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Giant Bomb Review

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Paper Mario: Color Splash Review

2
  • WiiU

A dreadful combat system brings down an otherwise beautiful and funny Mario adventure.

Rather than have two concurrent Mario RPG series, Nintendo has kept most of that genre’s trappings confined to the Mario & Luigi series for over a decade. Paper Mario may have taken the torch from Super Mario RPG with its first two entries, but later titles strayed further and further from the formula. Super Paper Mario was a platformer for all intents and purposes, and Sticker Star took a different approach altogether. The 3DS title eliminated XP and leveling, severely handicapping any sense of progression. In addition, combat was regulated by a finite collection of stickers that Mario would collect in the world. As polarizing as Sticker Star was for fans of the series, Paper Mario: Color Splash doubles down on its most frustrating elements and makes them even worse.

Some stages make novel use of the craftwork aesthetic.
Some stages make novel use of the craftwork aesthetic.

What makes Color Splash such a tremendous disappointment is the fact that so much of it is great. Throughout the game’s lengthy story, it consistently made me laugh with its clever writing and numerous nods to Mario history. Prism Island plays host to a wide variety of locations and activities, and I was always curious what the game would be having me do next. Restoring color to the world is Mario’s goal, and doing so tasks him with appearing on a game show, assembling a train, organizing a tea party at a haunted hotel, and a ton more. It even manages to sneak in some great parodies and references that rarely seem forced.

Just about everything in Color Splash is instantly likable except for the thing that you spend the most time doing. Each time I encountered an enemy, it felt like a punch to the gut. I’d often be walking around, admiring the game’s gorgeous visuals and wondering what it would be having me do next. Then, I’d encounter an area filled with enemies and I’d be reminded of how thoroughly Nintendo dropped the ball with this game.

Numerous things are terrible about the combat system, and any one of them is bad enough to bring down the quality of the game as a whole. Together, they have the ability to make the experience miserable at times.

Like Sticker Star, combat is regulated by single-use cards that Mario can buy or find in the environment. Since there isn’t any kind of infinite base level attack that can be pulled out at any point, I was frequently required to waste powerful cards on enemies that were already near death. This system can back you into a corner. If you’ve run out of hammers and all you have are a bunch of jump cards, good luck trying to take out that Shy Guy with a spiked helmet on his head.

Oftentimes, powerful cards will just be taken from you without warning. At random points, Kamek will fly by at the beginning of standard battles and turn all of your cards over. You’re forced to blindly choose cards to play, meaning that you could easily waste one of your most powerful attacks on a weak enemy. Some fights even feature enemies that hop onto the playing field and eat your cards before you have a chance to use them.

Go into the settings menu ASAP to remove this screen.
Go into the settings menu ASAP to remove this screen.

This is especially infuriating if it’s a Thing card. These are special cards that transform the battlefield into a photorealistic environment, and often do massive damage to your enemies. More often than not, these rare items are required to finish off a boss or advance the story. If you lose it in one of several random ways, you’re forced to exit the area you’re in and head back to the main hub world to buy another.

As boneheaded as the entirety of the combat system is, it’s made even worse thanks to the method in which you attack. It’s insane that GamePad functionality has been so clumsily incorporated this late in the Wii U’s lifecycle. Each time you want to attack, you have to scroll through a giant deck of cards on the GamePad screen with the stylus. You then slide the cards that you want to use up to the top of the screen. Once your cards are in place, you confirm that they are the cards that you wish to attack with. The GamePad takes you to another screen that has you tap and hold on each individual card to determine how much paint you want to put into them (paint increases attack damage). When your paint levels are where you want them to be, you hit confirm again. At the next screen, you flick the cards up with the stylus to actually attack. This song and dance happens every single time that it’s your turn during combat. There is an option in the settings menu that allows you to eliminate one of the “confirm” screens, but the process remains painfully slow.

Be prepared to see a lot of this screen.
Be prepared to see a lot of this screen.

This is all the more maddening when you realize how fruitless combat is to begin with. Sticker Star’s dumbed-down progression system is even more severely neutered in Color Splash. Mario can expand his paint reserves by collecting hammers after fights, and his HP goes up by 25 at six predetermined points in the story. Outside of a few upgrades that increase the number of cards that Mario can play in one turn, there is nothing else that you can do to feel more powerful.

