There is something truly beautiful about a well crafted game. But what comprises game craftsmanship? What does it take for game designer to be expert at his craft and what does his/her products look like? I can hardly call myself an expert in identifying answers to all these questions, but I am beyond confident when I say that Paper Mario: The Thousand Year Door easily stands out as game that is not only well crafted but takes the very craft of gaming into another dimension. Literally. Yes, I am allowing myself to make paper and 2D-related puns in the comedic spirit of the Paper Mario franchise. Joking aside, beyond a doubt, Paper Mario: The Thousand Year Door (TYD) falls among of the stars of gaming due to brilliant writing/character development, dynamic and memorable game design, and inspired game mechanics.
To begin, one should know a bit about the franchise to fully appreciate what TYD is doing. The Paper Mario franchise began in Japan with the debut of Mario Story (マリオストーリー) in 2000. It was ported over 6 months later in the NA region as Paper Mario, and nearly a year later in the PAL regions. The game centers around Mario and friends as two dimensional characters living in a hybrid 2D-3D world. The story is much like any other Mario game, save princess peach from the clutches of the big bad, here it is the ever enjoyable Bowser, empowered by the Star Rod. Progression through the game is dependent on interacting with NPC and collecting partners that aid in battle and have special abilities that allow one to solve puzzles in the overworld and progress further in the story until ultimately defeating all the bosses. Paper Mario also employs a light RPG game mechanic, with shared stats between Mario and partner. In my view, the game is fun, yet somehow light in terms of gameplay and game mechanics. The game shines in its story and writing, creating a lively and enjoyable plot centered around reading a storybook with plenty of humor. This is unsurprising in the context of the games original name (Mario STORY), which casts into relief the obvious improvements made in its sequel.
It was not until 3 years later that Paper Mario: The Thousand Year Door made its debut in Japan as Mario Story RPG (ペーパーマリオRPG) and 3 months later in NA regions. The addition of RPG to the original title is striking (if not wholly a creative cop-out), which indicates even to the most barely literate that this game has made a foray into the world of "true" RPG-gaming. While many of the elements of the previous title were maintained (similar partner typing, use of turn based battling on "stage," similar overworld interaction, etc), there is a significant deepening of all previous elements and the addition of exciting new aspects to the game.
One of the most easily recognizable upgrades in TYD is the RPG battle system with its own Paper Mario twist. Similarly to its predecessor, TYD's HP and FP are still utilized, but HP has been divided among its respective characters, allowing for light leveling up of partners and more RPG-style stat increases for Mario. The use of equitable badges have also been added to provide another layer of fun to an already playful and accessible battle system. However, the game takes leaps and bounds with the addition of the battle stages. No, not stages as in levels, but stages as in plays and musicals. Yes, battles take on a performative element in TYD which gives a the storybook aspect of Paper Mario more authenticity by somehow adapting a medium (i.e. literature) that's already been adapted. Truly, the stage battles are not a simple aesthetic gimmick either; one relies on performing well at attacks to encourage the crowd to throw helpful items and foster appeal that translates into "star power," which can be utilized for stronger, finishing style attacks. The sets on stage are also often interactable, responding to thuds or movement on the stages. There are even random stage accidents like falling spotlights. Even after every victory, the crowd cheers as Mario bows and receives the applause. Not only is this simple fun, but it gives the gamer a new perspective of what battles are in the bigger picture. As much as Final Fantasy or Street Fighter wouldn't have us believe, all of these digital fights are nothing more than a show. This is to say, these "battles" don't translate to the real world beyond that of mere entertainment. There is no real tension, no true consequence for winning or losing beyond your pride. Sure, a careless gamer can end up losing a life and progress, but that amounts to very little in everyday life. The lightheartedness of TYD has yielded not only something playful but it has reframed the gaming experience for the player. Everything they see is a show, and the player can choose to sit passively and watch or become the star of their own story.
The paper world itself shows beautiful dynamism in the contrasting hues and landscapes of its various realms. The landscape is even capable of transformation, peeling back its layers to reveal the hidden or create the uncreated. This atmosphere building is subtle but apparent and moving. Certainly it falls within the realm of artistic craftsmanship.
The final but most devastatingly intriguing aspect of TYD is the artful writing and character development. TYD takes a new approach in the telling of a storybook story; while the chapters remain a staple of the storyline, the gamer plays through the viewpoints of three characters, divergent not only for the previous installment but also for the Mario franchise in general. Mario, Peach, and Bowser are all necessarily playable. Mario is obviously the primary means by which to fully enjoy the RPG mechanics and overworld exploring, but Peach and Bowser are integral for not only forwarding the plot, but also deepening the Mario experience in which the player usually adheres. Peach is an interesting example in that she cannot jump or battle in any way, but she constantly underscores the importance and rewarding nature of progressing as Mario. Additionally, the lack of total control by the player of Peach foreshadows future plot points and character development. Bowser, on the otherhand, provides a dynamic foil to the Mario battle and movement system; Bowser is strong, quick, and capable of breathing fire. But beyond the surface, Bowser provides the opportunity for classic Mario sidescrolling with a twist of mayham that only he could provide, fulfilling a latent or unknown desire of all those old school Mario fanboys. The change in character control and perspective is very unique, and it sets this game apart as something entirely of its own. The characters and plot here are so delicately intertwined that what is ultimately accomplished is something akin to a seamless translation of the page to the screen.
Head: 10/10
Heart: ∞
-familyfreak101
No comments:
Post a Comment