Despite
compromising my personal standards and, on occasion, having to concede that I
wasn't quite as cunning as I thought I was, I loved pretty much any game that
asked me to stare at pre-rendered backgrounds for items of interest. The
worlds, the characters, and the one-liners all made for many a cherished
memory. Even though developers like Telltale Games have done their best to
resurrect the genre, I still feel as though the modern point and clicker does
more to help players along (read: solutions to puzzles in these games are often
intuitive/make sense). Until recently, I thought maybe we should go back to a time when
players were asked to combine and use unrelated items to progress past the
seemingly impossible.
Then I
played Paper Mario: Sticker Star.
Sticker Star is a game that I both love and loathe in equal measure. It
is a game that evoked memories that were funnily enough, often unrelated to the
Super Mario franchise, and that also
did a great deal to undo some of the romantic feelings I had towards adventure
games of old. It was also -- in terms of its art direction and script --
undeniably charming and offers up enough content to justify the asking price.
In terms
of RPG elements, Sticker Star is
pretty light-on. Mario doesn't level up through genre-standard grinding, and
our hero will only see an increase in HP through the acquisition of a specific type of item. Attack
power scales up through the collection of bigger and prettier stickers, so battle
is best avoided wherever possible as a result. Not because conflict is necessarily challenging, more because the dynamics don't really change over the course of the game.
Combat won't have you searching for a walkthrough (at least initially), but the increasingly obtuse puzzles will have you scratching your head within hours of commencing the adventure. The ability to "Paperize" allows players to use stickers from their album as well as collected "scraps" to right various wrongs committed by Bowser et al. On paper (puns!), this sounds fine, but the ability and resulting requirement to find "real world" items to convert to stickers to then solve puzzles proved seriously problematic. Often, the required item would be hidden in plain view in an another level. The requirement to source items from various levels also undermines the apparent freedom of being able to pick levels from worlds at your leisure.
These ridiculous solutions are eventually required in combat situations, although to be fair, this doesn't become a problem until the final hours of the adventure. The final boss fight in particular felt like a forty-five minute open book exam. With the amount of stickers players can carry being limited, I honestly needed to read an overview of the encounter so I could organise my sticker album accordingly and survive the battle. The first time I got close to victory, I actually ran out of offensive stickers that could actually deal damage on the final form. It was infuriating!
Sounds bad right? Well, for someone who's a sucker for nostalgia, there were so many -- what I'm assuming to be unwitting -- nods to adventure games of old that had me grinning. Grinning even when a walkthrough was required in some instances. That, and Sticker Star has to be one of the best looking games on the 3DS. Massive structures, screen-hogging bosses and an unrestrained colour palette characterised my experience.
There's no denying that Sticker Star has problems; it is in fact, rife with them. However, when I managed to solve one of the hundreds of absurd puzzles by myself, the resulting satisfaction was hard to beat. Yes, the level design can be mind-boggling, the combat repetitive, and there's a huge amount of backtracking required, but in the end it didn't matter: I still kept playing. So after the requisite twenty-something hours I can say that, while certainly not for everyone, Paper Mario: Sticker Star was great and terrible and a blast from the past.
There's no denying that Sticker Star has problems; it is in fact, rife with them. However, when I managed to solve one of the hundreds of absurd puzzles by myself, the resulting satisfaction was hard to beat. Yes, the level design can be mind-boggling, the combat repetitive, and there's a huge amount of backtracking required, but in the end it didn't matter: I still kept playing. So after the requisite twenty-something hours I can say that, while certainly not for everyone, Paper Mario: Sticker Star was great and terrible and a blast from the past.
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