I recently finished the latest installment in the 3D Mario series, Super Mario Odyssey, and I loved it! But I'd like to share some random thoughts about it. Sometimes, the 'Some Thoughts About' series of articles is structured much like a review, but since this game's been reviewed to death, I just want to touch on a few points that I think are worth discussing: How the game continues the series' recent use of motion controls, how cohesive its world feels and to what degree the game shifts the series back to a nonlinear, exploration-based style.
In Motion
Motion controls became an integral part of the Mario games on the Wii. It was genuinely impossible to beat Super Mario Galaxy and its sequel without shaking the Wii remote and using the pointer controls.
The Nintendo Switch, the Wii's "grandchild" as it were, also has motion controls - but those don't seem to be the focus. As such, you can use motion controls in Odyssey, but it's mostly optional. But though it's mostly a matter of convenience, the game still seems to want to make motion controls more relevant. For this reason, the motion control version of many actions is a better version. For example, you can move faster as a Bullet Bill by holding the button, but you can move even faster if you shake the Joycons. Personally, I would've preferred it if the motion controls were just another alternative and not a "superior" version.
Cohesive World
Super Mario Sunshine is probably the most controversial out of the 3D Marios, with most people ranking it at the top or the bottom of the series - usually not in between. One thing most of us can agree on, though, that it sets up the most cohesive world - that is to say, everything feels connected and like it's part of the same place.
This makes it completely distinct from other 3D Marios, where you enter various disconnected worlds that are connected by a hub - like Peach's Castle or Rosalina's Observatory. In spite of the developers placing Odyssey on Sunshine's side of the fence in the sense that they consider it an 'exploration' type platformer, it's the least cohesive 3D Mario yet. That is neither a positive nor a negative, but it's something to think about. Not only do the game's Kingdoms not really connect logically, they are completely different in terms of artstyle and music. If you were to take Mario out of the picture, you'd scarcely believe that New Donk City, Mt. Volbono, the Ruined Kingdom and Bonneton all exist within the same game and the same world.
It would be unfair to say this applies to the whole game, however. The worlds with more "traditional themes," like the ice-themed Shiveria, beach-themed Bubblaine and desert-themed Tostarena don't seem like an impossible fit in terms of style, though they still don't connect logically.
Exploring
In the time leading up to the release of Super Mario Odyssey, Nintendo made it very clear that they considered it a return to the formula of Super Mario 64 and Super Mario Sunshine. Unlike the Galaxy games and 3D World, this game would go back to having exploration-based levels instead of linear challenges. The strange thing is, this is true in some ways, but not in others.
Mario Odyssey's worlds are indeed large and open to be explored, that much is true, but there's still a very clear intended route to start with. Each world has its own set of story missions that must be played in order (with a rare exception occurring in Shiveria, where you can play 4 missions in any order) and until the story missions are complete, many of the optional Moons are inaccessible. In that sense, it can feel a little bit like Mario 64 or Sunshine; but once you complete a world's story missions, the way it opens up is more akin to Rare collectathons like Banjo-Kazooie. At that point, the worlds are exactly as open and explorable as promised.
But while the worlds eventually open up, the game as a whole does not. A beloved quality of Mario 64 and Super Mario Galaxy was that any Star was as good as another; if you had enough, you could move on to many new worlds at once. This allowed you to skip missions and even worlds you didn't like. In Odyssey, the Moons only ever serve the purpose of getting you to the next world. Sometimes the game allows you to pick which of two possible worlds to do first, but that's the only choice you're getting. You can't even skip over a level if you have enough Moons because the game specifically requires a certain amount of Moons from that particular level before it'll allow you to progress.
So while Odyssey's worlds do offer more room for exploration after you finish their story mission, the game's structure on a larger scale is much more linear than any 3D Mario so far. Even Super Mario 3D World, which is very linear, had more branching paths.
Conclusion
Super Mario Odyssey wants motion controls to be optional and yet relevant, so it allows greater conveniences and slightly better actions with the motion controls. I think committing to either making the motion controls integral, or completely optional, would have been better.
Super Mario Odyssey is not committed to making a cohesive world. In that regard, it is more like Mario Galaxy than Sunshine; variation over cohesion. It is up to the player to decide whether they prefer this or not.
Super Mario Odyssey's levels allow for exploration, but they are fairly linear until you complete the story missions. The game's actual structure is almost completely linear, even moreso than Galaxy 2 and 3D world and completely unlike Mario 64 and Mario Sunshine.
Those were just some thoughts about the game, but I do have to stress that Mario Odyssey is an amazing Mario game and a must-buy for any Switch owner. If you have any thoughts about the game, good or bad, please feel free to share them in the comments.
_
Mario Odyssey footage by: https://www.youtube.com/channel/UCtyokkUwxwy0ef1f6TLYFLA
Mario Galaxy footage by: https://www.youtube.com/channel/UCSQ1C82NLsVVGmi0ayYnh_w
Mario Sunshine footage by: https://www.youtube.com/channel/UCM8XzXipyTsylZ_WsGKmdKQ
A blog for discussing the art and design of games, popular and obscure, triple A and indie.
Showing posts with label mario. Show all posts
Showing posts with label mario. Show all posts
Monday, August 12, 2019
Thursday, August 8, 2019
#RemasterThousandYearDoor
Recently, fans of the classic GameCube RPG 'Paper Mario: The Thousand-Year Door' have been part of a hashtag campaign to convince Nintendo to remaster or possibly even remake the game to bring it to a new audience. I want to give you some insight on the movement and explain my own reasons for wanting a remaster of this beloved cult classic.
