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:



Wednesday, September 30, 2020

Projects Update: September 2020

My last general project update was in May and I was a bit surprised by how fast May went by. Now, it's September...

Honestly I struggled a bit with productivity over the summer and eventually gave myself permission to just take some time off. I also hit a bit of a complicated patch with finding post PhD employment and figuring out what I want to be when I "grow up".  

In short I'm finding myself myself drawn to a creative career as well as (or in favour of) an academic one. So I'm trying to balance both of those for the next while to see what's possible. I've set myself some goals for the next year to give myself some firmer deadlines and so that I can see what's possible with what I can create for myself.

I am finding it a bit rough teaching this semester. I had hoped to be able to take the semester to increase my creative output but ended up with more teaching duties than I'd expected. This is making it a bit rough to get things done, but I'm doing my best to plug along where I can. Remembering I can take the time for myself has been tough, but I think I'm learning.


Where I am right now:

The Blog (Project 1)

I did give an update as usual at the beginning of August. This trucks along and the reading and games updates are a fun task to take a break and do.


The Roofs (Project 11)

I didn't write nearly as much as I might have, but I did start writing and it felt pretty good. 

I finished around 4000 words in May/June, before getting distracted and wandering away from the project. I managed to get my focus back in August and started a rolling edit to revisit what I had and to tighten it up. I'm trying to avoid doing that again, since I need to keep moving forward, but I'm still feeling like I'm accomplishing something.  


Chrono Trigger Sprites (Project 12)

I finished the Robo sprite a while back. I was able to do it really quickly, but I've been slow to write the project post about it. I have it on my plate to get done in the next few days.

I'm enjoying working on these, but I'm thinking they're a lower priority than some of the other things I want to work on right now. I have 3 main characters left to do from the playable characters, but I think I'm going to tackle them when I have a quiet Sunday.


Robo In Action!




Game Tracker (Project 18)

I didn't get to work much on the Game Tracker at all. I'm feeling a bit conflicted about this because on the one hand it's not a priority for me. I want to focus on writing, making games, Code Click. On the other hand, it's beneficial to teaching and it's been the motivation for me to learn more about developing modern real world software. 


Infinite Acorn Adventure - Bubble Puzzler (Project 13)

As I said, I've spent a lot of the summer thinking about what I want to do and how I want it to sustain me (and also putting food on the table might be nice). One of the things that really came to the fore for me was that making games was a place I wanted to focus. I've also been thinking a lot about how I want to be able to tell stories through games and use games as a mechanism for supporting a good life.

As such, I've been a bit frustrated with myself about the fact that I'm not working on making games and I'm not learning about making games. So I think the solution to that is to make a game.

Code Click (Project 20)

I think one of the roles I fit very well is computer science communicator. I'm interested in making things easily understood and I think generally there's a problem in communicating about computer science. Given that I'm in a state of looking for full time work in some combination of technology and teaching, spending a bit of time working on my computer science communication skills seems worth while. 

For my classes this semester, I've obviously had to move my teaching on-line, so I'm already developing those skills in a university context. I think pushing the science communication skills makes sense, and I think trying to capitalize on Code Click is a good place to start.


Where to next?

My thinking for the next bit of projects is:
  • Infinite Acorn Adventure - A prototype in Processing by October 31.
  • Code Click - One post by October 31.
  • Game Tracker - I'd like to have a google docs back end, working by November 31.
  • The Roofs - I'd like to get a finished (but bad) draft by August 1, 2021.
  • Chrono Trigger Sprites - If I get to them I get to them, I'm not going to give myself a deadline.
  • The Blog - will keep travelling along.





Tuesday, September 15, 2020

Blog: Games of August 2020


Having taken a good chunk of July off to play video games (and like, vacation, sort of), I started back to getting things done. As such I played a little less and tried to focus a bit more on one game at a time.

