My Thoughts on... Paper Mario Color Splash!

CM30

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Well, it's also been posted on Mario RPG Universe, but I'll post it here too.

Well, I already played the N64 original, and I beat the Gamecube one decades ago. And now, with Paper Mario Color Splash at my disposal, what do I think of this game? Is it as bad as I imagined it would be?

Well, not exactly. It’s not a bad game, and I do feel I was a bit harsh on it. But here are my detailed thoughts on my progress/lack of progress so far…


Firstly, dang the intro is great. Seriously, if they wanted to set a really ominous scene for the new adventure, they absolutely nailed it with that intro with Peach and Toad visiting Mario, or the boat getting tossed and turned in the middle of the ocean. And while Port Prisma wasn’t as interesting, it was still a fun introduction that did as great a job of setting the scene as the intros in the earlier titles.

So onto the whole ‘game structure’ aspect. Okay, I’m only a few levels in so far, and it seems like a cross between New Super Mario Bros and Paper Mario. That’s not a bad thing, and I do like having a goal to work to at the moment, but I get a little annoyed knowing that I have to keep visiting the same short levels multiple times. Especially given how many of the Paint Stars are very close to each other. For example, Indigo Underground’s 2 exits are right next to one another, which means re-treading a significant portion of the level to get back there.

Overworld gameplay is enjoyable, and I do like hitting things with the Paint Hammer to change their colour. Getting all the spots in a level is quite a nice bit of completionist fun. Unfurling stuff is alright too, as are the puzzles given by the cutting out mechanic.

That said, I do wonder it’ll get repetitive. Yeah, only a few levels in, but the paint mechanic is even simpler than I thought it’d be. You don’t choose colours, you just hit things and it gives you either the right colour (if it needs to be coloured in) or a random one (if it doesn’t). It’s a fun mechanic, but it seems like it’d have been better as one partner mechanic of about 7.

And battle wise? Well it’s okay. Not as fun as the RPG fights, but easy and enjoyable enough regardless. I do like how there’s an actual reward for combat this time round (the whole extra paint levelling thing), so it’s more worthwhile than in Sticker Star.

The jump mechanics are great though. Love how they’re literally ‘hit A before you land on the enemy’ rather than ‘hit A button a few seconds before you land on the enemy’ like in Paper Mario on the N64. Much easier and more enjoyable to time hits here.

However, there are still issues here. For example, Arlo’s complaints of cards being slow to use is accurate, especially given how the fights are ridiculously easy and short otherwise. One or two attacks will kill pretty much everything here.

And it also has a few issues with cards and ‘scarcity’. You see, if you do well, you end up with many more cards than you need. Whereas if you run out, you’re stuck with the battle spin stuff, which is awkward and slow, and seems to reinforce a negative feedback cycle.

Okay, you’ll probably never die to an enemy (since you have a ton of health, healing items are far more powerful and enemy attacks are super easy to counter). But if you don’t have the right cards for a situation (like say, jump cards for flying enemies or hammer/iron boot cards for spiked
ones), it can leave you wasting tons of turns on the battle spinner while neither Mario nor the enemy do sod all to one another. They just need a simple hammer and jump fall-back here, that’s all.

Onto my thoughts on the early levels now…

Port Primsa: Again, fun intro, quite a nice town to mess around in too. Little small compared to Toad Town or Rogueport, but that might be a good thing given how confusing those places could get (especially the former).

Ruddy Road: Pretty fun, gives you plenty of good cards and items. Liked the chase scene too.

Cherry Lake: Mixed. I loved the look and feel of the level, but I hated finding the clothes for that ‘hero’ Toad. They’re just so easy to overlook, especially the boots stuck in between parts of the bridge. Did like how both ‘paths’ could be handled in any order, even though they both end up mandatory for early progress.

Bloo Bay Beach: Pretty enjoyable this one, and I liked the puzzles with the Five Fun Guys.

Indigo Underground: Hated this level. Why? Cause if you run out of jump stickers, those Swoopers will annoy the hell out of you. And this place gives you too many hammers and Fire Flowers, too few jump based stickers. Annoying.

Daffodil Peak: Interesting ideas, though I wasn’t a huge fan of the vertical level design in the first part. Very unnatural for a mountain, bit too New Super Mario Bros like. Fighting enemies IN the pipes was an interesting gimmick though. Wish Super Mario 3D World did that a bit more…

Chosen Toads: Neat concept this one. Nice way to get people revisiting certain areas.

