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Paper Mario: Color Splash |OT| Oh, Mario, you old flatterer, you

Kinsei

Banned
The
pirate ship level
was awful, awful, awful.

There's a lot of stupid nitpicks I have with this game. I wish they cut the bad stuff out.

Cobalt was really fun. Loved the
MGS fallout.

Cobalt was great. I really wish the boss had been
Roy instead of Ludwig though. "Mario, did you like my sunglasses?"
 

Bog

Junior Ace
The very next area after the first insta-kill part has another insta-kill section (lava). Is this a regular thing this game is going to waste my time with now? I love everything else, but I'm out if this is the new norm.
 

KeRaSh

Member
So I got to play a little more last weekend and got the second big paint star. There's so much I love about this game but some things really pissed me off during my last play session.

- Why is there a fucking unpainted spot BEHIND a part of the level that you have to destroy to progress? Now I can't get there until chapter 5 and the 97% is taunting me.

- Why are replica cards fucking useless? Second boss spoiler:
First of all, why did they have to use the bone a second time? Was it too much effort to design another unique item for this boss? Oh right! Same thing with the Toads I guess (this actually doesn't bother me at all). And why do replicas even exist if they are not effective against bosses where that specific card is needed? Normal fights can and should be ended on the first turn anyways and that is easy enough without nerfed special cards so in the end those cards are just clogging up my inventory for no reason.

- Instant game over sections with no option to retry. No, you get thrown back to the main menu because the game thinks it's an actual RPG...

- Unpainted spots on almost white surfaces. I really think it's a bad design choice to have white or very close to white surfaces when the game is about finding unpainted spots. In some way this reminds me of The Witness but that game completely nailed it.
In the Witness you are constantly looking for round shapes to start your line puzzles and as far as I'm aware if you find a round shape or part of a round shape you can be sure there's a puzzle. The game does not throw fake round objects at you when there's actually no puzzle involved.
The same should be the case for Color Splash. If there's a white area it should be something you can paint. Don't have a larger borderline white area with a small and barely visible unpainted spot within it.

Phew! Glad I got that off my chest.

I can't wait to play the game some more! Work... Why do you do this to me?
 
Didn't care for Sticker Star, but I was told to give this one another shot, and I'm having a decent time. The presentation, writing and ideas are some of the best the series has had to offer, but every positive aspect is usually accompanied by a negative one.

The battle system was one of the parts I disliked the most in Sticker Star, and not a whole lot has changed here. It's my most disliked part here once again, but some of the more egregious issues have been alleviated. A modicum of character growth has been re-introduced to the combat, by letting you earn paint-hammer-EXP. It's a baby step, but it's something. Another fix for the combat, is making coins easy shockingly easy to obtain. I hit the maximum capacity in the middle of chapter 2, and wasn't sure exactly how or why it happened. What this did though, was make me want to spend those coins. I'd buy the best possible cards available to me in bulk, and this allowed me to comfortably end every single enemy encounter in a single turn since. This is in contrast to Sticker Star, where I hoarded my best stickers, and I was too stingy to spend my money on them. This made these pointless and slow battles go even slower.

There is one part that really bugs me though, and that is with how the game deals with game overs. Rather than letting you retry a stage, it boots you back to the title screen. I understand why other games with manual saves would do this, but Colour Splash saves every single time you go to the overworld. A simple "Retry" option that boots me back into the stage from the start would carry the exact same consequences as booting me back to the title screen and making me re-select the stage from the world map. It would just cut down on the tedium. There have been several timed sections now that give you instant game overs, and those don't need the extra help being un-fun.

The game has so many flashes of greatness in it, that it is all the more disappointing when you get the constant reminders that it isn't as great as it could have been. Paper Mario is in a weird place where it is arbitrarily shackled, and it saddens me. It kind of makes me want to stop making these, so they can put their excellent ideas to use in a series where they won't have to limit themselves due to internal politics.
 
D

Deleted member 30609

Unconfirmed Member
Two big stars in. I can't believe how much I'm loving this. I almost skipped it. Makes me want to check out Sticker Star.
 

bibs

Member
I've gotten 100% in all the areas I've visited thus far except Plum Park where there are three of those green puzzle boxes that litter the area with one side unpainted high up and near the two Sniffits. Any idea how to paint those boxes?
 

