Showing posts with label 2001. Show all posts
Showing posts with label 2001. Show all posts
Sunday, May 12, 2019
Luigi's Mansion
The Nintendo GameCube -- alongside Sony's PlayStation 2 and Microsoft's Xbox -- wouldn't just represent the next generational shift in 3D gaming, but Nintendo finally stepping outside their comfort-zone. While their stubbornness towards online gaming would endure, their embracing of disk-based media allowed for seemingly countless new possibilities. A flagship game was necessary to prove its power, and with Super Mario Sunshine set to launch the year after, why not go with his overlooked brother?
Enter Luigi's Mansion: initially designed as a tech demo showing off the GameCube's capabilities, the decision to build upon that as a game would render it Luigi's first game -- well, the first one actually involving Nintendo, anyway -- wherein he'd search a haunted mansion for Mario and suck up ghosts with a modified vacuum cleaner. Unlike the 1993 mishap Mario is Missing!, however, Luigi's Mansion would not only deign it fit to put the poor plumber's name into the title, but have actual Nintendo designers, including Mario creator Shigeru Miyamoto himself, make it a reality. It would finally vindicate Luigi -- the second fiddle to Mario's spotlight; the eternal understudy to the first player.
Labels:
2001,
action adventure,
gamecube,
good,
luigi's mansion,
mario,
nintendo
Wednesday, December 14, 2016
Biweekly Music Wednesday! No. 44 ~Snow Road~ (Paper Mario)
Origin: Paper Mario
Plays In: Shiver Snowfield
Status: Original Composition
Composed By: Yuka Tsujiyoko
Listen. Do you hear it? Do you hear the jingling bells down the street, echoing faintly in the night sky? Do you see the neon lights decorating your neighborhood, the snowmen lining up across the street? Do you taste the snow resting upon your tongue, smell the crisp winter air chilling your nose and cementing the warmest of winter memories?
'Tis the holiday season: be it Christmas, Hanukkah or Kwanzaa, families across the globe gather around to celebrate togetherness and holiday cheer. Children dream of Santa and his infinite stash of presents as the scent of cedar trees fill living rooms everywhere. Candles and carols are ubiquitous, as are the imagery of flying reindeer and wreathes.
For over the past nineteen years, my house has been the Christmas mecca for our family. Celebrating our Italian heritage with the Seven-Fish Dinner, family and friends come together to feast upon seafood and engage in joyous festivities. Due to my sensory issues, I've never so much as touched the fish, but I do get to feast on delicious Pillsbury Shape cookies. And bread rolls. And fried dough. Mmm.
It only makes sense it'd be my house, after all. Not that our relatives don't have party-built homes, but we have the biggest house, complete with a pool table and a game-filled basement. Now that I'm grown up, I wonder if it's a bit selfish, but everyone always seems to have a good time.
I'm still a big kid, so hardly anything thrills me more than the Christmas season. I always dictate what ornaments hang on the Christmas tree. I salivate at the thought of carb-filled snacks laid out in the dining room table. I can't help but dream of a White Christmas, and always cheer the presence of snow. And yes, even at 25 years old, my parents can't help but still leave presents under the tree.
Maybe it's that quality of mine that attracts kids' attention. At family gatherings, I'm always surrounded by nephews and nieces, all practically climbing over me to come play games, come watch cartoons, come laugh with us. All are still dreaming of Santa, still enraptured by the innocence of the Christmas spirit.
What courage and dedication it must take for us grown-ups to carry on that spirit for their sake. Tensions are still high across America, and I'm certain some family gatherings won't end so happily. Things certainly won't be perfect at mine: my aunt, despite her broken ankle, is dedicated to attending our Seven-Fish Dinner and I'm certain there'll be a cousin or two gloating about the US election, but I'll be focused on ensuring the kids have a Christmas to remember.
A Christmas to remember like mine: where the scent of cedar trees instantly bring to mind of sprite comics and Nintendo GameCube and SpongeBob Squarepants. Where maybe there'll be small tiffs between friends and siblings, but it's nothing fried dough can't cure. Where new toys and gifts become irreplaceable pieces of our lifetimes.
These are dark times. But so long as the laughter of children surround us, it's a sign we'll make it out okay.
