Review: Super Paper Mario
Monday, March 30th, 2009
I first picked up Super Paper Mario when I bought my Wii in about April of 2007, and I’m finally done! No, It’s not an epicepic game, but it will run about 20 hours before you’re done, and that’s only if you so some of the optional stuff, so as Mario adventures typically go, it’s got some meat to it.
I’ll be blunt, the game is slow compared to Super Mario Galaxy (a real Mario adventure in my mind). This game is more text and dialogue driven than most platformers I know, and the difficulty level is also much lower. I imagine this is the Mario game that gamers get their girlfriends that “like videogames” but have never played or heard of Battletoads.
The game starts off pretty exciting though, and the hooks are pretty fierce at that. Running, jumping, hitting blocks – all great Mario stuff. They even put new twists on old staples like the invincibility star. In SPM, collecting this powerup makes Mario grow to fill the screen, and he becomes his 8-bit sprite from the original Super Mario Bros.. While massive, Mario can plow through any obstacle and is unstoppable as enemies bounce off and a path of destruction is left in his wake. The first boss battle against a giant dragon is fairly epic too
Then world 2 starts, and there’s nothing really “new” until world 8. Along the way, you get additional powers like the ability to shrink and enter small spaces or become paper thin and float on the wind. Most of the puzzles in the game use these new abilities, and while some of them are clever, most of them are fairly uninspired. I feel good for finding hidden chest and items though, so there’s a sense of accomplishment there – that’s good. There are also Cards for all the enemies and characters in the game. You can use Catch Cards to ensnare the soul of an enemy and place them on a card. Possessing a card doubles the amount of damage you do to that enemy, but other than that they are useless. Even more useless though is there are hundreds of enemies with a dozen types of goomba, so the odds of having the right card in your deck is slim unless you’ve invested gold coins in buying Catch Cards.
There’s a level-up system that I wish was implemented in more games anymore. Your score increases as you kill enemies, and when it gets high enough, leveling up increases Attack, Defense, and Hitpoints. Nothing too deep or innovative, I know, but wish action and action-like games incorporated something like this more often. Also, as a Mariogame if you hop on a string of enemies without touching the ground, you get even more points – and more points still by shaking the Wii-mote a bit to add a flourish to your bounce.
Visually, this game is very clean and clear most of the time. Some things get muddy when flipping to the 3D, but 2D looks pretty damn gorgeous. Everything looks drawn in vectors with a turtle program and an Etch-a-Sketch, and is showcased upon entering a new world: The canvas starts blank, lines draw along outlines, the backdrop props up, colors fill in like a paint bucket, and then Mario enters the scene. I simply love the presentation there.
The controls work great in the 2D plane we’re all used to, but with the ability to flip into a 3D space, things get a little tricky. So very much of the game world is designed on a 2D plane (even though most of it is built and rendered as a projection from 3D to 2D), and the directional pad is only so versatile, movement here, especially jumping, is difficult.
Sound is what you’d expect from a Mario game – a lot of boings and smacks, so not annoying to the player as they’re all well-placed and paced. If you close your eyes though, the sound could get really annoying, so it might not be the best for a mix-tape. I’m not going to knock a lot of points off for this though – this game is a colorful platformer at heart. Charles Martinet once again reprises his role as Mario, so that’s pleasant.
I glossed over it before, but the chief complaint I have about the game is the story. This stilted mass of crap belongs in a bargain-bin RPG setting, not in my platformer thankyouverymuch. The scenes are long, the text windows are small so each speaker has several dialogs to click through, and the worst part is they’re unskippable. Gross, gross, gross. The most offending piece is, there are sometimes important clues for where to go or what to do next hidden in these sections, so if you don’t pay attention, you might wander around in the hub-level aimlessly.
A close second in my beefs with this game is the puzzle scripting and level design. I’m a huge proponent of figure-eights in level design – it minimalizes the amount of back-tracking required. Off the top of my head, Jak II for PS2 (the sequel to Jak and Daxter) did it best in my opinion, but SPM is very poor in this regard. In one of the later worlds, the game has you searching for an item of an unspecified type from an unspecified set of items. Basically a needle in a haystack that could be of any size, and when a needle is found, I don’t know if it’s the right needle. Later on in the same level, game-progression relies on you remembering a previous wrong items’ effect. I Hope you remembered a item that went in the trial- failure bin; and if you did, hope you picked up two; oh wait, you only needed one before for the trial, so I hope you remembered where in the platforming maze you got it; No? hope you like annoying mazes, twice.
When I buy I game I usually keep it, as it has some redeemable value as a game. This one is going back to a retailer’s shelf for store credit.