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Paper Mario: Color Splash Review Thread

eifer

Member
The battle system looks like an absolute chore... I refuse to play games that require me to look down at a tablet and then back up at the tv.
 
The battle system looks like an absolute chore... I refuse to play games that require me to look down at a tablet and then back up at the tv.
I've spent the past few hours playing entirely using the tablet.

I mean, it's not the way the game was designed to be played but by some weird twist of logic it's probably the best way to play it.
 
No they aren't. There is not a end goal at the furthest right on every level. The tree in Boggly Woods and Castle in Petal Meadows are at the center and beginning in their worlds respectively, The castle at the end of Twilight Trail is not linear at all, neither is Keelhaul Key, which is actually more like a Zelda dungeon.
I'm talking about the areas before the dungeons, not the dungeon themselves (Creepy Steeple and Pirate's Grotto). They are straight lines. Even when the goal is in the middle, you are forced to reach the end and then go back to the middle, which is the definition of backtracking. Then you backtrack to the sewers to deliver the Crystal Star and look for a pipe that teleports you into the next area, with the exception of chapters 3/6.


To be clear - I absolutely adore TTYD. It's one of my favourite childhood memories. My point is that, looking back, it's not as perfect as I remembered. And Color Splash is a solid attempt at doing something different.
 

udivision

Member
I guess the difference between Paper Mario: The Action Adventure vs Paper Mario: The RPG Adventure is just way too ambiguous? Rather than being a more pronounced genre shift like Super Paper Mario was, Color Splash doesn't fully get out from TTYD's shadow which allows people to make these comparisons.

Rather than being defined by what this new genre allows it bring to the table, Color Splash suffers somewhat from people being able to say "There's less X" which may or not be a result of the genre change.

Rather than it being a Pokemon GO vs Pokemon Sun/Moon where it's completely clear that these games are trying to do different things, we have this weird scenario in which Pokemon Sun/Moon have a Pokemon GO battle system while keeping most of what you loved about Pokemon in tact. It'd be a lot harder to judge Pokemon SunGo on it's own merits than it would be to judge Pokemon Go.

That wipes out a good chunk of the Wii U library that's worth playing...

...at the same time, I hate it too

And then, at the every end of the Wii U's life, one man decided to say "Yeah... that is annoying" and made Zelda: The Breath of the Wild. The end.

It's still kinda funny he went on record saying that.
 

eifer

Member
I guess the difference between Paper Mario: The Action Adventure vs Paper Mario: The RPG Adventure is just way too ambiguous? Rather than being a more pronounced genre shift like Super Paper Mario was, Color Splash doesn't fully get out from TTYD's shadow which allows people to make these comparisons.

Rather than being defined by what this new genre allows it bring to the table, Color Splash suffers somewhat from people being able to say "There's less X" which may or not be a result of the genre change.

Rather than it being a Pokemon GO vs Pokemon Sun/Moon where it's completely clear that these games are trying to do different things, we have this weird scenario in which Pokemon Sun/Moon have a Pokemon GO battle system while keeping most of what you loved about Pokemon in tact. It'd be a lot harder to judge Pokemon SunGo on it's own merits than it would be to judge Pokemon Go.



And then, at the every end of the Wii U's life, one man decided to say "Yeah... that is annoying" and made Zelda: The Breath of the Wild. The end.

It's still kinda funny he went on record saying that.



botw doesn't make you look at the tablet for anything but inventory management, right?
 

maxcriden

Member
No OT?

I'm twiddling my thumbs over here waiting for my wife to get home so we can get started on this shit.

Sorry- on the last page I mentioned I may not have it up till tomorrow.

Btw, I really like the advanced touch controls. They remove one step of battle screens and you still get the palpable card flicking which I enjoy, especially with the sound up in the GamePad which we only started doing last night. Easy to forget to turn that on when you usually play on the tv.

People who prefer buttons to touching I'm guessing will like the button controls option best though. Haven't tried it but just basing that on what I've read.
 
Sorry- on the last page I mentioned I may not have it up till tomorrow.

Btw, I really like the advanced touch controls. They remove one step of battle screens and you still get the palpable card flicking which I enjoy, especially with the sound up in the GamePad which we only started doing last night. Easy to forget to turn that on when you usually play on the tv.

People who prefer buttons to touching I'm guessing will like the button controls option best though. Haven't tried it but just basing that on what I've read.

Oh, aight cool.
 

enigmatic_alex44

Whenever a game uses "middleware," I expect mediocrity. Just see how poor TLOU looks.
Wow! Color Splash only needs 1 more point to hit 80 on Metacritic! Can't wait to pick this up tomorrow. Quality wins as usual.

Remember when the Star Fox Zero fans were trying to downplay Color Splash saying it looks like trash to make themselves feel better about how terrible Star Fox Zero turned out (it's in the 60s on Metacritic lol) and they laughed when I said Color Splash would turn out to be one of the best games on the Wii U?
M4oe5vt.gif
 

Krabboss

Member
With the advanced button controls nothing change from the usual rpg attack scrolling selection
And the coloring part is a strategic layer due to it not being an on/off action
You determine the quantity of color and so the level of power of the card

It's definitely slower than traditional menu navigation because of the animation times and the paint aspect. The colouring part adds 0 strategy because you basically always have enough paint to fill the cards completely anyway. It's a bad system that adds nothing.
 

