| Soleron said: NO FUCK NO PAPER PUZZLES ARE NOT THE CORE GAMEPLAY No levels, no partners, actually no incentive to battle at all because no exp and no coins. I could go into great detail about how you're wrong that it keeps stuff from the originals, because it doesn't, but I will not waste my time on someone who will not be persuaded because they happen to like the direction this game went in. I hope all of your favourite game series get reduced to a bunch of gimmick puzzles you don't care for. |
Guess you didn't actually read a single thing I said. Partners do not set Paper Mario apart from other JRPGs. Neither does gaining exp through battles to grow levels.
I didn't say Paper Puzzles are THE core gameplay. I said that Paper Mario as a series features (often paper-themed) adventure gameplay. Think of the paper-plane segments of TTYD, or the uses of the partners' abilities. Sticker Star uses the Thing Stickers. This is something that has been a part of the series since square 1, and that sets it apart from other JRPGs by actually giving you interesting ways to interact with the overworld -- like discovering that you can progress farther by turning to the side and squeezing through a paper-thin hole in the wall. Come see me again when you have learned the difference between adventure gameplay and puzzles.
I don't really care about Sticker Star. I haven't played it yet. I expect I will eventually, but I doubt I will like it as much as TTYD. It just seems like it's not as good a game in general. But that doesn't mean all of the changes made are evil and make it an illegitimate iteration of the series. It also doesn't make the new things it tried "gimmick puzzles."
You need to read this part again, because you don't seem to get the gist of what I was saying:
I believe the core elements of Paper Mario are the paper-themed aesthetic, the trademark humor (often also paper-themed), the adventure gameplay elements (again, often paper-themed...notice a trend here?), and JRPG battle system tied together by the implementation of action commands, a mechanic that rewards skillful timing, making the battles more engaging than your typical turn-based affairs.