Puppet with a Plan
On July 27th 2019, Arlo - a family friendly gaming YouTuber - made a video starting the hashtag and an associated petition. Arlo's been making content about the Paper Mario franchise for a long time and like myself, he believes that the Paper Mario franchise has lost much of what made it great - whereas the Thousand-Year Door represents everything that made the series great in the first place. His video is well worth checking out, both for context and because he's a downright entertaining content creator:
Not long after Arlo posted his video officially starting the campaign, the hashtag quickly became populated with thousands of Tweets explaining why the Thousand-Year Door deserves a remaster, as well as mountains of fan art. It's well worth browsing through the hashtag to see just how much the fans care: https://twitter.com/hashtag/RemasterThousandYearDoor
Looks good on paper
So now you're up to speed about what's going on - people want a remaster of Paper Mario: The Thousand-Year Door. But why? I'm going to divide this segment into three subsections - Content, Context and Improvements.
Content
The most straightforward reason why Thousand-Year Door deserves a remaster is that it is an excellent videogame. It takes the formula of classic JRPGs and distills it down to something more simple, quick and involved thanks to the timed Action Commands. There are no ridiculously high numbers or overly complicated hierarchies of weaknesses and strengths - everything explains itself intuitively. Flying enemies need to be jumped on, spiked enemies need to be hit with the hammer and so on. Battles have many solutions for you to discover and you never have to grind. And instead of a complex system of equipment with many minor statistical differences and percentages, there are just badges that allow you to shape the way you play by adding all new abilities or other game changing additions to your arsenal.
Rock solid gameplay aside, the game's presentation is timeless. The game has a focus on simple, colorful and immediately recognizable characters that stick out from the simple 3D backgrounds. The clear, simple speech bubbles and easily readable font are reminiscent of comic books and make sure you'll never get tired of reading.
The game's soundtrack is also amazing, featuring catchy tunes, emotional pieces and a lot of downright weird stuff as well. One of my favorites will always be the battle theme:
But one of the most unexpected virtues of the Paper Mario series are the games' stories and the way they expand the world that Mario and his friends inhabit. Mario games are famous for being lighthearted and joyful, but the Paper Mario games have moments of deep sadness or even fear that you'd never see in the mainline series. Thousand-Year Door is not afraid to add some darker depths to the world of Mario. I won't go in-depth to prevent spoilers, but let's just talk about how the game starts. Mario walks into Rogueport, and the first thing that happens is a Goomba girl gets attacked by a suspicious figure and no one lifts a finger to help; Mario and the girl escape into town and the first visual that greets you is a gallows with a noose. In a Mario game.
The intro segment continues to lay it on thick, showing you two mafioso beating a few people up in the background and having you get robbed moments after. The message is clear: You've left the Mushroom Kingdom - this is a new place in Mario's world, with a good deal more crime and cynicism.
But that's not to say that Paper Mario: The Thousand-Year Door is an entirely grim game. The game has a fantastically goofy sense of humour and its tone is still optimistic. It's just not afraid to show you the seedy side of Mario's world, a side that we've never really seen again.
To summarize, the game deserves a remaster for its exciting combat, great presentation and compelling story. It needs a remaster to reach a new audience and become more accessible for fans and newcomers alike. A remaster would be a great opportunity for Nintendo to score points with the fans and improve upon a beloved classic. All in all, there's nothing to lose and everything to gain. That's why I and so many fans want Nintendo to #RemasterThousandYearDoor.
Please let me know what you think in the comments. Did I make a good case, or are you not convinced? Are there other games you think need to be remastered?
Thousand-Year Door screenshots captured from this video. It's a longplay, so it has spoilers- beware: https://www.youtube.com/watch?v=BKh5LKS6LJ8
Puppet with a Plan
On July 27th 2019, Arlo - a family friendly gaming YouTuber - made a video starting the hashtag and an associated petition. Arlo's been making content about the Paper Mario franchise for a long time and like myself, he believes that the Paper Mario franchise has lost much of what made it great - whereas the Thousand-Year Door represents everything that made the series great in the first place. His video is well worth checking out, both for context and because he's a downright entertaining content creator:
Not long after Arlo posted his video officially starting the campaign, the hashtag quickly became populated with thousands of Tweets explaining why the Thousand-Year Door deserves a remaster, as well as mountains of fan art. It's well worth browsing through the hashtag to see just how much the fans care: https://twitter.com/hashtag/RemasterThousandYearDoor
Looks good on paper
So now you're up to speed about what's going on - people want a remaster of Paper Mario: The Thousand-Year Door. But why? I'm going to divide this segment into three subsections - Content, Context and Improvements.
Content
The most straightforward reason why Thousand-Year Door deserves a remaster is that it is an excellent videogame. It takes the formula of classic JRPGs and distills it down to something more simple, quick and involved thanks to the timed Action Commands. There are no ridiculously high numbers or overly complicated hierarchies of weaknesses and strengths - everything explains itself intuitively. Flying enemies need to be jumped on, spiked enemies need to be hit with the hammer and so on. Battles have many solutions for you to discover and you never have to grind. And instead of a complex system of equipment with many minor statistical differences and percentages, there are just badges that allow you to shape the way you play by adding all new abilities or other game changing additions to your arsenal.
Rock solid gameplay aside, the game's presentation is timeless. The game has a focus on simple, colorful and immediately recognizable characters that stick out from the simple 3D backgrounds. The clear, simple speech bubbles and easily readable font are reminiscent of comic books and make sure you'll never get tired of reading.
