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Paper Mario: Sticker Star |OT| Delicious Flat Characters

Roto13

Member
Too often I've finished a level and then looked away from the screen to check GAF or something, totally forgetting to pick up all of those juicy coins. >_>
 
I couldn't help myself and picked this up after class today. I traded in Pokemon Black 2 because I doubt I will ever get around to playin it. Anyway, this sounds like a game that needs to be in my 3ds.
 

CrisKre

Member
So basically, the divisiveness is between reviewers and gamers?

Yes. My guess is they where rushing through this, but as much as I respect others opinions I cannot understand how anyone could give this game a low score or criticize is design objectively. Its my GOTY so far.
 

jmls1121

Banned
Yep. Only Kid Icarus and this game so far this year have me counting down the hours at work until I can come home and start playing again. Definitely a GOTY contender.
 
Yes. My guess is they where rushing through this, but as much as I respect others opinions I cannot understand how anyone could give this game a low score or criticize is design objectively. Its my GOTY so far.

It really is a shame so far, I wouldn't mind this concept getting expanded, we've honestly see the max of the previous battle system, and the only thing that would benefit it is better level design, since that was TTYD's major issue for the second part of its game.

Considering I'm not one of the ones who places TTYD on a golden throne even though I liked it, I'd probably like a TTYD inspired game even less considering I've gotten my milege out of em.
 

Kai Dracon

Writing a dinosaur space opera symphony
The level design in this game is ridiculously good. The actual layouts of each course I mean; so good that I would want like, a sequel to Mario 3D Land say, with level designs like this.

It's so fun to play in the portable format, with course designs like this. Just enough adventure type stuff in each course to stay intriguing but not feel like a slog - so far at least. Will see how long world 3 goes on.

Edit: Yeah, and I'm far enough in now to see how this could be a problem for modern reviewers under pressure with no time.
 

Thoraxes

Member
Newegg needs to get their shit together.

oprah7.gif


This shit is projected to arrive next Monday, a week after release. First VLR and now this?

Really? I was given free 3-day with mine, and since shipping never occurs on Sundays, it's scheduled to arrive tomorrow.
 

CrisKre

Member
The level design in this game is ridiculously good. The actual layouts of each course I mean; so good that I would want like, a sequel to Mario 3D Land say, with level designs like this.

It's so fun to play in the portable format, with course designs like this. Just enough adventure type stuff in each course to stay intriguing but not feel like a slog - so far at least. Will see how long world 3 goes on.
It reminds me a bit of donkey kong country returns, in that each level is very conceptual in design, making each level fun, unique and special. It trully is remarcable.there is more design creativity in some of this levels than in whole other games. makes me want to see whst lies ahead.
 

Yuterald

Member
It really is a shame so far, I wouldn't mind this concept getting expanded, we've honestly see the max of the previous battle system, and the only thing that would benefit it is better level design, since that was TTYD's major issue for the second part of its game.

Considering I'm not one of the ones who places TTYD on a golden throne even though I liked it, I'd probably like a TTYD inspired game even less considering I've gotten my milege out of em.

Yeah, the more I play this game the more I realize that it's not a game where you can power through. It's designed to be played thoroughly. This game is definitely tailored to an older generation. The non-linear/puzzle nature of the stages calls for a more sophisticated mind and approach. This is certainly not a game for those who are impatient or for those who don't pay attention to the finer details. It's a shame some of these reviewers rushed their playthroughs because playing like that does not do this game justice.

I too am not the biggest fan of TTYD. The original N64 game was my favorite one in the series until I played Sticker Star (now 13 hours in). Super Paper Mario will always be my least favorite (as it is with most). I completed/100%'ed TTYD this past summer for my first time and while I enjoyed it immensely, it was pretty exhausting to play at times. As clever/well written/charming some of the chapters were, they had a tendency to never end.

