Operation Backlog Completion 2025
Jun 222020
 

As promised, I finally did it. I finally played Paper Mario: Color Splash.

When Color Splash was announced, I was less than enthusiastic. My misgivings even made it into a quick shot in one of Arlo’s videos.

Since most people say Color Splash is better than Sticker Star, I decided I’d eventually give it a try. I promised a friend I’d play Color Splash this year, and in light of Origami King coming out in less than a month, I finally set up my Wii U and dove into the highly paper-themed world of Paper Mario: Color Splash.

And you know what?

It is better than Sticker Star!

That ultimately encapsulates my feelings about this game. Did I like it more than the first three Paper Mario games? No. Did I like it more than Sticker Star? Absolutely. Unlike Sticker Star, which I consider completely un-fun and generally a bad game, Color Splash had moments where I was genuinely enjoying myself.

So let’s dig into the good and bad of Paper Mario: Color Splash.

When I say it’s better than Sticker Star, I mean that even in regards to the parts I dislike about it. In Color Splash, you still use consumable items as your attacks. However, your inventory is capped at 99 slots this time, so it’s not a huge deal. Similarly, you still need to use Thing cards to solve puzzles and defeat bosses, but it’s much more user-friendly because 1) there’s an NPC who will give you a hint about any upcoming Things you need, and 2) the large inventory means you can afford to carry a bunch of Things wherever you go.

Combat starts out incredibly tedious, since each attack requires you to select your card, power it up with paint, and then flick it off the screen before you can start using action commands (and that’s with the “advanced” option that streamlines the process), but once you’re able to play multiple cards in a turn and have access to cards with multiple attacks, it feels better.

You do get an incentive for battling this time, since enemies drop hammer fragments that power up your paint gauge once you get enough, allowing you to carry more paint.

Unfortunately, it’s just not fun. Color Splash’s combat is easily the worst part. I quickly began avoiding combat as much as possible, only fighting required battles and enemies I couldn’t get away from in time. (Despite this, I ended up with 9999 coins early on, which trivialized getting new cards and make combat even less worthwhile.)

Boss battles, on the other hand, are much more interesting. Even though each requires a special Thing card to win, several of the boss battles also include some unique mechanics that make them more fun than the normal combat slog.

Outside of combat, each level is filled with unpainted areas that you need to fill back in by hammering them with your paint hammer. As much as I complain about the obsession with paper and cringe at every line about being folded, crumpled, etc., I actually found this fun. It appealed to my sense of order to fill in all the unpainted spots.

Some of the levels had pretty good music, too.

There’s also a roshambo (rock paper scissors) mini-game. You play three matches in each tournament. For the first two, you’re given hints about what your opponents will use. Then the third match is just luck. If you lose a tournament more than once, all three rounds become luck, to punish you for having bad luck. (Fortunately, you can reload your save to undo that.) Then the final tournament is all luck-based, just to make it as unenjoyable as possible.

At least roshambo is optional. Color Splash has two other terrible gameplay mechanics we need to discuss. The first is the Shy Bandit.

Remember I mentioned filling in unpainted spots? Sometimes the Shy Bandit will appear on the world map and target a location. You need to reach that spot before he drains it of color. It’s possible for him to spawn in such a way that it’s impossible for you to reach him in time. Have fun redoing the level to paint it again.

Then there’s Kamek. Randomly, Kamek will appear in battle and take away your ability to flee or get more cards, then do something to your deck, like changing them all to a specific type of card or removing all but a few. At first, I actually liked this. At least it made the battles more interesting. But you know what? It’s possible for Kamek to trap you in a battle with cards that literally can’t defeat the enemy. Your only choice is to lose all your cards or reload your save.

But that’s enough about gameplay. Let’s talk about the “story.”

People are right when they say Color Splash has funny writing. There’s plenty of humor, and some lines really made me laugh. It almost felt over-done, though, like every NPC had a joke, which made them feel less like actual characters. The generic designs don’t help. Toads of the same color are pretty much interchangeable, even when they have a unique role.

Come on, you couldn’t give the scientist Toad a lab coat or glasses?
At least the ship captain had a hat.