Bakkus

Member
The Metroid comparison doesn't really work. I like how it's done in Metroid primarily because Metroid is a game that actively gives you ways and methods to mitigate backtracking through it's design philosophy.analyze. This isn't really prevalent in TTYD since it doesn't have any way to make the backtracking elements any interesting, most of the time it's a matter of retreading familiar ground to reach a destination, and while being at that point might be fun, the journey itself becomes a fairly tedious one a lot of the time.
Sometimes, it does, other times, it's nothing but a chore doing the backtracking, with next to none of your examples being avaliable to do. As for TTYD, have we really played the same game? Tons of new stuff in both Rougeport town and sewers opens up for you every time you get new abilities either through your partners or through the chest curse guy! In that way, it's actually like Metroid. Btw, while we're on the subject about Rougeport, that's essentially what the world map in SS and CS is a replacement for. Hmmm, wonder what I would have chosen...

Zelda is also a poor comparison because that is a game that has given the player plenty of options throughout the years to skip back to worlds and areas you've been to, so that kinda defeats your point entirely.

Never before around halfway through the game (MM sole exception), and you still have to traverse a little most of the time even when being able to warp. Often times way longer than from Keelhaul Key camp area to Pirate's Grotto, or from Rougeport to *insert entrance to area from any chapter here*...

I'm talking about the areas before the dungeons, not the dungeon themselves (Creepy Steeple and Pirate's Grotto). They are straight lines. Even when the goal is in the middle, you are forced to reach the end and then go back to the middle, which is the definition of backtracking. Then you backtrack to the sewers to deliver the Crystal Star and look for a pipe that teleports you into the next area, with the exception of chapters 3/6.

Not that straight, there are background pipes where you can find star pieces and stuff like that, but I can see a little of your point. Regardless, I'd take that over the crap we have now any day. Chapter 5 is not entered through a pipe either, btw. And lastly, after you're finished every chapter, you immediately gets both Peach and Bowser's POV (there's one of many examples of the effort SS and CS lacks, btw), and when you're done with that, Mario will have made his way back to the entrance of said chapter. You never have to go from where you fought the boss and all the way back like you're implying.
 

Yukinari

Member
I've spent the past few hours playing entirely using the tablet.

I mean, it's not the way the game was designed to be played but by some weird twist of logic it's probably the best way to play it.

This was a real problem i had with Kirby Rainbow Curse.

Making a gorgeous game that youd wanna see on your TV but forcing you to pay attention to the gamepad most of the time is bad.
 

Zafir

Member
Yeah my copy arrived today, not played it too much, only about an hourish but the combat system bugged me in that it was always forcing me to look at the gamepad.

More annoying about the issue is how many clicks you have to go through. You drag a card, you confirm you pour paint in, you confirm then you have to slide to actually use it. Did it really require all of that?

Outside of that the game looks really pretty, and the dialogue/story and all that is quite charming.
 

jnWake

Member
Wow! Color Splash only needs 1 more point to hit 80 on Metacritic! Can't wait to pick this up tomorrow. Quality wins as usual.

Remember when the Star Fox Zero fans were trying to downplay Color Splash saying it looks like trash to make themselves feel better about how terrible Star Fox Zero turned out (it's in the 60s on Metacritic lol) and they laughed when I said Color Splash would turn out to be one of the best games on the Wii U?
M4oe5vt.gif

What the hell is this post. Seems something's gone wrong in the happy-go-lucky world of Nintendo.
 

maxcriden

Member
Oh, aight cool.

Thanks :)

OT is now up, here: http://www.neogaf.com/forum/showthread.php?t=1290446

Yeah my copy arrived today, not played it too much, only about an hourish but the combat system bugged me in that it was always forcing me to look at the gamepad.

More annoying about the issue is how many clicks you have to go through. You drag a card, you confirm you pour paint in, you confirm then you have to slide to actually use it. Did it really require all of that?

Outside of that the game looks really pretty, and the dialogue/story and all that is quite charming.

Quoting myself here, hope this helps and definitely recommend you check out the alternate control options :)

Btw, I really like the advanced touch controls. They remove one step of battle screens and you still get the palpable card flicking which I enjoy, especially with the sound up in the GamePad which we only started doing last night. Easy to forget to turn that on when you usually play on the tv.

People who prefer buttons to touching I'm guessing will like the button controls option best though. Haven't tried it but just basing that on what I've read.
 

NotLiquid

Member
Sometimes, it does, other times, it's nothing but a chore doing the backtracking, with next to none of your examples being avaliable to do.

Well it's definitely a lot more than TTYD that's for sure.

Tons of new stuff in both Rougeport town and sewers opens up for you every time you get new abilities either through your partners or through the chest curse guy! In that way, it's actually like Metroid.