Climbing the ranks in the Arena in TTYD was one of the most grueling sequences I've ever experienced in a game. "Your next match will begin soon"...wait a few seconds..."Mario, we're here to escort you to the match". Repeat for 20-30 some battles ad nausea! I felt the same way with the train sequence, although it wasn't nearly as monotonous and at least they mixed it up with a well designed mid-point dungeon.

I definitely feel like Sticker Star closely resembles the original game which is why I think I like it so much. This game CUTS RIGHT TO THE POINT and I adore it for that reason alone. There's still that clever dialogue that the series is known for, but it's much, much more palatable.
 

Kai Dracon

Writing a dinosaur space opera symphony
Has this been seen or added to the OT yet? Team interview with development insight:

http://www.nintendolife.com/news/2012/11/interview_the_team_behind_paper_mario_sticker_star

Edit:

Finished reading. Suppose my guess was right, that the overworld concept and level structure was made to facilitate portable play.

The fans in the comment section are totally unhappy that it's not TTYD II, including those who have haven't tried it. And busy calling Miyamoto senile. Sounds about right for Nintendo fans, lol.
 

Yuterald

Member
Yeah, I just got done reading the interview too. At least we know why Sticker Star doesn't have those wacky world concepts found in the older games. Seemed like Miyamoto wanted a Paper Mario style game in a more traditional Mario setting. From what I've played of this so far, I'm definitely cool with that! =D
 
Can bomb stickers be found again if you beat the Goomba Fortress before putting them in the museum?

Also, I
found the first Wiggler part, but don't know where to go to begin to find the next one
.
 

Yuterald

Member
Can bomb stickers be found again if you beat the Goomba Fortress before putting them in the museum?

Hah, I just asked the same question earlier! I made a thread on GameFaqs and some dude told me that they can be found later on. I've yet to see them, but I'm only in the middle of World 3, at the moment.
 
Yeah, the more I play this game the more I realize that it's not a game where you can power through. It's designed to be played thoroughly. This game is definitely tailored to an older generation. The non-linear/puzzle nature of the stages calls for a more sophisticated mind and approach. This is certainly not a game for those who are impatient or for those who don't pay attention to the finer details. It's a shame some of these reviewers rushed their playthroughs because playing like that does not do this game justice.

I too am not the biggest fan of TTYD. The original N64 game was my favorite one in the series until I played Sticker Star (now 13 hours in). Super Paper Mario will always be my least favorite (as it is with most). I completed/100%'ed TTYD this past summer for my first time and while I enjoyed it immensely, it was pretty exhausting to play at times. As clever/well written/charming some of the chapters were, they had a tendency to never end.

Climbing the ranks in the Arena in TTYD was one of the most grueling sequences I've ever experienced in a game. "Your next match will begin soon"...wait a few seconds..."Mario, we're here to escort you to the match". Repeat for 20-30 some battles ad nausea! I felt the same way with the train sequence, although it wasn't nearly as monotonous and at least they mixed it up with a well designed mid-point dungeon.

I definitely feel like Sticker Star closely resembles the original game which is why I think I like it so much. This game CUTS RIGHT TO THE POINT and I adore it for that reason alone. There's still that clever dialogue that the series is known for, but it's much, much more palatable.

The funny part is that I didn't start disliking Glitz Pit up until the point that I was playing the game at the same time with a friend I call Paperlink, and he pretty much went over the tedious parts of the game, which ended up with us not finishing past the 1st chapter.

I can't return to either of the first two games, but Paper Mario 64 is more on a positive note of me playing it too much so I'm burnt out on it, it was pretty well designed and it's not as railroady as it's sequel, as it allowed me to bypass some of the processes as well as finish it in 10 hours, whereas I'm stuck going through the same hoops with TTYD.

I find it really damaging that not being TTYD is a bad thing, because TTYD is pretty badly designed in terms of its level structure, which is why I didn't return to it as often as the original. And yet it's held on the same throne as say... OoT. I mean, OoT has an excuse at least. It's very balanced on its design choices which leads to a very well balanced experience, and not do something better but fuck up something worse than the previous game. TTYD is in that latter category. Despite say, adding HP and stuff for partners, there's still the whole optimal party member scenario that was also in Paper Mario.
 

