- Joined
- Aug 1, 2017
I'd plow Vivian.
Even his tranny cock?
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I'd plow Vivian.
Even his tranny cock?
I only like Sticker Star is because it is a sperg magnet.
Super Paper Mario on the other hand is just garbage. A platformer with RPG elements could be an interesting game if well done. Unfortunately everything about SPM just fails. They could have done a lot of interesting things with the multiple dimension concepts but instead went for artsy in a lazy sort of way. There actually isn't a lot of variation, art wise, between the chapters, except for the setting. The plot has potential but it's wasted because the game spends very little time actually fleshing anything out, particularly in the chapters. Most chapters end with a big explanation for everything that just happened with dramatic music playing without giving us a reason to care about the characters. It's extremely tryhard and falls completely flat: there is just way too much telling and not nearly enough showing
Yeah, I really don't like a game that actively punishes you for playing it.The series was kind of good for me until Sticker Star came out (which encouraged me to be an pacifist, since fighting is kind of pointless there).
Speaking of that might as well post this gem:Even Chuggaaconroy is disgusted by Sticker Star and he loves all Nintendo games.
Well, they've could've thrown in an free weak attack, like those crappy boot and hammer stickers; then I might be singing an different tune. But hopefully the dev team has learned something from this.Yeah, I really don't like a game that actively punishes you for playing it.
I think what a lot of people get wrong when talking about these games is when they say the story is good. The story in all the games is as basic as they come, some great evil is about to fuck things up, so collect the macguffins and stop it from happening. What the early games did right was world building. They turned the Mushroom Kingdom and beyond into a place to live instead of just a giant obstacle course that we see in the platforming games.
I never said different is bad. If I believed that to be the case then I wouldn't have been interested in playing it in the first place. What I did say is that the execution was a complete fail in everything. Honestly you prove my point with the character design. Even though Mimi and Squirps are completely different species that don't cross paths at any given point they are both designed very similarly. Square heads, square/rectangle body parts, and stick limbs. They're even similar shades of green. Pretty much every character and every location is a cross between geometry and modern art. If the game didn't explicitly state these are different dimensions you'd believe you're just visiting different areas of a single planet. This shouldn't be the case.I’ve always been a firm believer in different doesn’t necessarily equal bad. The dimensions are well done enough with usually reasonable overlap. One can show most enemies and it’s respective setting and comprhend it (Squigs are bad and overused, Koopas and Goombas existing outside of Chapter 3 are kind of an excuse). I think most people who haven’t played it would look at these and infer one of these is a space alien and the other is a girl.
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Stylistically, the designs do rely on geometric shapes in most cases with the rare exception an enemy from previous titles shows up (which can be jarring, but the explanation is that those enemies are not supposed to be there anyway). Getting a more stylistically diverse art team wouldn’t have hurt but most characters’ home dimensions can be identified by their appearance.
As for story, hoping for players to always use Tippi to learn more lore about everything was not a wise choice. The also game wants you to get lost in Flip/Flopside to scour deep into each character’s pasts, but it can be frustrating to some with its elevator design. It’s hard to show emotion through a paper doll, and there’s a large amount of story tangents so reeling it in with (sometime well written) text chunks was the solution. The dialog between Bleck and Tippi in flashbacks is soap opera tragedy-esqe but that seemed to be the goal since it takes some inspiration from dramatized novels. Nastasia is well developed even if she is pretty sad as well. The humor being interlaced with that tragedy style plot is off putting to some but I remember me and my friends being fond of it being able to not get too depressing or off the rails often.
I never said different is bad. If I believed that to be the case then I wouldn't have been interested in playing it in the first place. What I did say is that the execution was a complete fail in everything. Honestly you prove my point with the character design. Even though Mimi and Squirps are completely different species that don't cross paths at any given point they are both designed very similarly. Square heads, square/rectangle body parts, and stick limbs. They're even similar shades of green. Pretty much every character and every location is a cross between geometry and modern art. If the game didn't explicitly state these are different dimensions you'd believe you're just visiting different areas of a single planet. This shouldn't be the case.
Regarding the plot though it doesn't matter if you're supposed to use Tippi on every person when the game is only describing things between chapter portions instead of showing them, or dumping large plot expositions at the end of a chapter with little to no build up. The first two games didn't just dump everything all at once, or only describe things instead of actually showing character interactions, and they didn't punish the player for not seeking out extra background information either.
My biggest problem with SPM is that the bosses could be killed in 30 seconds or less. Which is a shame because I liked some of the concepts for them.I never said different is bad. If I believed that to be the case then I wouldn't have been interested in playing it in the first place. What I did say is that the execution was a complete fail in everything. Honestly you prove my point with the character design. Even though Mimi and Squirps are completely different species that don't cross paths at any given point they are both designed very similarly. Square heads, square/rectangle body parts, and stick limbs. They're even similar shades of green. Pretty much every character and every location is a cross between geometry and modern art. If the game didn't explicitly state these are different dimensions you'd believe you're just visiting different areas of a single planet. This shouldn't be the case.
Regarding the plot though it doesn't matter if you're supposed to use Tippi on every person when the game is only describing things between chapter portions instead of showing them, or dumping large plot expositions at the end of a chapter with little to no build up. The first two games didn't just dump everything all at once, or only describe things instead of actually showing character interactions, and they didn't punish the player for not seeking out extra background information either.
My biggest problem with SPM is that the bosses could be killed in 30 seconds or less. Which is a shame because I liked some of the concepts for them.
I meant to expand on the gameplay itself but pretty much forget, so thank you for reminding me. I like the idea of a platformer with RPG aspects, but in execution the platforming becomes way too easy, and there's not enough variation in the boss battles. If you're not bouncing off the enemy, you're throwing them/something back at them.My biggest problem with SPM is that the bosses could be killed in 30 seconds or less. Which is a shame because I liked some of the concepts for them.