The game's soundtrack is also amazing, featuring catchy tunes, emotional pieces and a lot of downright weird stuff as well. One of my favorites will always be the battle theme:
But one of the most unexpected virtues of the Paper Mario series are the games' stories and the way they expand the world that Mario and his friends inhabit. Mario games are famous for being lighthearted and joyful, but the Paper Mario games have moments of deep sadness or even fear that you'd never see in the mainline series. Thousand-Year Door is not afraid to add some darker depths to the world of Mario. I won't go in-depth to prevent spoilers, but let's just talk about how the game starts. Mario walks into Rogueport, and the first thing that happens is a Goomba girl gets attacked by a suspicious figure and no one lifts a finger to help; Mario and the girl escape into town and the first visual that greets you is a gallows with a noose. In a Mario game.
The intro segment continues to lay it on thick, showing you two mafioso beating a few people up in the background and having you get robbed moments after. The message is clear: You've left the Mushroom Kingdom - this is a new place in Mario's world, with a good deal more crime and cynicism.
But that's not to say that Paper Mario: The Thousand-Year Door is an entirely grim game. The game has a fantastically goofy sense of humour and its tone is still optimistic. It's just not afraid to show you the seedy side of Mario's world, a side that we've never really seen again.
There's so much more I want to say about the story and incredible characters, but the purpose of this article is to argue for a rerelease or remake of the game, so I really don't want to spoil any more than I already have.
So, we've got an amazingly fun RPG with beautiful visuals, catchy music and a story that - while charming and humorous - is not afraid to tread dark and scary ground. It's one-of-a-kind, and more people ought to be able to try it for that reason alone.
Context
On a more meta level, a major reason why we need a remaster or remake of Thousand-Year Door is because the game is stuck in a forgotten generation. With the Wii U and Switch leaving GameCube backwards compatability behind, you can only officially play the game with a GameCube and GameCube disc. This means you'll have to either own or buy a GameCube, and then get the game, which might not be cheap depending on where you live.
And even if you did have the financial stability to buy a GameCube with all the bells and whistles, the game is also just fairly unknown. The GameCube was a difficult time for Nintendo, as we all know, and only a handful of games on the system could really be called major successes. A new release wouldn't just make the game more accessible, it'd also just make more people aware of it. With Nintendo's marketing team backing it, the game could enjoy a much greater success on the Switch than it ever did on the GameCube.
Another matter is the current state of the series. The two latest installments, Paper Mario: Sticker Star and Paper Mario: Color Splash did not sell very well and were disliked by critics and fans alike (you can read an article I wrote about it here: https://arjenartdesign.blogspot.com/2017/06/paper-mario-color-splash-critique-1.html), and it's easy to see why: The games aren't bad, but they've completely abandoned what people enjoyed about the series to begin with - namely, the exciting combat and amazing story. Remaking The Thousand-Year Door would be an opportunity for Nintendo to show they understand what the fans want, and would potentially allow them to continue the series in a way that the fans would love.
In conclusion, remastering the game just makes sense; it makes the game more accessible, it allows Nintendo to market the game as new - which they've been doing quite effectively with Wii U ports on Switch - and thus it'll be seen and played by many new people as well as the fans. It would also be exactly what the fans want after the series changed its focus away from what made fans fall in love with it to begin with.
Improvements
A game doesn't need to be perfect to get a remaster or remake - on the contrary, a rerelease is the perfect opportunity to iron out a few of the problems. Assuming the hypothetical remaster is just that and not a remake, this is a moot point, but if the game gets the full HD treatment like Wind Waker - another GameCube classic - there are things they could do to make the game even better. This segment will feature some very minor gameplay spoilers.
Just like Wind Waker's Triforce chart/piece quest was considered just a bit too tedious, so too does The Thousand-Year Door have its padded segments. Chapter 4 and 5 in particular ask you to run back and forth through the same area more times than is really necessary. Simply adding a pipe that warps you between the two extreme ends of the area would fix this problem. A faster way to switch partners and use items would also be a big plus.
The game also has a few gags that are pretty funny, but drag on for too long - one, for example, involves you having to follow a character through many previously visited areas. This could be fixed by shortening the quest a lot or allowing you to warp from any location once you've opened an area's fast travel pipe.
These are just a few minor improvements that would make an already great game even more amazing, and a remaster/remake is the perfect opportunity to make it happen.
The Final Page
Please let me know what you think in the comments. Did I make a good case, or are you not convinced? Are there other games you think need to be remastered?
Thousand-Year Door screenshots captured from this video. It's a longplay, so it has spoilers- beware: https://www.youtube.com/watch?v=BKh5LKS6LJ8
Monday, July 29, 2019
Dutch Representation
Overwatch's latest hero, Sigma, was revealed recently - along with the fact that he's Dutch. I was rather delighted by this reveal. I haven't played Overwatch much lately, but the team puts a lot of effort and detail into each character and seeing a Dutch character brought to life like this is a remarkable experience. I look forward to seeing all the references to Dutch culture in his voice lines, sprays and skins. And all of this got me thinking about being 'represented' as a Dutch person.
During my childhood years, I consumed a lot of American (and some British) media and noticed that a lot of European countries would come up depending on the stories and setting. Germany, France and Italy were big names that characters would visit or at least refer to - but never really the Netherlands. And when the Netherlands would come up, the depiction would either be insulting (like Austin Powers' Goldmember) or just plain wrong, having the "Dutch" people speak German (like in the Bond movie Diamonds Are Forever). At the time, this irritated me a lot, but I've come to understand that there are simply many factors working against "proper representation" for the Dutch. For one, our country is tiny, smack dab in between of Great Britain, Germany and France and the English name for our language is Dutch, which sounds an awful lot like the Germans' name for German, 'Deutsch.' No events in recent history can set us as easy heroes or villains, either, and the Dutch accent is hard to pin down and imitate - not iconic at all. So rather than getting annoyed at lacking or incorrect representation, I've just come to appreciate the times when we get acknowledged at all.