Let’s break this down. You fight by playing single-use cards. If you win, you’re rewarded with coins. You use coins to...buy more cards. With that system in place, why would anyone ever want to encounter an enemy in the field? I never once felt like any of the standard fights were doing anything to progress the story or my character’s abilities. It’s maddening. I got to a point in which I started trying to flee from every fight. This works on occasion, but it’s terrible when Mario falls flat on his face while attempting to flee and you’re forced to go through another awful round of card-based combat.

There are other unfortunate elements in play that aren’t tied to the combat. Several stages require you to play through their entirety two or more times. At five different points in the story, progress is halted unless you’ve found an entire “rescue squad” of Toads that are spread throughout the world. It’s discouraging to think that you’re about to enter a new area, only to be told that you can’t continue without finding five or six Toads that are hiding in unspecified locations in previous levels.

The Magma Burger is one of the only important items you can buy with coins.
The Magma Burger is one of the only important items you can buy with coins.

I changed my tune on one of my favorite areas by the end of it. The haunted hotel isn’t combat-heavy, and focuses more on puzzle solving. I enjoyed trying to hunt down a collection of Toad ghosts so that they could organize a tea party. This area has several clever puzzles, and the reduced focus on combat was really helping me spend time with the things I liked about the game. When I was down to the last Toad that I had to collect, a grandfather clock rang and I was met with a game over screen. It had failed to adequately explain to me that there was a time limit for this area, and I was forced to start over from the beginning.

Even the sidequests feel useless. The biggest one involves temples in which you compete in rock-paper-scissors. Your prize for winning? Coins that you use to buy cards, and cards that you use to win fights that give you coins.

Every level has blank spots for Mario to fill in with paint. I initially enjoyed this side activity and shot for 100-percent “colorization” on every stage. This pursuit stopped once I realized that a character called the Shy Bandit pops up randomly to suck the color out of levels with a straw. If you don’t catch him in time on the world map, your 100-percent colorization can go down to next to nothing. Even if you do get full colorization in an area, your reward is just unlockable music tracks.

Toads Toads Toads Toads Toads
Toads Toads Toads Toads Toads

Often, the method to advance the story will be completely unclear. Your talking paint can named Huey is supposed to help point you in the right direction if you press up on the d-pad, but he frequently has no advice beyond “Hey, maybe you should talk to some Toads around town!”

That’s never hard to do, because everything is a goddamn Toad in this game. Previous Paper Mario games have featured a wide variety of NPCs, complete with tons of different looks and personalities. In Color Splash, it’s just a bunch of Toads of different colors. Sometimes they’ll have scarves. A couple of them had pirate hats. In the end, they’re all just Toads. Oh, you need to climb a mountain to talk to a wise old sage? Just a Toad. He doesn’t even have a beard. Ghosts are all over this hotel? They’re just Toads with an aura effect around them. I think one of them had glasses.

I can’t remember the last time I’ve been so thoroughly divided on a game. One part of me loves it. It’s genuinely funny, and the writing and locations are fantastic. Prism Island is gorgeous, and the soundtrack meets the high bar of quality that Mario games are known for. In the end, though, I spent most of this game trying to avoid playing the biggest part of it. Every combat encounter reminds you of how broken a critical element of the game is, and they happen frequently. It’s staggering how much this one system routinely destroyed my enthusiasm for the game.

With more traditional RPG mechanics and a real progression system, Paper Mario: Color Splash could have been one of the best games in the series. Because of some unfathomably ill-conceived decisions during the development process, it’s one of the very worst.

123 Comments

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slymi

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https://youtu.be/OyYA8FlfBd0

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Quantris

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@ripelivejam said:

@rasrimra said:
@rollout said:

I think Dan would have enjoyed this game's combat if he did what I did and that is use all the good cards ALL THE TIME. Much like I learned to do in Sticker Star, I would spend every powerful cards on every enemy as long as it's effective. This random goomba? Painted Shoes and Hammer. This group of Shy Guys? Fire and Ice Flowers. At the point of the game I am at, I willingfully attacked and defeated every single enemy that was on my way. No saving cards, no running, just killing everything like a Mage casting master level spells at everything that moves. And I had a blast. Sticker Stars rewarded you by giving you tons of coins for using stickers so you can buy more, but this game doesn't need it, you can afford to maximize your deck with how much coins you can find, even when refilling your inventory with Things using them every new zone. Anyway, that was my experience and that's too bad Dan didn't enjoy the game combat on his own terms.