My top five games (by play time) for August were:
  1. Golf Story - I love Mario Golf, and I'm patiently waiting for a new one on the switch. In the mean time, I watched Proton Jon play Golf Story on his stream back at the end of July and the itch got me. I really enjoyed the golf mechanic, and thought the story was fairly charming. I think I'm going to do a post about it, but its definitely interesting to mix RPG mechanics with non-combat mechanics.

    Victory!

  2. Animal Crossing: New Horizons - Still enjoying the daily grind in ACNH. Feeling a bit sad that there's stuff missing from New Leaf. I'm sure COVID sheltering has affected Nintendo's plans for the game, but the game is wearing just a touch thin finally.

    Fireworks!


  3. Paper Mario: The Origami King - I really enjoyed The Origami King. Conversely to Golf Story I think RPG mechanics without experience griding actually works very well. The Paper Mario games are also extremely well written and this one was no exception.

    Paper!


  4. XCOM: Chimera Squad - I think taking modern XCOM and breaking it down into bite sized chunks works really well. I've been enjoying Chimera Squad more than I remember enjoying XCOM 2. It's not always the tactical game I want, but overall I think it's great.

    Clear!


  5. Octopath Traveller - I *want* to like Octopath, but compared to Golf Story and The Origami King, this is really hard to pick up. That's a bit on the mechanics, it's very slow in the UI and requires a lot of menuing. The addition of very, very slow cut scenes is also not helpful. Finally, while I love the game's combat, if you are low leveled some fights can last up to half an hour for no particular pay off. I'm left wishing for them to use the engine to remake Final Fantasy VI.

    Victory!


Here's my total play time chart for August:



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




Wednesday, August 12, 2020

Blog: Games of July 2020


I took a "vacation" and played video games in the last half of July. I'm not sure that was the perfect way to spend my time, but it was pretty good. I think I'd have liked something incredibly deep like a Final Fantasy to sink into, but since I didn't really have that I did the best I could with what I had.

My top five games (by play time) for July 2019 were:
  1. Animal Crossing: New Horizons - Always a lovely game. It's not quite everything I could have hoped for in a "next-gen" animal crossing, but it certainly charming and I think compared to New Leaf, it does a good job of hiding the wires that make the world turn.

    Skye singing in the New Horizon town Square
    Skye always brings a touch of joy.

  2. Octopath Traveller - Knowing I'd need to get back to getting stuff done, I really pushed myself to play Octopath as much as I could. I ended up playing a bit more than I really enjoyed, since the game tends to push to long sessions. Overall however I think the game is pretty good. I'm planning a "Thought's on" post for Octopath, but that will be a little bit in coming.

    The heroes fight the huge villainous Left Crow and his minions.
    You know that thing where the ball gets really big when you're playing tennis...

  3. Paper Mario: The Origami King - I liked Paper Mario: Colour Splash, and I think that The Origami King improves on it in every way. I've been enjoying playing through and I really like the pacing and the length. It's been easy to play and I appreciate that I'll be able to finish it in a relatively contained time.

    Mario sits in a coffee shop with a Koopa Barista and a goomba and shy guy at the bar.
    Come for the jumping and hammering, stay for the chill coffee philosophy. 

  4. Wargroove - I was getting my butt kicked by Wargroove (I have a terrible condition of loving tactics games but also being really bad at them). I adjusted the difficulty down a bit and found it really fun and playable. I appreciated being able to play how I wanted to play without having to "be at the game's level". It's possible I may have to go back and play at a harder difficulty later on, but hopefully I'll have learned the systems better by then.

    One undead general pitches a fit about losing to a dog.
    Caeser wins hearts, minds and combat encouters.

  5. Xenonauts - I do really love the original X-COM style of gameplay and Xenonauts definitely does a good job of recreating the organization and careful combat. It does stick very closely to the original format, so I find myself thinking about elements I'd want in a new X-COM style game, especially when it comes to base building and organization.


Here's my total play time chart for July:



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




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