And to celebrate this occasion, I wanted to have a look at a few random examples of that:
Windmillville
Mario Party 7 has a 'vacation' theme, so the boards are all based around famous locations. For example, the 'Grand Canal' is based on Venice in Italy. But my favorite board is Windmillville, and it's easy to see why.
During my childhood years, I consumed a lot of American (and some British) media and noticed that a lot of European countries would come up depending on the stories and setting. Germany, France and Italy were big names that characters would visit or at least refer to - but never really the Netherlands. And when the Netherlands would come up, the depiction would either be insulting (like Austin Powers' Goldmember) or just plain wrong, having the "Dutch" people speak German (like in the Bond movie Diamonds Are Forever). At the time, this irritated me a lot, but I've come to understand that there are simply many factors working against "proper representation" for the Dutch. For one, our country is tiny, smack dab in between of Great Britain, Germany and France and the English name for our language is Dutch, which sounds an awful lot like the Germans' name for German, 'Deutsch.' No events in recent history can set us as easy heroes or villains, either, and the Dutch accent is hard to pin down and imitate - not iconic at all. So rather than getting annoyed at lacking or incorrect representation, I've just come to appreciate the times when we get acknowledged at all.
And to celebrate this occasion, I wanted to have a look at a few random examples of that:
Windmillville
Mario Party 7 has a 'vacation' theme, so the boards are all based around famous locations. For example, the 'Grand Canal' is based on Venice in Italy. But my favorite board is Windmillville, and it's easy to see why.
Windmillville is an idyllic fantasy representation of some Dutch stereotypes. Meadows and tulips (an important Dutch industry), accompanied by windmills (for which we are famous) which also function as banks you invest in (referring to the Dutch's historical financial savvy). Windmillville gets it right by not trying to be accurate, it's just a glorious exaggeration of some clichés made into a Mario Party board.
Age of Empires III
This example relies more on history than the last, but the Dutch are a faction in Ages of Empires III. While the voice lines for the units are a bit stilted and awkward, the faction itself is interesting and well realized, hinging primarily on the Netherlands' history as a financially forward thinking and trading nation by allowing you to build banks, among other things.
Red
This is a minor example, but in Pokémon Black & White (and its sequel), there are a few members of Team Plasma named after colors in various languages. One of the sages is called 'Rood,' which is the Dutch word for red. This is cool, but it would've been even better if it had been Orange (Oranje) - because that's the name of our royal family, and thus considered our national color. Still a neat detail, though!
Red Alert 3
Red Alert 3 is a goofy and downright entertaining RTS. One of its greatest strengths is its all-star cast crazy factions and charming presentation. This all comes to a head when the Empire of the Rising Sun (one of the factions) led by George Takei leads an assault on final allied base in Amsterdam.
It's not a literal copy of Amsterdam, but the canals are there and the architecture of the civilian buildings is noticeably Dutch. I thought it was a really cool location for the finale of the Empire's campaign.
Nintendo in General
This pertains less to the actual content of games and more to their localizations, but starting with the Wii U Nintendo started translating more of their major games to Dutch. The Legend of Zelda: Breath of the Wild and Mario Odyssey are both the first major games in their respective franchises that were given a Dutch translation. I recently completed Mario Odyssey, and I really appreciated the translation even if I didn't need it.
_
So, that's it! Just a few examples of how Dutch and the Dutch are represented in videogames. There are Dutch developers, of course, but I specifically wanted to look at how non-Dutch parties handle it.
How about you? Are you from a country or culture that you feel is or isn't properly represented? Please share your experiences down below!
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Monday, June 26, 2017
Paper Mario: Color Splash Critique #1 - Streamlined, Yet Cumbersome
I recently finally got a chance to try Paper Mario: Color Splash. I've been a fan of the series from the very beginning, so I was interested to see the changes and how informed they are (or aren't) by proper game design. I want to make it clear that Color Splash is a fun game with a beautiful presentation, and this critique isn't intended to condemn all the work that went into it. In this first article, I'll examine my main problem with the game, the battle system, and how it tries and fails to streamline the series' formula.
Paper Mario: Color Splash's battle system is, in a word, odd. Rather than allowing the character a set amount of moves to strategize with, the player instead relies on a finite set of cards acquired or bought in the overworld. In that sense this is very much an evolution of the battle system present in Paper Mario: Sticker Star.
There really is no in game justification for why Mario requires cards to use the jump and hammer he is naturally armed with, but the lack of an in-world explanation doesn't necessarily condemn the battle system - only the degree to which it meets its intended goal does.
So what is its intended goal? It seems to me that Intelligent Systems attempted to streamline and simplify battles. Your average battle in Paper Mario: Color Splash takes one or two turns at most, for a few reasons: All attacks do a lot of damage (and that includes the enemies') and Mario can perform many actions in a one go. To name an extreme example: If you were two play 2 'worn-out hammer x 5' cards, you would be doing 10 hammer attacks in a single turn. You wouldn't be interrupted by any menus, everything would simply come down to your timing until your cards have run out of paint.
I understand and respect the basic idea of this system. You could potentially face down a tough group of enemies, and by choosing just the right cards in just the right order, defeat them before they land a hit on you. You can pack the strategy of what prior games would do in multiple turns, in just one. To further support this, the game always takes special note if you get through a battle without taking any damage and rewards you for it with a 'perfect bonus.'