Crimson Tower: The airship section was pretty neat, though a tad short. Wish there was a bigger area set in one to be honest. Tower itself felt like it had a few too many enemies, with at least 90% of my time being spent fighting pointless battles I had no practical way of avoiding. Especially given as well, once you’ve fought a few of any enemy, there’s no real point fighting them again, since paint, money and cards basically grow on trees.

Morton was an okay first boss, though absolutely trivial as hell to fight. The ‘use this Thing’ to win the fight mechanic is getting kind of old to be honest, especially when the combat is just easy in general.

Sunglow Ridge: The black paint thing was a pretty mean trick, especially when you thought you’d really be taking 36 damage a hit from it. Or something.

Loved the ‘joke’ where the sign said ‘hit this to make a bridge appear’ and it turned out it wasn’t referring to the nearby log, but the sign itself.

Chateau Chanterelle: Very easy and short level, but a nice breather after the last few. Two free mini Paint Stars? Yes please!

Mondo Woods: dang those Giant Goombas are super powerful! Nearly got destroyed when I decided not to use giant cards for once. Pretty cool concept though, loved the giant world theme the place had to it.

Marmalade Valley: Oh boy, the Chomp here was a bit annoying.Easy to avoid, but if you get hit, it's an instant game over. Don't like that aspect really, especially when the past games just had you get warped to the start of the room instead.

Kiwano Temple: God this level was a pain. Firstly, dang those spikes do a lot of damage. I mean, when I fell on them, I was expecting something like in Paper Mario 2 where you take one damage and end up on the platform you fell off from. Nope, it’s about a quarter of your health bar at that point in the game. Spikes sure did get made more powerful here!

The rolling wheel stuff gave me Mario Sunshine flashbacks, to the cubes that rotated in the secret levels. I suck at anything involving the character trying to balance on a rotating object…

Lava section with the wheel was annoying, cause hey look! If you made two mistakes, you got a game over. Would look good in a video though.

Oh, and whoever put the second mini Paint Star right under the first one can jump off a cliff. Seriously, there’s a reason we (in the Mario fan game development/ROM hacking community) say never to put a secret exit right at the end of the level. Do you know why that is? Because doing the same thing twice or more with no variation is not fun. But Intelligent Systems seem to make a habit of this in Color Splash…

So that's my thoughts on the levels so far. How about other stuff? Well...

The loading times can take a hike. That title screen seems to take way too long to load, and even parts of levels sometimes load for a minute or so. Though this might be a bit of a Wii U problem really, the console has a lot of issues with games taking forever to load anything, with Mario Kart and Smash Bros being other offenders.

Also, I swear the title screen takes forever to load as well. Either way, it seems like the code optimisation here is dreadful, since you can spend ages waiting for loading screens.

So how about humour? The one thing a lot of people say this game does really well?

Well, it’s good. I have laughed at quite a few lines and scenes already.

But I’m not sure I’d say it’s better than the humour in other Paper Mario or Mario & Luigi games. It’s not worse, but I wouldn’t say this game made me laugh ten times more than did in say, Paper Mario the Thousand Year Door or Mario & Luigi Bowser’s Inside Story or Mario & Luigi Dream Team or whatever else.

I guess you could say the humour is topical and makes jokes about current events a lot (which some people have noted). But again, that’s a
general thing with Mario RPGs. Remember Super Paper Mario and people going on internet forums and complaining about games they’d never played? Partners in Time with 1337 speak? Heck, Mario & Luigi Dream Team had jokes about blogs/social media from what I recall. It’s a consistent thing with the series. It’s why the games are so popular on social media sites, because they absolutely nail ‘internet humour’.

It's not new to this game.

Can’t say anything bad about the graphics or music. Absolutely brilliant here.

Characterisation is pretty great here, which only makes it more depressing that no one has unique designs outside the Rescue Squads, Chosen Toads, Rock Paper Wizard and Huey. So many characters who already have a memorable personality, yet don’t stand out in any real way because of the generic Toad designs.

Either way, it’s a fun game so far, but one that’s perhaps not lived up to its potential cause the battle system and character design ‘limitations’.

Updates in next post!
 
So, more thoughts...

Golden Coliseum: Well, the atmosphere was pretty cool, and the friendly enemy NPCs were nice to see. Not a huge fan of the initially unwinnable boss battle though, not the fact the first half of the battle has to be repeated when you return with the Bone.

Dark Bloo Inn: Loved the atmosphere, hated the actual design. Why? Cause it’s actually on a super subtle timer, and resets if the clock strikes 3. Unfortunately, this means the NPCs (like the housekeeper) are also on a timer/fixed routine, which can leave it unwinnable if you don’t time certain tasks properly.

