This one had been a long time coming, waiting in my Wii’s memory. Well, now is the day. Anniversary review!
The Mario franchise has had an interesting history with RPGs. The first was Super Mario RPG: Legend of the Seven Stars, co-created by Square-Enix, famous for the Final Fantasy series. There were plans for a sequel with the same collaboration, only for much of it to split when the new RPG took a decidedly different direction. Plans up to that point were changed heavily to appeal more to younger players, with a cute art style and tweaks to the game’s system and its overall difficulty, while also containing enough options for more experienced players. After all, they know about timed hits.
Also, only in a Square-Enix game would you see this sort of enemy. |
And what a world! It's gonna be all different by the next game. |
Even then, the peculiar system of Paper Mario helps it feel different from everything else that’s out there in the genre. Instead of controlling an entire party, it’s Mario + one party member. XP is replaced by a system of Star Points. Instead of being able to equip all sorts of armor and weapons, Mario can choose among various Badges he finds in the world, with greater upgrades coming with the plot. All of these will be discussed in greater detail in due time.
How about we cover this game’s story so I can discuss some of its details?
Intro
Bowser. Big, bad brute. Can instantly master the Star Rod. |
The game starts as Mario and Luigi receive a letter from Princess Peach inviting them to a party at her castle. They go, and Mario heads directly towards Peach’s quarters. She is, of course overjoyed at seeing her hero! However, the earth shakes suddenly and both feel themselves being risen. To their shock, Bowser’s Castle sprouts out of the ground underneath Peach’s Castle, itself on top of a giant Koopa Clown Car, and all are brought into space.
I heard you like castles so I put a castle under your castle. |
To this day, I still have no idea how or why Bowser's Castle was underneath Peach's Castle, with that Clown Car beneath all that for good measure. You can go "Star Rod, reality warping, whatever" but even there, it feels too crazy to be possible. There's no way that could have possibly been there. So... portal? Magic is the only explanation I can see.
Damage result: 0. Yeah... we're not able to hurt Bowser when he's powered up. |
Bowser shows up to kidnap the Princess and Mario valiantly defends her, but shortly into their fight Bowser reveals the Star Rod. Bowser wishes to become invincible, and through the rod’s power, it happens. Bowser subsequently outmatches Mario and knocks him out, then tosses him out the window.
You know we’re in for a Hell of a ride when an RPG starts with the bad guy winning, especially someone with such a poor win/loss record like Bowser.
Prologue
Looks like there are some advantages to wearing such an iconic style. |
If nobody's blocking the path, I should get there easily. |
Are you sure your main occupation doesn't actually start with a B, Kammy? |
Hammer it will be, because I don't have a belt on me at the moment. |
After getting rid of Jr. Troopa, Mario comes back to the village, hammer in hand. He also hears that Goombario, one Goomba of the village, has been practicing to be a hero – and decides to tag along on what seems to be a big adventure! Great, I gotta take care of a Goomba kid now… Okay, fair, he’s actually a capable combatant with his Headbonk attack, and his Tattle ability gives information on places visited and enemies encountered, so he can be pretty useful.
Buddies with a Goomba. It'll never not feel weird for Mario the stomp champion. |
An aside on Paper Mario mechanics
Eventually, you get plenty of options to adapt against any possibility. |
Another awesome element is that you can look for 16 Super Blocks hidden around that world, and each block gives you the option to upgrade one party member, which can be done twice for each. The first attack known by each of them requires no Flower Points to use (Flower Points, or FP, are Mario’s equivalent to magic points or a mana bar), but attacks gained with upgrades do. Also of note is that only Mario has an HP bar, meaning that if he loses, the entire team loses. However, while uncommon, it is possible for his allies to be attacked, in which case they’ll be KO’d for a few turns, meaning Mario will be alone to defend himself.
Even more options to face any eventuality. |
Paper Mario: A game in which getting 31 EXP points is considered a lot. |
In short: A number of clever twists on the usual RPG fare, although it does have a lot of similarities with what’s been done before, some of which it attempts to hide under new names.
Prologue (continued)
That's one big Goomba. I'll need my big stompy boots. |
"I'm gonna grant wishes! ...someday." |
The Lucky Star is a pendant that allows Mario and his allies to perform action commands, meaning that with good timing they can inflict more damage with an attack. Similar mechanics were seen in Super Mario RPG. Since we only get action commands now, it makes the prologue surprisingly slow and bland, with little intensity to the battles since you cannot turn the tides of turn-based combat through skill. All you could do so far was play your turn and let things play out. There was no way to inflict more damage through a single attack, or save an HP of health, with a well-timed button press. Action commands are a very welcome addition.
Chapter 1: Storming the Koopa Bros.’ Fortress
Mario needs to head west, but four bizarre, dark Toads are blocking the way. The plumber seeks help with Merlon, the local wizard (who also can help guide our hero, and the player, if they don’t know where to go next), and the wizard dispels the disguises and reveals the Koopa Bros. These Teenage Fighter Ninja Koopas used to be cool, but they became arrogant and nasty after joining Bowser’s forces. Mario gives chase, but eventually runs into a chasm with no visible bridge. Well… there’s a switch to make one appear, but it’s on the other side.
Mario the hero, recovering Koopa shells one at a time. |
Those Fuzzies aren't gonna last long. |
Sure enough, Kooper’s ability lets Mario hit the switch and summon the bridge to the Koopa Bros.’ fortress. Koopa Village was home to two Bob-Ombs that fled from the fortress when the Bros. became nasty after their promotion, and this excursion gives credence to the bombs’ claims. The four idiots even imprisoned a couple of Bob-Ombs! It’s among them that Mario meets Bombette, a pink Bob-Omb who can explode on command, and she joins the team after they free her from the fortress prison, using her ability to blast a wall open.
...You're a bomb. All you do is asplode. You didn't think to asplode??!? |
These Koopas ought to go back to eating pizza. |
Metal Gear Princess? |
The scene with Peach that follows this is the first time she’s properly playable in this game. In an attempt to escape, Peach looks for a secret passageway. She finds one and escapes with Twink, and finds herself in a room where Bowser keeps his diary. Upon reading it, she learns that the second Star Spirit is hidden in Dry Dry Desert. That’s when Bowser shows up, and promptly gets her confined to her room again. Peach then tells Twink to relay the message to Mario…
Alright, I think I can stop this here. This will be continued in Part 2.
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