That doesn't sound so bad, does it? But that's just the concept. Let's talk about the execution.
To choose your cards in Paper Mario: Color Splash, you are required to look down at the Wii U Gamepad. From there, you can choose your cards from a list. Unfortunately, however, the UI for selecting cards was obviously not designed with the sheer number of cards in mind. You might find yourself awkwardly dragging past a dozen of the same kind of card before finally finding what you want, even if you use the game's 'organize' button. Next, you have to drag said card - and later, cards - up to its spot to confirm you want to use it. Sounds pretty cumbersome, right? But it only gets worse.
Once you have selected your cards and confirmed your selection as a separate action, the game then requires you to paint in the cards. Even if all cards you selected were pre-filled, which they thankfully can be, the game still shows this screen and requires you to confirm that you are done painting the cards. If they weren't, you are expected to hold down on each card for a while to paint it. It's slow and feels extremely unnecessary. Why have a step deciding the strength of your cards when the cards themselves already do this? You have worn-out hammers, ordinary hammers and even big and giant hammers; and you can find and buy them at will. Other cards, like the jump, are much the same. Was the extra variable and the extra time it costs to fill in the cards really necessary or useful? Most of the time, you'll want to fill the entire card, since you're unlikely to ever run out of paint anyway. On top of that, Mario's attacks don't do a clear number of damage, so it's impossible to use an "informed" amount of paint.
So after making you find, select, drag, confirm, color and confirm your cards again, the game decides to waste your time just once more by forcing you to drag the cards up. After that, you're finally in business, and can perform Mario's attacks with their Action Commands as you would in any other Paper Mario.*
The underlying thought of the dragging is cute - you're sliding the cards from your Wii U screen up to your television - but the sheer amount of dragging and selecting actions the game asks you to take every turn makes me think they never tested it for extended periods of time.
Compare this to Paper Mario: The Thousand-Year Door, where it'll never take more than three button presses to start an attack - and it lets you actually select the enemy you want to attack, whereas Color Splash simply attacks the enemies in order, with the first card attacking the first enemy, and so on. Regardless of how many cards are at your disposal, it ends up limiting the player's choices in the end. In the end, the vast majority of them are simple variations of the hammer and jump attack.
In conclusion, Paper Mario: Color Splash had a good idea to streamline battles into intricately planned out turns, but the poor implementation of the Wii U Screen, cards and paint make it so cumbersome that each battle ends up taking an unnecessary amount of effort. The system absolutely does not lend itself for the amount of battles and how repetitive they are. Paper Mario: Color Splash, like its predecessor, tries and fails to streamline the perfectly convenient battle system of Paper Mario 1 and 2.
In the next article, 'Overworld Joys and Overworld Woes,' I'll discuss the overworld you navigate in Color Splash outside of battles. Thank you very much for your time, and I look forward to your feedback.
* Update: On Reddit, I received a reaction about something I glossed over because I was too focused on the interface itself. In Paper Mario Color Splash, the Action Commands are almost exclusively timed button presses. In the first and second game, the Hammer Action Command worked by tilting the control stick, and there were a variation of Action Commands and stylish moves on top of that. This is another simplification that ends up making the battle system more tedious and monotonous than it could have been. Thanks for pointing this out, /u/rendumguy!
Paper Mario: Color Splash's battle system is, in a word, odd. Rather than allowing the character a set amount of moves to strategize with, the player instead relies on a finite set of cards acquired or bought in the overworld. In that sense this is very much an evolution of the battle system present in Paper Mario: Sticker Star.
There really is no in game justification for why Mario requires cards to use the jump and hammer he is naturally armed with, but the lack of an in-world explanation doesn't necessarily condemn the battle system - only the degree to which it meets its intended goal does.
So what is its intended goal? It seems to me that Intelligent Systems attempted to streamline and simplify battles. Your average battle in Paper Mario: Color Splash takes one or two turns at most, for a few reasons: All attacks do a lot of damage (and that includes the enemies') and Mario can perform many actions in a one go. To name an extreme example: If you were two play 2 'worn-out hammer x 5' cards, you would be doing 10 hammer attacks in a single turn. You wouldn't be interrupted by any menus, everything would simply come down to your timing until your cards have run out of paint.
I understand and respect the basic idea of this system. You could potentially face down a tough group of enemies, and by choosing just the right cards in just the right order, defeat them before they land a hit on you. You can pack the strategy of what prior games would do in multiple turns, in just one. To further support this, the game always takes special note if you get through a battle without taking any damage and rewards you for it with a 'perfect bonus.'
That doesn't sound so bad, does it? But that's just the concept. Let's talk about the execution.
To choose your cards in Paper Mario: Color Splash, you are required to look down at the Wii U Gamepad. From there, you can choose your cards from a list. Unfortunately, however, the UI for selecting cards was obviously not designed with the sheer number of cards in mind. You might find yourself awkwardly dragging past a dozen of the same kind of card before finally finding what you want, even if you use the game's 'organize' button. Next, you have to drag said card - and later, cards - up to its spot to confirm you want to use it. Sounds pretty cumbersome, right? But it only gets worse.
Once you have selected your cards and confirmed your selection as a separate action, the game then requires you to paint in the cards. Even if all cards you selected were pre-filled, which they thankfully can be, the game still shows this screen and requires you to confirm that you are done painting the cards. If they weren't, you are expected to hold down on each card for a while to paint it. It's slow and feels extremely unnecessary. Why have a step deciding the strength of your cards when the cards themselves already do this? You have worn-out hammers, ordinary hammers and even big and giant hammers; and you can find and buy them at will. Other cards, like the jump, are much the same. Was the extra variable and the extra time it costs to fill in the cards really necessary or useful? Most of the time, you'll want to fill the entire card, since you're unlikely to ever run out of paint anyway. On top of that, Mario's attacks don't do a clear number of damage, so it's impossible to use an "informed" amount of paint.