I was wondering whether this was the case. It's human nature to hold on to things too much. Has anybody else tried this approach? I get the feeling that this is how the game was 'meant' to be played.

still it seems like some heavy bullshit to have to go through those tedious and frankly pointless motions every time you want to use an attack.

It's already been mentioned that you can change the controls from the "basic" method to one that lets you use buttons. But hey, card-based battle systems aren't for everybody, if you don't like them you won't like this. And definitely the "painting in cards" mechanic is not really that well-thought out...if you're playing correctly it isn't meaningful at all, and if you're not then you'll just get frustrated.

For me, the whole point of battles is to roundly defeat the enemies in one turn to get the bonus (except for boss battles). And it's very easy to find "powerful" cards so yes, it doesn't pay to be shy about using them and that does seem how it is meant to be played.

I'm only partway through this game, but if it is anything like Sticker Star, the key "things" for bosses are actually very obviously telegraphed but there will be complaints that they are random. Even if they are random...this game lets you hold 100 cards so you can just have all the things. *And* there's a guy who'll tell you which thing to have if you want to go that route. *And* you get so many coins to buy "things" with. *And* there are replica "things" and you can even get them from the spinner!

What follows is a wall of text that I will probably get flak for. Whatever. Some "points" made in this review really bothered me. I can accept that this game left Dan with a bad feeling, but some of the complaints are pretty misleading I think.

I was frequently required to waste powerful cards on enemies that were already near death.

No, you weren't. You can corner yourself, yes, but that just means you have to think ahead a little bit (and it's not like the card system is complicated in any way). This statement reminds me of when Dan played League of Legends and refused to adapt his playstyle to the game. And also, the levels are full of free cards so I have no idea how you could possibly run out of them.

You’re forced to blindly choose cards to play, meaning that you could easily waste one of your most powerful attacks on a weak enemy.

Kamek is laughing at you. You're only blind if you refuse to see that your cards are in a specific order. I'll admit that at least once I spent a "hammer" when I meant to spend a "worn out hammer", but it's trivial to avoid losing your most powerful attacks if you're paying attention.

This is all the more maddening when you realize how fruitless combat is to begin with. Sticker Star’s dumbed-down progression system is even more severely neutered in Color Splash.

This certainly isn't TTYD. But I'm not sure what Dan means here...IIRC the rewards for combat are basically the same in this game as they were in Sticker Star...you get some coins and possibly a card. This game adds the hammer XP on top. Sticker Star had hearts to find in the world but those had nothing to do with combat.

So it is true that battles don't really do much for progression (unless filling in the museum is one of your goals, which BTW is infinitely less tedious than it was in Sticker Star). I find it odd to turn this into a complaint...battles are something you can do in this game. If you want to do them, do them. If you don't want to do them (Dan does not), then....don't? Personally I find them enjoyable, so I do them.

...progress is halted unless you’ve found an entire “rescue squad” of Toads...

This is a matter of perspective...finding the Toads is *part* of progressing. They're just like keys, or puzzle pieces, or the missiles, or mist form, etc. So far this is nothing like in Paper Jam (where they had disruptive "minigames" for hunting Toads). They are basically a way to gate access to certain areas until later in the game...you find the Toads as you play and once you complete a squad, go back to where they are gathered. I get the impression that this is Toadist Dan talking.

It had failed to adequately explain to me that there was a time limit for this area, and I was forced to start over from the beginning.

I'm sorry...casting this as the game's fault is kind of ludicrous IMO. It does say on the back of the box "Basic reading ability is needed to fully enjoy this game."

I think it's a good direction, especially for Nintendo, to move away from hand-holding the player too much.

If you don’t catch him in time on the world map, your 100-percent colorization can go down to next to nothing.

To be fair...it's pretty easy to "catch" him. Just go to the targeted level. And it's not like this even happens very often. Plus you get a special card when you beat him. Anyway, it doesn't really affect the game if you fail to stop him, it's mainly a chance for bonus coins.

Often, the method to advance the story will be completely unclear.

