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Giant Bomb Review

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Paper Mario: Color Splash Review

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  • 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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poobumbutt

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@vasta_narada: It's a damn shame, since I never played any of the Mario RPG games besides Paper Mario 1 and a teeny bit of Seven Stars. I've always imagined I'd eventually order Bowser's Inside Story but have never gotten around to it. Was kind of hoping Color Splash would be the conveniently present game to fill that void.

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DevvyBoyyy

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@quantris: Huh, I guess I didn't play enough Sticker Star to see Kamek. Turing your card into flip-flops does sound pretty good though.

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Chicken008

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Edited By Chicken008

Such a huge bummer. I'm fine with them shaking up the battle system, but making it like Sticker Star again just makes it clunky and pointless.

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dreiszen

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Funny how the roving bands of vigilante editors that used to nitpick Austin's reviews have let two pages slip by without saying anything about the phrase "would be having me do" yet. It's "would have me do".

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TheTerribleFamiliar

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Surprised it ranked 2 whole stars after the litany of hate that was spewed into the recent podcasts.

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fidgetwidget

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I am honestly not surprised Dan doesn't like the game.
He doesn't like story games. This game lives and dies on its writing. The gameplay is ok-good, but the lack of systems to give you a sense of growth leave the combat with little justification.

Still, that writing is SO GOOD!

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shishkebab09

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This year has literally been THE WORST Nintendo's ever had. Color Splash is the cherry on the top of this shit sundae.

And yet Tokyo Mirage Sessions ♯FE is *easily* the best game I've played this year.

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logan3

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Efesell

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Zerothe

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Seems like Nintendo needs to stop the Paper Mario games and just incorporate them into a Mario game proper.

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mrblobby64

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My only exposure to this game is a streamer I like playing it through cos I don't have a WiiU, but what I've watched has been enough for this to be absolutely one of the best games this year for me, and there have been like double-figure bangers this year

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TheMainTank

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It's ok to like bad games, guys. You don't need to get up in arms about a negative review just because you like the game, Dan's opinion isn't a personal attack on you. Too Human is in my top 10 all-time favorites.

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gravytrain

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I really don't get why Nintendo keeps shooting themselves in the foot. It seems like their art, music, and story teams are often on point, but the rest of the process just goes to shit. How could anyone think these systems were fun? What about cards was a good idea? Just make a normal mario RPG game with FUN combat where you level up. How hard is this? Why do they keep trying to diminish the joy that comes with improving and tailoring your characters so much?

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TheManWithNoPlan

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Edited By TheManWithNoPlan

Damn. I'm genuinely upset by the lost potential with this game. It looks great (visually speaking) I'm playing through the first one on 64 and have fallen in love with the humor and rpg mechanics. It's just baffling seeing them make such a bad decision with the combat system in a series that got it right from the beginning.

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newmoneytrash

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I understand not liking the combat system in this game. This whole thing feels largely like a much improved Sticker Star but with more cumbersome combat. The one combat improvement they did make over the last game, however, is making combat matter. Collecting the hammers after a battle is ostensibly just xp and having to use the paint system outside of combat makes doing those battles worthwhile.

The whole choosing a card, painting, swiping, and THEN doing an active battle action just really messes with the flow of the game. It makes what could otherwise be an incredible entry into the series just a middling one.

In saying that, I actually do enjoy the combat. But I enjoy it while at the same time seeing it's flaws and seeing how someone would be turned off of it. If there was just a standard attack that you didn't need to play cards for and the cards instead were used for magic attacks and special abilities I think it would go a long way to addressing this game's issues.

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Accolade

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The "Coins that you use to buy cards, and cards that you use to win fights that give you coins" aspect is the cyclical monotony that I have no interest in whatsoever. Also the Toad thing.

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Sahalarious

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Dan I tend to agree with you pretty much all the time, but I love this game so much! its so pretty and charming and lengthy and the battle system never ended up bothering me.

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Wolf3

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I have to pretty much totally disagree. I found the combat actually a lot of fun, and a lot more varied than combat usually is in RPGs, BECAUSE you basically could use all these crazy attacks whenever you wanted, rather than just having to save everything. I mean you do have to to an extent, but you can more just use what you want.

And there's a TON of variety to the combat-TONS of enemies are dealt with better by one type of attack than another. It's really way more variety and way different from a normal RPG.

There's also not THAT much combat compared with a lot of RPGs.