So after making you find, select, drag, confirm, color and confirm your cards again, the game decides to waste your time just once more by forcing you to drag the cards up. After that, you're finally in business, and can perform Mario's attacks with their Action Commands as you would in any other Paper Mario.*
The underlying thought of the dragging is cute - you're sliding the cards from your Wii U screen up to your television - but the sheer amount of dragging and selecting actions the game asks you to take every turn makes me think they never tested it for extended periods of time.
Compare this to Paper Mario: The Thousand-Year Door, where it'll never take more than three button presses to start an attack - and it lets you actually select the enemy you want to attack, whereas Color Splash simply attacks the enemies in order, with the first card attacking the first enemy, and so on. Regardless of how many cards are at your disposal, it ends up limiting the player's choices in the end. In the end, the vast majority of them are simple variations of the hammer and jump attack.
In conclusion, Paper Mario: Color Splash had a good idea to streamline battles into intricately planned out turns, but the poor implementation of the Wii U Screen, cards and paint make it so cumbersome that each battle ends up taking an unnecessary amount of effort. The system absolutely does not lend itself for the amount of battles and how repetitive they are. Paper Mario: Color Splash, like its predecessor, tries and fails to streamline the perfectly convenient battle system of Paper Mario 1 and 2.
In the next article, 'Overworld Joys and Overworld Woes,' I'll discuss the overworld you navigate in Color Splash outside of battles. Thank you very much for your time, and I look forward to your feedback.
* Update: On Reddit, I received a reaction about something I glossed over because I was too focused on the interface itself. In Paper Mario Color Splash, the Action Commands are almost exclusively timed button presses. In the first and second game, the Hammer Action Command worked by tilting the control stick, and there were a variation of Action Commands and stylish moves on top of that. This is another simplification that ends up making the battle system more tedious and monotonous than it could have been. Thanks for pointing this out, /u/rendumguy!
Saturday, January 23, 2016
Dimentio, Charming Magician (Super Paper Mario SPOILERS)
Nintendo's beloved Mario franchise is appreciated for its complete focus on gameplay, perhaps at the cost of having a compelling narrative. But the Mario RPG series is an exception to this rule; after all, with slower strategic gameplay, a greater focus on narrative was a welcome change of pace as well.
Both the Mario & Luigi and Paper Mario series have a great focus on their characters - it is a role playing game, after all - but their villains are still generally pretty cut-and-dried. Bowser, Grodus, Cackletta, Antasma; they're all your basic villains who want to kidnap the princess or take over the world. So imagine my surprise when a more action-oriented Paper Mario spin-off offered us the best villains a Mario game had yet seen.
Yes indeed, meet the somewhat controversial 'Super Paper Mario,' a project with a troubled development cycle on the GameCube that eventually found its way onto the Nintendo Wii in 2007.
Something that's truly unique about Super Paper Mario's cast of baddies is their distinct personalities, and the fact that none of them are truly evil. Count Bleck, their leader, seems to be the most clichéd of the bunch; in a variation of the usual world domination plan, Count Bleck plans to destroy the world instead. But throughout the story, you realize more and more that he is a victim of circumstances.
But I'm getting ahead of myself. Let's talk about Count Bleck's minions for a moment. I'll keep each character's description brief, but you could really write a piece about each of them:
First off, there's Nastasia. She's a no-nonsense secretary with mind control powers. She's organized and intelligent, but doesn't perform too well under duress and is likely to blame herself for failures of the team.
Then, there's O'Chunks; comes across as your average dumb muscle, but is actually an ex-army commander who lost a war. He and acts foolish and blindly loyal to the Count out of a desire to forget and out of gratitude for the Count giving him a new purpose.
Next is Mimi, a shapeshifter with a sense of humour. She's a trickster by nature, but lives off the approval of the Count. But when he isn't around, she isn't afraid to ignore his prior orders. She even goes so far as to say she's "meaner" than the Count, which could be a clue the Count isn't all he seems to be.
There's also the 'Mysterious Mr. L,' who is Luigi.
And last, and now we're getting to the heart of it, there's Dimentio.
On the surface, Dimentio is easily the most unique and charming of the bunch. He's quite verbose and loves to speak in nonsensical similes. Because he also literally has the appearance of a jester, it's not hard to imagine that players will start out by seeing him as the comic relief.
So, he's a minion with an agenda; an interesting trope, certainly, but what makes it truly special? Well, a big part of it is that you really have no idea what to make of him. He's clearly not on Count Bleck's side or yours, so what does he want out of all this? By the end of Chapter 6, most people will probably believe he's on their side - after all, he's been a big help to the heroes and a big hindrance to the villains. He never seemed serious about the world-destroying agenda to begin with. But then a scene occurs that casts a shadow of doubt on his fun-loving personality. When the opportunity arises, he traps and kills "Mr. L," with some pretty creepy dialogue for good measure. Granted, he ends up in a cartoony underworld that you can get him back from, but there's still quite a weight to this scene.
Both the Mario & Luigi and Paper Mario series have a great focus on their characters - it is a role playing game, after all - but their villains are still generally pretty cut-and-dried. Bowser, Grodus, Cackletta, Antasma; they're all your basic villains who want to kidnap the princess or take over the world. So imagine my surprise when a more action-oriented Paper Mario spin-off offered us the best villains a Mario game had yet seen.