Final Thoughts: I wonder how much holiday cheer has involved Paper Mario.
Status: Original Composition
Composed By: Yuka Tsujiyoko
Listen. Do you hear it? Do you hear the jingling bells down the street, echoing faintly in the night sky? Do you see the neon lights decorating your neighborhood, the snowmen lining up across the street? Do you taste the snow resting upon your tongue, smell the crisp winter air chilling your nose and cementing the warmest of winter memories?
'Tis the holiday season: be it Christmas, Hanukkah or Kwanzaa, families across the globe gather around to celebrate togetherness and holiday cheer. Children dream of Santa and his infinite stash of presents as the scent of cedar trees fill living rooms everywhere. Candles and carols are ubiquitous, as are the imagery of flying reindeer and wreathes.
For over the past nineteen years, my house has been the Christmas mecca for our family. Celebrating our Italian heritage with the Seven-Fish Dinner, family and friends come together to feast upon seafood and engage in joyous festivities. Due to my sensory issues, I've never so much as touched the fish, but I do get to feast on delicious Pillsbury Shape cookies. And bread rolls. And fried dough. Mmm.
It only makes sense it'd be my house, after all. Not that our relatives don't have party-built homes, but we have the biggest house, complete with a pool table and a game-filled basement. Now that I'm grown up, I wonder if it's a bit selfish, but everyone always seems to have a good time.
I'm still a big kid, so hardly anything thrills me more than the Christmas season. I always dictate what ornaments hang on the Christmas tree. I salivate at the thought of carb-filled snacks laid out in the dining room table. I can't help but dream of a White Christmas, and always cheer the presence of snow. And yes, even at 25 years old, my parents can't help but still leave presents under the tree.
Maybe it's that quality of mine that attracts kids' attention. At family gatherings, I'm always surrounded by nephews and nieces, all practically climbing over me to come play games, come watch cartoons, come laugh with us. All are still dreaming of Santa, still enraptured by the innocence of the Christmas spirit.
What courage and dedication it must take for us grown-ups to carry on that spirit for their sake. Tensions are still high across America, and I'm certain some family gatherings won't end so happily. Things certainly won't be perfect at mine: my aunt, despite her broken ankle, is dedicated to attending our Seven-Fish Dinner and I'm certain there'll be a cousin or two gloating about the US election, but I'll be focused on ensuring the kids have a Christmas to remember.
A Christmas to remember like mine: where the scent of cedar trees instantly bring to mind of sprite comics and Nintendo GameCube and SpongeBob Squarepants. Where maybe there'll be small tiffs between friends and siblings, but it's nothing fried dough can't cure. Where new toys and gifts become irreplaceable pieces of our lifetimes.
These are dark times. But so long as the laughter of children surround us, it's a sign we'll make it out okay.
Final Thoughts: I wonder how much holiday cheer has involved Paper Mario.
Wednesday, July 20, 2016
Biweekly Music Wednesday! No. 38 ~Forest of Hope~ (Pikmin)
Origin: Pikmin
Plays In: The Forest of Hope
Status: Original Composition
Composed by: Hajime Wakai
Status: Original Composition
Composed by: Hajime Wakai
Whenever I hear the Forest of Hope, I'm there. I'm there in the sunbaked Japanese countryside I dreamed of as a little boy, swallowed by trees and creeks. They whisper endlessly, their shaded bases and sunken pebbles holding as much allure as Kirby Super Star's backgrounds, as much gravity and significance as the greatest of Super Mario's battles and the fainted nostalgia of EarthBound's streets.
But I cannot relax for long, as a memory calls for me.
I'm walking down an obscured dirt path, the leaves crunching beneath me as I sink further into a tunnel of trees. The road is endless, the sun shining through the mass overarching of leaves no matter how long I walk. What I seek is here, but it slips further and further out of my grasp. I can feel it: the knowing prodding from the deepest recesses of my memory growing ever more quiet. I stop and observe my surroundings, absorbing the futility of it all.
Do I even remember what I'm looking for?
Just as I'm about to take another step, movement catches my eye. Emerging underneath from a decayed leaf arrives a lone Yellow Pikmin, hopping excitedly at my presence. As I crouch down to meet its level, it dashes over and gibbers in its alien language. With a sideways glance, it points giddily to a nearby crowd of shrubbery and runs off, making motions for me to follow.