I guess this a similar point to one above, but this is plain false. Not paying attention / refusing to look at what the game is showing you is not the same as "completely unclear". Now, this game does involve going back to previous levels to tie up loose ends / open up new areas. The world map does a decent job of highlighting those opportunities, in case you forgot where they were. And it does reward observation/exploration. Basically if you go where you can go then you'll make progress.

tl;dr NuDan is dead. Long live OldDan.

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Rincewind

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I wonder if it was Nintendo's F team that farted this out because the A,B,C,D and E teams are making hot NX jams.

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rocketblast0063

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Such a waste. The first Paper Mario (N64) is great, the second (GC) is very good and the third (Wii) is mostly good (yet different) and this... is... hmm...

I guess one need to accept that some of the best Nintendo series is long dead.

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Corvidus

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I don't trust Dan's reviews at all. I can't be sure he was paying attention or tries to be good at something.

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deactivated-5d9707771cd62

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Thanks, Dan. No quicklook though?

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Pudge

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shadow961

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@bhlaab said:

As polarizing as Sticker Star was for fans of the series, Paper Mario: Color Splash doubles down on its most frustrating elements and makes them even worse.

Was it polarizing? Everyone I've heard speak about sticker star were beyond unified

Not only was it apparent that Sticker Star polarizing to most people, the immediate reaction to Color Splash broke down along those same lines ("I'm excited because I enjoyed Sticker Star" or "they've killed Paper Mario by doubling down on Sticker Star"). It's been so apparent that Nintendo had to come out and explain their rationale.

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mrcraggle

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@ptys: Out of critical reviews, Dan's is certainly an outlier being 2 points lower than the next lowest score so you may end up enjoying it.

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MindBullet

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Thanks, Dan. I think I'm with you on this one. I really miss classic Paper Mario...

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Lurkero

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Paper Mario has had the ambition of being an action RPG to separate it from the turn based RPG, but Nintendo has failed to design enough action or enough RPG into each game that has tried.

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deactivated-5d9707771cd62

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TheDrumkid92

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@rasrimra: That can't be how it was meant to be played. If that was the case, why even make different cards? If you're just supposed to blow your awesome cards all the time, why have cards that aren't awesome? Why have cards at all?

Unless their design philosophy is something more similar to Mario Party, where randomness is king, there's no way they wanted people to just smash their way through the whole game willy-nilly

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dogbox

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Enjoyed the review. As I was reading up on this game before release, found myself thinking that if Nintendo is resolute to making Paper Mario not an RPG, maybe just go all the way and make it an adventure game?

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Edited By Ravelle

@nagafen said:

We all have our opinions so I dunno why people moan about a review, I think the Mass Effect series is garbage, but everyone seems to love it.

Because some people still fail to understand that reviews are just an opinion and only think their own opinion the right right score.

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kickahaota

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Dan Ryckert plays bad Mario games so you don't have to.

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ThomasCro

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Just another fucking toad.

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Fonzinator

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There have now been more bad Paper Mario games than good Paper Mario games. That is a fucking travesty.

Eh, Super Paper Mario is still good. The 3D mechanic was used well, jumping on dudes and seeing numbers was fun, and it had some cool characters. (Mr. L)

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ripelivejam

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@corvidus: seriously? he's been doing this for years and has written a shitton of reviews for game informer in the past. he also seems to be the one who plays games the most consistently both in and out of the office. he's really just as professional and capable as the other guys. i understand if you disagree with him or have different tastes, but dont disparage his ability.

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DevvyBoyyy

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Sticker Star's combat system was bad, but the number of ways they make it worse is almost incredible. What the hell is that Kamek thing? Why would anyone think it would be good and fun to randomly steal your cards?

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poobumbutt

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In all the talking Dan did about this game on two of the Bombcasts, I imagined this review would just be a restatement of those arguments (but one I would be happy to read). However, I don't think Dan mentioned - or didn't stress the ridiculousness of - possibly using your Thing item on a nobody enemy or having it stolen and being forced to trudge back to town to buy another. I don't know why this was the one thing to stick out in this review, but that feels beyond enraging to me.

Well, just look at it this way, Dan: you can't appreciate the good without having experienced the bad.

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miceman64

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Nintendo i think its time to make a sequel to Paper Mario Thousand Year Door.

You know the best RPG you guys made.

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mayor_mccheese

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Super Mario RPG is still my favorite of these. Maybe Nintendo should enlist SE again.