Yes indeed, meet the somewhat controversial 'Super Paper Mario,' a project with a troubled development cycle on the GameCube that eventually found its way onto the Nintendo Wii in 2007.
source: Chuggaaconroy on YouTube
But I'm getting ahead of myself. Let's talk about Count Bleck's minions for a moment. I'll keep each character's description brief, but you could really write a piece about each of them:
First off, there's Nastasia. She's a no-nonsense secretary with mind control powers. She's organized and intelligent, but doesn't perform too well under duress and is likely to blame herself for failures of the team.
Then, there's O'Chunks; comes across as your average dumb muscle, but is actually an ex-army commander who lost a war. He and acts foolish and blindly loyal to the Count out of a desire to forget and out of gratitude for the Count giving him a new purpose.
Next is Mimi, a shapeshifter with a sense of humour. She's a trickster by nature, but lives off the approval of the Count. But when he isn't around, she isn't afraid to ignore his prior orders. She even goes so far as to say she's "meaner" than the Count, which could be a clue the Count isn't all he seems to be.
There's also the 'Mysterious Mr. L,' who is Luigi.
And last, and now we're getting to the heart of it, there's Dimentio.
On the surface, Dimentio is easily the most unique and charming of the bunch. He's quite verbose and loves to speak in nonsensical similes. Because he also literally has the appearance of a jester, it's not hard to imagine that players will start out by seeing him as the comic relief.
source: Chuggaaconroy on YouTube
But as the story progresses, it becomes increasingly clear he's a lot more intelligent than the other minions. Moreso than opposing the heroes or helping the villains, he seems to be leveling the playing field. Early in the game, he reunites Mario and Princess Peach to improve their chances, and the times he challenges the heroes seem to be little more than tests to see how strong they are. He also likes to question the Count to test his resolve, and he manipulates his fellow minions to ignore the Count's orders. So, why is Dimentio working against his boss? Well, there are many reasons, but for starters: Because he feels the Count has betrayed him.
Count Bleck's plan, he claims, is to destroy the universe and replace it with a new, perfect world bereft of suffering. But he actually intends to destroy everything, including his own world and himself - for reasons I'll explore in a future post, most likely. Dimentio has caught onto this, and has thus decided to put his own plan in motion.
source: Chuggaaconroy on YouTube
This scene is especially poignant because, while it is still to the benefit of the heroes, Dimentio's methods and attitude aren't remotely like what you'd expect from a Mario character. But extreme methods or not, it's all to the heroes' benefit in the end. But it gets "better" - Dimentio then goes so far as to kill the heroes as well. They need to go to the underworld to acquire one of the game's MacGuffins, so it's necessary for them to go there, but again Dimentio demonstrates his extreme methods and bizarre attitude.
source: Chuggaaconroy on YouTube
So, between his extreme methods and almost psychopathic attitude, what's he really after? Well, when you finally face him in Castle Bleck, in the second-to-last episode of the chapter, he reveals his hand.
source: Chuggaaconroy on YouTube
Dimentio reveals to the heroes that he's been their guardian angel and guide for much of the adventure, and asks you to help him destroy the Count. So, is that all there is then? Dimentio was actually on your side all along? Something about the entire situation seems off, especially when keeping Dimentio's attitude in mind. Further, you're not out to destroy the Count; you just want to stop him from destroying the world, no more and no less. So, a wise player will refuse his offer, to which he responds quite bluntly, dropping all of his similes and humour.
source: Chuggaaconroy on YouTube
For the record, if the player does accept Dimentio's offer, he will brainwash Mario & Luigi to fight for him, leading to an alternate game over that is as amusingly written as it is disturbing; Dimentio was never really on the side of the heroes; he simply needed them as tools to overthrow the - from his perspective - treacherous Count.
What follows is a battle between Luigi and Dimentio, ending with Dimentio seemingly killing both himself and Luigi after he realizes he cannot win the battle. But of course, that, too is another scheme. When Mario and friends finally arrive at Count Bleck and defeat him, to stop the world from being destroyed, Dimentio quickly swoops in - more crazed than before - and he's now determined to destroy the world and replace it with his own vision of a perfect world. You end up fighting a monstrous combination of him, Luigi and the Chaos Heart (the evil artifact used to destroy the world) as the final boss. Of course, Mario and friends end up defeating him, but Dimentio was a truly smart, well prepared and unpredictable villain.
So! There you have it. Intelligent, charming, scheming and completely psychopathic - that's why Dimentio is one of the greatest villains in the Mario franchise. I've only really scratched the surface here, as there are many theories about Dimentio; for example, background information reveals he might have planned even further ahead than the events of the game; it's implied he is the writer of the Dark Prognosticus, the book Count Bleck uses to summon the Chaos Heart. Though Paper Mario games have since abandoned darker villains and storylines, many fans are still hoping for a return of Dimentio, or at the least more information about this enigmatic psychopathic jester.
Either way, I'm rambling at this point.
Who are your favorite villains and why? Post a comment if you want!
Saturday, January 16, 2016
A Million Points of Damage, Part 1: RPGs, Math & RNG
While some games hide the variables under their hood to preserve immersion or avoid confusion, some like to show off their numbers. I'd like to look at how different games handle the way they present these numbers to the player and why, starting with a few older RPGs.
Some games wear their numbers on their sleeves, and RPGs are a common example. After all, strategy is an important part of any RPG.
