Please put down your pitchforks, my friends, and give me a chance to explain. I am no Nintendo hater. Quite the contrary in fact, and when it comes to the Paper Mario series, I have always been a massive fan, whether it's the
original, classic Paper Mario,
its utterly amazing sequel, The Thousand-Year Door, or the more platformer-centric
Super Paper Mario, I love me some Paper Mario games. I can't tell you how excited I was when Sticker Star was announced. I bought my 3DS way back when highly anticipating this game, and even though it went through several delays, I waited patiently. All through development, this was promised to be an entry that would take Paper Mario back to its RPG roots, in every sense, and I couldn't have been more psyched. The first two or three hours in, I really enjoyed my time with Sticker Star. It was a blast and the undeniable Paper Mario charm was off the charts. Then, I started to notice some glaring issues, and they became more glaring with each passing moment until I realized something painful, I don't really like this game all that much. Please, put down your torches and pitchforks and let me explain (and I want to be fair to the game and to you, the readers, so this may be a long, detailed review, I'm warning you right now)...
First off, there's a reason why I was hooked for the first two or three hours. There are a lot of positives in this game's favor. Here are the biggest ones:
- The Presentation. The visuals are spectacular, possibly the best the series has ever had, in fact. The whole "children's pop-up book" aesthetic of the Paper Mario series has always been one of its biggest strengths. Not only is it cute, but it somehow pulls off being simultaneously nostalgic and fresh to the extreme, and it's done really well here. Many familiar locales from Mario's history, most notably from the
the New Super Mario Bros series, get their chance to shine, and shine they do. The nostalgia and familiarity is really endearing and some new twists on familiar oldies, like a Mariachi Shy Guy band, or a Yoshi sphinx, are fantastic. There's also something awesome about 2-D, flat paper characters and settings rendered in true 3-D on the 3DS. It's like playing a child's school project diorama come to life. Great job here! And then there's the soundtrack. Oh the soundtrack! The music in this game really blew me away, and on occasion merits putting down the system just to soak it in for a while. Much of it feels like they told a Jazz band to just go nuts with familiar Mario motifs and themes, and it's awesome. Plenty of sax and trumpet to go around. Sweet stuff. Don't even get me started on how sweet the Mariachi Shy Guy band music is.
- Stickers, stickers, stickers. Everything revolves around stickers. Yes, everything. The battle system is entirely sticker based, and oftentimes you need certain stickers to solve puzzles in the various levels you visit. Maybe you need to put a mere normal sticker in the environment to open a door. Or maybe you need a special "thing" sticker that comes to life and affects the environment in big and surprising ways. There's lots of clever puzzles throughout the whole game. I found the whole "sticker" theme to be a refreshing twist on the classical Paper Mario formula, or at least I found the concept to be great anyway.
- The Battle System (more on this in the bad section later). In an attempt to return to Paper Mario's RPG roots, Intelligent systems made the battle system a turn-based affair once again. To fight a sense of "been here, done that," they decided to make the battle system revolve around stickers. This means two things. 1.) The entire battle system is, for all intents and purposes, entirely item based (or sticker inventory based, if you will), and 2.) There's a system of strategy that involves proper button inputs to increase the effectiveness of whichever sticker command you choose. This gives the battles a great sense of risk vs. reward as you wonder, "Can I use this less powerful 'worn-out hammer' perfectly and finish the battle that way? Or should I pull out my more powerful 'flashy hammer' sticker and guarantee a victory?" This is really cool.
This all sounds awesome, doesn't it? Well, yes, that's because it is. It's a unique twist that at least starts to bring the series back to its RPG roots. There are a few HUGE problems, however, that really pull the rest of the game down. I'll try to explain them now:
- The story. There is no story, really. Yeah, at the beginning, Bowser grabs a giant, mythical royal sticker he's not supposed to, and because of that sticker's power, he himself becomes a super powerful, shiny sticker. He gives each fragment of the original royal sticker to five of his henchmen across the land, and it's up to Mario to go to each area, traverse their levels, and get each crown sticker back. After this introduction to the story, there's nothing more. No more plot, no more interesting characters, no real developments. It's bizarre, because the game actually feels like a traditional Mario platformer in terms of its story, in that, there is virtually none. Even the way you get from level to level is like a Mario platformer: an overworld map in a "level 1-1, 1-2, 1-3, etc." sort of way. Again, it's more akin to
New Super Mario Bros. Each level itself is styled in the way the original Paper Mario was, but there's no big world to explore, no big, interesting towns to visit, no companions to meet and take along with you, nothing. There's only one companion, a floating crown sticker named Kersti who is basically Mario's very own
Navi, but not nearly as charming or likable. Even Super Paper Mario, which was basically a platformer at heart, had way more plot and characters than this. What happened? There's no incentive to keep going, as far as plot is concerned. Again, in a Mario platformer, that's not a problem, but this isn't a platformer! It's *supposed* to be more of an RPG, and in an RPG, plot is kinda important.
- The Battle System. Now wait a minute, didn't I say this was a positive? Well, yeah, the battle system itself is fantastic, except for one MASSIVE problem: It's all meaningless! After playing for an hour or two, I noticed something; there's no place in the menu to see Mario's stats, or his level, or his equipment... there's only sticker inventory. Wait, does that mean there's NO experience points (or Star Points, to be accurate) or leveling up in this game? Yep, there are *zero* tangible benefits to battles. The ONLY reward for winning battles are coins and stickers. Stickers are *everywhere* in the world as you explore, so this battle reward is meaningless. Coins are also everywhere in the levels, and their only use is for buying more stickers, so again, meaningless. The battles that are otherwise brilliantly conceived are rendered a waste of your time by no meaningful, tangible rewards for your efforts. There's no sense of progression in Mario's character, whatsoever. It makes more sense to just avoid enemies on the map altogether (who always respawn when you go back to already conquered areas, by the way, and since backtracking is a big part of this game at times, this is troublesome and annoying). Coming from Thousand-Year Door, where I actually sought out battles as much as I could due to their one-two punch of awesome design and satisfaction from winning, this is a *massive* gaffe. I mean, it's unforgivable really. Imagine truly great RPGs, ones like
Final Fantasy IV (or VI, VII, and IX, take your pick, they're all amazing),
Chrono Trigger,
Earthbound,
Radiant Historia, Super Mario RPG, the Mario and Luigi rpg series, or the first two Paper Mario titles, and imagine them without experience points, new, better equipment to find/aquire, or a leveling system. Blasphemy! If this wasn't trying to be an RPG, it wouldn't be so bad, but everything else in the game hearkens back to the RPG Paper Mario titles. *Sigh*
- Perhaps the WORST thing about the game is its lost potential. When Intelligent Systems started work on this game, they wanted to make it a true sequel to 1,000-Year Door. They had a big, epic plot planned out. There was going to be a charming overworld filled with exciting places to explore and characters to meet. There would be several unique, lovable companions to join you on your quest. The theater turn-based battles with audiences would come back. All throughout the process, however, Shigeru Miyamoto rejected all of these ideas until this game became the finished product. I love you Miyamoto-San, but what the H-E-doublehockeysticks were you thinking!? If Intelligent Systems' original vision for this game had been allowed to come to fruition, I have no doubt whatsoever that this would have been a 5-star masterpiece. Look at their track record for a moment: all Paper Mario games up until this one, the Fire Emblem series, the Advance Wars series, the WarioWare series, Pushmo, Crashmo, and the list goes on.
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