So I've seen a number of people talk about Captain Toad and complain about the lack of a story. - I haven't played it yet but from the obsessive research I did into it via resources like GameXplain I've gotten the impression that it has a rather good story, conveyed through impressionist means.
By which I mean it tells the story of two 'adventure buddies' who will brave any danger for each other. Rather than simply being a case of 'Mario saves the Princess' it actually changes throughout in terms of who is risking their ass (while adorably sh*tting themselves) for who. Obviously the intention of switching between them is to make you feel an almost 'parental' concern for the playable character you now have to rescue. This is reinforced by how powerless the character feels while you're guiding them.
Not a world shattering plot, but a good one which not only embraces but seems to enjoy being a game and looks to exploit abilities unique to games. I have to ask, would this be better recieved if the story telling was less defused into gameplay mechanics and art direction, and presented much more bluntly in dialogue? - That is to say the same plot and same themes with a different method of expression.









