Monday, October 10, 2016

Paper Mario: Color Splash Review


When this game was announced in a Nintendo Direct earlier this year the reception was quite mixed. While many were happy about the fact that the Wii-U will get a new Paper Mario, many also criticized the fact that it looked like a continuation from Sticker Star. The direct predecessor was a good game which sold well, but got lots of flak from fans of series because of it's mundane story and simplified gameplay. And while the developers acknowledged the problem it seems Color Splash is following the same principles as Sticker Star. The Question is could they improve enough to satisfy fans, or fail to do so?

At its heart, and that has to be said, Paper Mario: Color Splash is no RPG like the original Paper Mario and Thousand Years Door, but an action adventure with some RPG like elements. If you didn't like this direction in Sticker Star and want a classic roleplaying adventure then this game is probably not for you.

Everyone else can stick around and find out if Color Splash is worth a buy.


Story:


On a dark and stormy night Mario is visited by Peach and Toad. The Princess received a grim message. The lifeless husk of a Toad completely drained of his color sent from Prism Island. So of course Mario and Peach travel there to investigate. Arriving at Port Prism they find the once colorful and lively island drained of its color. Shortly thereafter they meet Huey, a mysterious talking Paint bucket, who serves as this games sidekick.


He introduces Mario to the Paint and Card based combat system after Toad is attacked by a Shy Guy, who drains him of his color via a drinking straw. From there one it's Marios and Hueys mission to collect the six great Color Stars to restore Prism Island to it's once lively and colorful state. Along the way Princess Peach gets kidnapped, shocking absolutely no one.

The Story is well told and in fact I enjoyed it greatly, but it's also very unimaginative. So in that department the trend from Sticker Star continues. Still the story is quite enjoyable because of the great humor and good characters.

Also there are lots of great side stories on your way to the Color Stars making up for the boring main plot. From investigating the paranormal activities in a gloomy hotel, to hunting a treasure island with a group of Toads to repairing a Train and cooking Pizza. There is still a great variety to be found in the different worlds of Paper Mario: Color Splash.

So while the Story department is quite mixed with great and fun side stories, but a lacking main plot, how do the characters themselves fare? Well to be honest it's quite the same. A mixed bag. While many of the characters are fun and unique from a personality point of view, it's the same Toad show that made Sticker Star insufferable for many fans. Once again about 90% of friendly NPCs in the game are Toads only differentiated by their color. This puts a huge dent into an otherwise great set of characters.

The Toads are unique and funny. Many have a quirky personality and generally it's a lot of fun to interact with them. But they all look the same. Maybe one or two of them wear a hat to differntiate them from the rest. But even an important Toad Professor you meet during the game doesn't wear a lab coat or even glasses. No he is simply a yellow Toad seen a thousand times before and after in the game.

The same applies for the enemy forces. The characterization of them is great and especially the Shy Guys are always good for some laughs, but once again you'll only see the same standard Mario enemies again and again.
This fatigues you pretty quickly and you'll start avoiding confrontation soon. Another factor of the game also plays into this, but I'll talk about this later in detail.

The enemies serve their purpose well, but it seems the time of unique and new enemies in the Paper Mario series is over. It's Koopas, Goombas and Shy Guys all the way.

Still if you can live with these flaws you'll have a good time with the Story of this games. And you'll laugh a lot. Color Splash is a game that knows how to make the players laugh or at least grin. There are lots of references and the game isn't afraid of taking itself for a ride. Especially the reaction at Princess Peach getting kidnapped is hilarious.

The Story and characters are a definitive improvement over Sticker Star, but they can't reach the classics.


Gameplay:


The gameplay is following the same pattern as the story. It's a definitive improvement over Sticker Star. The World is once more segregated into different levels connected by a world map. While many didn't like this fact, I didn't mind really. It sill manages to make the world feel cohesive and connected, but of course it can't match a classic RPG style of connected world. On one hand it's nice to be able to travel from one area to the next without having to pass through five other, but it robs the world of some of its charm in the process.