Shame given the cool atmosphere and spooky music.

Plum Park: A tad annoying, since the design is very maze like. Reminds me a bit of Flower Fields to be honest, except less fetch quest based. Do love how Petey (or ‘Petea’) Piranha doesn’t need a Thing card to be beaten.

Sacred Forest: Quite liked the ‘mini’ part, though I do wish they didn’t throw you into fights with legions of them at once. Makes their mass rush attack very painful, especially if you can’t clear the field in one hit.

But yeah, atmosphere and puzzles were good here.

Cobalt Base: Oh hey, the whole level is a quiz game! Quite a nice breather here.

Fort Cobalt: Heh, pretty neat Metal Gear Solid themed level. Loved the undercover café owner, the cardboard box thing and the general feel of the level here. Lot less annoying to navigate than some of the other boss levels.

The fight with Ludwig was neat too. Liked the idea of hitting back the cannonballs to sink the ship and then attacking the sub once you pulled it out the water.

However, the one part that aggravates me here is the whole ‘electric fence’ thing. Put simply, you have to choose one of three fences to attack, with the wrong one giving you an electric shock. Problem is, even with paint, you can easily get hit twice here through no fault of your own. You do heal, but it’s still easily for an unlucky or careless player to be killed by a fence.

The Wash Basin thing is annoying too. You have to get the Basin, but that means getting smashed on the head by the obvious trap to give you a chance to grab it and turn it into a card. Annoying there too.

And then the fences regenerate when you exit and re enter the level. Sod doing that every time. Thank god for the side entrance/pipe to the gym room, right?

Violet Passage: So, there’s a pirate ship eh? Sounds good, right?

Well, not the seafaring part. Why? Cause the whole puzzle is one of the most poorly designed things I’ve seen in a Nintendo game. Here’s an explanation:

1. The camera angle is terrible. If you sailed one of the four man directions, it’d be easy to line up the cannons. But no, got to go diagonally to ‘look cool’ even though it means it’s virtually impossible to line them up with the targets on your first try.

2. There’s a delay on the cannons firing. Like, you have to pull for three seconds to fire, and it’s very easy to accidentally let go and have the cannon not fire at all. Awkward, and makes lining up your shots very difficult.

3. Your targets are miniscule. I mean, how you meant to hit a single coin easily? Oh wait, never mind. Better pray you’re lined up absolutely perfectly, since even a pixel out means missing the coin or POW block.

4. You can still move around the ship while it’s moving. Yeah I know, to talk to the navigator and make him change course. But this means getting between the cannons and navigator is awkward and sometimes annoying under pressure.

You can see what I mean in this guy's video...


Honestly, this level was just frustrating to be honest. Cool concept, but just terribly implemented.

And with that said, onto some more general thoughts:

Firstly, I find it interesting how linear this game really is. You literally have only one ‘real’ path to follow on the overworld/through the story and the map is actually kind of misleading in how ‘open’ it seems.

To be fair though, that’s something very noticeable about the Paper Mario series, isn’t it? ‘Open worlds’ that actually turn out to be super limited in how you choose to explore them, with only one ‘story’ focused path throughout each area. The series always feels more open world like than it actually is.

Actually finding all the ‘colourless’ spots in a level is a pain in the backside. So many small, out of the way areas you have to colour in, and no easy indication of what ones you missed.

Zelda speedrunners must really hate this game’s health system. There they are trying to do a ‘three heart challenge’, and the heart container literally falls on their head after completing a ‘chapter’! Basically, good luck with a self imposed challenge kid. Since you can’t skip any ‘level ups’ at all.

Never quite got the point of letters here, other than something to read when you’re bored. Then again, did they play a real purpose in the original Paper Mario either?
 
I've been trying to get my Christmas shopping done early so I can beat the rush. While I've been doing that, I noticed this game at one of the local stores in my area and I had noticed that it just came out 3 days ago. This might be something that I ask for for Christmas.
 
I just got it and I've only done 2 levels, but I can't lie, it's not bad so far. I mean the card mechanic isn't the best, but it reminds me Paper Jam and it wasn't terrible there. God help you if you run out of paint though...
 
good god its kingdom hearts chain of memories all over again, run for the hills!

