the game entirely, an epic spaceship battle should have been a lot more awesome than whatever the hell I'm playing here. I also feel like the Shrowser boss fight was phoned in, it's pretty much put in as a joke?
(i love these little save album photos amazing)
Mario & Luigi: Partners in Time suffers from its linear, level-oriented gameplay as opposed to the more exploration, connected worlds from Superstar Saga, and I think it's the most major contributing factor to why it hasn't been as widely received as, say Superstar Saga or Bowser's Inside Story. Instead of taking advantage of the past/present mechanic, you're sorta just stuck in Peach's Castle in the present and you just use portals to warp to places in the past, all segregated from each other. You don't get to see the subtle changes between, say, Toadwood Forest in the present as compared to what it looked like in the past. Even Baby Bowser's Castle in the world map does not change at all, retaining Baby Bowser's face in the present. This just makes the world feel more spaced out and disjointed from each other rather than part of an organic environment. I really think they wanted to spend more time in the game because Partners in Time is the only game in the series that suffers from that type of level design and overall level segregation and there could have been a lot more done with it; there were ideas here and there such as the Younger E. Gadd but they were sparse.
Another bad thing about Partners in Time is how I cannot switch the order of the bros. Booooo, I want Baby Luigi to lead. I know it's more in-character for Baby Mario to do the leading but I want to whack stuff as Baby Luigi too!
Bros. Items in addition trivialized the game, they were far too broken and badges that let you use them infinitely such as the Ulti-Free badge made them even more busted than they should be. They're way too easy and cheap to get and they're too over-centralizing in the game.
That final boss minigame before you fight Princess Shroob, I hate it, it feels clunky and awful to play, and it's easy to get a game over from failing it. They should have just cut that portion from the game entirely, an epic spaceship battle should have been a lot more awesome than whatever the hell I'm playing here. I also feel like the Shrowser boss fight was phoned in, it's pretty much put in as a joke?