The levels themselves are great however. There are lots of charming details and they truly feel as if they are handcrafted. Also the variety is pretty high and the developers manage to make even the standard Mario themes like desert and lava world interesting.

Mario and all characters are once again 2D cutouts, but everything else is in 3D. This can often lead to slight problems, when you, for example, try to jump on an enemy and miss him. You mostly explore the stages via jumping and hammer swings, but this time Mario also has his Paint Hammer to color the area. The Shy Guys have drained the island leaving lots of colorless spots. Most of them reward you with some Coins or a card, but often this feature is also used to solve puzzles. Draining something of its color works in a similar way as to freeze time. So for example color drained water doesn't flow, but is simply static. You can walk around on it and it won't power water wheels.
For most puzzles the color hammer is your go to way of solving them. You can mark targets, make invisible paths visible or simply paint your path red (and several other colors as well.) The puzzles created by this are often quite clever and innovative.
One of those requires Mario to get a key. For that he has to play a game. The key is handed to one of five identical Toads and then they shuffle around. But no matter how often you choose the right Toad another one will always have the key. So you have to prove they are cheating. This is done by simply marking the Toad with Paint, so that you have prove that he was the one with the key.


This is only one of thousands of small puzzles in the game, and it's quite early on, so I shouldn't have spoiled to much for you.

At the end of a stage you'll find a small Color Star opening up the way to the next one. Some Stages even offer more than one Star and the path branches out quite a bit from the get go. Of course it all leads to the next big Color Star, but at least you have some variety to choose from the way there. Still you can't go too far of the path because from time to time you'll encounter an obstacle that can't be overcome and first needs a big Color Star. I didn't mind this way of gating the game much, because it also gives you a sense of progression.

Now I talked about the Paint Hammer already, but there is one more important tool for solving puzzles and exploring levels. Via press of the Y button Mario can check his surroundings to see if there is a space he can cut out. This is exactly what it sounds like. You simply cut out a part of the background. This way you can insert cards to use or simple get around obstacles in your path. This works only at select places and normally is the only way to progress there. But it's a nice little feature, just not as versatile as the Paint Hammer.

The level and puzzle design in general a some of the strongest points of Paper Mario: Color Splash. There was hardly any stage that I didn't enjoy.

But of course these courses aren't empty. Lot's of Bowsers troops have also taken residence there. On first sight it may look like the battle system from previous Paper Mario titles hasn't changed, but that's not the case. You still initiate the battle by simply touching your opponents. Jumping on them or giving them a swing with the hammer also deals some damage even before the battle starts.
And here is where the similarities mostly end. The battles themselves are still round based, but that's the only thing RPG like about them. Instead of abilities, magic and items all has been bundled into the new card mechanic. No matter if it's an attack with the hammer, a simple jump or a mushroom to heal yourself, all is done via cards. You simply choose the card or cards you want to play (later on you can play more than one in the same turn), color it and flip it into play.
Coloring the Cards increases their potency, but also costs, you guessed it, color. Personally I never ran out of color even though I colored all my cards.
The last part then is the attack themselves. By pressing A at the perfect moment you greatly increase the potency of your attack.
The card system and the battles themselves are Ok for the most part. There is still some tactic involved. For example attacking a Shy Guy wearing a spiky helmet via jumping isn't the smartest decision. But for the most pat the battle system is quite shallow.
From time to time Kamek tries to shake things up a bit by cursing you. This means you can't see the cards you use or are reduced to only six cards for that battle. Also you can't run away. Beating the enemies breaks the curse and rewards you with some extra coins.


So what is your reward for battling Bowsers troops? Not much I'm afraid. First of all there are no levels to gain from that. In fact there are no levels at all in Paper Mario: Color Splash. It's no RPG remember. Instead Mario increases his attack and health automatically after each Boss you beat.
What you get from normal enemies is some paint to refill your hammer, troop cards and tokens that increase the max amount of Paint your hammer can carry.
Troop Cards allow you to summon those troops as temporary allies in fights, but I never found them to work that well. Sometimes the troops will simply run away and during bigger fights they often switch sites. All in all the rewards are often not worth the hassle and that makes the fights quite tedious after a while and you'll start to avoid them as much as possible.


