Monday, February 10, 2014

Paper Mario: The Thousand Year Door

RPGs aren’t a genre for everyone. When you consider how non-interactive the game portions of titles like Dragon Quest and Final Fantasy are, it’s a wonder that the genre ever caught on. That’s not to say that there weren’t more interactive alternatives to the typical DQ battle system, there were. Square’s own Parasite Eve and Super Mario RPG created inventive new battle systems that forced players to pay attention and stay invested in even the easiest of battles. The Super Mario RPG style of battle, which is heavily dependent on timing button presses, found its way into its spiritual successor series, Paper Mario. Paper Mario: The Thousand Year Door, the 2nd title in the sub-series, expands on concepts first presented in the 1996 SNES RPG but in doing this, reveals some problems with the interactive battle system.



            Paper Mario's biggest fault is how shallow the entire game is. At a glance, Paper Mario’s battle system looks more complex than it actually is. Once you get everything down (which shouldn’t be hard since the game hammers tutorials into you), it’s a breeze. It’s easy to learn and even easier to master. It’s clearly a beginner’s RPG which is fine but the game never makes an effort to challenge the player. That being said, it never lets you doze off either.

            The battle system may be shallow but it never lets you stop paying attention. And while this may sound like the game is keeping you on your toes, it’s really not. The game is pitifully easy and enemy encounters are more of a nuisance than an actual threat. The closest thing the game has to difficulty is when the stage around you starts to act up. The idea that your environment can affect the battle is an interesting one but one that loses its novelty fairly quickly. A fog rolling in that obscures your vision or a prop light falling on top of you is a cute quirk of the battle system for the first 10 hours but it becomes tiresome the farther you progress.


            Really, the entire game feels like Intelligent Systems was trying to balance skill and luck and it was not an experiment that paid off. Things like the lottery and the randomized stage effects are entertaining at first and continued to engage me for a little while but the novelty wore off a little under half-way through. After the battle system’s bells and whistles stopped impressing me, I realized that Thousand Year Door has an exceptionally shallow battle system.
           
            This wouldn’t be a problem if the game were shorter. In truth, the game is only 25 hours long which is pretty short for an RPG but it could absolutely be shorter and nothing of value would be lost. Games like Parasite Eve are so good because they’re length compliments their battle system. Thousand Year Door overstays its welcome and suffers because of it. Since the game is obsessed with being longer than it needs to be, it adds in a ton of backtracking and filler content which kills the pacing. Every single chapter has at least one part where the story flatlines and everything grinds to a halt.


            It’s unfortunate that the game has so much padding and unnecessary content because there’s a lot to like about Paper Mario’s gameplay. The way you enter battles is reminiscent of Earthbound’s battle system in that you can sneak up on enemies in order to get an extra hit on them and vice versa. The whole interactive stage gimmick is really interesting, as is the partner system. The fact that the audience that gathers to watch your battle can either help or hurt you is also a super cool idea. And lastly, badges are a neat customization element that could have used some fleshing out but it is solid nonetheless. Unfortunately, none of these elements add up to save up the game. The game is gluttonous and pays the price for it.

            It’s not really helped that there isn’t really much to do in the game. The world is pretty small and while there are sidequests and some things to collect like Shine Sprites and Badges, there’s no real incentive to go out of your way for them. There’s only one sidequest where the reward is actually notable and the sidequest itself is incredibly bland and unmemorable. It’s disappointing that there’s so little to do because the areas in the game are gorgeous and very detailed.

            Thousand Year Door has a vibrant, cel-shaded aesthetic and as a result, it’s aged incredibly well graphically. Not content to rest with throwing bright, happy environments at you for the entire game, Intelligent Systems decides to shake up the various locales quite a bit. A surprising number of them use dark, brooding colors like black, purple or navy blues. One would think that they’d be wasting cel-shading on such depressing areas but it’s the total opposite. Areas like Twilight Town and Boggly Woods are some of the most impressive looking locations on the Gamecube.


            The game also uses depth to its advantage. There are many moments within the game in which you can take a pipe into the background in order to solve some sort of switch puzzle or enter what was seemingly a background object. It’s a clever way to make players realize how layered and well designed the graphics are from both a game design and graphical design standpoint.

            I can’t say the same for the music though. There’s nothing truly terrible but there’s really nothing standout. It’s all pretty standard stuff. It accurately conveys the happenings of the game but that’s all it really does. It just compliments the game and doesn’t go beyond that. The sound effects and sound cues are all upbeat and cheery but fairly unremarkable as well.  It’s a bland showing that doesn’t do as good of a job as it could have in complementing the visual style.

            The Mario RPGs have always had a focus on comedy and weird jokes and Thousand Year Door is no different. Thousand Year Door contains a lot of amusing puns, sight gags and cute 4th wall jokes that make the game feel very light and goofy. And it’s consistently funny too; the game never relies too heavily on one gag. It knows how to pace a joke so it’ll work. Considering how many games try and fail to inject humor into their quests, it’s nice to see a game do it so effortlessly. It fits fairly well and despite the somewhat dark subject matter, the two tones never clash.



            Paper Mario: The Thousand Year Door has a lot of interesting ideas but the decision to make it longer than it should have been makes it overstay its welcome. The game’s gimmicks are solid for a little while but the cracks start to form quickly and by the time you’re done, you’re left with a shallow, beginner’s RPG. As a result, it’s forced to rely on its dialogue and visual style to get by but as impressive as they are, they can only help the game so much. Paper Mario: The Thousand Year Door is a perfect example of a game developer not knowing to say “Enough is enough”. 

Final Score: 6.0


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