Maybe not the right word, but it feels very similar to the first game but with small twists on everything and being less impactful. Still a great game of course!What do you mean feeling like the B-side?
Maybe not the right word, but it feels very similar to the first game but with small twists on everything and being less impactful. Still a great game of course!What do you mean feeling like the B-side?
As someone who thinks the lack of world-building/elaborate plots and hoard of generic toads/designs in the last few games (to be fair TOK tries to break out of this significantly) were arguably a bigger issue than moving away from being a JRPG, I'm really not seeing the issue with the new NPC's here. TTYD already had 'generic' toads, the thing is more they weren't the only NPC's populating the world. Hell even having the mouses from Yoshi's Island as a new NPC is lightyears ahead of the NSMB-only cast the modern Paper Mario's seemed stuck working with.I actually do think it's a little disconcerting that the two new characters we got in this remake that weren't there in the GCN game, actually do kinda sorta adhere to the dreaded "Mario Mandate".
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As in, they're both "normal" Mario characters with at most, different hats and outfits, which are still allowed to exist as shown by Color Splash and The Origami King. Ian Foomus is just a normal Yoshi's Island Little Mouser wearing a grey cap, and the Battle Master is still at his core a normal toad just wearing a purple tangzhuang coat and guapi mao cap. Both of these could easily exist in The Origami King.
I know how silly this sounds, but my fears would definitely be quenched if the Battle Master was allowed to have hair or even be female, or even even replace his whole mushroom head with a hat or something, like the Excess Express Engineer.
Only up to chapter 2 due to work obligations but still having a fantastic time. They're not HUGE changes but stuff like chapter specific themes, new character themes for everyone, voices, etc. really help elevate a game I already loved a ton.
As someone who thinks the lack of world-building/elaborate plots and hoard of generic toads/designs in the last few games (to be fair TOK tries to break out of this significantly) were arguably a bigger issue than moving away from being a JRPG, I'm really not seeing the issue with the new NPC's here. TTYD already had 'generic' toads, the thing is more they weren't the only NPC's populating the world. Hell even having the mouses from Yoshi's Island as a new NPC is lightyears ahead of the NSMB-only cast the modern Paper Mario's seemed stuck working with.
I'm fine if future Paper Mario's are a bit more restrictive in the sense of like, 'no new species' (every new Mario game introduces so many new enemy types you have tons to work with now anyway) or something like female Toads have to adhere to Toadette's base design. The first three PM's came out before Nintendo really started establishing a set design guideline for the Mario world most games followed, I get it. The issue is when it gets so extreme that you have situations like TOK where it makes it fairly clear it's meant to be in the same world as PM64/TTYD with its call-backs but then you're questioning where all the named characters went and why there aren't female/child toads anymore. I get the toads are basically the smurfs now with Toadette being Smurfette but it's still really weird/off-putting to me lmao.
If things had been looser with what SS/CS/TOK had to work with I feel like we'd have seen 3DWorld/Odyssey species as NPC's or they'd even branch out to other adjacent franchises like they did with YI's enemies with like, kremlings or something. Classic PM really excelled at building up Mario's world with what the wider library of Mario/Mario-adjacent games offered.
I've noticed the audience has shifted from generic cheering to individual voices that correspond to the characters present. They also got louder in the original as the crowd gets bigger (max capacity grows every 10 levels); you might find the problem goes away later in the game.I don't mind the music mixing so much but I wish sounds weren't so quiet. You can barely hear the audience.
Agreed. The only standout scenario writing in Origami King was Bobby's arc and (to a lesser extent) teaming up with Kamek in Chapter 5. It's especially bad in the boat chapter where there's like nothing going on, at all. You're sent to aimlessly explore the ocean and that's it, with minimal NPC interaction.
It just doesn't hit the same as TTYD, which I'd say is inspired by how Dragon Quest games are structured around a series of vignettes
I'm not going to just dunk on Origami King/modern Paper Mario, I thought Origami King was a good game with some fantastic strengths. But in addition to a lot of the structural and gameplay aspects I missed from the older games, one thing that made a big difference to me was the tone. Something that the scenarios, characters, writing and presentation all contribute to.