Has it been waiting for me?
Letting it take the lead, I watch as it's swallowed in a sea of green before taking cautious steps forward. Am I afraid I'll squish my new friend in the mess of flora, or am I simply not ready for what I'm about to find? I quiver in fright until the shrubs shake, the Pikmin protruding its head and motioning to me again before diving back in.
I hesitantly step into the brush, and then I remember.
Long ago, just outside of my cousins' backyard lied an urban dirt road. To the right lied a small patch of woods by the neighbors, and within was a small playhouse. It was homemade, wooden with chipped, white paint and a red roof. It hadn't been used in a long time: strewn inside were dusty chairs, tables and windows, and Daddy-Long-Leg spiders hid within the cracks of the walls.
What was it doing in Japan? I don't know, but maybe it was there all along.
I keep walking. Pushing aside branch after branch and leaf after leaf, the memories gradually piece themselves together. How I walked out of my cousins' house without a word, opening the gate to leave and find my hidden playhouse. How I always wondered who it belonged to, who played within its tiny confines, how no one ever noticed my silent occupation inside.
How, someday, I never managed to find it again.
And then, there it lies.
Situated just outside a spacious clearing, the playhouse is bathed in a ray of light. A side window is host to a fallen tree branch, and perched on-top is the Yellow Pikmin. It waves silently before hopping through the empty pane,
Holding my breath, I stride over, crouch down slightly to meet the door size, and walk inside.
It is just as I remember it, dust and all. But a gentle aroma fills the air; two warm cups of ocha tea sit on the old table, one much smaller than the other. The Yellow Pikmin sits opposite of the cup and, turning to face me, points to its larger counterpart. Another gift. I make my way over to a chair and wrap my fingers around the cup handle, lifting it to gently clink our glasses together.
We sip from our cups and turn to watch the sun set over the clearing. The euphoria settles within both of us, words not needed as what we've waited our entire for lives sinks in. The reminder that so many other abandoned memories remain unsolved prods in my brain, yet for now, the catharsis of salvaging this one moment rises above all.
But it's not for long, because it is already time for bed.
Final Thoughts: If the above narrative hadn't implied it, this is one of my gaming comfort songs. What are some of yours?
Wednesday, May 18, 2016
Biweekly Music Wednesday! No. 36 ~Rainy Day~ (Animal Crossing)
Origin: Animal Crossing
Plays in: All day during a rainstorm
Status: Original Composition
Composer(s): Kazumi Totaka, Shinobu Tanaka, Kenta Nagata, Toru Minegishi
When it rains, it pours. Over the past month, the circumstances regarding my job have only gotten from bad to worse, and it's been affecting me deeply. I won't get into the gritty details, but it's been a maelstrom of miscommunication, finger-pointing and radio silence that's wearing me down. Not good, not good.
I try my hardest to be a resilient human being. I've had a countless amount of challenges and hardships to overcome in my lifetime, yet every struggle ends the same: I slowly rise back up to face whatever comes next. At the end of the day, I have my dreams to live for, and there's people who love me that count on my existence. So far, it seems this case will be no different, as there's plenty of opportunities to look forward to. For instance, I'll be starting my JTP with GameSkinny next week, so I probably won't be completely jobless in the near feature. And I've excelled in my self-studying of Japanese (I was able to translate some of the 1st One Piece volume today!), so there's that.
And yet, this situation is still immensely disappointing to me. That I was able to make a difference in a district I spent over decade loving and hating as a foolish adolescent was both cathartic and monumental to me, and now that may not be the case soon. Not that neither side is completely faultless in the ordeal, mind, but I'd rather be honest over the ordeal rather than hearing, well, nothing.
At the heart of the matter is something I've slowly grown to fear over the past couple years: social skills, cues and conveniences I cannot glean due to having Asperger's. I still cannot comb my hair properly. My rate of speech is still too fast, and I cannot properly gauge the volume and tone of my voice. I unconsciously pace around. I hate using it as an excuse--at the end of the day, we're all human beings no matter what we do--and yet it's who I am. What's an Aspie to do?
