Whats the consensus on paper mario 3ds?

#1miffie_1Posted 1/29/2013 9:49:36 AM
Went to the store to pick up NSMB2 and when I got home and opened the case up it is paper Mario. Was a bit annoyed but from the 15 or so mins ive played it does look quite good. never played a paper Mario or Mario rpg before.

whats the general consensus? is it better then NSMB2? If it is ill keep it.
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#2mcnichojPosted 1/29/2013 9:53:46 AM
NSMB2 is pretty bad and while Paper Mario isn't as good at 64 or TTYD it's alright.
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#3joeyx4xPosted 1/29/2013 9:55:23 AM
It is a completely different game then nsmb2 wayyyyyyyyyyyyy different. The only similarity is that Mario is the main character. Paper Mario isnt a plat former where you get through obstacles. Paper Mario is about finding objects to solve problems. Example a room you come to is dark so you go and look for a lightbulb. You use a trumphet to wake up a caterpillar sleeping in the road. Its a very hard game because it requires a lot of thinking I needed to USe a guide the whole time
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#4Roddy_DPosted 1/29/2013 9:56:47 AM
Although I beat Sticker Star, my enjoyment for the game faded the longer I played it. It is a decent game, but a paper Mario with no rpg elements in it is just a big nono. Some may love it, but I traded mine in after I completed the game.
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#5poptarts22Posted 1/29/2013 9:59:40 AM
It has some flawed game mechanics.

1) There is too big of a power difference between battle stickers and Thing stickers when it comes to bosses. It's okay to make bosses have weaknesses, but not to the point that it almost completely negates anything outside of infinijumps, especially when the game expects the player to have flung specific Things into stickers ahead of time. From there it becomes an issue of knowing when to use the specific thing stickers on top of already having them (i.e. the sponge right before the poison spit). Yes, you can get specific hints from Kersti about the boss...after you die. In fact, needing to fling Things into stickers in the first place ends up hindering the entire mechanic in the first place, as cute as the dev team may have thought it was. This might be alleviated a bit if the game treated Things as permanent objects you retained in your inventory that simply required "Thing Points" (TP) to use.

2) 50% of the Thing stickers don't get used outside of contributing them to the museum. By the time you have enough sticker pages to justify carrying around multiple giant Thing stickers, the game is almost over, at which point you have also been taught to be punished for using any Thing that isn't the "right" Thing.

3) Many segments of game progression are locked behind invisible blocks and narrow passages in the background of the screen. It's okay to hide extra, fun goodies and secrets to games. It's not okay to hide game progression behind those things. It's a puzzle to decipher hieroglyphics in a temple. It's not a puzzle to jump at a specific spot (and this is outside of the invis blocks that have flowers underneath them as a clue) or walk behind a random bush that otherwise looks flat, even with 3D on. Imagine if you couldn't clear the original Super Mario Bros without knowing where the invisible 1-Up mushroom was on stage 1-1.

4) There is no meaningful reward for combat; therefore, there is no reason to get into combat. Prior to world 4, the amount of coins you get for defeating an enemy is negligible, especially when stickers are so abundant that the only thing you need to use coins on is black market Things and secret doors. The one saving grace of game design in this aspect is that battles aren't forced.

The only real point where the game hit it's stride was World 4; specifically, the Enigmansion. The puzzles had context, (fire) battle stickers were on par with Things in boss combat, and progression flowed extremely well.

Anyway, just wanted to get this out there, regardless of whether or not you agree with any of the points brought up. It's okay to defend a game, but it's frustrating to see a game being defended over the wrong reasons.

And, again, none of these things are game-breaking, they are just poor game design choices that could have easily been alleviated by a few tweaks to gameplay.

Sticker Star felt like it was too afraid of being an RPG, but when it drifted towards being a point and click puzzle adventure game, it didn't drift far enough and the final result was some hybrid that didn't incorporate proper game mechanics from EITHER genre.
#6miffie_1(Topic Creator)Posted 1/29/2013 10:04:40 AM
hmmm im undersided as to keeping it or getting nsmb2. This feels fresh as im sure nsmb2 will feel old after a couple of worlds if its not really changed.
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Black 2 FC: 4857 5480 5439| Gen V W/L ratio: 185-24 | # of teams trolled by my Aron and Stunfisk: 79
#7Halladay32Posted 1/29/2013 10:08:44 AM
poptarts22 posted...
especially when stickers are so abundant that the only thing you need to use coins on is black market Things and secret doors.

Even though I did enjoy the game, you raise some very valid points. However, I just want to mention that coins are also used for the Battle Spinner, so I did find coins to be of some value most of the time.
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#8DeathSnipe777Posted 1/29/2013 10:11:51 AM
It's a good/great game.
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#9McMarblesPosted 1/29/2013 10:19:03 AM
miffie_1 posted...
Went to the store to pick up NSMB2 and when I got home and opened the case up it is paper Mario. Was a bit annoyed but from the 15 or so mins ive played it does look quite good. never played a paper Mario or Mario rpg before.

whats the general consensus? is it better then NSMB2? If it is ill keep it.


It's horrible garbage and all the people who liked it are lying because differeing opinions don't exist.
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#10StephenYap3Posted 1/29/2013 10:49:33 AM
It is no doubt better than NSMB2 and is currently my favorite game on 3DS. It doesn't have a story or new characters like the previous three titles had, but I personally don't care for all that in any game that I play.
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