Zonic

Gives all the fucks
I've gotten 100% in all the areas I've visited thus far except Plum Park where there are three of those green puzzle boxes that litter the area with one side unpainted high up and near the two Sniffits. Any idea how to paint those boxes?
In that center area, where you'd walk straight up from the start of the level, use your paint hammer to the left to reveal a bunch of hidden platforms.
 

1upsuper

Member
I've gotten 100% in all the areas I've visited thus far except Plum Park where there are three of those green puzzle boxes that litter the area with one side unpainted high up and near the two Sniffits. Any idea how to paint those boxes?

Walk up to the little circle area in the middle of that screen where you painted a toad. Use your paint hammer on the left and you'll uncover a set of stairs that leads to the patch near the snifits.
 

Donnel

Neo Member
Just finished the first big paint star, really enjoying this!

Minor question regarding minor paint stars:
are the mini paint stars generally aligned in a somewhat linear path on the world map from where Bowser threw the big paint star of the same color? This would explain why each level has stars of certain colors as they dropped while airbornep
Very minor detail if this is the case, but would be typical Nintendo attention to detail
 
Two big stars in. I can't believe how much I'm loving this. I almost skipped it. Makes me want to check out Sticker Star.

Never understood the hate for Sticker Star. One of my fav' game on the 3DS, one of the best looking also (the 3D effect is neat)
 
Two big stars in. I can't believe how much I'm loving this. I almost skipped it. Makes me want to check out Sticker Star.

This game is a much more refined and a much, much better Sticker Star.

Sticker Star has worse writing, boring locations and boring NPCs. It feels more like a New Super Mario Bros version of an RPG, rather than a proper Paper Mario game.

By all means, try it out. It's cheap these days, but don't go in expecting the same quality as this game. I don't think SS is quite the disaster a lot of people claim it is (I liked it better than Super), but it's absolutely not on the same tier as this game.
 
I'm very happy with this as the sendoff for Wii U.

Same here. This game feels so much like classic Nintendo, there's just not only an incredible attention to detail in nearly every aspect of the game, but all of its parts fit together in such a pleasing way.

A lot of modern big budget games or AAA games tend to feel like they've been made in very distinct chunks and everything doesn't really come together in a way that hides that. Skyward Sword was also victim to this - it felt like the dev team created lots of content but somehow stumbled at making it fit together.

Color Splash feels like a product of great teamwork and organisation, despite being made by several companies (some scenarios were created by Access Games and Alvion) it never feels like that, and nearly everything you do or see in the game seems to carry relevance to other things, whether it be in the same scenario or in a later one.

This game is a much more refined and much, much better Sticker Star.

Sticker Star has worse writing, boring locations and boring NPCs. It feels more like a New Super Mario Bros version of an RPG, rather than a proper Paper Mario game.

By all means, try it out. It's cheap these days, but don't go in expecting the same quality as this game. I don't think SS is quite the disaster a lot of people claim it is (I liked it better than Super), but it's absolutely not on the same tier as this game.

I skipped Sticker Star, but I do feel that there's an odd disconnect between fan reception to the game and critical reception. The only review that I feel accurately represents the way fans perceive the game is David Jenkins' for GameCentral, and it actually put me off considering playing the game.
 

iidesuyo

Member
The very next area after the first insta-kill part has another insta-kill section (lava). Is this a regular thing this game is going to waste my time with now? I love everything else, but I'm out if this is the new norm.

Sadly there are more of these parts. It wouldn't be that much of a problem if one could skip those dialogues.
 
I think this game's soundtrack may be my favorite of all the Paper Mario games.

It's certainly nice to have a large main hub town with a catchy, easy listening theme again. Decalburg was bad. I'm also a sucker for live band Mario music.

I could listen to Port Prisma on loop for hours.
 

Brandon F

Well congratulations! You got yourself caught!
I skipped Sticker Star, but I do feel that there's an odd disconnect between fan reception to the game and critical reception. The only review that I feel accurately represents the way fans perceive the game is David Jenkins' for GameCentral, and it actually put me off considering playing the game.

