Paper Mario: Sticker Star Review
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So we know the deal, Paper Mario is announced, people got hopeful, hopes were dash because it's not TTYD2, blah blah blah. Disappointments and everything happened, it's too late to be disappointed because you won't be decieved at what the game isn't basically.
Getting that out of the way, Sticker Star had some wavering hopes and doubts from me before the launch, but I decided to stick with my gut on this, and it has really paid off.
Lets get this out of the way as well, do not go in expecting something like 64 or TTYD. The game focuses more on Adventure than being an RPG, and it really shows. No longer, are you completely guided by the level structure or dictated where to go, you're a free man to do whatever you please, granted that's not recommended on your first playthrough. Sticker Star is a game that is not to be rushed, but to be thoroughly explored in every nook and cranny, because there's something there for you to find, be it Things, HP ups, or even stickers. There are hints in terms of what you need to do, be it via the L button, the Stage name, etc. The game offers loads of hints without beating you over the head with them, and you cannot relax your mind if you plan on doing a level.
The Map system is closer to SMRPG/SMW than it was in older titles, which reduces the amount of time spent backtracking, which wouldn't of been possible on older titles. Again, because of the way the world is design, you can do things out of order if you please, and I consider this to be one of the game's biggest strength, as it allows you to have control over your adventure. However, breaking sequences usually requires knowledge of the game in order to do this, which requires you to know about what Things to use in order to progress.
Speaking of Things, they're items that you find around the world in order to progress on in a level, and without it, you need to restickify it in order to use this. In a way, there should've been a way to be able to use things without needing them to be stickers when it comes to puzzle solving, without hurting the balance of the system.
Now then, Stickers, the other main draw of the game, are one time use only items in your inventory, which are used both in battles and for solving puzzles. It's not just restricted to having Things in your sticker album, and requires you to play smart. In battles, EXP is not gained, and only coins are earned. Now this appears to show that there's no progress in your character. That's wrong, because there's more ways to becoming stronger without numbers. In the case for Sticker Star, HP Upgrades are a reward for helping people, or even just finding them in the wild. For FP/BP, gaining new pages in your sticker Album serves as both functions, with BP representing holding more stickers, with FP representing more stickers for your disposal.
Along with this, defeating enemies also increases the amount of coins you earn after finishing the stage. These coins are then used to buy even more stickers, or use a Battle Wheel, which you spin in order to use more stickers in a turn, which is necessary for Boss Battles. You can spend money to influence the Spinner, but it'll cost more money every time you use it during that battle. But that's the running joke of Sticker Star, Expend Expend Expend. Be smart with what you're expending, but don't feel like you need to hold things back, as stickers are everywhere. I will add that you can't choose who exactly you want to attack, and using the battle spinner changes the target if you have 2-3 sticker uses.
Thing Stickers are also One Time Use, but you can refind the Thing either in the level it originated from, or in the secret shop of Decalburg. These things are used in order to bring down bosses much faster or else you run out of stickers, and for about... maybe 2 bosses, I think it's a bit unfair since you practically need the Thing in order to stand a chance, but you're capable of running.
The Music in the Game is pretty phenomenal, which helps since I like Jazz. The Dialogue and Humor is up to standards with the series, however, unlike older Paper Mario games, there's little of an overarching story. It's pretty straight forward with what you have to do, and then you go do that. In a way, I give it praise for not being a very long winded intro, doing everything in a pantomime fashion, makes me remember of when games use to do pantomimes. This might not be to everyones taste, but it's pretty good.
A bit abrupt, but to put, I like this game. I like it a lot, and I think I might like this more and more as I replay this game, because it has a lot of potential. The lack of handholding as well the world structure is something I want to see in future games (not just PM), as this game makes you constantly think. The battle systems pretty good, and I would like to see it get expanded upon. The overall concept and design of the game shouldn't be thrown out just yet, because there's room for improvement. Again, I will stress this, you must pay attention to everything in this game, explore as you may but don't rush, and inside you'll find a game filled with brilliance.
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