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Dray2k

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Edited By Dray2k

Damn, reviews like these would've been awesome in video format.

Too bad GB doesn't make video reviews anymore. Back in the day I first heard of GB for their reviews, and Dan articulating his thoughts both in text and speech could be a nice thing.

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BasketSnake

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Edited By BasketSnake

This review is so goddamn well written. I'm right there with you. I was one of the three people on earth who really loved Sticker Star, completing it at 40hrs. I didn't mind the battles in that game at all, in fact I backtracked quite a bit to stock up on stickers and didn't mind it at all. It was almost like I was playing some sort of mini-game that came with an incredible soundtrack. I feel the same with this game as well. I'm about seven hours in. The music is excellent and I'm just walking around coloring everything, doing whatever battles I have to. I tried the first roshambo temple seven times or so before I won and that sucked so bad. Reading about the Kamek that shuffles your cards and the TIMED shit doesn't sound good at all. So far I haven't really been bothered by the battles. Playing my first battles I thought the touch screen controls sucked and it still does but not nearly as much as I thought it would. It's such a bummer. You have to wonder what they're thinking when designing this crap...it honestly doesn't bother me much but it could've been SO much better. It'd be funny if someone hacked the game and completely re-did the controls.

I played eleven hours of Paper Jam and put it down because it felt sort of bland but I'm going back to that after this game for sure because the battles are so good. I think Paper Jam probably has the best battle system of any game I've ever played and I've played a lot of games.

Thousand Year Door is superb.

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mrsmiley

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I'm playing through Stick Star right now (which is bad but not as bad as Color Splash), and there is literally a point when you lose ALL OF YOUR STICKERS. I had just finish organizing them about 2 minutes before this happened. You're then forced to pick them back up since they are scattered around the level. It was 100% pointless frustration, and I almost quit playing right there. I don't understand why Nintendo thinks frustration is a great game mechanic.

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RE_Player1

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Is it that hard to get another Paper Mario game on the level of the original or Thousand Year door? Every other entry in the franchise is trash tier.

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Jpope

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Edited By Jpope

@bhlaab: I know I hated Sticker Star!

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MaC122

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I am going to disagree with Dan on this one. I watched his quick look on this and he was pissed about the Toads and the combat in the game. He already had a chip on his shoulder about the Toads and I think he is having a hard time seeing past that. Yes, the combat is tedious and sometimes you just want to avoid it all together, but this is my only complaint so far. The game is beautiful and the level designs are amazing. It also has some adult humor written in that liven ups the atmosphere. I have been playing with my 4 year old son and he loves to paint, jump, battle, and get stars. We play as a team and we are having a blast. Another plus to the game is how large it is. I have probably played for about 6 slow hours so far and we are less than half way through the game. I would give this game 4 to 4 1/2 stars, not 2. But hey, I am not a professional video game reviewer.

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ptys

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@ptys: Out of critical reviews, Dan's is certainly an outlier being 2 points lower than the next lowest score so you may end up enjoying it.

Ah really, cool. Something just wasn't clicking with me after watching that Quicklook.

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SpunkyHePanda

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At a certain point, they're gonna have to make another Paper Mario game like the first two, right? I mean, points for experimentation, but this really doesn't seem to be what people want. Unless this is a vocal minority situation? I just have to imagine that these games would sell better if they were more like the originals.

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Arkana

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@spunkyhepanda: The reason they haven't is because the original director of the first 2 games (and Super Paper Mario) hasn't worked on the series since. I really wish they went back and tried to learn what actually made the series great in the first place, instead of just constantly going against what worked before.

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Xenon

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Somehow this is both expected and disappointing. Sticker Star I eventually managed to trick myself into enjoying by re-configuring my expectations about combat and what it all meant, transforming the enemies that I saw from resources and fun opportunities for combat into just obstacles that needed to be avoided as much as possible, but this wasn't a lot of help. Dan's review makes it seem like this is worse.

Paper Mario is perhaps Nintendo's most baffling series. After making two genuinely amazing and well-received games, they decided to completely pitch everything out and turn it into something completely different for no real reason. Especially with the dearth of turn-based RPGs in the world now, I would LOVE two RPG series from Nintendo. If they're going to keep going in this weird direction though, I'd rather they just kill the series and save us from getting hopeful again.

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DevourerOfTime

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This is the lowest a publication I've seen has scored Colour Splash and I still think it's rated too high.