Just finished Sticker Star recently myself and I kind of agree with the sentiment ofGAF and that review, though I did enjoy the segmented level design a bit more than that review states. Also wasn't really bothered much by the combat, as worthless as it was, except the boss battles which were total horseshit. Trial and error bs that often demanded a single strategy with no hints. Special stickers that required multiple steps to replenish and add just to test them in boss encounters, I ended up using a guide eventually to come prepared and avoid the guessing game.

Still didn't dislike the game, secrets were fun to discover and there was some inventiveness to the level layouts on occasion, but the flaws were really rough.
 

TheGrue

Member
My only real complaint with this game isn't the battles. I guess I'm pretty patient because I don't feel like it takes too long to get a card painted and throw it out there. Even better, you can just buy painted ones. Takes a couple of seconds and if you weren't doing this, you'd be clicking a few buttons and navigating menus in a normal Mario & Luigi/RPG type game. So, no biggie there.

However, hate that there's no save anywhere. Have to make sure when I start a level that I have a good chuck of time in case the level is fairly large. Hopefully I am missing some kind of quick save system or something where it kicks you back to the menu and makes a one-time save?
 
Just finished Sticker Star recently myself and I kind of agree with the sentiment ofGAF and that review, though I did enjoy the segmented level design a bit more than that review states. Also wasn't really bothered much by the combat, as worthless as it was, except the boss battles which were total horseshit. Trial and error bs that often demanded a single strategy with no hints. Special stickers that required multiple steps to replenish and add just to test them in boss encounters, I ended up using a guide eventually to come prepared and avoid the guessing game.

Still didn't dislike the game, secrets were fun to discover and there was some inventiveness to the level layouts on occasion, but the flaws were really rough.

I think the segmented level stuff gets too much flak in SS. This game shows that segmented levels for stages works just fine. And honestly, may be an improvement over wandering around sewers looking for shortcut pipes like the first two Paper Mario games.

Being able to exit to the map instantly on a stage you've beaten before, especially with the backtracking this game has, works really well.

Also the boss fight puzzles are miles better. I thought the most clever one was all the bone puns in the Coliseum. That was cute and I picked up on it right away.
Roy's is terrible though, never would have gotten that one without the hint Toad
. Boss fights were terrible in SS, my most hated part of the game, and the reason I never beat it (couldn't be bothered to fight Bowser).

There were sections of SS that felt like old style Paper Mario scenarios. The Wiggler chapter was fun.
 
However, hate that there's no save anywhere. Have to make sure when I start a level that I have a good chuck of time in case the level is fairly large. Hopefully I am missing some kind of quick save system or something where it kicks you back to the menu and makes a one-time save?

There's usually at least one save block in every level you play. The game also saves every time you exit a level, so it's not too bad. You definitely need to make sure you have a decent amount of time to play through a given level though. The game may be broken up into "levels" but they definitely aren't bite-sized.
 

El Odio

Banned
I think this game's soundtrack may be my favorite of all the Paper Mario games.

It's certainly nice to have a large main hub town with a catchy, easy listening theme again. Decalburg was bad. I'm also a sucker for live band Mario music.

I could listen to Port Prisma on loop for hours.
Sunglow Ridge might be my favorite song in the game. Shame it only plays for like 30 seconds in game before it gets replaced by that more ominous stuff.
 

Slevin

Member
I'm going to do some impressions after 15 hours of play time for anyone still on the fence for this game. Forewarning, this is my favorite game franchise with Paper Mario 64 being my all-time favorite game while still admitting that TTYD is superior in pretty much every way. I also appreciate (though don't love) SPM and loathe Sticker Star. I was quite cautious on whether I should give this game a chance.

+ The presentation is the best of the series. The graphic style and its paper effects are mind-blowing and the intro cut-outs for each character that first appears fit really well.

- I will say that I would've preferred that not everything was made out of the paper art style as it kind of makes the environments too familiar (all trees and hilltops are made of cardboard regardless of whether they're different types). So switching from a forest to desert might give you different colors and subtle changes, but both feel like they're of the same mold.

+ The dialogue is clever, deep, and hilarious. Also best of the series.

- There aren't any really great character stories to draw from the amazing dialogue. Nothing that tops Rawk Hawk, Doopliss, Luigi's adventure, The Pianta Syndicate, Lady Bow and Tubba Blubba, Moustafa, etc. All characterization in Color Splash is very frequently channeled through toads and shy guys.