Anyways, so @CM30, I was completely disgusted with sticker star so would I find this game a whole lot better?
To be fair I'm a Professional Poker player and I know that using your resources is your best bet (oh yeah and spacebar)
in that game with the exception of the incredibly easy...
Second half of the game where you play as Riku.
And to answer your question @Demon_skeith I'd say ye- No. Find a better Nintendo series because this one is going all "Spyro the Dragon" and when I say that I mean it wants to be different and eventually no one loves it but children's anime fans. Stick to a more reliable series with a larger fanbase (so the probability you would like it is higher) and when I say that I mean SRPGs and FE:F. I'll get more into that in an article.
 
Well, I'm now done with this game altogether. The final boss is beaten, and I have no idea whether I'll even bother with stuff like all paint spots or Roshambo Temples.

So let's continue from the Violet Passage, since that's where the last part ended. I already said that said level was terrible, but apparently I missed out something else in said level too.

Namely, how getting 100% actually has another 'reward' there. Managed to hit all the targets and get all the coins? Then you get two banners below decks in the pirate ship. Cause hey, that's worth the sheer aggravation said challenges would bring, right?

Ah well, moving on.

Vortex Island: One of my more liked levels in the game. This one had a parallel world you could explore and you had to use dimension hopping to solve puzzles across both worlds. It was pretty fun, and very remniscent of A Link to the Past with its Dark World.

Lighthouse Island: More parallel world fun. And a really terrible lighthouse section where you had to mark the way with paint... which means you ended up using tons of paint to avoid falling off very narrow ledges. Still, one bad spot in a good level isn't worth too many complaints.

Fortune Island:
And here's the pirate base. Honestly? I loved this level. Not only did it have the parallel world gimmick (again), but it also had a pretty fun fight with Wendy O Koopa, two kickass pirate themed songs in the background and a nice ominous setting that fit the story perfectly. Great end to a (mostly) good world.

Kiwano Temple Again: Hooray, breaking the train tracks screwed up everything earlier. Thanks for that guys. But yeah, the Rescue Squad fixes it, so all's good... right?

Toad Trainworks: Well, the star was amusing. You just get given it immediately. But hey, what do you know? Turns out you have to go back here and fix the train yourself. Hooray?

Tangerino Grill: Cooking sucked about as much as baking did in Paper Mario on the N64. Seriously, why don't these ovens have a timer like real ovens? Why do I need to count the seconds when most real cooking has a bloody alarm to tell me when something's ready? Does anyone really enjoy that 'guess how long it's been in the oven' crap?

Not sure I'd want to eat the pizza after what Mario did to it either. I mean, he hammers the dough with a sledgehammer and then jumps up and down on the knife to slice the onions! That's not how they do things on Masterchef!

Fighting the steak was... something. Loved how the steak started dancing faster after it was cooked!


But yeah, it's continuing a pattern, isn't it? The Mario RPG 'food tries to kill you' pattern. First we had Bundt the killer cake. Then the Chuckolator, made of living soda. Now the steak tries to body slam Mario and beat his lights out. We also had Tenderlings in Mario & Luigi Bowser's Inside Story as well, though they weren't bosses.

It makes you wonder a few things. Like 'what are the ethics of eating food that attempts to kill you, then gives up and jumps on the plate afterwards' and 'how many people get killed by their dinner'. Vegetarians and vegans must be really creeped out as well...

Sunset Express: Run away from the train! Well, at least I didn't get hit by THIS obstacle. Probably the only one I didn't die to though...

The level itself was pretty cool, with the friendly enemy NPCs, the great Larry Koopa boss battle and the enchanting atmosphere at the end. However, reruns kind of lose that magic a bit though. Why? Cause the minute you ride the train... the enemies somehow come back. And then the minute you get off the train at the other end... it's peaceful again. Should have made an alternate version of the train 'rooms' for the Sunset Express in peace time.

 
Redpepper Volcano: I get chased by Draggadon... and lose again. So I've been run over by a Chain Chomp and eaten by a dragon so far. Yeah, I suck with overworld obstacles.

Riding him was pretty fun, though I do have to wonder how many people will figure out you need the Magma Burger for this level. Or that the Basin is necessary in general. Or that the Bottle Opener from Golden Colosseum needs to be used near the end.

Hmm, seems like a place that's gonna annoy a lot of people without strategy guides.

Redpepper Crater:
A lengthy volcano level... that suddenly turns into a hot spring level. Hmm. How do these Toads and enemies get to the hot spring again?

Big Lava Bubble went down as quickly as most mini bosses. Indeed, that's an issue with this game's battle system, it makes difficulty non existent if Things aren't needed.