Take classic Square-Enix RPGs, for example. The damage dealt, the damage received and various stats are visible to the player in battle. Have a look at Chrono Trigger:
source: Xygor on YouTube
It's quite common for turn-based RPGs like this to boast rather high numbers. Characters may hit other characters for hundreds, thousands or tens of thousands points of damage. But then there are RPGs that are incredibly modest with their variables - take Paper Mario, for example.
source: Destiny Entertainment on YouTube
It's easy to dismiss this difference in design because Paper Mario was designed for a younger audience, as demonstrated by its visual style emulating a children's book. But I would argue there's a little bit more to it than that.
Consider one of turn-based RPGs common criticisms - repetition. Fighting the exact same enemy with the exact same moves using the exact same party; that gets old after a while. Of course, game designers have known this from the start, and this is how RPGs and RNG became bedfellows. Now, RNG simply stands for 'random number generator.' This may sound weird at first, but think about how often RPGs rely on a roll of the dice. From random encounters to critical hits, there's a lot of chance involved. To get back to the point, random numbers eliminate repetition to some degree. You're never quite sure which enemy or enemies you'll run into, never quite sure how much damage you'll deal or receive and so on.
So, why the big numbers? I believe one reason is because they allow for more flexible RNG. Note that the aforementioned Paper Mario, which uses tiny numbers, also employs no random numbers for the damage dealt and received. How could it? Were you to attack an enemy with 3 HP, using a base attack of 2, a random element would make a huge difference, because a single point of damage would. The game would rely far too much on luck. But allowing a few dozen points of variation against an enemy with thousands of HP adds a level of surprise that doesn't undermine strategy or skill, while still allowing you to just barely make or miss that last hit on the boss.
Of course, RNG is really just one facet of complex mathematics. I've claimed that RPGs are forthcoming with their numbers, but in reality, they only show you the end result of a few numbers that went through a dozen formulae. RPGs need to consider a character's attack power, the type of attack, the enemy's defense and many more things, and calculate a number based on that. Using only small numbers, those results would be robbed of all elegance; that 10 % buff a piece of armour gave, for example, will mean a lot more for a 1000 damage equip than a 1 damage equip, even if they have equal strengh within the context of their own game. As such, having big numbers behind the scenes has its advantages. A great example of an RPG franchise that is amazingly complex, yet pretends to be simple, is Pokémon. Take, for example, how the game calculates whether or not you catch a Pokémon.
Consider one of turn-based RPGs common criticisms - repetition. Fighting the exact same enemy with the exact same moves using the exact same party; that gets old after a while. Of course, game designers have known this from the start, and this is how RPGs and RNG became bedfellows. Now, RNG simply stands for 'random number generator.' This may sound weird at first, but think about how often RPGs rely on a roll of the dice. From random encounters to critical hits, there's a lot of chance involved. To get back to the point, random numbers eliminate repetition to some degree. You're never quite sure which enemy or enemies you'll run into, never quite sure how much damage you'll deal or receive and so on.
So, why the big numbers? I believe one reason is because they allow for more flexible RNG. Note that the aforementioned Paper Mario, which uses tiny numbers, also employs no random numbers for the damage dealt and received. How could it? Were you to attack an enemy with 3 HP, using a base attack of 2, a random element would make a huge difference, because a single point of damage would. The game would rely far too much on luck. But allowing a few dozen points of variation against an enemy with thousands of HP adds a level of surprise that doesn't undermine strategy or skill, while still allowing you to just barely make or miss that last hit on the boss.
Of course, RNG is really just one facet of complex mathematics. I've claimed that RPGs are forthcoming with their numbers, but in reality, they only show you the end result of a few numbers that went through a dozen formulae. RPGs need to consider a character's attack power, the type of attack, the enemy's defense and many more things, and calculate a number based on that. Using only small numbers, those results would be robbed of all elegance; that 10 % buff a piece of armour gave, for example, will mean a lot more for a 1000 damage equip than a 1 damage equip, even if they have equal strengh within the context of their own game. As such, having big numbers behind the scenes has its advantages. A great example of an RPG franchise that is amazingly complex, yet pretends to be simple, is Pokémon. Take, for example, how the game calculates whether or not you catch a Pokémon.
source: Bulbapedia
But all of this only shows the advantage of using big numbers behind the scenes, not why some RPGs present these numbers to the player. That still boils down to a level of unpredictability, as I mentioned before.
However, is that all? Using numbers in the hundreds or thousands should provide plenty of variance if it was just about the RNG and maths. Why is it, then, that some turn-based RPGs use numbers that are much, much higher?
To answer that question,we have to cover two things: Progression and spectacle. If you start the game dealing 1 damage, and you knock the final boss down with a 100 000 damage hit, you're going to feel incredibly empowered. You could've built from 1 to 10 damage, and if the game scaled at the same rate, it would've worked much the same as if the numbers would be higher. But it wouldn't feel the same, because the jump from 10 to 100 000 is so much greater than the jump from 1 to 10. Mechanically, it's completely arbitrary, but larger numbers allow for this greater sense of progress and have a way of looking spectacular. If your character spends a whole minute on a cutscene preparing the greatest attack you've ever seen, doesn't it feel like a dud if they deal 10 damage, even if that is a lot in the context of the game? Especially if there are spectators observing you playing, who have no way to contextualize the numbers, although that's a topic in and of itself.
So there you have it! The reason why turn-based RPGs have a fondness for large numbers is that they're flexible enough to use with RNG and complex mathematics, as well as the fact that they allow for a great sense of progress and spectacle.
That's my 2,458,948 cents, but it's entirely possible I'm wrong. Please feel free to respond! I'm planning to make 'A Million Points of Damage' into a series where I explore the transparency of variables in other genres and games as well, and your feedback is going to be an important part of how it develops. Have a great day, and I'll see you in the next one!
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