Kai Dracon

Writing a dinosaur space opera symphony
I find it really damaging that not being TTYD is a bad thing, because TTYD is pretty badly designed in terms of its level structure, which is why I didn't return to it as often as the original. And yet it's held on the same throne as say... OoT. I mean, OoT has an excuse at least. It's very balanced on its design choices which leads to a very well balanced experience, and not do something better but fuck up something worse than the previous game. TTYD is in that latter category. Despite say, adding HP and stuff for partners, there's still the whole optimal party member scenario that was also in Paper Mario.

For what it's worth, back in the day I seem to recall plenty of complaints that TTYD was an uneven sequel to Paper Mario. Specifically, level design, repetitiveness, it went on too long, and the second half of the game was too much of a slog.

Now personally, I really like it. Those issues didn't annoy me as much as some. But it seems the pattern is for all old games to become enshrined, and all new games to be measured against them as failures. I do wonder how clear TTYD is in the memory of many people venerating it if they haven't played it again in recent years.

I can understand the dislike for Super Paper Mario, both because it really was a almost 100% departure from everything Paper Mario, and on its own merits it's just plain a strange f**king game. Almost too strange for its own good.

The funny thing is, I only got excited for Sticker Star in the last month after seeing the final trailers - why? Because originally I had worried that the game was going to be nothing more than a retread of the original Paper Mario, without anything new or really different. It seemed likely. Just copypaste a vanilla, safe, Paper Mario design to get content out for 3DS. It was never clear just how integrated the sticker concept was to the core game, or if it would just be a new form of collectible to clutter up the game world.

Instead this has turned into something I think is really fresh and loads of fun. Given the Mario World style it has, I'd be willing to bet that was the reason IS was asked to use traditional Mario worlds and characters. The notion sure seems to have been "let's try Super Paper Mario World".
 
Has this been seen or added to the OT yet? Team interview with development insight:

http://www.nintendolife.com/news/2012/11/interview_the_team_behind_paper_mario_sticker_star

Reading this kind of killed any interest I had in even playing this game. The two biggest parts of what I loved about the Paper Mario series--its battle system and its unique characters--aren't present at all. Oh boy.

Any hope that the series would go back to its roots at any point after Super Paper Mario has been wiped clean from my mind.
 

Amir0x

Banned
I am early on, and so far it is a fairly dramatic step down from previous Paper Mario games, but I am starting to enjoy it now finally after 3 hours. Really takes a while to adjust to how much is missing from the flow of the best Paper Mario games, but ultimately it may be best just to forget other games exist in the franchise.
 

Roto13

Member
I loved the Glitz Pit. A level of pure battles, and then later there's a level with almost no battles at all to even it out. It's an interesting way to do things.
 
Really enjoying the game thus far (still haven't beaten World 1, though), but it's hard not to suspect that keeping the game as firmly within the "main" Mario universe as possible was done for commercial reasons.
 

Papercuts

fired zero bullets in the orphanage.
I loved the Glitz Pit. A level of pure battles, and then later there's a level with almost no battles at all to even it out. It's an interesting way to do things.

Same. The only TTYD part that dragged for me was chapter 4 when you had to backtrack that area way too much.

It was more than made up for by the godlike train chapter.
 
I can understand the dislike for Super Paper Mario, both because it really was a almost 100% departure from everything Paper Mario, and on its own merits it's just plain a strange f**king game. Almost too strange for its own good.

.

It really wasn't an almost 100 percent departure from everything Paper Mario though. The only real different was it's gameplay and that it was more 2D than 3D basically.

Other than that, the writing of Paper Mario exists, the characterizations existed, even the overall structure of chapters is still roughly the same, but more segmented.

I understand it getting flak for it's gameplay, but it still reminded me of Paper Mario through its other aspects.
 
