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Pre-Release Paper Mario: The Thousand-Year Door (2024) — Pre-release Discussion Thread

I mean did anyone actually go and look at the code for Super Mario RPG and determine how much of the code was the same as the original?

If we reallllllyyyy want to go that route.
 
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I mean did anyone go and look at the code for Super Mario RPG and determine how much of the code was the same as the original?

If we really want to go that route.
I can't believe how much the industry has gotten away with just slightly remastering Quake over and over again. God.
capsule_616x353.jpg
capsule_616x353.jpg

Can you believe Nintendo sold us Mario 64 DS 3 times at full price on the Switch? They just made it 2D and thought we wouldn't notice!
 
It is a gorgeous visual style. I hope the next Paper Mario game looks like this, regardless of how the gameplay turns out
Hopefully they reutilize this engine.

How is the actual exploration in this game? It doesn't look like there's much, but that might just be me comparing it to Origami King.
Yes, the comparison you're making isn't fair. There is a semblance of exploration in TTYD, but Origami King definitely blows it away.

If you've played PM64, then it's something like that.
 
It’s got towns and tons of NPCs to talk too. Dungeons are what you expect in these types of RPGs. it’s more “linear” if that makes sense without spoiling
Yes, and they'll find it especially more linear since they're coming from TOK.

That said, it's still a VERY enjoyable experience.
 
How is the actual exploration in this game? It doesn't look like there's much, but that might just be me comparing it to Origami King.
It's definitely a linear RPG, but the game still asks you to look for secrets and stuff for badges which are a huge part of the depth of the battle system. Screens are usually quite small, but you are definitely rewarded for not always following the linear path the game lays out for you.
 
It's definitely a linear RPG, but the game still asks you to look for secrets and stuff for badges which are a huge part of the depth of the battle system. Screens are usually quite small, but you are definitely rewarded for not always following the linear path the game lays out for you.
It also rewards you for checking stuff out, like a secluded bush or something
 
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How is the actual exploration in this game? It doesn't look like there's much, but that might just be me comparing it to Origami King.
Most instances of exploration in the game is done in the main hub world and the underground, though there's not exactly much of it. You can still find secrets and such across the worlds you go to by interacting with stuff but it's a much more constrained scale.
 
Most instances of exploration in the game is done in the main hub world and the underground, though there's not exactly much of it. You can still find secrets and such across the worlds you go to by interacting with stuff but it's a much more constrained scale.
This is very true. You get to explore more of the hub world's surface and underground the more you progress. Those are less linear than the Chapter areas and have more depth to them.
 
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I can't believe how much the industry has gotten away with just slightly remastering Quake over and over again. God.
capsule_616x353.jpg
capsule_616x353.jpg

Can you believe Nintendo sold us Mario 64 DS 3 times at full price on the Switch? They just made it 2D and thought we wouldn't notice!
I love the satire. I'm with you... I just wish these people clamoring these games are remasters would bring evidence.
 
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Hopefully they reutilize this engine.


Yes, the comparison you're making isn't fair. There is a semblance of exploration in TTYD, but Origami King definitely blows it away.

If you've played PM64, then it's something like that.
It’s got towns and tons of NPCs to talk too. Dungeons are what you expect in these types of RPGs. it’s more “linear” if that makes sense without spoiling
It's definitely a linear RPG, but the game still asks you to look for secrets and stuff for badges which are a huge part of the depth of the battle system. Screens are usually quite small, but you are definitely rewarded for not always following the linear path the game lays out for you.
Oof. That's disappointing, but that's more on my preferences and not the game itself. Exploring is what I value most in games and I loved exploring the areas in Origami King.
 
Oof. That's disappointing, but that's more on my preferences and not the game itself. Exploring is what I value most in games and I loved exploring the areas in Origami King.
Exploration is better in these games (64, TTYD) because it's one coherent world with different races/societies along with the secrets scattered throughout. Exploration can be linked to narratives as well. There are more smaller areas but more of them chained together with branching pathways. Also, the dungeons require more thought. It's not as simplistic as a scavenger hunt in an open area. It's more like an actual RPG. Sidequests can be linked to revisiting areas... etc secret areas... using that new partner to find something...
 