It's not that I hate myself for having the syndrome; in fact, I'm proud I came this far as a member of the spectrum. But it's that fear that no matter where or what I'm doing, it always ends up being socially unacceptable or wrong. This is despite the fact I'm on the high-functioning end of the spectrum: I still know the difference between right and wrong, and what's sensitive and insensitive. But there's always going to be a blind spot in areas I continue to fail in, and neurotypicals will, without fail, pick up on that.
This isn't the struggle I imagined myself back in 5th Grade, where math problems were the bane of my existence and I was struggling with the reality that I was falling for my best friend. I've always known I was different and people were going to have difficulty accepting who I am, most of all myself. Funny how I always paint my childhood with rosy innocence, and yet I wonder if my hardships back then were just as poignant.
Does my choice of an Animal Crossing theme--one that happens to be one of my favorite rain themes in gaming history--strike as fitting? It's not particularly gloomy, given that it's from Animal Crossing and all, yet it's something I always turn to whenever I'm pondering myself. I usually walk away content, yet today is different. Am I searching for a piece of childhood that's calling out to me, refusing to be buried in the mists of time? Am I just looking for catharsis? I don't know, and yet I'm just staring at the storm.
Just what am I missing? What am I missing?
Final Thoughts: By the way, this is the first time I've done a second music column on a single game, hasn't it?
Sunday, November 1, 2015
Worldly Weekend: Ico (PS2/PS3)
When Ico begins, we're treated to a long cinematic of tribesmen escorting a peculiar young boy with horns protruding from his head. Emerging from a forest, they approach an ancient castle first on horseback, then enter its watery underside with a small boat. Stairs are climbed, elevators are ridden and magic swords cast aside door-blocking golems until they reach their destination: a hall of sarcophaguses. As if sentient, one of the stone coffins has already foreseen their arrival, brimming to life with an ominous blue light. It opens its maw, ready to participate in the ritual.
"Do not be angry with us," says one of the guardsmen to the horned boy in a foreign tongue, "this is for the good of the village."
The boy's lack of resistance implies he's already resigned to his fate, but when a mysterious quake shakes the castle, inspiration strikes. He tugs at his restraints just as the stone flooring beneath him crumbles, breaking the sarcophagus and tumbling him out. He rises to his feet and absorbs his surroundings.
Then the player assumes control, and that's it. No control tutorial, no HUD, no signs blaring "THIS IS THE WAY OUT!". We're simply left to figure out what to do with this horned boy in the enigmatic castle.
Having first played Ico's spiritual successor (the masterpiece Shadow of the Colossus) many years before, this came as something of a shock. For all the similarities in tone and visuals, Shadow of the Colossus gives you a purpose, a destination and a couple weapons by the end of the first cinematic. In Ico, we have nothing, and so we are left as confused and aimless as the horned boy we control.
All in part to designer Fumito Ueda, perhaps gaming's most humble auteur. In subscribing to "subtracted game design", Ueda's sense of granting immersion remains unchallenged in this industry. The elements of story, color and sound are tantalizingly minimized, beating just beneath the surface of a deceptively simple game. The world of Ico is outwardly defined by simple puzzles and a simple story, yet it's how the game is constructed around that captivates us.
Take what happens after the aforementioned beginning, when Ico, the horned boy, rescues another child in captivity: an older girl with otherworldly snow-white skin wearing wispy clothes. The girl, Yorda, also speaks a foreign language, but as shown by subtitles, it's one entirely different from Ico's. It's only by linking hands do they recognize a mutual goal: to escape.
So sets the contextual stage for Ico. In navigating the castle, Ico and Yorda are in consistent physical contact, as they cannot escape without the other despite their respective weaknesses. Note how this very fact allows Ico to subvert typical gaming tropes; for instance, take how the game handles combat. There's no elaborate combo system or leveling-up, for despite having horns, Ico is no different from any other boy. The only means he has in fending off the shadow men that chase the pair around is picking up the nearest torch or sword and swinging away. What would be shallow and repetitive in any other game complements the world Ico builds.
But the game's vision never obstructs the actual gameplay, as seen in the case of Yorda. As only she can magically open the idol gates strewn about the castle, her frailty doesn't override her importance. But she's still left vulnerable most times, and as escort missions are often frowned upon in games (typically in their being slow and how often your partners get lost), it can be easy to dismiss Ico as being basically just one big fat embodiment of that unpopular trope. Yet Yorda never feels like a burden: the essential call button pans the camera over to her in times of progression or in frantic attempts to spot her when the shadow men attack. But as she's still too weak to swim and climb ropes, you can't rely on that button forever.