A game where a large percentage of it is so fundamentally broken on a design, implementation, and gameplay level should be considered just an outright failure.

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Rasrimra

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Edited By Rasrimra

@ripelivejam said:
@rasrimra said:
@rollout said:

I think Dan would have enjoyed this game's combat if he did what I did and that is use all the good cards ALL THE TIME. Much like I learned to do in Sticker Star, I would spend every powerful cards on every enemy as long as it's effective. This random goomba? Painted Shoes and Hammer. This group of Shy Guys? Fire and Ice Flowers. At the point of the game I am at, I willingfully attacked and defeated every single enemy that was on my way. No saving cards, no running, just killing everything like a Mage casting master level spells at everything that moves. And I had a blast. Sticker Stars rewarded you by giving you tons of coins for using stickers so you can buy more, but this game doesn't need it, you can afford to maximize your deck with how much coins you can find, even when refilling your inventory with Things using them every new zone. Anyway, that was my experience and that's too bad Dan didn't enjoy the game combat on his own terms.

I was wondering whether this was the case. It's human nature to hold on to things too much. Has anybody else tried this approach? I get the feeling that this is how the game was 'meant' to be played.

still it seems like some heavy bullshit to have to go through those tedious and frankly pointless motions every time you want to use an attack.

Yes. Don't get me wrong. I am not defending the game design or disagreeing with the review (not having played this game). I was merely interested whether the developers made the common mistake of expecting people to use limited items freely.

I remember someone from Blizzard talking about potions with duration effects and how they were rarely used as intended, as opposed to potions that offer permanent effects. People hoard stuff, it's in our DNA. They hoard those potions and never use them as frequently as intended, resulting in frustratingly difficult gameplay sections for the average gamer. Similarly, they may have underestimated how tight players would hold on to their cards. And maybe, just maybe, the game is a lot more fun if you know in advance that you shouldn't bother holding on to cards that much.

I'm not making an excuse for the game. That is still bad game design: The game should have found a way to communicate to the player that he would never run out of cards and that everything will be fine even if you use them loosely. And clearly the game did not manage to communicate this.

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deactivated-64056c37973fe

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What a bummer! This game looked like it was gonna be a lot of fun. Thanks for saving my money, Dan! Appreciate ya!

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generic_username

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I'm worried that Paper Mario is slowly becoming Sonic. Where every time they announce a game, the fans (myself included) will get excited and think, "Hey, maybe this is going to be the one! Maybe they'll make the Paper Mario game we want this time!"

And then it comes out and it bad, because of course it is.

I guess there's only been two and a half games that could point to this being a trend (I personally like Super Paper Mario) as opposed to Sonic who has a decades-long history of that cycle.

Also the fans were preeeetty down on this game the second they saw footage of it, so maybe it won't follow that arc just because they're not going to be immediately fooled by a trailer. But if the next one they make has a trailer that points out the inclusion of partners and an actual level-up mechanic... I'll be on board right there, and I'll probably buy it no matter what the reviews say. This one, though, I'm not going to.

@rasrimra:I really don't know where that person is coming from, either. The only point they made that stands is that it's been a bad year for Nintendo.

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buzz_clik

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I've just read all these comments, and it's made me realise something I never suspected: There are people who didn't like Super Paper Mario? I loved that game!

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AutumnShade1

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I Just finished Color Splash and I enjoyed it, not sure if I'll 100% it but that could be fun. It's not for everyone but I didn't hate the combat/card system, it would be nice if it was quicker and I usually avoided fights if I could but it's not completely broken. I never really got lost or had much trouble finding the toads, probably because the hint system works well (most of the time). But I actually liked Super Paper Mario so what do I know:)

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AV_Gamer

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A bad Paper Mario game? No I refuse to believe it.

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vasta_narada

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In all the talking Dan did about this game on two of the Bombcasts, I imagined this review would just be a restatement of those arguments (but one I would be happy to read). However, I don't think Dan mentioned - or didn't stress the ridiculousness of - possibly using your Thing item on a nobody enemy or having it stolen and being forced to trudge back to town to buy another. I don't know why this was the one thing to stick out in this review, but that feels beyond enraging to me.

Well, just look at it this way, Dan: you can't appreciate the good without having experienced the bad.

