Review falithes 4/5 · Jul 10, 2024
A worthy successor to a beloved game
While this was clearly designed as a direct sequel to Super Mario RPG, it had to deviate as Square Enix and Nintendo went their own separate ways after a long career of collaboration. The main intent behind the original Super Mario RPG was to create an experience for both new RPG gamers and veterans and it succeed wonderful at those …
While this was clearly designed as a direct sequel to Super Mario RPG, it had to deviate as Square Enix and Nintendo went their own separate ways after a long career of collaboration. The main intent behind the original Super Mario RPG was to create an experience for both new RPG gamers and veterans and it succeed wonderful at those aims. It had a lower power level, compared to other Sqaure RPGs, and incorporated a more action oriented combat system to keep the player engaged. This extra engagement never felt overwhelming and was kept simple yet fun. These design philosophies carried over and were taken even further in this follow-up.
One thing that strikes me about this game are in its aesthetics. In a lot of ways, its art direction is what you would have expected from Super Mario 64. As a middle ground between 2D and 3D space. I'm glad that Nintendo was extra experimental with Super Mario 64 because it paid off well, redefining an entire genre for a new generation of video games. Still, the pros of this new art style are high and there really aren't any cons I can think of. Pixel art has always aged well for me, so incorporating that in a 3-D space results in a game that ages, aesthetically, like a fine wine. It's art direction still holds up and is just so charming to experience. This charm extends past the aesthetics and is incorporated into the characterization, like Super Mario RPG.
While none of the characters are deep or complex, they are all very endearing to interact with and are always amusing, and occasionally quite funny. I even like how the tone of the game is even consistent with the portrayal of Bowser. He is called "your wickedness," your "nastiness" yet he always acts like a rascal instead of a devious monster. I like this decision a lot. Too often you have this narrative disconnect between pigeon-holed glib one liners for forced comic relief, that are often self deprecating, yet the story will still try to have high stakes and take itself too seriously. My issue with this prevalent approach to story telling is that the glib one liners highlighting how absurd or dumb everything is always undercuts any semblance of stakes. Not here though. The tone and motive of the characters feel all absurd and silly. Never giving you a sense of dissonance. Sure Bowser kidnapped Peach which is bad, but he still tries to hold onto a semblance of honor. Setting up rules and promises that he always holds up even if it is at odds with his plan. This is most apparent in Bowser's castle, the final dungeon, where there are a series of doors you need to do a task to move past. Each time Bowser taunts Mario, but then reluctantly allows him to move on once the task is complete. It makes him come off as kind of endearing even if you want him to rightfully fail. He even has a rod that can grant him any wish, yet he decides to not use it to make Peach like him, instead hoping that his display of power will win her over. Which of course it won't.
Each party member has an engaging introduction with fun characterization. My main criticism with the characters is how all characterization is essentially dropped after they are introduced. You rarely have them talk and further develop as a character. Becoming more mechanics than characters by the end. A pity, because I think the devs do a good job of throwing in varied puzzles/obstacles that force you to regularly rotate your party members. A great design philosophy even if it's not utilized to the maximum. The only party member who never really gets meaningful use is Goombario since his special move is locked to combat only. His Tattle ability is useful, but I found myself using it less and less as I progressed through the game. While it is useful to know how much damage, defense and HP a boss has, I kind of liked figuring this out on my own while in combat. It kept the fight more engaging for me since I wasn't fighting towards a counter hitting 0. I was more focused on survival. No judgement to those who always used tattle but I do like that it isn't a necessary mechanic to use, yet the pity is how useless Goombario ends up being. Easily one of the weaker companions as a result. Others perform better in combat utility and world exploration. I did feel Super Mario RPG did a better job of maintaining characterization throughout the journey in comparison. But Square was no stranger to ensemble casts.
I do like the mechanics of world exploration and using companions for exploration. These puzzles are rarely brain twisters and are pretty straightforward to solve. That gap is too large for a jump, better use Parakarry! There is a crack in that wall, better use Bombette! Ect. The dungeon designs are also superb. Never getting challenging, except for the last few dungeons. With the Crystal Palace probably being the most difficult in terms of puzzles.
Another strong design of this game is in the world. It's all connected in a very thoughtful way. There is a lot of backtracking for the first few dungeons, but then Toad Town transforms into a hub where you can use pipes to quickly travel between these spread out domains. The backtracking is still present, but thanks to the well crafted connection between regions, it didn't really feel tedious. The only exception is with Koopa Koot's quest which is all backtracking and going on a wild goose chase. I still liked his quest though. There's a lot of charm to him and I found myself curious what eccentric errand he would send me on next! The world also functions a bit like a Metroid game where areas will be blocked off by companion powers you haven't recruited yet or upgrades. Which encourages you to return to old locations. Koopa Koot's quest also helps in this front too.
The combat is significantly different and more streamlined compared to Super Mario RPG. Now you control mario and the move of one companion, who you can freely swap out each turn. The catch being they can't attack the turn you swap to them, unless you wear a badge (which you should absolutely use once you find it! It's too good to be always ready to adapt to a fight). I really like the decision to further file back the power scaling of the game. Mario has an attack range between 1 and 12 (something like that). This still results in Mario getting significantly stronger by the end of the game. 12 times stronger! But I like the small scales. Which keeps it from feeling overwhelming and added unnecessary clutter to the combat. Don't get me wrong, I understand the appeal of hitting an enemy for 9999 damage in a final fantasy game, but I can appreciate a conscious decision to scale things back to simplify them. Leveling up is also kept very simple. You choose to increase the number of badges (which act as buffs to mario), health or flower points (mana). The real customization comes in your badge load out. I really love the badge mechanic because you are significantly limited by your badge points. In addition, the game locks the max badge points to 30, adding more limitations to your build in a good way. It creates decision making. Do I want more defense or offense? Do I want to add a special attack that allows me to exploit these enemies weaknesses? Such as the quake hammer that will turn all shelled enemies onto their back. Or adding more damage to fire enemies (this is very under utilized but still not a bad thing to include). Then there's the combinations of companions. Given there are clearly better companions over others, which is a shame. Parakarry ends up being very lackluster for the most part compared to Lakilester who fills a similar roll but better. Still I do like how you power up the companions, unlocking an orb later into the game for ultra power.
Overall, the further streamlining this game does works brilliantly making this a very approachable game for both veterans and new comers alike. It's got great pacing, fun writing and fun gameplay. While I still think Super Mario RPG is overall a better game, Paper Mario still serves as a great example of how to properly do a sequel. Even if it's a spiritual sequel.