+ The battle system has been slightly improved, with hammer drops upgrading your paint bucket as a small incentive to fight. There are also very fun and interesting types of battles and situations.

- The card and paint system is needlessly cumbersome and pointless. I will never understand why they went with this direction instead of building upon the "stage" style battle system of TTYD. But, it is not so bad that it ruined my enjoyment of the game unlike Sticker Star.

+ The puzzle solving within the game is fantastic and the main reason I play. Lots of secret paths and some head-scratchers make you want to fully explore each level. Most locations and layouts of each level are incredible - this cannot be understated.

- The world map style of traversal is tragic. It really breaks apart the game and hurts the pacing. It also goes completely against the storybook feel of chapters from the previous games. Instead it gives me a quasi-New Super Mario Bros. feel with just a paper art style on top.

+ The soundtrack of course is top notch. It's the type of soundtrack that fits so well with the game that if you listen to it on youtube randomly, it will give you the craving to boot it back up. I get this same feeling with Skyrim/Witcher 3/Legend of Zelda.

- It's just Mario again. Huey is a great partner but gone are the days of playing as Peach gathering information for Mario, collecting unique partners, or romping around as Bowser. That's a real bummer.

Most importantly, the game is just fun to play. Any way you slice it, that's the reason I play games. The graphics and presentation, level design, and dialogue being the best of the series make this game a joy to play despite some odd choices that try their damnedest to do otherwise. I'm glad I bought it and have thoroughly enjoyed my time spent. It's leagues better than Sticker Star and felt more like a Paper Mario game than SPM.
 
The dark lighthouse part was tedious. paint hammer the floor over and over, slightly nudge the stick the wrong way and fall down to a tedious buzzy beetle fight. Make your way back up, but sorry, the game can't keep all the paint you painted on the various levels of the lighthouse, so start paint hammering again. This game more than any other game since skyward sword makes me feel irritated when playing due to its tedious qualities. What were they thinking with the forced perfection game show section? Or the random luck third round roshambo tournaments? Or the stupid pirate ship? Why can't I heal outside battle? Why does the hotel level have a time limit that they don't tell you about until after it expires, forcing you to repeat a huge chunk of the level? Why do insta-kill segments boot you to the title screen with no retry level option? So many things they do to irritate the player and waste their time.
 
The dark lighthouse part was tedious. paint hammer the floor over and over, slightly nudge the stick the wrong way and fall down to a tedious buzzy beetle fight. Make your way back up, but sorry, the game can't keep all the paint you painted on the various levels of the lighthouse, so start paint hammering again. This game more than any other game since skyward sword makes me feel irritated when playing due to its tedious qualities. What were they thinking with the forced perfection game show section? Or the random luck third round roshambo tournaments? Or the stupid pirate ship? Why can't I heal outside battle? Why does the hotel level have a time limit that they don't tell you about until after it expires, forcing you to repeat a huge chunk of the level? Why do insta-kill segments boot you to the title screen with no retry level option? So many things they do to irritate the player and waste their time.

The light world version of the lighthouse shows you the path, so you can have a general idea of where the go.
 
The light world version of the lighthouse shows you the path, so you can have a general idea of where the go.

Yeah, I always had a general idea of where to go, I just found myself falling due to Paper Mario's clunky movement in 3d space. Regardless, the paint you splat should stay down until you leave an area. Splatoon can keep track of a lot more splatted paint than this game does.
 

Dreavus

Member
Just finished Sticker Star recently myself and I kind of agree with the sentiment ofGAF and that review, though I did enjoy the segmented level design a bit more than that review states. Also wasn't really bothered much by the combat, as worthless as it was, except the boss battles which were total horseshit. Trial and error bs that often demanded a single strategy with no hints. Special stickers that required multiple steps to replenish and add just to test them in boss encounters, I ended up using a guide eventually to come prepared and avoid the guessing game.

Still didn't dislike the game, secrets were fun to discover and there was some inventiveness to the level layouts on occasion, but the flaws were really rough.

100 times this, holy crap.

I think I only got past the second boss before putting the game down for a while (still kinda want to get back to it), but the bosses really were such crap.

