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Super Paper Mario

 
 
totep
06:01 / 01.06.07
My friend left his Wii over at my house the past couple of days and I ended up logging 10+ hours on it over the course of a night and a day. Anyone else feel the addictive powers of this game (and seriously, I don't really play video games much, I don't even own any system) because it's better than crack. I'm at the primitive/caveman type level and it's going pretty well. What level are you on?
 
 
Rhayader
21:38 / 25.06.07
Still waiting until this comes out in Europe...
 
 
totep
05:35 / 27.06.07
Shit, I didn't even think of that (*fucking arrogant american attitude*). Well, when you get it we'll have to talk about it because of how amazing it is.
 
 
Freaky Drunk
09:32 / 09.07.07
Yep still waiting for it. August I think? Or September? God knows how long we'll have to wait for Metroid, Smash Bros, or Galaxy...
 
 
Crestmere
21:28 / 09.07.07
One of the coolest games that I've ever played.

And it really brings forward all of the unique things about the video game medium.
 
 
Spatula Clarke
22:31 / 09.07.07
Like?

C'mon people.
 
 
Mr. Joe Deadly
02:57 / 26.08.07
My first interaction with Super Paper Mario was very similar to totep's. I was home visiting family, picked up my brother's copy after dinner one night and could hardly put it down in time to catch the train back to my place the next morning. Coincidentally, I stopped just as I got to the caveman town, too. I think if I had gotten just a little bit further, though, I could have saved the trouble and the expense of getting the game myself.

I finished the game about a week ago, and, as with Twilight Princess, I ended feeling exhausted and disappointed. Each game, in its own way, overstays its welcome and fails to maintain the excitement and variety of the game's early sections. But where Zelda's neverending dungeons and sorely lacking sidequests make its endgame something of a chore, Super Paper Mario seems to delight in making an otherwise good game tedious. SPM is not a long game, but thanks to some of its puzzles and level designs, it certainly feels long. The worst sections for this--the caveman level and the underworld level--make me wonder if the designers aren't making an ironic comment on the repetitive nature of many RPGs.

At one point in the caveman level, you have to say please to a caveman. At first, this is kind of cute. You talk to him, ask him for something (I forget what), and he wants you to say please. A text window pops up and you have to type in 'please' (by using the d-pad to scroll over each letter and punch it in). But not just once: four times. P-L-E-A-S-E. It's not practice for later, since the text window never comes up again; it's not a riddle or a puzzle of any sort, since you're told directly what to do; it's just needlessly tedious. Unfortunately, far too many of the puzzles are like this.

On top of this, the basic gameplay suffers in the latter half (or maybe third) of the game. At this point, your new pixls (your helpers, each one has a special ability) become much less necessary or helpful, and the game has already exhausted all the ways to put the 2D/3D feature to use.

In my opinion, Super Paper Mario is worth playing for the first half or so, but I doubt I'll ever play it again.
 
  
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