Guided by meticulous design, such subtle clues beg the player further into Ico's embrace. Growing so accustomed to its spare color palette--gray, black, white, and brown--we gasp when we see the first traces of green grass. The foreboding nightmare that is the shadow men theme makes us shiver at how subdued it is. We wonder if we've seen Yorda's powers somewhere before.
It goes without saying that Ico is an acquired taste. We could say the game gives as much as the player wants, but wouldn't the game's presentation be more active if that were the case? It's because Ico is so sparse in detail that we're given no choice but to analyze everything going on around the pair. If Shadow of the Colossus balanced thrill, immersion and pathos, then Ico juggles only the last two while honing in on something resembling critical thinking.
Shadow of the Colossus evokes such thoughts too, mind, but consider how that game largely consists of tragedy while Ico follows all the beats of a fairy tale. There's an evil queen, acts of love and companionship that save the day, and a nebulous happy ending. What's amazing about Ico is the density packed into these wafer-thin concepts; the queen's plot, for instance, isn't so uncommon in the realm of fiction. Instead, it's how this ill-fated goal is nearly achieved that reveals such a poignant darkness. It's something not explicitly told, but instead shown in a chilling pre-final battle sequence. All I'll say is that a second playthrough will require much pity unto the shadow "men".
But can a game like this have replay value? Seeing as how much extensive analysis has been performed onto the game, I can only conclude that what I've discovered in Ico will continue to branch off and grow in ways I never imagined. Much as it saddened me at times, such a thought excites me to return to the castle at some point and further scrutinize.
And to listen, too. The use of music in Ico is sparse too, but shown above is the game's single point of solace: Heal, which plays whenever Ico and Yorda rest upon the save benches. True to its purpose, it is the faintest of lullabies, free from the darkness and utter isolation the rest of the game's chilling soundtrack provides.
I bring the subject of replay up considering I get the feeling my opinion on Ico is not wholly complete. At the moment, I don't think it's quite the masterpiece Shadow of the Colossus is. That Ico compels me to dig beneath its simple surface is a wonderful feat of game design, yet its successor is such a leap in not just gameplay and sound, but in areas Ico never dared to cross (exploration, for one thing). Yet that I'm compelled to dig even further begs the question if that leap is so big after all.
Ico remains one of the most celebrated examples of art in gaming for a reason, one that I'm glad to have enjoyed on its PS3 remaster (as opposed to allowing the dreary NA PS2 boxart to grace my household, which just...well, just look at the contemptible thing). In an age where gritty games have already lost their luster, how amazing it is that Ueda's vision still strikes home fourteen years later. Here's to hoping The Last Guardian finally comes out next year.
Wednesday, October 7, 2015
Paper Mario
To the prudent eye, the name Paper Mario isn't completely accurate to the game's theme. Yes, all the characters and various portions of the world are rendered in flat 2D sprites, but all that hardly recalls paper. While the name rolls off the American tongue easier than its Japanese name, Mario Story, the watercolor backgrounds and cutesy character designs would rather evoke the bedtime storybooks of youth.
And that's exactly what this game is: a living children's storybook. It's bigger than most, it having eight chapters and all, but every one of those tales are so charming, so delightful in how they reimagine the world of Mario within not just a "My First RPG" framework but one of such self-parody and humor that it's impossible not to fall in love with it. Be it the 80's Nintendo veteran familiar with all the references or the eight-year-old that's likely as big a fan of Mario as the Goombario character, there's something for everyone no matter how old you are.
I mentioned reimagining Mario, which is funny considering Paper Mario's origins. The game started as something of a sequel to Super Mario RPG, which, as the very first Mario RPG, presented the dangerous risk of transitioning the series over to the RPG format. What ensued was something far more outlandish than Paper Mario: being developed by RPG legend SquareSoft, the game was stuffed with Final Fantasy-inspired tropes of all sorts. As a result, it was a Mushroom Kingdom the likes of which we'd never seen before; for instance, platforming was distilled into an isometric framework. Mario was still the silent protagonist, but now Toads and Koopas alike spoke on behalf of a cheeky script. There was an actual plot, one populated by dozens upon dozens of bizarre new characters that we'd never see again. And despite what the prologue might imply, Princess Peach does not remain the damsel in distress by the tale's end, nor does Bowser remain the antagonist; in fact, they both join Mario's party!