Oh, and that secret paint star can go to hell. You literally have to fall down and left in what looks like a normal lava pit, then find the secret opening in the side wall with a random NPC and paint star. Glad to know this game has the New Super Mario Bros 'curse' of using fake walls to hide secret exits and reduce them to pure trial and error, right? Again, this looks like it exists purely to sell strategy guides. Or market GameFAQs.

Sacred Woods Again: Hey Kamek. You didn't last very long here.

Though funny enough, he still shows up in random battles after his boss battle. How does that work?

Green Energy Plant:
Well, we do keep to see Huey electrocuted because he and Mario were stupid enough to stand on top of a telephone pole during a thunderstorm... Don't try this at home kids!

That said, I have mixed feelings here. On the one hand, I loved the general feel of the SMB 3 level, and the various Things you could only get here. Lots of neat paths too, which was cool.

However, I have to ask why anyone thought having blank spots to paint was a good idea here. I mean, do you wonder why you have 0% blank spots found here? Well, apparently a single cloud is missing an eye in 3D model. So... you're meant to figure out that A: 3D mode lets you paint thing B: that this level has anything to paint at all C: that one random cloud looks about one pixel different in 3D. Yeah, that's confusing.

Also, apparently the SMB 3 songs ain't in the sound test for some reason. Only the eight bit battle song.

Mossrock Theatre: Oh god, this place was a pain. Great atmosphere, cool theatre gimmick... but all the forced battles and the barrage of projectiles in the theatre parts got very annoying by the end of it.

Emerald Circus: Nice atmosphere, some fun mini boss battles and a great fight with Lemmy Koopa. Generally, I liked this level.


Black Bowser's Castle: Wait, that's it?

Seems like a very short last level. Especially compared to Bowser's Castle in Paper Mario 1, the Palace of Shadow, Castle Bleck or any Mario & Luigi series final dungeon. The black paint chase sections each killed me once or twice though.

Roy was a fun fight, though it's annoying that a Thing had to be used here too. But yeah, good gimmick in general.


Final boss was... something. On the bright side, no Thing puzzles. So it was straight up combat all the way. On the not so bright side, having to counter every attack to do real damage was a pain. Sure, guarding is much easier here (if it was as hard as Super Guarding in Thousand Year Door, the amount of people winning this fight would be in the single digits), but... anyone whose reflexes suck is just screwed here.

Ending wasn't too interesting, and didn't make me cry at all. Why? Cause when you continue playing, you can still start all those optional cutscenes with Huey. Like using the Toad cut out on Daffodil Peak, looking at the giant wave in Bloo Bay Beach, resting in the hot springs in Redpepper Crater, etc. So... is he not really gone then?

But hey, at least the sound test gets updated when you get past the ending. Nice to know how beating Bowser adds all of Bowser's songs to the sound test without looking for stupid blank spots again.

And that wraps it up for the level 'analysis'. Some other quick thoughts:

Screw getting 100% completion. Too boring and longwinded. To do that I'd need to:

  • Fill in every blank spot in every level
  • Beat every Roshambo Temple
  • Buy every card from the card shop (well, did that one)
  • Get a large amount of coins (did that one)
  • Get every normal, enemy and Thing card and add them to the museum (oh god no)
  • Get a perfect score on all stages on the pirate ship mini game
  • Find Luigi in every level he's in
  • Find every cut out section in every level in the game
  • Max out the paint meter through hammer scraps

That's another 40 hours of tedious searching that I ain't bothering with.

Which to be honest, is kind of a big problem with the recent Mario RPGs. The checklist of things you need to do to complete them just gets longer and longer. For example, in Mario & Luigi Paper Jam you'd have to:

  • S-Rank every mini game challenge
  • S-Rank every boss
  • S-Rank every papercraft boss
  • Get every battle card
  • Complete every Lakitu Centre mission on all difficulty levels
  • Beat every expert challenge (aka, dodge every enemy in the game for five turns)
  • Get every piece of gear
  • Max out your stats/level (did the latter, but the former would take a few hundred hours)
Etc

Can we get one Mario RPG where 100% completion is fun rather than 'here's 200 tedious and stupidly time consuming tasks to complete for the next few hundred hours'?

Cause it feels like Nintendo are prioritising quantity over quality there.

On another note, apparently the save blocks in levels track your location even after you exit and move to another level. This is both convenient (since it means you don't have to replay Black Bowser's Castle again to reach the final boss) and odd (how can Mario enter and leave at will with the floor being gone?) at the same time. But hey, won't complain. Lets me stock up on useful cards right before a boss battle, and all without losing my progress!
 
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