See none of this really changes my main issue about how going back and forth in TTYD is a huge chore because it fails to make the journey more interesting than the destination. It doesn't really switch things up often for the times where you inevitably have to spend time just moving, it rarely brings any detours, shortcuts, things to do on the way back, new encounters or fun things to find along the way. There's a whole load of rote mundanity to have to experience in the game such as having to access Twilight Town, constantly backtracking to the Thousand-Year Door after a finished chapter, the General White quest, etc. The Ms. Mowz sidequest is especially egregious of this and is emblematic of the annoyance there is to getting things done outside of the main areas of the game - things like having to traverse all the way through the entire first dungeon again is such a chore. I'm also less receptive towards those "Metroid" elements in here because TTYD almost always blatantly informs you where you have to go rather than relying on your intuition. I still really like the game mind you but it's a very "destination"-based game when you get down to it, and I honestly wish I had an easier time getting around because the mundanity of it is frustrating. Whether a "map based system" is a solution or not, whatever. It's just not fun when it drags. I can respect Color Splash in this regard because taken level-by-level the areas still actually connect, and a map screen is hardly going to deter that when all it means is I can take a break for a while and maybe chill in the hub before I jump back into the fray.

And no, MM isn't the sole exception - Link Between Worlds uses the concept early on. The main reason Zelda gets away with placing transportation in the mid-point of the game is because up until the point the games enable you to do so, you have a mostly basic linear setup that doesn't require you to actually backtrack a lot, so it becomes less of an issue than TTYD which hides it's main quick warp behind more backtracking.
 

Zafir

Member
Thanks :)

OT is now up, here: http://www.neogaf.com/forum/showthread.php?t=1290446



Quoting myself here, hope this helps and definitely recommend you check out the alternate control options :)

I'll have to take a look tomorrow when I put more time in.

Nice to know there's some options at least. I do recall Huey(I think?) mentioning something about Advanced controls, but it didn't really say much past them being useful if you always give cards full paint or something.
 

big_z

Member
The battle system looks like an absolute chore... I refuse to play games that require me to look down at a tablet and then back up at the tv.

Control option 2 removes most of the touch garbage, although you still need to look at the controller to see the cards. It's not perfect but a lot better than the default and much faster.


The graphics of this game are incredible. Every time I see footage I'm floored by it.

They are really nice but areas lack the charm and uniqueness of the original two games. Feels uninspired and generic at times.




I think dans opinion on the giantbomb cast this week is fairy accurate to the quality of the game. The whole uninspired everything is a toad or shy guy is super disappointing and a step back. I don't find the combat as shitty as he does(he's obviously using default control still) but I don't think the story is nearly as good as him. IMO the story is very thin, slow and forgettable. The overall game just isn't as engaging as the first two games and can be quite tedious, especially during certain points in the game. There is one area I think dan will really like if he can make it that far into the game.
 

Bakkus

Member
Well it's definitely a lot more than TTYD that's for sure.



See none of this really changes my main issue about how going back and forth in TTYD is a huge chore because it fails to make the journey more interesting than the destination. It doesn't really switch things up often for the times where you inevitably have to spend time just moving, it rarely brings any detours, shortcuts, things to do on the way back, new encounters or fun things to find along the way. There's a whole load of rote mundanity to have to experience in the game such as having to access Twilight Town, constantly backtracking to the Thousand-Year Door after a finished chapter, the General White quest, etc. The Ms. Mowz sidequest is especially egregious of this and is emblematic of the annoyance there is to getting things done outside of the main areas of the game - things like having to traverse all the way through the entire first dungeon again is such a chore. I'm also less receptive towards those "Metroid" elements in here because TTYD almost always blatantly informs you where you have to go rather than relying on your intuition. I still really like the game mind you but it's a very "destination"-based game when you get down to it, and I honestly wish I had an easier time getting around because the mundanity of it is frustrating. Whether a "map based system" is a solution or not, whatever. It's just not fun when it drags. I can respect Color Splash in this regard because taken level-by-level the areas still actually connect, and a map screen is hardly going to deter that when all it means is I can take a break for a while and maybe chill in the hub before I jump back into the fray.
I feel we're just going in circles here. I don't agree with most of your points, and I find it very disappointing that Nintendo has moved so far away from the standards the first few games set, even more disappointing is it that they manage to insult the fanbase of how Paper Mario used to be when they're answering to criticism of the new direction.

And no, MM isn't the sole exception - Link Between Worlds uses the concept early on. The main reason Zelda gets away with placing transportation in the mid-point of the game is because up until the point the games enable you to do so, you have a mostly basic linear setup that doesn't require you to actually backtrack a lot, so it becomes less of an issue than TTYD which hides it's main quick warp behind more backtracking.
OK LBW also got it. Still, there are multiple examples of this 'annoying' backtracking in other Zelda games which takes longer time than your PM examples.On the top of my head I can think of travelling from Goron Village to Hyrule Castle after having finished Dodongo's Cavern, in TP travelling all the way from Death Mountain to Ordon Village to learn Sumo Wrestling and then go back. And my last, but certainly not least example is travelling all the way from Greatfish Isle to Outset Island in Wind Waker in terrible weather meaning the trip is even longer than it would originally be. All these examples takes longer time than most of your TTYD examples.
 
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