While Super Mario RPG was a masterpiece in it's own right, Paper Mario chose to dial back on the craziness. It eventually settled on being something of a spiritual successor, borrowing the most pivotal elements for a beginner's RPG format (the "timed" attack system) and for a Mario game (the aforementioned self-parody and humor). The result: a much more familiar Mushroom Kingdom -- there are new characters, yes, but here we witness settlements of not just Toads, but Goombas, Koopas, and Boos alike, some of who even join Mario on his adventure. Bowser starts as the villain and ends as the villain. The plot revolves around magical stars again, but they now possess countenance and even speech.
Whether or not this is actually better is up to preference, but the end result is so undeniably sweet-natured, so fun and bursting with life. Toads of every sort roam the streets of Toad Town, be it the guy screaming about current events, the little old lady who'll cook you treats, or the dude raising money-grubbing piglets. When visiting home, Mario receives letters from all sorts, right down to the Ninja Turtle-ripoffs he trounced in Chapter 1 (and in return, you can deliver lost letters courtesy of Parakarry). And no matter who they are, your friend Goombario has the deets on every single NPC.
Because the game hews closer to home, we delight in witnessing the every day routines of supporting Mario characters. We smile at how Shy Guys, for instance, invade Toad Town with all the giddiness of prankster children (a prelude, you understand, to the bit where you have to infiltrate their lair: a Shy Guy Toybox). We shake our heads at how we're forced to explore a volcano with a zealous Koopa treasure hunter. We giggle when we discover Luigi's diary, chock-full of all his latent desires. And while Peach may be a prisoner in her own castle, her post-chapter escapades with an aspiring star child ensure not just her relevance, but an adorable tale of friendship.

I admit this Paper Mario doesn't have me rolling in hysterics like it's later sequels (The Thousand Year Door and Super); rather, I'm more prone to innocuous giggle fits. And that's really where Paper Mario's humor lies: whereas those two sequels delight in exploring the darker underbelly of the Mario universe, there's not a single cynical bone within their predecessor. It frames a good deal of its conflicts within light-hearted mischief, which is why the game's "darkest" scenario--Mario being the prime suspect of a penguin murder mystery--is also its most ridiculous.
Hence why the game's depiction of Bowser is Paper Mario's funnest character. The big softie in Super Mario RPG may be echoed in the cuddly design, but the Bowser here is a big bully who adores his title and revels in his newfound powers. He's also kind of an idiot, as we witness in one of the game's best scenes where he interrogates Peach on Mario's weaknesses. Here the aforementioned mischief theme comes into play: we could lie and say that Mario hates Mushrooms for a free snack, but it's far funner to pick, say, wimpy enemies and watch them cower in the face of Mario (my favorite being the shell-shocked Goomba: "feel my, uh...wrath, I guess!").
Which reminds me: let us not forget the efforts of NOA's localization. Indeed, it was Paper Mario that shifted the course for Treehouse translations. No more dry scripts or awkward translations of Japanese nouns (as seen in Zelda: Ocarina of Time and Zelda: A Link to the Past, respectively), for this was to be a fun localization! Lively characters everywhere! Liberties to be taken with the dialogue!
But what sparked this new direction? Were they attempting to emulate Ted Woosley's Super Mario RPG localization? Could it be how it was the very first localization project for now-famed Treehouse member Nate Bihldorff? Was it simply times and standards changing? All are viable guesses--indeed, that the previous fall's Majora's Mask was a significant improvement over OOT in this regard already proved changes were coming to Nintendo's localization practices, and boy do they deliver.
Note, for instance, how slang starts seeping into the English-speaking Mushroom Kingdom. Of course, the American localization team was already on this way back in the days of Super Mario World (via the special world stages; "Tubular", anyone?), but there was nothing as radical as, say, Kammy Koopa--Bowser's elderly Magikoopa assistant--referring to her king as "your Gnarliness". It's a word obviously not present in the Japanese version, but as she frequently varies her evil-themed appellations, even today I am amused at the thought that she meditates day and night coming up with new titles to address her king. So thank you for that imagery, Mr. Bihldorff.