Exploration is better in these games (64, TTYD) because it's one coherent world with different races/societies along with the secrets scattered throughout. Exploration can be linked to narratives as well. There are more smaller areas but more of them chained together with branching pathways. Also, the dungeons require more thought. It's not as simplistic as a scavenger hunt in an open area. It's more like an actual RPG. Sidequests can be linked to revisiting areas... etc secret areas... using that new partner to find something...
When it comes to RPGs, I heavily prefer choice/social or exploration focused experiences though. I doubt the game has any meaningful choices, so it has to have good exploration (AKA open world or open areas). A fully linear RPG just doesn't really interest me.
 
Exploration is better in these games (64, TTYD) because it's one coherent world with different races/societies along with the secrets scattered throughout. Exploration can be linked to narratives as well. There are more smaller areas but more of them chained together with branching pathways. Also, the dungeons require more thought. It's not as simplistic as a scavenger hunt in an open area. It's more like an actual RPG. Sidequests can be linked to revisiting areas... etc secret areas... using that new partner to find something...
I disagree here. Color splash and Origami King are very connected as well.

Matter of preference honestly as all these games shine with their goals in mind. I don’t think one is better then the other reslly.
 
When it comes to RPGs, I heavily prefer choice/social or exploration focused experiences though. I doubt the game has any meaningful choices, so it has to have good exploration (AKA open world or open areas). A fully linear RPG just doesn't really interest me.
It's not a linear RPG (gameplay wise) at all, but it's not a choice-driven game either. Few Nintendo games are choice-driven games. They are mostly extremely ludic. Nintendo presents us with challenges, and we solve them. Nintendo rarely focuses on narrative or choice.

Baldur's Gate III is more what you want. Bethesda stuff... DnD based western RPGs.

The only choice you have in Paper Mario 64 and TTYD is in your buildcraft (what badges to use/synergies, and what partners to use)
 
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New trailer:

I've never played the original. This opening got me very interested in the game and intrigued by where the story might be going. Also, the pretty visuals and music helped. Knowing the original game's stellar reputation, vouchers have been bought and the game has been pre-ordered!
 
It's not a linear RPG (gameplay wise) at all, but it's not a choice-driven game either. Few Nintendo games are choice-driven games. They are mostly extremely ludic. Nintendo presents us with challenges, and we solve them. Nintendo rarely focuses on narrative or choice.

Baldur's Gate III is more what you want. Bethesda stuff... DnD based western RPGs.

The only choice you have in Paper Mario 64 and TTYD is in your buildcraft (what badges to use/synergies, and what partners to use)
Oh I know. I actually just started Baldur's Gate 3 a few days ago! As far as I know, Fire Emblem Three Houses is the only major Nintendo game with choices.
 
When it comes to RPGs, I heavily prefer choice/social or exploration focused experiences though. I doubt the game has any meaningful choices, so it has to have good exploration (AKA open world or open areas). A fully linear RPG just doesn't really interest me.

I don't think you'll like this game honestly
 
I’m so excited to hear reactions from people playing this for the first time. It’s such a phenomenal experience
 
When it comes to RPGs, I heavily prefer choice/social or exploration focused experiences though. I doubt the game has any meaningful choices, so it has to have good exploration (AKA open world or open areas). A fully linear RPG just doesn't really interest me.
Yeah it's not that sort of RPG sorry lol. I prefer the old games over TOK by a fair amount but I will give that game credit for greatly expanding on the world design to what the previous games did.

I'd still greatly recommend it if you liked Origami King, but it's not going to have what you've stated you're looking for, besides maybe the badge system (which greatly customizes how battles can work). One of the party members is optional too with a sub-quest to recruit them if that counts as being a meaningful choice lmao.
 
Actually sitting down and watching that opening did get me pretty emotional. Hard to believe it's been almost 20 years since I first played this game.
 
Speaking of game structure and open vs linear, I have a lot of nostalgia for TTYD-style games that were a lot more commonplace in that era - the kind of structure where the game is broken up into distinct 'Chapters' or sections that all focused on a new location with a new mini-story. Particularly if there's an overall structure to the game as well, like finding the seven stars, etc. Something about opening an in-game map, knowing there are 7 Chapters/macguffins/etc., and trying to imagine the seven locations you'll go to as shown on the map as you fill out the seven empty slots in your inventory with those macguffins just really works for me.
 
Speaking of game structure and open vs linear, I have a lot of nostalgia for TTYD-style games that were a lot more commonplace in that era - the kind of structure where the game is broken up into distinct 'Chapters' or sections that all focused on a new location with a new mini-story. Particularly if there's an overall structure to the game as well, like finding the seven stars, etc. Something about opening an in-game map, knowing there are 7 Chapters/macguffins/etc., and trying to imagine the seven locations you'll go to as shown on the map as you fill out the seven empty slots in your inventory with those macguffins just really works for me.
I have such fond memories of doing this growing up, especially with Paper Mario 64. That, and being so excited to hear the NPCs' new dialogue and check the back of Merlin's board every time I came back into town after completing a chapter.
 