That part stuck out to me as well, but for a different reason. I ended up getting Kamek'd multiple times in my playthrough where the effect was all of my cards turned into the same Thing card. I had to blow 2-3 cards and watch the same lengthy animation for multiple battles. Just uuuuuuggghhhh.

That said, I'm writing my own review for funsies, and I keep finding myself writing glowing paragraphs then adding caveats in them somewhere that kind of undoes a lot of the praise. "Yeah the gameplay on the overworld is awesome, the loop of collecting paint to paint shit to get stuff is addictive...but the combat is boring as hell and makes it so you spend a lot of overworld time trying to get around enemies instead of gleefully prancing through the areas." Things like that. This game is so good, but with so many things you have to not mind in order to like it :/

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MormonWarrior

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Edited By MormonWarrior

The quality of both Paper Mario and Mario & Luigi has dropped in the last few years, and it bums me out. Mario RPG, PM: The Thousand-Year Door (the first was a little slow and bland), and Mario & Luigi 1/3 (2 was a little unremarkable) are some of my favorite games ever. Dream Team was a serious slog with moments of brilliance, which made it harder to deal with.

Honestly, if at this point they just remade the first two Paper Mario games with this level of graphical quality, I'd prefer that to this mixed garbage. Sticker Star was atrocious for many of the same reasons, and I haven't even bothered to try Paper Jam after my time with Dream Team.

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Corvidus

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@ripelivejam: Firstly not disparaging his "ability" don't be so sensitive. Yeah I'm serious, the way he seems to play games is so different to me it's pretty useless for me to use his reviews. He wants to play a game his way which is fine do what you enjoy and all that... but can you trust that the way he plays is the "right" way? The way a game is designed to be played? Or is he just stubbornly doing the same thing over and over? I don't know. And because I don't know I can't trust his review as a review.

I don't really like anything this game has going on so it's not a fan defending a game that I like from a bad review. But read the long post by Quantris. Someone who has clearly played the game who has seemingly valid criticisms that stem from Dan not doing things well or paying attention. Is that what you want from a reviewer? I found the review very entertaining though. That's why I read it.

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Solidair3

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I've actually been enjoying this game quite a bit (certainly more than sticker star), though I will say that I avoid combat more than I seek it out. The rewards just aren't there. If I'm not there for EXP then I'm really just throwing cards away on shitty enemies that don't matter. And for what? some coins?? It's disappointing.

Overall, the combat itself is pretty similar to old paper mario games, in terms of action commands. The writing truly has been incredible, and I find myself laughing almost all of the time. I hope for the next Paper Mario entry they take this info to heart. Make the battles worthwhile, if I don't want to engage in battle, then why in the world would I want to do them EVER?

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Solidair3

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@rollout: I agree, I think this is true. Ever since the first roshambo temple, I'm DROWNING in coins, they clearly want you to stock up the best stuff all the time. And you can KEEP going back to the roshambo temples and getting TONS of coins, it's almost impossible to run out. They should have somehow emphasized that more in the game.

The only bummer there is running back to port prisma to stock up all the time, but it makes the battles much more satisfying.

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Quantris

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Sticker Star's combat system was bad, but the number of ways they make it worse is almost incredible. What the hell is that Kamek thing? Why would anyone think it would be good and fun to randomly steal your cards?

Kamek was in Sticker Star too where he'd turn your stickers into flip-flops (that was funnier than what happens in Color Splash, as you proceed to slap him in the head with them).

I apparently got lucky that I didn't get too screwed over by Kamek in this game, apparently it's possible to get put into a situation where you can't win (e.g. if he gives you hammers against flying enemies)? Though I'm not sure if its definitely true having not seen it myself (doesn't seem like Dan encountered that either, or he'd surely have called it out).

When he flips your cards over, you can see which ones are on the screen (with the default sorting it is probably a bunch of mushrooms), so you actually have a hint there (Sticker Star didn't do that, but IIRC the "big" stickers stayed big in that one). I've never seen him SHUFFLE the cards which would be a real dick move.

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sodapop7

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This game looks too good in terms of style for me to pass on it. Bummer that it was pretty close to being awesome though.

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TheWildCard

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I cannot believe the dumb directions they have taken this series.

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pastry

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Can I please get another paper mario like the original and TTYD? Please? Pretty please? Pretty please with a cherry on top? No? Okay. :(