Downloading this once Virtue's Last Reward is done owning my mind/body/soul.

Seems to me like a case of them choosing not to simply iterate with improvements to existing design. Is there enough stuff to use coins on, in-combat roulette bonus aside (which I acknowledge might end up being the device which claims the majority of my coins)? Also can sticker combos get very tactical/varied/occasionally specialized?

I'm not someone who has a problem erasing previous franchise impressions from my mind, and I love me some great OSTs. How much am I going to dig this?
 

Dr.Hadji

Member
This game's structure is so weird. Its a turned based action/adventure. Where it takes some cues from old school adventure games and exploring aspects from traditional 2-d Mario games (secret exits, Star Coins, ect.).
 

zroid

Banned
I love the guy, but seeing him bemoan the simplicity of the game's mechanics while failing to fully grasp those same mechanics makes my eyelids curl. ><
 

Yuterald

Member
Downloading this once Virtue's Last Reward is done owning my mind/body/soul.

Seems to me like a case of them choosing not to simply iterate with improvements to existing design. Is there enough stuff to use coins on, in-combat roulette bonus aside (which I acknowledge might end up being the device which claims the majority of my coins)? Also can sticker combos get very tactical/varied/occasionally specialized?

I'm not someone who has a problem erasing previous franchise impressions from my mind, and I love me some great OSTs. How much am I going to dig this?

I feel like there's definitely a lot of usages for coins. You will want to make use of the roulette for bosses, which can eat up a fair amount if you rely heavily upon it. If you play well, play smart, and fight as many enemies as possible you will be bathing in coins. The more enemies you kill in a stage the more coins you are rewarded at the end of a level. If you avoid enemy encounters and power house through the levels then you're definitely going to have a difficult/frustrating time with the game. Coins can also be used to purchase Stickers from a shop if you don't feel like reacquiring them from stages.

There are also Stickers called "Things" which are more powerful and are usually required for puzzles. These can also be quickly and easily repurchased. Things are quite a bit more expensive too. What's cool is that the game gives you an option. If you play well you can go wild on the bonus reel and buy all sorts of stickers. But if you play it relatively safe you can just re-explore areas and recollect the same Stickers/Things you've already used. There's also a TON of secret areas to return to which require particular Stickers so there's most definitely always a reason to lighten your wallet.

As far as strategy goes, the game feels a bit more deliberate than the other games in the series. The fact that the Stickers are one-time use items makes you prioritize what to use and when (although, as I've said, stuff can be recollected/repurchased). The limited inventory also makes you have to think about what to hold onto. I have come across a sticker which increases the damage of your next attack which when used in a bonus reel can have interesting effects on the stickers you use during a turn. I'm not sure how many sticker types there are like this, but there's certainly a lot of them to discover!
 

taoofjord

Member
The level design in this game is ridiculously good. The actual layouts of each course I mean; so good that I would want like, a sequel to Mario 3D Land say, with level designs like this.

It's so fun to play in the portable format, with course designs like this. Just enough adventure type stuff in each course to stay intriguing but not feel like a slog - so far at least. Will see how long world 3 goes on.

Edit: Yeah, and I'm far enough in now to see how this could be a problem for modern reviewers under pressure with no time.

Interesting. It was a good choice for portable, but either way I adore the world map and the way the levels are segmented. The whole thing has a really cool feel to it.

Totally agreed on the level design, too. The game is just plain fun to play.

Side note: Why does Mario 3D Land, Super Mario Galaxy 1 and 2, and the Paper Mario games look so beautiful but every New Super Mario Bros game look so plain and boring? I like how they have different aesthetic interpretations for Mario but NSMB's is just so weak in comparison. It's like they make the art style to appeal to the casual demographic with an overly mainstream-friendly Mii-like appeal.
 
Thanks, Yuterald! Very informative and reassuring. I agree, the more pure modifier stickers the better. Seems like it would've been cool if stickers like the mushroom healing one would be able to take on new roles if you combined them with attack stickers. Oh well
 
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