Saturday, October 31, 2020

Blog: Things About Paper Mario: Origami King

Paper Mario: The Origami King is a pretty interesting game. It's the most recent result of the crafted world games Nintendo has been working on and the latest Paper Mario game. As such I found it to be beautiful, but also a little over polished.


Honestly it 's a game that was fun while I was playing but thinking back on it a few months later, I'm finding it a bit bland. Still it has some interesting elements and I think it's worth talking about.

Please be aware of spoilers right up to the ending for Paper Mario: The Origami King.


Things I Liked

The visuals of the game are pretty awesome. The designers have put a lot of effort into constructing a world out of paper and crafts. The game feels very natural and also like the kind of idea they were looking for in the early Paper Mario games. 



That said, I liked the "real world" style more than the origami style. I think they did a lot of really interesting work in the origami creatures and settings later in the game, but somehow the lacked a little of the charm of the crafted style. Totally impressive, but I think not just the thing I really liked.



I liked the two new combat systems that were introduced for Origami King. I think the card-based RPG-style battle system used in Colour Splash was enough to keep the game interesting, but it wasn't a draw to the game. Both of the two systems used in Origami King are much more engaging. I like the minion fighting system, where you have to group enemies together to hit them either with an attack that's the right shape. It's not a knock out, but it's certainly enough to make you sit up an pay attention to every fight in the game.



The star for me, though, is really the system for boss fights. You have to create a path for Mario to travel to the boss, picking up power-ups and magic along the way and then hit the boss with the right kind of attack. These turned out to be interesting puzzles and sometimes really dynamic and interesting fights. I found it took me about half the game to really figure it out, but once I did I really enjoyed the puzzle and fight-control aspects the game offered.



Another thing I really loved is that the game has a quick help mechanism to get you through combat. You can choose at the start of a turn to spend some money for support from your audience of Toads. If you spend a little money you might get a point or two of damage to the enemies (pretty much useless but maybe lets you finish up a battle). If you spend more they might refill your health. If you spend at least 100 coins, they'll actually help solve a step in the puzzle. This can really help sometimes when you just can't see the solution. The game throws more than enough money at you that there's no real penalty to using the system.

The only downside to this is that the game does a terrible job of explaining how the system actually works. I spent a while frustrated with the game especially when I was really tired or stressed trying to win a boss fight before I lose and have to start over. Once I understood, it was nice to be able to choose if I felt up to tackling the puzzle myself or if I needed some help.


Things I Didn't Like

Honestly as a game with this level polish, there's not much to not like about it. The story is a little linear, but that's not too uncommon for a jrpg-style game and it doesn't have quite the same level of personality as I though Colour Splash had. 

I think the thing I disliked the most about this game is that it's as polished as it is. I recently watched Tama Hero's video on the evolution of Animal Crossing villagers, and she discussed the transition of the villagers from somewhat frustrating, but realistic characters to very smooth town decorations. 

Paper Mario has a somewhat similar trajectory as a series, with a very rough first outing on the N64 to an sprawling but esoteric adventure on the Game Cube to the smaller and more streamlined games that followed. At the end of the day this feels a bit like a pretty view and funny quip dispenser. 




Oh. One more thing. This is a Paper Mario game that doesn't end with a parade. What the fuck?





Things I Noticed


The Paper Mario games are known for the their excellent writing. They tend to have a charm and wit that gets left out of a lot of Nintendo's other games. Recently, Treehouse has really added a lot more personality to the games they translate (such as Animal Crossing: New Horizons), but the Paper Mario games have had a strong identity right from the start.




That being said, I think that Origami King didn't have the same level of attention as Colour Splash. There's a moment late in Colour Splash where you meet a troop of 50 Red Rescue Toads. They all look identical, but every single one of them has unique dialog, not just once but trees of dialog that lasts to the end of the game. Origami King lacks a little bit of that, there's just a little bit less life in the NPCs and in the world. 




I also had a bit of a hard time with the music. It's very good music, but it's completely unmemorable. Honestly every time I started playing I was surprised that it didn't have the theme from Colour Splash. 

Things I'd Put In a Game


Paper Mario games also inspire me to focus on those details that make the world really feel alive.




I like the general innovativeness of the combat system. The Paper Mario series is well situated in allowing for different kinds of combat that doesn't necessarily relate to the rest of the game. I'm not sure that's a thing that works smoothly in every game but it's still a fun thing to keep in mind for the right moment.

One this I definitely like is the low/no penalty system to make combat easier. There's been a lot of discussion about how to adjust difficulty and game play to accommodate players of different skills and players with different abilities. There are a lot of important parts to that discussion and different ways to implement it but I think making it a straight forward part of the combat is a really good way to be accommodating to all players. 




Final Things


Paper Mario: The Origami King is a fun game. It's pretty, it's charming, it sounds nice, it's worth playing. I finished it as much as I wanted in about 25 hours. There's more you can go back for to get collectables and such, but I was pretty happy just to get to the end of the story. 

Not every game has to be a ground breaking epic, sometimes it's nice just have something bright fun and quick to play and Origami King is that to a t. I really enjoyed my time with it.



Monday, October 05, 2020

Blog: Games of September 2020

September was fairly unremarkable. I've focused on a few games as I've been busy teaching and working on some of the other projects I want to get done.

 My top five games (by play time) for September were:

  1. XCOM: Chimera Squad - I've really been enjoying Chimera Squad. It's got a lot of replayability, with enough differences between the characters to make every mission interesting. Honestly I'd love to see a few more investigations to take on, since this has been a ton of fun to play.


  2. Animal Crossing: New Horizons - Didn't play quite as much as I have been. Between being busy with work and trying to get more other things done I've been spending less time on my island. I've also been increasingly disappointed with how little there is to do. 


  3. Legend of Zelda: Breath of the Wild - This game is so, so good. I started playing again because my partner bought a copy for the switch (inspired a bit by all the time we've now spent yelling at Stephen & Mal). She's been playing and enjoying it and I wanted in on the fun. I'm over 300 hours in at this point and I'm still finding new things. The switch version feels a little better than the Wii U, but generally this is such a well put together game.


  4. Cities: Skylines - Not a game I played a ton of, but being back to work my numbers are a little more focused then they are during the summer. Still I've been watching All the Stations, and I got excited to make myself a city with a really good rail network.


  5. Golf Story - I think the replayability of this game is really good, I just haven't picked it up that much. It could also use the ability to bring your story mode character into the pick-up and play sessions.


Here's my total play time chart for September:



And here's a chart of how much I've played over the month:



Reading

I’m not sure that anyone, myself included, really needs this post. On the other hand, I read a thing about re-reading and I want to write ab...