djtiesto said:This reminds me I need to play Paper Mario and the GC Paper Mario, I've only played SMRPG and Super Paper.
:O
:O
djtiesto said:This reminds me I need to play Paper Mario and the GC Paper Mario, I've only played SMRPG and Super Paper.
Amir0x said:Try again next month.
ummm... congratulations?Amir0x said:Just so you know, as a "hater", I beat the game twice. I played it when it first came out, and I played and beat it later on to see if I would like it any better.
Keru_Shiri said:ummm... congratulations?
Keru_Shiri said:awesome locations (I'm guessing the haters never made it to Booster Tower)
Keru_Shiri said:Haters
Keru_Shiri said:HATERS
Well, I was expecting since you beat the game, that maybe you could back up your opinion a little bit? Instead of just shitting all over it.Amir0x said:.
I don't know, you tell me?
Christopher said:and ironically it's still better then those horrible ones that came after.
Haters hate on this game all you want, but it's fantastic.
It was released towards the end of SNES' life cycle and thus, was overshadowed the PSX and N64 (as well as Chrono Trigger). If anything, SMRPG deserves more love for providing simple but entertaining gameplay combined with quirky characters and a humorous plot.A Link to the Snitch said:See, that's exactly why people hate SMRPG. If it wasn't credited as being revolutionary, innovative, or doing something new, I'd have less problems with it. But people DO. People act as if there's something that SMRPG did that's absolutely amazing, but that'd be Paper Mario and Mario & Luigi. Super Mario RPG lacks the atmosphere of those two titles, as well as the innovation.
Keru_Shiri said:Well, I was expecting since you beat the game, that maybe you could back up your opinion a little bit? Instead of just shitting all over it.
What did Paper Mario do that was so innovative? It had clever writing, and the graphic style was unique, but the combat system was a step backwards, and the overworld was the same as many other games of it's time (central hub, 6 or 7 worlds branching out, star piece at the end with a boss waiting). Plus the enemies just weren't as memorable as RPG. Sure, the Shy Guy toybox army was bad ass, but RPG had the Axem Rangers, Booster, Croco, Boshi, J.Jones, each with their own quirk and fighting style.A Link to the Snitch said:See, that's exactly why people hate SMRPG. If it wasn't credited as being revolutionary, innovative, or doing something new, I'd have less problems with it. But people DO. People act as if there's something that SMRPG did that's absolutely amazing, but that'd be Paper Mario and Mario & Luigi. Super Mario RPG lacks the atmosphere of those two titles, as well as the innovation.
Keru_Shiri said:What did Paper Mario do that was so innovative? It had clever writing, and the graphic style was unique, but the combat system was a step backwards, and the overworld was the same as many other games of it's time (central hub, 6 or 7 worlds branching out, star piece at the end with a boss waiting). Plus the enemies just weren't as memorable as RPG. Sure, the Shy Guy toybox army was bad ass, but RPG had the Axem Rangers, Booster, Croco, Boshi, J.Jones, each with their own quirk and fighting style.
I guess ugly is subjective, but unispired? Most of the villains had interesting and unique designs, with a unified theme: they were weapons. Plus the giant sword plunging in Bowser's castle looked pretty damn cool, and the fight with it was just plain awesome. Plus, is it so wrong to have non-traditional enemies in a Mario game? Many people complain when it's the same old stuff but in a different package, but Square gave us all of the normal Mario enemies, plus an assload more.Amir0x said:Well that's different.
Super Mario RPG was like taking everything that is bad about SquareEnix RPGs, and removing everything that is good about Mario games, and then releasing that product. The non-Mario character designs are ugly and uninspired, to say the least. The main boss is a ridiculous hammer wielding nothing named Smitty, and his main minion is a GIANT FUCKING SWORD. What the fuck does a giant sword have to do with Mario?
I'd say RPG's system was deeper than Paper's. Paper was a simplified version, with easy single digit math, it had the same *controller input for added effect* that RPG had (though it did add a few things to this, I will admit) plus I like having two allies on the field at once.The battle system is shallow and completely unstrategic. The new Paper Mario games allow for far more flexibility and still manage to be far more streamlined in the process. The story is retarded. I mean, super retarded. Like, Harry Potter fanfic retarded. Like, Harry Potter Hermione-turned-into-a-furry fanfic retarded.
It's one of the few 3d games that's aged well, but everything else is subjective, so we'll have to agree to disagree. Like I said before, I liked that the villains had a unified theme, but still varied from each one.The graphics which admittedly impressed a lot of people at the time, to me always smacked as nasty looking... the rendering technique SquareEnix used was simply unattractive for me. The art designs of everything didn't help this fact.