TTYD has plenty of goofy moments and it's overall still a light-hearted game. But it also had plenty moments that didn't fit that mold (which was unusual for Mario), moments that were (relatively) dark, mysterious or melancholic, and feel kinda wrong for a mario game, but in an awesome way. I'm not going to put them here due to spoilers for new players, but they are found all throughout the game. Super Paper Mario took it even further with its tone.
I did feel a spark of that in one specific section of Origami King, and that was finding the Origami Craftsman's workshop. It was this kinda existential, meta moment that was played seriously, and along with the fantastic music that played there, it really intrigued me. I was sad when it was over so quickly.
We don't want every game to have the same tone of course and it's super subjective, but I feel the tone is one of the reasons TTYD (and SPM in its own way) is special.
I dunno, I remember clipping this scene with Luigi because it gave me a real laugh, and as mentioned in the post below, the Origami Craftsman's workshop had an interesting air of mystery. I wouldn't argue the game couldn't have used more "civilization" but I don't really remember the ocean chapter as a lowlight of the game.
Man, a character literally died and you had to grieve their loss in Origami King to a level that is pretty dang beyond any other Mario game. Maybe you can quibble about how often it happens, but I don't think it ever gets as "dark" or "melancholic" in Thousand-Year Door.
Yes.About those cursed treasure chests
those are definitely the four old heroes we hear about from that lore dump story guy right?
I dunno, I remember clipping this scene with Luigi because it gave me a real laugh, and as mentioned in the post below, the Origami Craftsman's workshop had an interesting air of mystery. I wouldn't argue the game couldn't have used more "civilization" but I don't really remember the ocean chapter as a lowlight of the game.
That's true, and that was unexpected. The actual death didn't really make much of an impact on me though, because I just didn't really care about Bobby. He was a blank slate (on purpose, with the amnesia and everything) and had just annoyed me more than anything before that (e.g. getting lost and making you take big detours to find him, the first instance of a partner refusing to come into the mini-dungeon for some reason). But the section after that was great, Olivia grieving and that music playing.Man, a character literally died and you had to grieve their loss in Origami King to a level that is pretty dang beyond any other Mario game. Maybe you can quibble about how often it happens, but I don't think it ever gets as "dark" or "melancholic" in Thousand-Year Door.
I dunno, I remember clipping this scene with Luigi because it gave me a real laugh, and as mentioned in the post below, the Origami Craftsman's workshop had an interesting air of mystery. I wouldn't argue the game couldn't have used more "civilization" but I don't really remember the ocean chapter as a lowlight of the game.
Man, a character literally died and you had to grieve their loss in Origami King to a level that is pretty dang beyond any other Mario game. Maybe you can quibble about how often it happens, but I don't think it ever gets as "dark" or "melancholic" in Thousand-Year Door.
Taro Kudo has just consistently leveled up since his entry into the series with Sticker Star. Can't wait to see how he and his writing team tackle PM7.Having made my way to Chapter 4, I'm left ruminating on the writing in this game and find myself believing that the series only ever got better about writing as time progressed. Part of the reason for this I feel is that TTYD, for the most of the part, has a pretty conventional approach to humor that relies a lot on textual script and very little on cinematography or the richness of its own presentation. It leads to a lot of "haha" type moments that elicit good chuckles but nothing that really ever gets me in the gut. The Mario & Luigi series felt like the king in terms of humor because it's so good about combining text and visual gags, but I think even Paper Mario got really good about this once it truly got comfortable with its own medium. One of my favorite gags in Origami King is when you recruit Bobby and how the mixture of music usage, expressions, pauses, and Olivia's attention deficit tendencies really elevates the tried and true Paper Mario trope of Mario usually getting an option to rebuke someone's request, whereas in TTYD having to select a funny option usually has Mario's partner come in to defang the situation immediately.