The Cards themselves can be bought and sold at the Shop in Port Prism or found in the stages. While most cards cover a wide variety of standard moves or objects from the Mario Universe, some are pretty unique. These so called Thing Cards are created after finding unique 3D Objects and squeezing them. These range from Washing Machines to Fire extinguishers all the way to a simple turnip. Thing Cards are used for two purposes. Many Boss enemies can only be harmed after using one of those cards. For example you first have to extinguish the flames of Mortons Hammer before you can attack him.
The other usage is to solve puzzles in the stages. Some of the cutouts you find have the shape of a card and you just have to insert the right card. If you want to set sail you'll need wind. And if there is no wind you simply use the fan card you found earlier.

All in all the card system isn't bad, but it needed some more depth to be truly engaging.

The greatest strength of Paper Mario lies in it's varied level design and the exploration. So what are your rewards for this? For completing a level 100%, which means coloring all colorless spots hidden there, you'll unlock the music of this level in the Port Prisma Museum. Apart from that you can gift them cards for their collection which unlocks several concept arts.

Apart from that the game offers some side activities. Across the map you'll find eight arenas for Rock-Paper-Scissors. These get you a ton of coins for beating them and after that you may challenge one of the eight Masters to a fight. If you win again you are rewarded with a special Troop Card. One of the eight Koopa Kids.

From time to time a Shy Bandit appears on the map. He will mark one of your already completed levels and start draining the color. Beat him in time to save your progress or else he will drain all the color from that stage, forcing you to do it again if you want the 100%. This guy can be quit infuriating from time to time because it can happen that it's impossible to reach him in time. In that case closing the game and restarting is your only option if you don't want to complete the level again.



Presentation:


The presentation is by far this games strongest point. It looks simply phenomenal. Nintendos development studios have mastered HD development perfectly. Everything in the game has a handcrafted feel to it. It's full of details. Everything in the stages looks like you'd be able to create it yourself at home with paper, talent and time. And that is the highest praise I can give this level. Also the visual variety in the levels is great. Intelligent Systems managed to make even standard Mario locations, like the desert and lava world, look unique and memorable.
From a technical standpoint I didn't have any problems with the game. Everything is smooth and I didn't find any bugs or stutters.


On the music front this games shines even more. Nearly every stage has a unique track an I haven't found on that I didn't like. The sound is used perfectly to enhance the atmosphere. Especially the theme of Treasure Island is great and would feel right at home in any Monkey Island game.
The sound team proved that they're able to create a wide variety of tunes, which all still feel quite Mario.

Generally music and looks are this games strong points.



Conclusion:


Paper Mario: Color Splash may not be the game fans wanted, but it is still a very good title for the Wii-U. I enjoyed it a lot and if you like adventure games with a focus on puzzles and a unique look, then I'm sure you'll do the same. The game has some obvious shortcomings in the gameplay department. The combat is rather shallow and not really worthwhile. And robbing the game of most of its RPG elements did more harm than good. But on the opposite the game looks amazing. It's fun exploring the locations, which have a lot of thought and love put into them. Also the humor and characters of the game are great, which, sadly, makes the endless horde of Toad NPCs hurt the enjoyment of them all the more. Characterwise they are very unique, but they still all look the same.

The Story is in a similar boat. It's told very charmingly and is well done, but in the end just your standard Mario Story, like you've heard it a thousand times by now.

All this is held together by the great look of the game, which proves again that Mario games and HD belong together.

All in all it is a good game full of wasted potential.


Conclusion (One Sentence):


Paper Mario: Color Splash is not the game fans wanted, but still a good and enjoyable game filled with wasted potential, that looks phenomenal and plays fine.

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