While I agree that the isometric view was a pain at first, I don't think this really hurt the game any. Even if the angling was tricky, it allowed for some interesting puzzles (Land's End for example) that took advantage of this. Plus it made the shipwreck puzzles more challenging as well.The perspective made jumping on the field in angled directions imprecise (eventually one can become good at it, but this is Mario), and the actual construction of the varying dungeons were all boring. I didn't find any of them fun.
Elements are taken into account in RPG as well. As well as enemies that are immune to jump attacks. A lot of the things you mentioned RPG brought to the table first, and granted, Paper did expand on a lot of those things, to say that RPG did nothing is just plain wrong. Paper did do some innovative stuff on it's own (such as partners used in the overworld), but you'd be foolish to miss some of the obvious influences RPG had on it's N64 follow-up.A Link to the Snitch said:The fact that each enemy is not just a different design and stat-setup?
Flying enemies require different tactics, spiked enemies require different tactics, flying spiked enemies require a really different tactic. Fire actually is taken into account, as are ice and poison. Paper Mario introduced interactivity that Mario RPG never accomplished on the overworld. Actual platforming, real puzzles, the hammer, partners that are actually useful out of battle, the badge system, etc.
Keru_Shiri said:Elements are taken into account in RPG as well. As well as enemies that are immune to jump attacks. A lot of the things you mentioned RPG brought to the table first, and granted, Paper did expand on a lot of those things, to say that RPG did nothing is just plain wrong. Paper did do some innovative stuff on it's own (such as partners used in the overworld), but you'd be foolish to miss some of the obvious influences RPG had on it's N64 follow-up.
Strategy in Paper often boiled down to- enemies with spikes, i'll need a hammer; or flying enemies with spikes, I'll need Parakarry. Strategy in RPG was a bit more subtle. Sure you could just pile on the damage, but a lot of the fights (especially the bosses) required some kind of strategy to make things a lot easier, such as reflecting than attacking Birdo's eggs, or figuring out the best order to defeat the Axem Rangers.A Link to the Snitch said:It had timing from Mario RPG, that was Mario RPG's critical hit.
How many enemies are immune to jumps? I recall maybe, two? And both of them are the same species, right?
Paper Mario actually used weapons and attacks strategically - Hell, I never ONCE strategized my attacks in Mario RPG, and I beat it. Throughout the game, you have to constantly utilize you and your partners' attacks - if you've got a flying spiked enemy, you need Parakarry's shell launching attack - same with poison, ice, or fire (which Sushie can be used against). In SMRPG, all partners did was wrack up damage. In Paper Mario, you couldn't possibly make it without them.
Keru_Shiri said:Strategy in Paper often boiled down to- enemies with spikes, i'll need a hammer; or flying enemies with spikes, I'll need Parakarry. Strategy in RPG was a bit more subtle. Sure you could just pile on the damage, but a lot of the fights (especially the bosses) required some kind of strategy to make things a lot easier, such as reflecting than attacking Birdo's eggs, or figuring out the best order to defeat the Axem Rangers.
Like I said, you could respond to every enemy with damage, or you could use strategy to make things easier. Grim Reaper = Damage, or should I go ahead and use this pure water on him?, Johnny= should I use this turn to heal, or do keep attacking? Goomba = Oh come on, you fight him the same way in every damn mario game, Paper is no different.A Link to the Snitch said:...No, see, you're thinking of SMRPG when you're thinking of "lacking in strategy." "Oh, a Grim Creaper? DAMAGE. Johnny? DAMAGE. Goomba? DAMAGE."
Paper Mario not only has to have the perfect partner for any situation (such as Bow's ability to hide Mario), but the perfect badge setup, a concept SMRPG had - but only limited to three equipments.
Keru_Shiri said:Like I said, you could respond to every enemy with damage, or you could use strategy to make things easier. Grim Reaper = Damage, or should I go ahead and use this pure water on him?, Johnny= should I use this turn to heal, or do keep attacking? Goomba = Oh come on, you fight him the same way in every damn mario game, Paper is no different.![]()
Super Mario RPG was like taking everything that is bad about SquareEnix RPGs, and removing everything that is good about Mario games, and then releasing that product. The non-Mario character designs are ugly and uninspired, to say the least. The main boss is a ridiculous hammer wielding nothing named Smitty, and his main minion is a GIANT FUCKING SWORD. What the fuck does a giant sword have to do with Mario?