And let us dispel the concern Paper Mario wasn't inherently funny in it's native Japanese language; after all, that would dismiss any of the aforementioned scenarios (particularly the Koopa Bros., undoubtedly birthed from Japan's fascination with Teenage Mutant Ninja Turtles). That's not even mentioning how the game pokes fun at RPG tropes, such as how Merlon's family elaborates on pretentious, useless backstories of their youth. You don't need the world's best game localization team to see the humor in that, although it certainly helps!
I mentioned earlier that Paper Mario is best described as a children's storybook. Obviously, that's not to say the games are only for kids, but I remain amazed at how in regards to actual play, it strikes a perfect balance for any audience to master. This is mainly regarding the battle system; at first glance, that attacks rarely venture into the realm of double-digit damage seems like a significant downgrade, but Paper Mario expands upon what made Super Mario RPG so fun to play: the "timed" hits. Note how every one of Mario's companions possess unique button commands -- we're encouraged to aim with the control stick, flick it back and forth, and even holding the A button for brief, intermittent periods. Through this process, we learn that they're not just immensely satisfying to pull off; when we slip up on a timed press, we're legitimately disappointed and strive to do better.
And that's not even bringing up the equippable badges, flexible to any player's tastes and needs as according to a limited point system. For instance, do I spend huge badge points on boosting Mario's HP and FP, or do I balance all three point upgrades for the level-up rewards? Do I stick with just one set of attack and defense-based badges for the entire adventure, or switch 'em around as I go? Be it solely for use of battle or even for convenience within battles or the overworld, there's an unlimited amount of combination for players to choose from.
Of course, the true star of Paper Mario's battles is the impossibly fun battle theme. Fire Emblem veteran Yuka Tsujiyoko, a master of the xylophone, draws out every ounce of that instrument to craft a lively cacophony I always look forward to. RPG battle themes have the reputation of growing old, but I daresay this song ranks alongside Mario & Luigi: Superstar Saga's as being the very best within Mario RPG canon.
Indeed, so much of Paper Mario's innocuous adorableness hails from its soundtrack. As seen above, it's no surprise Toad Town is the game at it's most idyllic (except for Chapter 4, anyway). Its accompanying song varies from location to location, but the core melody always establishes a warm sense of familiarity and home. Being the central hub of the game, it's undeniable this is the song that sparks nostalgia for longtime Paper Mario fans.
Speaking of which, as a children's storybook, Paper Mario never forgets that wistful scent of dreamy nostalgia. It pops up in spades near the game's climax, with its best example displayed above. Snow Road encapsulates so much of those misty, snowy December nights you might've spent gazing out the window as a child. It's the perfect segue into the village of the Star Children, who I imagine frolic about within those very same nights.
With all this lavish praise, would it be easy to deem Paper Mario the best Mario RPG? Perhaps, but the highs and lows in relation to it's GameCube successor, Paper Mario: The Thousand Year Door, grant me pause. In particular, the perfect cast of TTYD really shines a light on how bland most of the original's party members are even by themselves. Fun as they are in battle, there's a stark contrast regarding who's actually well-written and who's not. There's a world of difference between, say, Lady Bow and Bombette, as the former is a driving force for the plot whereas Bombette is, well, Bombette.
But let us not linger on any such imperfections. Paper Mario may not reach the highest of highs found in TTYD and even Super Mario RPG, but that it possesses hardly any lows is a sign of fine craftsmanship. It's a warm, feel-good adventure, one that embraces any audience and certainly one I know I'll revisit whenever I'm down in the dumps as a full-grown adult with very real responsibilities. Lord knows I need to project my troubles into Jr. Troopa, another bully who decides his life mission is to stalk Mario and lay the beatdown on him. What a prick.
----
This is probably my shortest review yet! As I'm aiming for a five-to-seven day waiting period between reviews, more condensed pieces like this will be inevitable. At the very least, I hope I struck that balance of "less is more" with this one! Please let me know what you think.
Anyway, see you guys tomorrow with another Retro Scope courtesy of Nintendojo!
Labels:
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intelligent systems,
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