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Speaking of game structure and open vs linear, I have a lot of nostalgia for TTYD-style games that were a lot more commonplace in that era - the kind of structure where the game is broken up into distinct 'Chapters' or sections that all focused on a new location with a new mini-story. Particularly if there's an overall structure to the game as well, like finding the seven stars, etc. Something about opening an in-game map, knowing there are 7 Chapters/macguffins/etc., and trying to imagine the seven locations you'll go to as shown on the map as you fill out the seven empty slots in your inventory with those macguffins just really works for me.
Yes, a ton of Nintendo games had that sort of open zone feel to them (You still needed to do certain objectives to progress, get certain items etc). Odyssey was this way. Not every game went full open world but yeah, I know exactly what you mean.
 
Speaking of game structure and open vs linear, I have a lot of nostalgia for TTYD-style games that were a lot more commonplace in that era - the kind of structure where the game is broken up into distinct 'Chapters' or sections that all focused on a new location with a new mini-story. Particularly if there's an overall structure to the game as well, like finding the seven stars, etc. Something about opening an in-game map, knowing there are 7 Chapters/macguffins/etc., and trying to imagine the seven locations you'll go to as shown on the map as you fill out the seven empty slots in your inventory with those macguffins just really works for me.
I think this is still a pretty common setup in a lot of RPGs; games like Persona 4/5 definitely have a similar structure even if they don’t give you flags early on that there’s gonna be X amount of dungeons. I like that setup more than say, most FF games where it’s just an onslaught of bosses and dungeons without much structure until you beat the game (something the M&L games kinda adopted and partially why I’m less fond of them than the first two PMs). But I guess in terms of a map it’s less common due to how much more streamlined a lot of map design has gotten since the HD era (or they go full open world).
 
Wow, I wasn't on planning on buying the remake since the original is clear in my memory, but seeing the updated story trailer makes me feel like all the little changes may be just enough to make it feel fresh.

I might have to pick this up.
 
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Why is this game so mega nostalgic? 🥹 TTYD just hits different to me. I had a lot of GC games I remember fondly but this and Melee get me right in the heart.
 
Why is this game so mega nostalgic? 🥹 TTYD just hits different to me. I had a lot of GC games I remember fondly but this and Melee get me right in the heart.
For me, TTYD was kind of the last major game of my early childhood (or pre-adolescence, however you want to frame it). So it’s nostalgic for me because it reminds me of just before I really became a teenager and entered a very different phase of my life. I remember pouring over the Nintendo Power issues promoting the release, chomping at the bit to get more info and counting down the days until release.

Honestly never would have guessed back then 20 years later I’d be counting down the days until the remake.
 
Between this game, prince of persia, kingdom-come Deliverance, and SMTV i’ll be quite busy with games on switch. Quite remarkable this late in the console life and i’m still quite happy with it.
 
Wonder if getting the Yoshi color you want will be the same method this time around.
I'm trying to remember...
Is it dependent on how quickly you get through the rest of the league after the Yoshi egg jumps on the hot dog stand until it hatches?
 
I'm trying to remember...
Is it dependent on how quickly you get through the rest of the league after the Yoshi egg jumps on the hot dog stand until it hatches?
Yea I believe so. And black/white were the trickiest to get from what I remember. They knew people wanted those lol
 
I wonder if they'll streamline the Yoshi egg color hatching thing

Or maybe actually have it changed whenever you want
Honestly, I kind of hope not. I don't really think it's intended to be a system where you wait the appropriate amount of time for a specific colour; it's probably supposed to feel random and be surprising when you get whatever colour you end up with. This is why AFAIK the game never makes any mention of the timing system; it's supposed to be a surprise.

Obviously this is not the case for anyone who knows about the timing system. I too have waited for a specific colour Yoshi in a TTYD run. I just don't really suspect that was the developers' intent. This is of course speculation but the lack of any in-game timing system makes me think this is the case
 
I recall getting the green one and being unaware of the color gimmick until a second playthrough where suddenly I heard my sister screaming that the yoshi was now pink instead of green.
 
Green my first time through, as well.

I knew a bit about the gimmick, but didn't care enough to really try to game it either way.
 


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