Paper Mario: The
Thousand-Year Door (GCN)
From Nintendo
So, this is
yet another game in the late 2004 influx of way too many big
named titles...yup, Paper Mario was among the most anticipated
on GCN releases (with Pikmin 2 and Metroid Prime 2) for this
season, and it definitely stands out. The only question is if
this sequel to a N64 title is actually worthy of being
reincarnated.
Plot
You are
Mario. I think you know the whole deal with who this man is
already. Basically, one day the Princess is shopping while on
vacation and finds a magical box that only a pure-hearted
person can open. Obviously, this means her. She finds a
treasure map inside the box and immediately writes to Mario
(sending the map with her letter) to get his help in finding
the treasure. So, Mario leaves Luigi and heads to Roguesport,
the town Peach sent her letter from.
When Mario
arrives, there is no sign of Peach, but a small Goomba (Goombella
is her name) ends up forcing Mario to help save her from a
bunch of thugs. Mario wins, searches for Peach and gets
Goombella interested in the treasure hunt. From here, Mario
gets the help of Goombella's teacher (a professor of some
sort), who is an expert on the history of Roguesport and the
surrounding land.
He explains
how 1000 years before Roguesport sunk into the ground and was
sealed behind a special door (the Thousand Year Door from the
title). Over time, the modern Roguesport was built on top of
the ancient sealed ruins. So, to open the sealed door, Mario
is told that he must use the map he got from Peach, along with
the seven crystal stars. So, Mario does the obvious; he sets
out to find the stars while looking for a sign of Peach...take
one guess where she is...yup! She's been kidnapped.
That sets
the stage and is about as deep as the polot actually gets in
the game. Mario will meet many wacky characters with really
shallow background stories (like the story for Goombella never
gets more detailed than what I just told you...she got help
from Mario when attacked by thugs...that's it). The plot never
really unfolds into anything more than what you'd get from any
other Mario game, which is sad considering this is an RPG and
should have the slightest level of depth to it (Mario and
Luigi for the GBA had a deeper plot than this...so did Mario
RPG for the SNES). At least the random bits of silly humor
does liven up the stale and pointless plot...for a
while.
Sadly, the
lack of plot and the tedium of the repetition you will go
through will work together to lower your interest after a good
15 hours. Nintendo seems to have forgotten that while RPGs
have tedius game systems, they are interesting (at least a
good RPG is) all the way through due to a top notch plot. So,
in short, the lack of any depth to the plot starts off as a
good feature to emphasize the game play system and the
silliness of the game, but over time it starts to hurt the
game by leaving the player with no motivation. You can take
that either way; it's good if you want to only play for 15-20
hours, but it's horrible if you aim to complete the
game.
Game
Play
A majority
of this game plays like a non-random-battle RPG. You walk
around town, with the ability to jump, use Mario's hammer, use
a buddy's special power, talk to people, buy items, rest at an
inn, etc. You should know the deal by now. You can do
everything outside a battle in PM that you could do in a FF
game, with the action elements of a game like FF: Mystic
Quest, Xenosaga, etc. However, the towns, are nice and small
in PM, so you don't waste your time talking to pointless
characters like one would do in Star Ocean: Till The End of
Time. So, in short, towns are just that; short and sweet with
the ability to explore a little extra thanks to jumping and
other actions.
Also, like a
standard issue RPG, your menu system is quite similar to those
in an RPG. You have stat screens showing your current
experience (towards leveling up), HP, FP (flower points: magic
points shared with your whole party), SP (star points: which
are only used by Mario when he unleashes a special ability
learned from obtaining the map or the crystal stars), money
(the coins of Mario fame), badges (like equipment, but you
have a limited number of badges based on your maximum...), BP
(...badge points: how many points worth of badges you can
equip, where each badge will have a cost between 0 and 6+),
items, logs, maps, etc. It's all pretty standard issue RPG
stuff so far.
