Game 11 - Super Paper Mario (wii) - 18 Hours
First, there a lot of clashing opinions about this game on the internet. I went into it thinking that this game was kind of misunderstood, and I honestly wanted to give it a fair shot. Unfortunately, I really didn't end up liking this game very much. Thinking back I actually enjoyed Color Splash more and I critiqued that game extensively.
There are some elements in this game that do retain the Paper Mario feel, particularly the characters and dialogue. Several of the games worlds are downright brilliant. I loved the nerd and caveman levels in particular. Some of the puzzles were really fun to solve, and I liked the main hub town which has a lot of secrets and collectables to uncover. Lastly, there were a few levels where I did enjoy the gameplay, particularly in Chapter 7. Other than those things, I think that's where my praise ends for this game.
Super Paper Mario was the first in what has been a longstanding attempt to remove the RPG components from the series as much as possible, a trend that continues even with the new releases. At it's core, the main reason why I don't like this game is that it attempts to combine the RPG foundation of Paper Mario with a platformer, and as a result it doesn't succeed very well in either. From an RPG side, well frankly the game isn't much of an RPG at all anymore. There are no badges or choices to make upon leveling up like in previous games, which was very dissapointing. The game is a linear set of levels with no interconnected word. Other than the main hub town, there are very little holdovers from the game's RPG origins. I wouldn't mind it so much if the platforming were fun, but this game plays like an watered down, clunky, and awkward version of regular Mario. Part of it is that the power-ups remain shackled to an RPG design and they're some of the worst in the series. Most powerups just heal you or give you exp/money. The only ones that really "power" you up is the 8-bit Mario, which was clunky and awkward, and the Star, which mainly used for setpieces with a lot of enemies and don't feel very organic. The main gameplay/upgrade change are the Pixls and that you can play as Peach, Bowser and Luigi. I don't know if there is another Mario game where that happens, which was cool, but I wish there was more story between the 4 characters. The Pixls are fun, but between 8 of them and 4 story characters you have to do a lot of changing between all of them to make it through the game which was a little tedious after a while.
On the topic of gampeplay, the 3D aspect of this game really perplexes me. I don't know why they thought restricting the game to 2D and then acting like the 3D change is this huge thing because if you look at any other game in the series.... they all operate on the same 3D plane. It's just the camera angles that are making the big difference in how you experience all the levels. Not to mention that every 3D space you enter is essentially a long corridor without anything truly interesting. The 3D is really just a modality to introduce puzzles like hiding pipes, ledges or platforms and it felt very superficial. I also dispised the timer for using 3D mode, it was so annoying that I would just let Mario take damage so I could keep exploring the world in 3D. There's no really gameplay reason why that timer exists. And coming from Alundra the problems of trying to hit enemies in 3D space was very all to fresh in my mind.
Lastly, the character design is also some of the worst I've ever seen in a Mario game. Most of the NPCs are indescribable cardboard cutouts made up of the strangest shapes imaginable and they look amaturish while clashing with the generally nice environmental design. It's like truly baffling, a couple of characters nonwithstanding.
I'm sad that Super Paper Mario was not a very enjoyable experience for me, although it was a pretty easy game to play through. I just need to play Sticker Star and Origami King next!