Color Splash is strangely self-aware when it comes to this, too. I’m not sure if the writers/localizers were forced to use generic designs and making the best of it by playing it for laughs or if they genuinely thought a world of identical paper people was hilarious, but there are multiple jokes about the Toads being generic, unnamed, and interchangeable.

Toads are portrayed as pretty much 100% incompetent, although the Rescue Squad Toads are so incompetent it’s pretty funny to watch them utterly fail at helping.

Now, for a while, I felt like this was all I was going to get: a world full of characters making jokes instead of having an actual story. The early levels felt more like set pieces rather than actual places with actual characters. However, this got much better as the game went on, with areas that actually did have their own small, self-contained stories.

In particular, helping the ghosts in the haunted hotel and traveling in search of Fortune Island were the highlights of Color Splash for me, because those areas really felt like I’d entered an actual story with actual characters.

Color Splash also has a couple side quests that feature the most heartwarming moments in the game, certainly better than anything in the main story.

And I use the term “main story” pretty loosely. Color Splash sets up its premise and sends you out to fix it, with barely any plot progression along the way aside from each Big Paint Star you rescue showing you a short flashback of what led up to the paint being drained. At least Huey is a better character than Kersti was in Sticker Star, because most interactions in the game are Huey talking to Mario or Huey talking to a character for Mario.

I didn’t think you could take a silent protagonist and make him more silent, but Mario’s inability to communicate disturbed me. In past Paper Mario games, he was still silent, but he’d nod or hold out his hands and the other character would respond as though he’d spoken.

This game has almost none of that. Huey speaks for Mario. Seeing one of the Koopalings and having Huey wonder out loud who that might be while Mario stares soullessly ahead just felt bizarre.

The story has huge missed opportunities, too, because it could have been really cool.

Click for Color Splash spoilers
When I first encountered the black paint, I was actually excited. It felt like a new threat, possibly a new gameplay mechanic, something that would raise the stakes – and then Huey got rid of it off-screen and it never came up again until the finale.

The black paint is just a missed opportunity all around, since the revelation that Bowser is possessed by it goes nowhere. They could have done so much interesting stuff with that.

Speaking of which, remember how the original Paper Mario games had short sections where you played as Peach? It would have been so cool if instead of just getting Peach’s holograms, you got to play as her for short segments and witness for yourself that there was something seriously wrong with Bowser.

(On that note, I felt like the ending was way too hard on Bowser, especially in contrast to something like Bowser’s Inside Story where he gets a cake in the end. All he wanted was a pretty shell. He had no way of knowing mixing paint was a bad thing!)

So, is Paper Mario: Color Splash a bad game? No, I wouldn’t say it is. Is Paper Mario: Color Splash a good game? It’s… a game with some enjoyable moments. As I said at the start, the strongest statement I can make about Color Splash is that it’s better than Sticker Star in every way.

What did you think of Paper Mario: Color Splash?

Jun 192020
 

Just a few days ahead of the exciting reveal of Persona 4 Golden on Steam, I finished my own playthrough of the original Vita version.

I’d intended to play Persona 4 for quite a while, but I wanted a physical copy, and… well…

So when one of February’s Celebrating All Things Romantic contest winners picked me playing P4G as his prize, I finally relented and picked up a digital copy the next time it went on sale.

I’m happy I did, because Persona 4 Golden is incredible.

I loved Persona 5, which was my first Persona game, and it has some definite gameplay improvements I preferred to the systems in Persona 4 Golden – P4G’s dungeons have randomized layouts (although each still has a central theme and aesthetic), and most social links aside from the party members don’t provide any gameplay benefit.

However, overall I like Persona 4 Golden better, and considering how much praise I heaped on 5, that says a lot.

Persona 4 Golden begins with the protagonist temporarily moving to the small town of Inaba, just as the normally-peaceful area is shaken by a mysterious murder. He and his friends learn they have the power to enter a strange world and summon Personas to fight, and they begin investigating the murders together.

I love a good murder mystery, so the story had me hooked from the start, and it never let me go. Even though I unfortunately had part spoiled for me ahead of time (and I would have loved to experience it without knowing that particular detail), I was excited to see everything unfold.