Also, the
dungeons and the overworld areas all ply like a
non-random-battle RPG. The look and feel is like that found in
the towns, but with less friendly people and more enemies,
obviously. You can still jump, use hammer, use a special
ability, etc. Plus, there are enemies moving around the area
which you can fight if you touch them. Also, if you touch them
on the map with a jump attack or a swing of the hammer, you
will get a free bonus attack to start the combat (just chose
wisely, since jumping on a spiky enemy will obviously lead to
some problems for Mario's feet). You'll also find some nifty
puzzles and such in the non-town areas. These will usually
serve as a barrier to control how much you explore since the
game will give you the proper ability to move forward and
solve a puzzle only when you reach the right level of
progression (until Mario learns a certain move or finds a
certain buddy with a given move, you will be prevented from
going to certain areas...it's like how Metroid works in which
you are contained in one area until you obtain some new power,
like higher jumping).
Battles,
however, are the more unique part of PM. When you enter a
fight, the turn order is set in stone, unless someone strikes
first (like by jumping on an enemy on the map); it will always
be Mario, his partner (these two characters can swap positions
to select who is in the more dangerous front-line position in
combat), and then the enemies. Each attack for each character
will require a different rhythm based combat system in which
you will have to time the pressing of a button, press a series
of buttons, or move the controller in a certain way to achieve
either a hit or a good hit with a given attack. For example,
if Mario jumps on an enemy, he'll do moderate damage, but if
you press A right when he connects with the enemy, you'll pull
off a second bounce on the enemy's head. This is true for
every normal attack, every special ability, and every special
attack. The challenge is to learn when to press a certain
button, press a certain direction, or whatever...later on, the
challenge becomes more along the lines of putting up with the
tedium of constantly hitting A when you jump to pull off the
second bounce (you will use the standard issue jump command
almost the entire game, and it will wear on you...that and the
hammer attack) and to not just fall asleep with this level of
boredom.
In the same
way, you can defend against enemy attacks by hitting either A
or B when the enemy strikes you. If you hit A at about the
time an enemy hits you, you will dodge, block, or at least
take less damage. However, if you hit B exactly when an enemy
strikes (timing has to be 100% on this), you will deflect any
projectile and counter attack (taking no damage, and dealing
damage at the same time) for any hand-to-hand/melee attack.
This will get on your nerves since it's so boring and tedious
(after the first 2 hours, I should say) and you will not
survive the later levels if you don't learn the timing for
each enemy perfectly.
Also, in
combat, you will have an audience. This audience will give you
star points with each attack (or you can "appeal",
which is like waving to the crowd to cheer them on), and may
occasionally throw you items...both helpful and painful. You
can kick out an audience member before they throw shit at you
with a press of the X button (which may stop a good item
unless you keep your attention on the audience to see what is
about to be thrown). The only way, besides an inn, to regain
star points is from audience participation. Also, if you hit A
at a certain timing during an attack, you can make it more
"stylish" to cause the audience to give up more star
points after the attack. Also, if you do your timing right for
an attack (like causing the double bounce with the jump...see,
it always comes back to this same move), you will cause an
icon to appear in the top right corner. If you do it again,
you get another icon. Now, if those first two match, then your
next good attack will cause a slot machine type of thing to
appear in which you must stop the third wheel so it matches
the first two to gain extra HP, FP, SP, full refill of
everything, or if you get the poison mushroom you will lose
your audience and lose half of all HP, FP, and SP. With a
successful slot machine roll, you will also increase your
audience to maximum (for more SP per attack/appeal).
Lastly, the
battles all allow for Mario to partner with one ally at a
time. This ally can be swapped out at will, during and outside
of battle. If you swap during combat, you will lose the turn
of whoever initiated the swap (unless you have a certain badge
equipped). However, the newly brought in character will have independent
HP (so it might save your first ally from death), and each
ally has a different set of attacks. Some cannot attack
airborne enemies, while others like to bounce (so no attacking
anything spiky), and some have very expensive (in terms of FP)
moves. So, you always need to keep these facts in mind to deal
with each enemy you face. However, this will also become a nuisance
since you will find yourself wasting a good number of actions
in later areas as you keep swapping out allies as one battle
is all spiky enemies, and then the next are all airborne
(which will require different allies).