I remember for the Giant Pokey (Ch 2 I think?) it didn't click for me that
his arena was supposed to be a giant desert baseball diamond and thus, you're supposed to use the baseball bat on him.
(Spoiler just in case, but here it's probably better to just know in advance) Well, I tried the fight multiple times without the special sticker and got my ass kicked repeatedly. Even using all my very best stickers/attacks accumulated so far, he just put out way too much damage for me to withstand. I probably tried half a dozen times before breaking down and looking up which sticker he's "weak" to, and guess what? He was extremely easy after that. Like a complete joke. So it's either impossible or stupidly easy. It almost completely put me off the game.

I guessed correctly for which special sticker to use on the first boss, so I don't know for sure, but I'm going to guess all the boss fights are like that Ch 2 one, which is just a poor design decision. It really should be like this: Decent advantage if you guess the right sticker, but still have them put up a fight; and/or much tougher but still doable if you didn't guess right. As it is it's tuned way too far in both directions.

Sorry for the short rant, this thread is supposed to be about Colour Splash. If they fixed the boss aspect I think it could do a lot to improve the formula for PM:CS.
 
I skipped Sticker Star, but I do feel that there's an odd disconnect between fan reception to the game and critical reception. The only review that I feel accurately represents the way fans perceive the game is David Jenkins' for GameCentral, and it actually put me off considering playing the game.

I thought Gamexplan's did a great job too. They were one of the only reviews at the time that I recall that hit on most everything terrible about that game
https://www.youtube.com/watch?v=1DiQ7h8EStU

You know you're enjoying the soundtrack to a game when you start purposefully hanging around during those twenty second countdowns...

Ha! I'm no the only one!
 

Haunted

Member
Game continues to charm. Battle system is little more than a minor annoyance at this point, there's literally no way to run out of cards and bypassing enemies is fairly easy.
 

Mory Dunz

Member
I think this game's soundtrack may be my favorite of all the Paper Mario games.

It's certainly nice to have a large main hub town with a catchy, easy listening theme again. Decalburg was bad. I'm also a sucker for live band Mario music.

I could listen to Port Prisma on loop for hours.
!!

I'm going to do some impressions after 15 hours of play time for anyone still on the fence for this game. Forewarning, this is my favorite game franchise with Paper Mario 64 being my all-time favorite game while still admitting that TTYD is superior in pretty much every way. I also appreciate (though don't love) SPM and loathe Sticker Star. I was quite cautious on whether I should give this game a chance.

+ The presentation is the best of the series. The graphic style and its paper effects are mind-blowing and the intro cut-outs for each character that first appears fit really well.

- I will say that I would've preferred that not everything was made out of the paper art style as it kind of makes the environments too familiar (all trees and hilltops are made of cardboard regardless of whether they're different types). So switching from a forest to desert might give you different colors and subtle changes, but both feel like they're of the same mold.

+ The dialogue is clever, deep, and hilarious. Also best of the series.

- There aren't any really great character stories to draw from the amazing dialogue. Nothing that tops Rawk Hawk, Doopliss, Luigi's adventure, The Pianta Syndicate, Lady Bow and Tubba Blubba, Moustafa, etc. All characterization in Color Splash is very frequently channeled through toads and shy guys.

+ The battle system has been slightly improved, with hammer drops upgrading your paint bucket as a small incentive to fight. There are also very fun and interesting types of battles and situations.

- The card and paint system is needlessly cumbersome and pointless. I will never understand why they went with this direction instead of building upon the "stage" style battle system of TTYD. But, it is not so bad that it ruined my enjoyment of the game unlike Sticker Star.

+ The puzzle solving within the game is fantastic and the main reason I play. Lots of secret paths and some head-scratchers make you want to fully explore each level. Most locations and layouts of each level are incredible - this cannot be understated.

- The world map style of traversal is tragic. It really breaks apart the game and hurts the pacing. It also goes completely against the storybook feel of chapters from the previous games. Instead it gives me a quasi-New Super Mario Bros. feel with just a paper art style on top.

+ The soundtrack of course is top notch. It's the type of soundtrack that fits so well with the game that if you listen to it on youtube randomly, it will give you the craving to boot it back up. I get this same feeling with Skyrim/Witcher 3/Legend of Zelda.

- It's just Mario again. Huey is a great partner but gone are the days of playing as Peach gathering information for Mario, collecting unique partners, or romping around as Bowser. That's a real bummer.