I think Vivian's character arc in TTYD is beautiful. On the other hand, I'm kind of disappointed that it's the only character arc of its kind in the game and that it's limited in how long it gets exposure within the plot. I think even the designers must have realized they landed on accidental gold with her because in many ways she feels like the Paper Mario series' first instance of trying to imbue an ongoing character arc as an emotional anchor and they kept trying to do that several games in a row later (I can't say RPGs in general because Mallow is kind of the originator here); her arc spans part of one chapter and the full length of another one. By the time Origami King rolled around, the writers were so confident in their ability to write a sad turn in a character arc that progressing in the story takes a halt because Mario himself tries to find a way to comfort someone who went through a significant loss, and that loss is only further felt if you went through optional sequences where your full party of three got to experience fun things together. It's a dilemma resolved through Mario's goodness and ingenuity rather than a convenient third party plot item. Because Mario's such a cipher in the early games it's easy to take for granted that these games largely needed a more subtextual reading of the impact that Mario has on the people he meet (Super Paper Mario might be the guiltiest offender because of how it accelerated the feeling of the heroes' insignificance in the overall narrative -- not so much mechanically obviously). By the very end of TOK's narrative the characters successfully come across as more than just paper-thin beings but people who all had lived experience.
It’s a somewhat nonsensical replacement, but the animation is very cute and when it does feel like it contradicts a scene I just find it funny, like Mario is being is very passive aggressive.
Quoting myself for visibility. Did Hammer Throw pierce defense in the original game?Did they randomly buff Hammer Throw? I don't think it used to pierce defense before.
I dunno, I remember clipping this scene with Luigi because it gave me a real laugh, and as mentioned in the post below, the Origami Craftsman's workshop had an interesting air of mystery. I wouldn't argue the game couldn't have used more "civilization" but I don't really remember the ocean chapter as a lowlight of the game.
Man, a character literally died and you had to grieve their loss in Origami King to a level that is pretty dang beyond any other Mario game. Maybe you can quibble about how often it happens, but I don't think it ever gets as "dark" or "melancholic" in Thousand-Year Door.
It’s a somewhat nonsensical replacement, but the animation is very cute and when it does feel like it contradicts a scene I just find it funny, like Mario is being is very passive aggressive.
I thought that stood out. Checked it and it's a new feature to the remake.Quoting myself for visibility. Did Hammer Throw pierce defense in the original game?
I think what makes these guys (Ian Foomus in particular) stick out from modern Paper Mario names the most is that they get to have actual names. Nowadays, other than established Mario characters and complete OCs, they tend to just have a descriptor or their species name (i.e. the Professor from TOK, Bobby is just an Olivia-given nickname for "Bob-Omb"). Ian Foomus feels like he could've easily just been called "Info Mouse" in a modern Paper Mario game.I actually do think it's a little disconcerting that the two new characters we got in this remake that weren't there in the GCN game, actually do kinda sorta adhere to the dreaded "Mario Mandate".
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As in, they're both "normal" Mario characters with at most, different hats and outfits, which are still allowed to exist as shown by Color Splash and The Origami King. Ian Foomus is just a normal Yoshi's Island Little Mouser wearing a grey cap, and the Battle Master is still at his core a normal toad just wearing a purple tangzhuang coat and guapi mao cap. Both of these could easily exist in The Origami King.
I know how silly this sounds, but my fears would definitely be quenched if the Battle Master was allowed to have hair or even be female, or even even replace his whole mushroom head with a hat or something, like the Excess Express Engineer.
This is the most random buff and I'll be a little salty if they don't give Ms. Mous something to make her worth using.I thought that stood out. Checked it and it's a new feature to the remake.
The "issue" (and I stress these finger quotes because it's not actually an issue, it simply highlights that TTYD is a game with very specific intentions) with TTYD's delving into darker instances is that so much of it is all ephemeral, not particularly explorative, primarily textural, and in some cases, mainly there for the sake of being funny.Yeah ok, I'm not sure if we are playing the same game.
Spoiler (TTYD) addressing your claim:
It actually does happen in TTYD (death). Actually a few. I won't tell you who.
+ many of the partners have melancholic backstories
Koops and his dad....
Flurrie is a retired actress... who finds renewed passion in the wilderness thanks to the punies.
Vivian is abused by her sisters... and finds acceptance from a crew that is actually nice to her.
Admiral Bobbery's wife died.... he mourns her loss.. he feels it is his fault which causes him to give up on his passion...