At times it was dark, at times it was funny, and at times it felt like the most 2020-iest game I could have possibly picked to play. I enjoyed every minute of it.

The cast of characters is fantastic, too. I liked the characters in Persona 5, but I really loved this group (except Teddie, but even he grew on me after a while) and they all had their own personal struggles to overcome. Even the social links I disliked at the start turned out to have more depth than was initially apparent.

And of course, Persona 4 Golden has that ridiculously addictive gameplay loop of social activities and dungeon exploration. Every time I played one of the daily life segments, I enjoyed spending time with social links, working on improving my stats, and trying to manage my time wisely to get as much done as possible. It was way too easy to say “just one more in-game day” and not stop playing for hours. Then I’d get to a dungeon and want to complete it in a single run to avoid wasting time, and if I wasn’t in a daily life segment or a dungeon, that meant the plot was progressing and I had to see what happened next. So in short, there was pretty much no part of Persona 4 Golden where I wanted to take a break instead of pressing on.

Don’t get me wrong about my gameplay comments earlier, either. While it doesn’t have those improvements, the gameplay is great! Aside from one annoying dungeon near the end, I found the combat fun, and I particularly liked “Shuffle Time,” a mechanic where you select rewards – or penalties, in exchange for being able to choose more – after battles and get a bonus if you clear them all.

By the time my staggering 120-hour playthrough finally came to an end, I’d managed to max all the social links and felt sad saying goodbye to these characters I’d gotten to know and love. Far from feeling burned out, I just wanted to play even more Persona!

But for now, that will wait until another day.

The timing of the P4G Steam version worked out well for me, because now I can encourage people to play this fantastic game without checking to see if they have a Vita first.

Have you played Persona 4 Golden? What did you think of it? And if you haven’t, what are you waiting for? Let me know in the comments!

Jun 182020
 

Table of Contents

Indie Live Expo 2020
The Escapist Indie Showcase
PlayStation 5 Showcase
Guerrilla Collective
PC Gaming
Future Games Show
EA
New Game+ Expo
MonsterVine Hot Games Summer Showcase
Nacon Connect
Limited Run Games
Devolver Direct
Ubisoft
Nintendo
Microsoft

EA Play Live June 2020

After a few days off from Not-E3, the next show was tonight’s EA Play Live June 2020. I didn’t have huge hopes for it, but I do like some EA games, and I was hoping to see at least a small update on the new Dragon Age game that was announced in 2018.

Anyway, this year’s EA show began with a speech, then an announcement of new content coming to Apex Legends. Then there was a montage of players talking about diversity in The Sims and how they use The Sims to express themselves, all of which led up to the announcement that The Sims 4 is coming to Steam.

This was a big deal, as they next highlighted other games they recently brought to Steam, including Command & Conquer Remastered.

After that, animated versions of developers talked about how they come up with ideas and make games.

Finally, then, we got into some new games. The developers of A Way Out announced a co-op platformer called It Takes Two, saying it’s like a roller coaster that ends by throwing you into space. I’m not entirely sure what to take away from that.

The next new game was Lost in Random, an action-adventure game with a pretty neat visual style. It looks like it might be interesting.

After that was a multiplayer rocket-themed shooter called Rocket Arena.

Now, earlier this week, they announced Star Wars: Squadrons. They talked about it here and showed more of it, but unlike last year’s Jedi: Fallen Order (which I still need to play), Squadrons doesn’t really look like my sort of game. I’m sure a lot of people are excited, though.

Then it was time for sports… with a very strange EA Sports trailer that had many surreal, psychedelic, and occasionally even creepy moments. I’m not sure what was up with that.

By this point, I was starting to lose hope for Dragon Age, but then they started talking about future games – which meant a discussion of next-gen technology and similar things they’ll be using, but in there was a tiny glimpse of what I assume are Dragon Age 4 environments

Then they teased one last exciting thing they wanted to share, which turned out to be that a new Skate title was in development.

It was a fairly underwhelming show for me, and I was hoping for more Dragon Age than a few seconds of art, but what did you think of EA’s show?