Most importantly, the game is just fun to play. Any way you slice it, that's the reason I play games. The graphics and presentation, level design, and dialogue being the best of the series make this game a joy to play despite some odd choices that try their damnedest to do otherwise. I'm glad I bought it and have thoroughly enjoyed my time spent. It's leagues better than Sticker Star and felt more like a Paper Mario game than SPM.

seems a fair review. I think I agree with most of what you said.
 
D

Deleted member 30609

Unconfirmed Member
Yeah, probably reiterating the same old things everyone has been saying but: the soundtrack really is top tier stuff.
 

A.J.

Banned
The game is decent so far, but boy do I hate being taken out of the level after getting just one of the stars when the level has two and they are fairly close to each other
 

Zonic

Gives all the fucks
This is more of a complaint about the series in general, but man I miss the spin dash from the first game that let you get through areas faster, or just a partner that you could ride that also you move faster.

Alright, just about to begin the pirate ship level, let's see what everyone was talking about.

Edit: UUUUUUGGGGGGHHHHHHH, if it's like the 2nd part of this pirate level, I completely understand everyone's frustration. At least it doesn't send you back to the beginning...
 
The Pirate Ship section would've been fine enough by me if it weren't for the second sections point criteria basically requiring some trial and error, that blooper target specifically.

The game is decent so far, but boy do I hate being taken out of the level after getting just one of the stars when the level has two and they are fairly close to each other

Clearly a Super Mario 64 throwback....but yeah it sucks.
 

Zonic

Gives all the fucks
Yeah, it was just that second part & the perspective of the camera + the delay of the cannon. At least with the 4th part, I had an easier time because I could easily tell when to pull the cannon.

It wasn't terrible, but at the same time, I really hope I don't have to do something like this again.
 

Lightningboalt

Neo Member
Having beaten the game, I can confirm that nothing quite reaches the absolute low point of the pirate ship level again. It's by far the worst thing the game has to offer, nothing else ever gets close to that bad before or after that moment. Ignoring my issues with the battle system, that's really the main issue I have with the game on a foundational level. Most of the levels are really good, well designed and fun to explore... but then there's a handful of horribly designed ones, and crap involving instant death and having to reload the game (or otherwise repeating an annoying segment until you finally scrape by). Remove the battle system, fix up the few bad levels, and put some fun original names/designs for NPCs and the game's pretty much perfect at being what it wants to be. It's not the Paper Mario that people were asking for but at least it's actually good for what it is.
 
If the Pirate Ship level is a low point (I hope people aren't referring to the parallel worlds stuff once your ship arrives!) then that's testament to how good the level design is in this game. There's more creativity and variety in the pirate ship stage than most RPGs include in their stock dungeon designs, and luckily that segment of the game had context amongst events before and after it.

I really loved the levels with the parallel worlds, which to me embodied how well a job Color Splash does at surprising the player with its scenario designs. There are lots of little touches and moments which you don't see coming until a bit later, like a particular toad waiting for some treasure, or the true cause of that vortex...

Also...THAT MUSIC.

I thought Gamexplan's did a great job too. They were one of the only reviews at the time that I recall that hit on most everything terrible about that game
https://www.youtube.com/watch?v=1DiQ7h8EStU

The GameXplain review is interesting as it provides a nice piece of context for their Color Splash Review.

Every time someone asks me whether Color Splash is worth playing after they were disappointed with Sticker Star I point them in the direction of that review.
 

1upsuper

Member
I'm going to do some impressions after 15 hours of play time for anyone still on the fence for this game. Forewarning, this is my favorite game franchise with Paper Mario 64 being my all-time favorite game while still admitting that TTYD is superior in pretty much every way. I also appreciate (though don't love) SPM and loathe Sticker Star. I was quite cautious on whether I should give this game a chance.

+ The presentation is the best of the series. The graphic style and its paper effects are mind-blowing and the intro cut-outs for each character that first appears fit really well.

- I will say that I would've preferred that not everything was made out of the paper art style as it kind of makes the environments too familiar (all trees and hilltops are made of cardboard regardless of whether they're different types). So switching from a forest to desert might give you different colors and subtle changes, but both feel like they're of the same mold.