Did you get the game yet? It sounds like you either just started TTYD or haven't played it yet.
Her basic attack pierces defense but I can't remember if it did that in the original.This is the most random buff and I'll be a little salty if they don't give Ms. Mous something to make her worth using.
Not trolling or something, i played the hell out of the original on emulator (i own the gamecube oneI've played this game enough to notice more extensive text reworking in the main script than I anticipated. It's nothing major, but there's a running theme of characters more frequently referring quest items you need - things like the stone keys (which I think are now exclusively called the Sun and Moon keys, which makes it more clear) in Chapter 1 and the cell keys in Chapter 2.
I don't really have strong thoughts on it, just making a note. It seems they don't want anyone to be stuck wondering what to do, which is good, but given the new partner hint system I don't think that was really much of a concern.
I've noticed the audience has shifted from generic cheering to individual voices that correspond to the characters present. They also got louder in the original as the crowd gets bigger (max capacity grows every 10 levels); you might find the problem goes away later in the game.
If you don't mind me asking, what is your opinion on the visuals and graphics of the game?Only really properly started this tonight and I’m not too far yet as I only reached the first room in Hooktail’s Castle. Always loved this game so stepping back in feels super cozy so far. I don’t have too many impressions yet, but noticed some of the changes. I’m indifferent on the new graphics. At times it looks quite nice, sometimes it looks too shiny, and other times I feel that 30 FPS strongly mostly in the bigger rooms like Rogueport Plaza where moving quickly causes some blurriness. I would have probably preferred a straight port of the original on the graphics front for the tradeoffs here, but thankfully not a big deal. The new music is very cool, probably my favorite part so far. Familiar tracks get whole new elements added and it feels exciting and fresh. I’m most looking forward to hearing the new battle themes as I go. Finally for now, the new Superguard window does indeed feel overly generous. I infrequently used it on the Gamecube version and here it feels like a reliable tool which will upset my approach to the game somewhat. I could always make select use of it, so I don’t feel it’s too big a deal compared to Super Mario RPG’s new mechanics in comparison. But uh yeah, we’ll see. Mainly just happy to be back. I wasn’t originally planning to replay this since I just replayed it two years ago, but all of the enthusiasm on Fami got to me haha. Eager to play a ton tomorrow!
The motivation and nexus of Origami's King entire plot boils down to the plot-twist that the main villain doesn't know how to read. I'm sorry but like, even SS/CS's very thin plots still had the basic 'Mario needs to defeat Bowser and rescue Peach' template so you can avoid the plot whiplash equivalent of an enormous wet fart TOK unfortunately ends on. People overstate Huey dying or whatever in CS's ending but that game's plot is under no pretense for what it is. It isn't bogged down with an 'Evil Huey' who's wants to destroy all paint because a shocking plot-twist at the end reveals they were colorblind/liked the taste of paint and then the game sincerely expects you to be fully emotionally invested.TOK's boat chapter ruled. It was the quintessential summer vibes chapter and a lovely homage to Wind Waker. If I can enjoy chapters where you're stuck in the same area for an hour or have to go backtrack several times, I can enjoy a game where you're just assimilating the atmosphere while traveling to islands.
But anyway, writing,
The "issue" (and I stress these finger quotes because it's not actually an issue, it simply highlights that TTYD is a game with very specific intentions) with TTYD's delving into darker instances is that so much of it is all ephemeral, not particularly explorative, primarily textural, and in some cases, mainly there for the sake of being funny.
You bring up Koops and Admiral Bobbery, both are introduced into the game with their overall motivations being at the forefront of their characters. It serves as some basic flavor to help you like them more, but in both cases they end up undercutting the heaviest elements of their stories with jokes. In Koops' case you find out that his dad might be dead, and then it wastes not a whole lot of seconds to reveal that "oh silly, that's not actually your dad". Admiral Bobbery is a similar case where the bartender's dialogue rather insincerely prefaces Bobbery's backstory with an "it's so sad you might actually cry" comment as if the player genuinely has this investment about someone they just met, and when Bobbery later seems to be on death's door and thinking about how he'll finally reunite with his lost wife, it turns out he's just asleep and you need to whack him on the head. TTYD is at its core a wacky lighthearted story that is always doing its plot in service of making you smile, laugh, and have fun. The stakes can feel serious but they never really fully commit to a lasting impact. Even (huge lategame spoilers) the death of TEC is undone in the postgame; all the good guys get a unanimously happy ending and the bad guys basically get a stern "no more evildoing, okay?"