The one thing I don't like about combat is that you HAVE to look at the bottom screen for it, which I found annoying, so I ended up just playing the entire game on the bottom screen so I didn't have to constantly look up and down. It mostly doesn't use touch though unless you want it to (just switch controls in the settings), though for some reason some menus require you to use touch, but thankfully not combat (nor talking to people, nor other normal RPG things).

On top of that the game looks and sounds amazing, and yeah, the writing is great.

My only real complaint is I found a few sections super annoying...that game show in particular. But far more often I found it crazy fun. The level design is amazing. The combat is interesting. I'm really, really glad I bought it.

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Wolf3

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@mattatar: I haven't played Sticker Star yet (it's in my backlog), but I just finished Color Splash, and mostly loved it. The only things I really had issue with were a few parts I found annoying-the gameshow in particular. They were all one-off things though (and more often than not I LOVED the levels, the great design, etc.)

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Wolf3

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Edited By Wolf3

@ptys said:

I like the look of this, I'll probably get it despite the score. Visually looks awesome and the combat is different.

Did you end up liking it? (If it's not in your backlog!) I mostly loved it, save for a few annoying parts here and there.

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Wolf3

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I'm with you 100% Dan. I don't know how anyone could be - there are so many people (not just you) who have talked FAR too much about this tbh :) Over the past 2 weeks or so on a bunch of podcasts, the game is just shit. That battle system is horrid. The lack of character in the characters is horrid. The fact is, if it didn't have Nintendo's name on it, it wouldn't even be a question. I don't know what it is where keep giving them the benefit of the doubt on stuff like this - they pump out a lot of shit. So many games that fundamentally don't work - this final year for the Wii U alone was loaded with them, like Star Fox Guard and Zero and Color Splash and... probably others? I feel like they've only put 3 games all year and strung out their fanbase the entire time. Its like people think its a trick? "Did Nintendo make a bad game or am I just not getting it?" - they made a bad game. And other people can make better "all ages" games, you guys. Its 2016, I don't know why people keep giving Nintendo such a pass. You can totally just say, "This sucks" and not drag yourself over a 2 week deliberation period investigating a damn Nintendo game - 75% of the studio is old, out of touch, racists Japanese men (the remaining 25% are people like the Animal Crossing/Splatoon team -- OOH! Animal Crossing Party! That was another huge turd that came out this year! Seriously; Nintendo fanboys are THE worst - you have to block out SO MUCH to keep this narrative going on in your head that they make the best games ever and are fucking bulletproof. Its madness)

This year has literally been THE WORST Nintendo's ever had. Color Splash is the cherry on the top of this shit sundae.

Have you actually played it? I loved it. Only a few parts here and there that were annoying, but mostly I thought it was incredibly well designed, and actually (yet another) example of just how good Nintendo is as a developer.

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Wolf3

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@babychoochoo said:

Holy. Fuck.

I did not know about the randomness (specifically the Kamek and card-eating enemies) involved in the combat. I haven't played this game and maybe it's not as bad as I'm imagining so maybe I'm overreacting, but just based on Dan's description of his experiences, everything about that sounds damn near unforgivable.

Randomness is a dangerous tool in video games. It's not inherently evil, but when it's actively used to fuck over the player and/or impede progress, you lost me.

I mean, think about it: a limited resource, one that you need if you want to get through any battle, can be randomly wasted/taken from you.

Who signed off on that? Why?

Kamek's barely in it. I'm not sure I had that a dozen times in the whole game. There are enemies that as part of their attack can grab cards. It's fairly rare, can be blocked as I recall, but it's just interesting. You can get them back, it's not game breaking, you can pretty much get whatever cards you need whenever you want.

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Wolf3

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@ozzie said:

Real bummer, I loved that first game sooo much (haven't played the second one). Really enjoyed exploring the world, the story and the combat. I mean the combat was ok, it was engaging but simple and most encounters were pretty easy. Either way, everything fit together in a way that made a really enjoyable game, that I still replay every now and then.

Great review, thanks Dan.

ARGH. If you like the series, play this. The combat system is excellent. Probably the best in the series that I can recall (although I'm having trouble remembering how Super Paper Mario worked now). It's a lot like the first game's combat, only there's a lot more variety, and you can actually use whatever attacks whenever you want pretty much.

Combat is fun, the graphics and music are amazing, it's well written/fun/funny, and the level design is amazing too.

My only annoyances were with a small number of one-off design decisions, like this super annoying game show in one level.