+ The dialogue is clever, deep, and hilarious. Also best of the series.

- There aren't any really great character stories to draw from the amazing dialogue. Nothing that tops Rawk Hawk, Doopliss, Luigi's adventure, The Pianta Syndicate, Lady Bow and Tubba Blubba, Moustafa, etc. All characterization in Color Splash is very frequently channeled through toads and shy guys.

+ The battle system has been slightly improved, with hammer drops upgrading your paint bucket as a small incentive to fight. There are also very fun and interesting types of battles and situations.

- The card and paint system is needlessly cumbersome and pointless. I will never understand why they went with this direction instead of building upon the "stage" style battle system of TTYD. But, it is not so bad that it ruined my enjoyment of the game unlike Sticker Star.

+ The puzzle solving within the game is fantastic and the main reason I play. Lots of secret paths and some head-scratchers make you want to fully explore each level. Most locations and layouts of each level are incredible - this cannot be understated.

- The world map style of traversal is tragic. It really breaks apart the game and hurts the pacing. It also goes completely against the storybook feel of chapters from the previous games. Instead it gives me a quasi-New Super Mario Bros. feel with just a paper art style on top.

+ The soundtrack of course is top notch. It's the type of soundtrack that fits so well with the game that if you listen to it on youtube randomly, it will give you the craving to boot it back up. I get this same feeling with Skyrim/Witcher 3/Legend of Zelda.

- It's just Mario again. Huey is a great partner but gone are the days of playing as Peach gathering information for Mario, collecting unique partners, or romping around as Bowser. That's a real bummer.

Most importantly, the game is just fun to play. Any way you slice it, that's the reason I play games. The graphics and presentation, level design, and dialogue being the best of the series make this game a joy to play despite some odd choices that try their damnedest to do otherwise. I'm glad I bought it and have thoroughly enjoyed my time spent. It's leagues better than Sticker Star and felt more like a Paper Mario game than SPM.

I agree with all of your points. This game is great, and it's the best thing to come out of the series in a decade. It does so much right with a handful of disappointing pitfalls. So many levels are genius in their design, paper tricks, and connection to other levels. But I don't think it feels anything like the first two Paper Mario games, which happen to basically be my favorite games ever. When I played through Sticker Star, I could never overcome this bitter feeling that it was so far away from what I wanted from the series. Color Splash still isn't what I ideally want, but it's so damn good at what it does that I'm able to put my personal feelings aside and totally enjoy this for what it is. It's not Paper Mario but it's definitely Paper Mario.
 

KeRaSh

Member
I think the segmented level stuff gets too much flak in SS. This game shows that segmented levels for stages works just fine. And honestly, may be an improvement over wandering around sewers looking for shortcut pipes like the first two Paper Mario games.

Being able to exit to the map instantly on a stage you've beaten before, especially with the backtracking this game has, works really well.

I fully agree with this part.

Also the boss fight puzzles are miles better. I thought the most clever one was all the bone puns in the Coliseum. That was cute and I picked up on it right away.

I strongly disagree here. I think it was lazy and stupid to reuse the Bone again immediately after the last time you had to use it. The fact that you can't use replicas for boss fights makes them basically useless since normal mobs go down easy enough without fake special cards...

100 times this, holy crap.

I think I only got past the second boss before putting the game down for a while (still kinda want to get back to it), but the bosses really were such crap.

I guessed correctly for which special sticker to use on the first boss, so I don't know for sure, but I'm going to guess all the boss fights are like that Ch 2 one, which is just a poor design decision. It really should be like this: Decent advantage if you guess the right sticker, but still have them put up a fight; and/or much tougher but still doable if you didn't guess right. As it is it's tuned way too far in both directions.

Sorry for the short rant, this thread is supposed to be about Colour Splash. If they fixed the boss aspect I think it could do a lot to improve the formula for PM:CS.

This. Also make replica cards useful during boss fights. Make them 50% or 75% as effective as the real deal but don't make them completely useless.
 

Alpha_eX

Member
Played a bit more of this last night after a little break due to travel, really losing interest because of the battles, noticeably the ones that only require 2/3 cards, totally unnecessary, difficult to avoid and just grind.

Now I'm left with a small handful of cards and don't want to trek all the way back to the port town, I just want to keep going but every battle just wastes my cards until all I'm left with is my special ones, which I don't want to waste as I'll have to buy them again for a hefty price.