Contrast that to TOK where permanence of positive and negative events is a very real thing because the entire thematic through-line of the game is built around the dichotomy of Olivia and Olly's lived experience. The loss of a partner isn't undercut by a joke, but is instead given an entire sequence about having to heal from it because the game recognizes there were a lot of moments they shared together, both mandatory and optional. There's a nice and quiet existential mystery behind discovering why Olivia and Olly were created (great sequence that only makes me want a Paper Mario & Luigi even more btw). Hell, one of the most poignant moments in the game has Bowser attempting to comfort Olivia (in his own way) by stressing that being a parent has made him more fearless against adversity. It all culminates in an excellently bittersweet close.
Now as said before, I think TTYD is good at conveying the vibe of the moment, and at no point should its aversion to downer permanence be seen as a flaw, because it's a Saturday morning cartoon that's a million miles per minute conjuring up fun things to make you smile. That all being said it's why I still feel that the people who work on writing and conveying the games' stories have grown more adept in balancing tone to bring about narratives that can make you feel the whole spectrum of lasting feelings -- and as I argued in my other post that extends to the humor. It loses in having a wider variety of individually unique casting, and outside of a few chapters it might be more conventional in locales and b-plots, but I feel pretty confident in saying that a new Paper Mario which can bring back a more liberally inventive approach to these things has all the potential of significantly one-upping TTYD as an experience from beginning to end, because the last game showed there's areas where they're accomplishing this already.
I'd love to continue this discussion in earnest on several points that I either seem to not have clarified enough somehow on why I find TOK's writing to be excellent, but since as per the staff decree we're sticking to TTYD, I'll just recommend KingK's analysis on it and leave it at that as far as that game is concerned since I feel several of his points echo my own.The motivation and nexus of Origami's King entire plot boils down to the plot-twist that the main villain doesn't know how to read. I'm sorry but like, even SS/CS's very thin plots still had the basic 'Mario needs to defeat Bowser and rescue Peach' template so you can avoid the plot whiplash equivalent of an enormous wet fart TOK unfortunately ends on. People overstate Huey dying or whatever in CS's ending but that game's plot is under no pretense for what it is. It isn't bogged down with an 'Evil Huey' who's wants to destroy all paint because a shocking plot-twist at the end reveals they were colorblind/liked the taste of paint and then the game sincerely expects you to be fully emotionally invested.
These these things are down to interpretation and I like TOK's writing as a whole, but I absolutely do not see where you're coming from about its emotional beats for it, or for TTYD. It's still very much a low-stakes, comedic adventure like the prior games (mostly) are, and the random incidental NPC dialog/the gag scene with the bones in Ch1 don't really undo the arcs Bobbery/Koops have in TTYD compared to how one of the biggest plotbeats completely undermines TOK's namesake. Even the Bobby death is sort of undercut by immediately swapping to happy goofy Monty Mole caves where everyone's cheerfully working away; he obviously had an arc (which can NOT be said for some of the other partners who just 'exist'), but I feel like I'm missing something here if there's a meaningful message trying to be conveyed beyond 'it's sad Bobby died' and 'Olly is mean'. You can start looking into Olly and Olivia's relationship as part of TOK's wider themes (though I really think this is at best on the same level as Vivian's relationship to Beldam), but while Olivia is very likable, I sincerely think Olly is one of the worst villains in the entire Mario IP. I can't engage with whatever themes of family they were potentially trying to build up there when one half of it is saddled with moronic motivations and their personality being quite literally "I'm evil >". Even as far as kids media go, he's a very simplistic character.