NeonZ said:It's funny, that's what I appreciated about SMRPG. IMO, it, not the first Paper Mario, had the right idea about how the plot and designs of an RPG spin off should be.
This isn't a traditional Mario game, it something in a different genre altogether. IMO, introducing a completely new threat, something 'alien' compared to the standard fare of the series and also showcasing new locations justifies and complements the different gameplay.
When I played the first Paper Mario, I could only wonder why they even bothered making it an RPG, considering how the whole game seemed to be just a Mario with extra dialogue (besides the completely different gameplay mechanics, of course).
Paper Mario 2 did it right, IMO. New setting, away from the Mushroom Kingdom and such but still similar stylistically to the old one. New villain group completely different from the standard Mario foes, like in Mario RPG, and the areas explored also diverged a lot from what's expected out of a Mario game, even more than in Mario RPG, actually: A fighting coliseum, a mystery in a train, even a moon base and finishing the game fighting against an. It's just something that never will happen in a Mario platformer, unlike the first Paper Mario.ancient witch possessing Peach's body
The only reason I knew that was because EGM had a guide around the time it came out. :lolalexh said:PEARLS
That made me quit the game for nearly a year.
If it doesn't follow the design of Mario, why even bother?
If it doesn't follow the design of Mario, why even bother? Mario & Luigi and Paper Mario not only stay true to Mario, but they both introduce many new locations.
How the Hell is Paper Mario just another Mario game? Yeah, I guess every Mario spin-off should abandon every Mario convention ever, or it's worthless and not worth existing.
MisterHero said:The only reason I knew that was because EGM had a guide around the time it came out. :lol
In later playthroughs I did go through all the rooms but they were pretty tough, especially the '3D' crate maze. :lol
NeonZ said:It doesn't follow the gameplay of Mario, but even you believe that it still matters, right?
It's basically the same thing: placing Mario in a different situation. The only difference between our opinions in this point is that I believe changing only one part of the equation leaves the whole thing incomplete and contradictory.
It's not like Mario's design itself is getting changed, and even many enemies and allies are still there, the game only adds a bunch of new characters and locations which might differ from the ones usually seen in other games.
I haven't played Mario & Luigi (I'm not fond of portables), but Paper Mario's "desert with a new name" and "island with a new name" are hardly "new" locations. They're just as 'new' as all the similarly themed worlds in the real Mario games. The only real new location was that snowy village.
In everything but gameplay it basically was, as I've said. Anyway, even though you're obviously sarcastic, I do believe that's basically right- at least, for any spin off which gives Mario some sort of upgrade to his combat abilities compared to his platformer self.
If this is supposed to be just like the old adventures but with new gameplay mechanics, why does Mario need a bunch of helpers? It justs clashes with the previous games in the franchise. Introducing a new situation which is shown to be more dangerous than the 'usual' one easily and quickly justifies all the differences in game mechanics like items and partners.
I'd use the same rationale for an imaginary action game spin off too, not only RPGs. Though it's not really a Mario game, that's why I like how most of the enemies in SSBB's Subspace Emissary seem to be original rather than just remakes of old foes from the various series or (in a completely unrelated comparison) the original enemies which always end up becoming the main villains of every post-SNES Super Robot Taisen/Wars, after the enemies from the various anime series featured in the game are defeated.
alexh said:PEARLS
That made me quit the game for nearly a year.
Paper Mario is the only remotely close game to "just a Mario game". If gameplay is unimportant, what is?
Mario doesn't need to be "radically different". If it's not going to try to be like Mario, it shouldn't be called Mario RPG.
NeonZ said:Huh... Don't you know? You seem to like Paper Mario, even though it doesn't really have Mario's platformer gameplay.
Anyway, I was not saying that bad gameplay in a game can be excused, I was just saying that a spin-off in a different genre is expected to have different gameplay, even though it's still 'Mario'. Adding new visual/background elements, like new antagonists and locations makes the gameplay change seem less arbitrary.
Even Mario RPG still kept Toads, Princess, many old enemies and etc, so it clearly was still 'Mario', even if some new designs were radically different from the series' standard.
I'd argue the inverse.DavidDayton said:The problem with Super Mario RPG is that every single aspect of it is done better in the Paper Mario games.
Slavik81 said:I'd argue the inverse.
Paper Mario was such a disappointment for a game that was referred to as SMRPG2.
Dragona Akehi said:This game is the SFC generational equivalent of Kingdom Hearts. EUGH.