The bloopers and boos can't be beat with one mallet hit as some people are saying. Every battle is one regular and then a stack of 10.

It gets in the way of me enjoying an otherwise great game.
 

KeRaSh

Member
Played a bit more of this last night after a little break due to travel, really losing interest because of the battles, noticeably the ones that only require 2/3 cards, totally unnecessary, difficult to avoid and just grind.

Now I'm left with a small handful of cards and don't want to trek all the way back to the port town, I just want to keep going but every battle just wastes my cards until all I'm left with is my special ones, which I don't want to waste as I'll have to buy them again for a hefty price.

The bloopers and boos can't be beat with one mallet hit as some people are saying. Every battle is one regular and then a stack of 10.

It gets in the way of me enjoying an otherwise great game.

I think they should have made every regular enemy die to a single mallet hit. If you killed an enemy like that he won't drop anything besides coins. So if you want color, cards or mallet upgrades you still can fight them with cards but otherwise skip them with good timing.
 
I wonder how the game determines your power - in the violet isles arc either jumping on or hitting a Boo with a mallet defeated them instantly for me, and I've been having no trouble doing the same with enemies later on, like the Shy Guys at Tangerino Grill.

So for me I've been only playing the occasional battle when I'm up for playing my deck of card, alongside event battles which occur as part of the scenario.

Personally I'm fond of the battle system, even though it has its flaws. I also love the GamePad interface and I disagree with the notion that it feels like forced GamePad usage.

The actual interface design on the GamePad is touch-first and is certainly a much better way of handling a deck of ~50-90 cards than a button-driven menu. For me I can easily go from one end of my deck to the other with a few broad swipes (as I would on an iPad), and dragging cards around it effortless.

My only complaint about the GamePad interface is the lack of sort options, but that soon stopped bothering me after I became familiar with how the game sorts your cards based on that single sort option. I know how much to swipe to get to my huge iron boot card, for example, I know my Thing cards are right at the end, I know unpainted cards are further back.
 

Alpha_eX

Member
See, for me I can't insta-kill anything in the violet isles so the game is a grind for me and I feel I've powered up A LOT so not sure what the deal is. Maybe I need to do more of those Roshambo things, but the game would massively improve for me if I could just insta-kill some scrubs rather than waste 3 cards on each of them.
 

n64coder

Member
but the game would massively improve for me if I could just insta-kill some scrubs rather than waste 3 cards on each of them.

Can you give an example of the enemies you're battling and which cards you're using? I suspect that you're not using the right cards/strategy.
 

Vibed

Member
Not all of the Boos in the Violet Isles are 10 stacks, which is why. There are definitely regular Boos on Vortex Island. I recall hitting a Boo with my hammer mid-way through my island journey and wondering why I suddenly didn't insta-kill them.

Also, I don't know why some people are saying you only get coins when you use the hammer to insta-kill enemies, cause I got enemy cards plenty of times, and on several occassions it was Boo cards.
 

Alpha_eX

Member
Can you give an example of the enemies you're battling and which cards you're using? I suspect that you're not using the right cards/strategy.

Sure.

In a set up with a single Blooper/Boo and a stack of 10 (two targets) I use the following.

3x Jump or Hammer for Boo 1
Hop Slipper for Boo 2

But most of the time now, I don't have any 3x cards so have to use

2x Jump
2x Hop Slipper

or

2x Jump
1x Hammer
1x Hop Slipper

More cards are needed as my deck whittles down to nothing but specials.
 
I was using huge cards, iron boots and fire/ice flowers if I remember correctly. Oh and hopslippers for stacks - each enemy from a stack has less overall paint health so you can eliminate each with a single jump.

---

I just remembered something: Did anyone else come across gold/silver versions of enemies? I found some among some battles in Fort Cobalt and they gave me a whole tonne of both shiny and normal hammer EXP badges afterward. Were these enemies only exclusive to this area, or was I just underlevelled at the time?
 

Alpha_eX

Member
The hop slipper is perfect for a stack of 10, does it with one use but I have to use at least two cards, or a high multiple one for the first enemy which just drags. If someone can work out how to power up so I can take things out with a single hit out of battle, that'd be great!
 
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