I wouldn't argue the original trilogy is particularly deep either, though uh, really long stretches of nothing happening narrative-wise in TOK and the well-worn over issues with modern PM's worldbuilding/characters debates make me question how it's on the same level of TTYD/Super, let alone somehow deeper. I've seen a lot of "Oh the old games had actual plots? :O" style reactions on twitter for people playing TTYD for the first time who still seem like genuine fans of TOK and I think that speaks absolute volumes about where both games' priorities and appeal to players lie.
Long story short, a new Paper Mario could learn a lot from Origami King (namely level design), but I would personally not even remotely look at the narrative/character side of things over the old trilogy. It's obviously vastly better in the context of SS/CS for sure, but I think otherwise an interesting premise that quickly falls into a pretty bland Mario story routine with admittedly stand-out set pieces when compared to most other story-driven Mario games.
Yeah ok, I'm not sure if we are playing the same game.
Spoiler (TTYD) addressing your claim:
It actually does happen in TTYD (death). Actually a few. I won't tell you who.
+ many of the partners have melancholic backstories
Koops and his dad....
Flurrie is a retired actress... who finds renewed passion in the wilderness thanks to the punies.
Vivian is abused by her sisters... and finds acceptance from a crew that is actually nice to her.
Admiral Bobbery's wife died.... he mourns her loss.. he feels it is his fault which causes him to give up on his passion...
Did you get the game yet? It sounds like you either just started TTYD or haven't played it yet.
A reminder that this thread is about Paper Mario: The Thousand-Year Door.
It did, and it's worthless there too. Maybe if someone makes a hard romhack where enemies run around with like 20 defense and are immune to items, yoshi gulp, bombery explosions, etc, then Mowz's pierce would be useful.Her basic attack pierces defense but I can't remember if it did that in the original.
As I've said, I don't think the restrictions were there to begin with. If you looked at the concept art, they clearly had carte blanche to go with a more experimental/pre-Sticker Star approach with original cast members, even able to give them original names. The Battle Master was shown to be looking like some sort of Guile-esq figure initially, appart from the typical Old Master trope we've seen. They most likely ended up with the more "conservative" Toad-in-robe without the typical "Old Master features" as to not to intimidate players who wish to try out the new Action Command practice mode (probably as a result from playtesting. Think of players being approached by a "Pai Mei" figure versus one who is more..."Ip Man")...That, and the mohawk Toad concept does resemble Knuckle Joe from the Kirby series a bit too much, hence the choice they went with.Only up to chapter 2 due to work obligations but still having a fantastic time. They're not HUGE changes but stuff like chapter specific themes, new character themes for everyone, voices, etc. really help elevate a game I already loved a ton.
As someone who thinks the lack of world-building/elaborate plots and hoard of generic toads/designs in the last few games (to be fair TOK tries to break out of this significantly) were arguably a bigger issue than moving away from being a JRPG, I'm really not seeing the issue with the new NPC's here. TTYD already had 'generic' toads, the thing is more they weren't the only NPC's populating the world. Hell even having the mouses from Yoshi's Island as a new NPC is lightyears ahead of the NSMB-only cast the modern Paper Mario's seemed stuck working with.
I'm fine if future Paper Mario's are a bit more restrictive in the sense of like, 'no new species' (every new Mario game introduces so many new enemy types you have tons to work with now anyway) or something like female Toads have to adhere to Toadette's base design. The first three PM's came out before Nintendo really started establishing a set design guideline for the Mario world most games followed, I get it. The issue is when it gets so extreme that you have situations like TOK where it makes it fairly clear it's meant to be in the same world as PM64/TTYD with its call-backs but then you're questioning where all the named characters went and why there aren't female/child toads anymore. I get the toads are basically the smurfs now with Toadette being Smurfette but it's still really weird/off-putting to me lmao.
If things had been looser with what SS/CS/TOK had to work with I feel like we'd have seen 3DWorld/Odyssey species as NPC's or they'd even branch out to other adjacent franchises like they did with YI's enemies with like, kremlings or something. Classic PM really excelled at building up Mario's world with what the wider library of Mario/Mario-adjacent games offered.
Flurrie is something akin to a wind spirit who describes the setting as a “negative reflection of the real world”, so she’s kind of just alien in general.Speaking of species, what exactly are Madame Flurry and The Three Shadows suppose to be? Are they ghosts or something?