Battles end
with you earning some experience (called star pieces). If you
get 100, you will earn a level. Don't expect this to happen to
often (after 2 hours, I reached level 2). When you level, you
will be able to chose to either increase your HP (by 5), FP
(by 5), or BP (by 3). So, with how rarely you level, you will
have to chose wisely. Luckily, the game makes this decision
easy since there are badges to increase your FP or HP by 5
that cost 3 BP to equip (so, it's like leveling your FP or HP
by leveling your BP, since you get 3 BP per BP level-up).
Lastly, you may get some coins after a battle, or a heart
(refill 1 HP), a flower (refill 1 FP), or an item. Sadly, you
will never level up your attack or defense (there are badges,
that usually cost more than 3 BP to equip, that can do this
for you). Also, you allies will not level up with Mario. They,
instead, can be ranked up by using three shine sprites (so
many damned collectibles in PM) at Roguesport. When an ally
ranks up, they gain 5 or so HP and a new attack. Each ally
ranks up once...woopity-doo.
However,
there are a few (and I mean very few) instances that can break
up this standard monotony. The most favorable part, for me,
was the times you would control Bowser. Bowser has a few small
sections during the game in which you will play out something
quite similar to Super Mario Bros. During these moments, you
will go through a swimming level or a normal world 1-1 type of
area in which you can use Bowser's flame breath or just jump
on enemies as they appear. They are short segments that are
mostly pointless, but they are fun nonetheless. Also, there
are the times in which you can solve a puzzle by changing
Mario's paper nature into that of a paper airplane, boat, turn
on his side (to take advantage of his 2D nature), or roll into
a tube of paper (to fit in small areas), plus a few extra
forms. These are short and almost pointless, but they can give
some fun (like flying his airplane mode).
Most of all,
the tedious nature of the game will show when your quest will
include walking from point A to point B, to A, to B, to A, and
back to B again while all of the same non-random battles keep
re-spawning. In fact, you will waste most of your game time
just repeating the same pathway over and over until you swear
that there must be a more direct way to go (which there never
is).
For the most
part, the game play is very tedious, and like I said before,
there is little in the plot to fill in these boring areas.
However, the extras, like Super Bowser Bros (as I call it),
can give some relief to the boredom. If you're looking for a
rental, or a short-term game, this can be a good thing.
However, if you want to fully play and beat this game, the
game play will give you a challenge beyond description in the
form of tedium.
Visuals
The visuals
are almost identical to those of Paper Mario for the N64. You
are a paper cutout of Mario, and thus 2D, in a world of paper
settings and paper people. So, the 2D nature of the visuals in
a 3D landscape can add some awe effect for the first hour or
so of game play. However, eventually these features render the
game to be boring to look at. There are no cut-scenes of high
quality (all cut-scenes use the standard game engine), no
amazing effects, nothing. The visuals are not an eye-sore by
any means, but they don't add anything special. I guess, since
they don't take away from the game, I can't complain, but I
can't see this type of visuals still being used when a fully
3D Mario RPG would be a better direction to go with.
That's it
for visuals...there's really nothing to talk about.
Audio
The same
could be said for the audio that was said for the visuals.
There is nothing special. The music is decent, but will become
boring and annoying after you hear each track for the
millionth time. There is no voice acting (maybe that's for the
best). The sound effects are pretty mundane and pointlessly 8
BIT. I know, this is supposed to have a nostalgic/retro feel
to it, but maybe this is going too far in the direction of
non-evolution. Blah.
Conclusion
I was hoping
for a lot more from this game. It has been highly regarded and
reviewed by a large part of the geek community. However, in
the end, the lack of plot and the repetition serves as PM's
downfall. Like I said, if you want a short game, and don't
plan to finish PM, then I
would give Paper Mario a 8.5/10.
However, I play to win, and therefore, my
official score would be a sad and pathetic 5.0/10.
As I said in my postings, this is a game you will start off
loving, then you'll hate it but be addicted, and in the end
you will just hate it.
Malik
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