I think it best
that I come out swinging for this review. Super Paper Mario has a lot of
interesting ideas but fails to properly execute any of them. Unlike its
predecessor, it is woefully dated graphically. Combine that with boring level
design, a penchant for padding and a tonally inconsistent plot and you have one
of the most middling games in the entire Mario series. Perhaps the most disappointing
game in Intelligent Systems’ entire catalog, there is no reason to play Super
Paper Mario when there are hundreds of better platformers out there.
As is standard for
the Paper Mario series, it excels in its presentation. In a surprising reversal
though, it is SPM’s soundtrack that is the standout player. Every level has a
catchy, memorable piece that fits in with the setting. There isn’t a ton of
variety in the soundtrack but every song is able to make the levels feel more
alive and vibrant than it would otherwise. And the game desperately needed that
extra kick because Super Paper Mario’s art is decidedly bland and uninspired
compared to its predecessors.
Since Super Paper
Mario started life as a Gamecube game, it makes sense that it would recycle
many of the art assets of Thousand Year Door. This wouldn’t be a problem if the
new art-style didn’t clash with the old Thousand Year Door models. Mario,
Peach, the Koopa Troopas and everything else that was brought over from TTYD don’t
work with the pixellated aesthetic of Super Paper Mario.
The whole
pixellated aesthetic is the first instance of Super Paper Mario not properly
executing a great idea. Many of the new enemy and NPC designs look great and
have a distinct Yoshi’s Island vibe. There was
clearly some work put into the new designs and it totally paid off.
Unfortunately, the same amount of effort put into the enemies and NPCs was not
put into the backgrounds. One of the most impressive parts of Thousand Year
Door was the backgrounds of the various areas which used colors and the paper
aesthetic brilliantly. The same cannot be said of Super Paper Mario. With the
exception of two areas, SPM’s levels have exceptionally dull and dry
backgrounds. They do little to make the models pop and the use of cel-shading
isn’t nearly as well executed here.
The
3D environments look especially stale with most of them just being the same
flat texture repeated until it hits an equally uninteresting wall. The game
tries to throw in some graphical tricks with the whole flipping gimmick but it
quickly loses its luster as it starts to repeat the same tricks over and over
again. Super Paper Mario may have seemed a little impressive in 2007 but in a
scant seven years, it looks incredibly dated and flat. A far cry from the
stunning graphical prowess of Thousand Year Door, Super Paper Mario fails to
live up to the series’ graphical standards.
The
ability to switch over to a 3D plain is an interesting gimmick and likely how
Intelligent Systems sold the idea to Nintendo. It’s just a shame that it was
done so poorly. The first two worlds work it into some clever puzzles but
that’s where the creativity stops. Afterwards the 3D gimmick is either used to
recycle past puzzles, thrown in randomly as a reminder that it exists or used
as a way to cheese your way through the game’s more difficult sections. This
flipping mechanic adds so little to the game that calling it a “selling point”
or a “feature” is almost false advertising.
Super
Paper Mario is stuck between wanting to be an RPG and a platformer. It’s not a
mix that works well at all since the superfluous RPG elements weigh down the
platforming and the platforming just isn’t well done in the first place. If
there was ever proof that Intelligent Systems should stick to RPGs, it is Super
Paper Mario. Unnecessary elements like items, a health bar and an EXP system
don’t add anything to the experience. What should have been a pure Mario
platformer (only Paperized and with the flipping mechanic) has instead been
turned into a disgusting chimera that struggles to function underneath its own
weight.
Super
Paper Mario is heavy on padding and backtracking. Every level that isn’t a
straight shot to the end is a massive fetch quest for keys, stones or missing
NPCs. This gets tiring almost immediately as the levels are incredibly dull
from both a graphical and gameplay standpoint. The puzzles are very simple but
assault you with hints regardless. The enemy placement is haphazard and
irritating and the strict hit detection makes getting back and forth a massive
pain (unless you want to cheese the game of course). Couple that in with an
overabundance of bottomless pits and a fetish for labyrinthine levels and you
have a Mario game that instead feels like a Kirby game. And not just any Kirby
game, the worst Kirby game.
If there’s one thing I can give Super Paper
Mario, it’s that it has a lot of good ideas. For example, the addition of
multiple playable characters that you can switch to on the fly is a novel idea.
The ability to play as Peach, Bowser and (a Paper Mario first) Luigi was
definitely a draw. But once again, the game fails to deliver. These three are
only occasionally useful and the game telegraphs when you should use them.
There is little reason to ever switch over to any of them as Mario is far more
versatile than any of the three other characters. In addition, many of the
Pixls (SPM’s replacement for partners) seem poorly thought out. Many of them
are used to solve a handful of puzzles and then never used again. Only two or
three are used heavily and that’s mostly for attacking. Both of these seem like
concepts that were brought up early in development and kept around despite
having little to no purpose in the final game.
Mario
RPGs are known for their humor and wit and once again, the Paper Mario series follows
through on that expectation. There’s a definite pattern with humor in the Mario
games. A lot of the jokes seem to revolve around verbal tics, references to
past games or strange Meta jokes. Super Paper
Mario conforms to this and for the most part, it does its job well. Some of the
verbal tic jokes (mostly those centered on Count Bleck) don’t work that well
and clash with the villain himself but it is a solid showing otherwise. The
meta and referential humor work and while the game isn’t laugh-out-loud funny,
it managed to elicit some smirks.
If
there’s anything Super Paper Mario is known for, it is its plot. And it
deserves that praise because Intelligent Systems clearly tried to make the
game’s plot engaging and emotional. The game doesn’t quite hit it on all notes
but it does manage to craft a memorable, if imperfect story. The cast of
villains is great with one of the supporting villains being one of the greatest
villains in any Nintendo game and the main conflict is well-paced and knows how
to hold your interest. The worst part about the plot is how our four main
characters are overshadowed by the supporting cast. Once a character enters
your party, they basically lose their personality. It’s upsetting to see a
hilarious character like Bowser get the shaft despite technically being a main
character. It’s doubly upsetting when you realize that he was funnier in
Thousand Year Door despite only showing up occasionally.
The
game’s tone is also all over the place. The game jumps from goofy to somber at
a moment’s notice. It’s jarring to see one of the villains using his farts to
launch out of a room only to immediately jump to a melodramatic soliloquy
delivered by the main antagonist. Moments like this happen far too often for me
to take the bulk of the game seriously. It straightens itself out in the later
chapters but it takes a long time to find its balance.
Super
Paper Mario is a game with very few redeeming qualities in the gameplay
department. It’s almost entirely reliant on its plot and its presentation and
even that falters in some places. A solid soundtrack, an ambitious plot and a
neat, if underutilized, visual style can’t save it from what it is, a tedious
mess of a game. Had any of the numerous gameplay gimmicks played out like
intended, it could have been something special. As it stands, it is the least
essential game in Intelligent Systems’ entire library. At least Wild Gunman was
in Back to the Future II. Super Paper Mario doesn’t even have that.
Final Score: 4.0
No comments:
Post a Comment