
In this review I will try to write my experience through the game. Anyway I find the three games very good adventures and that ranking could move in the future.

Maybe tied with Paper Mario 64 but with TTYD on top. So now after completing the game at 100% and getting all the trophies, I can say this is on my top 3 of Paper Mario games. The game has some problems, yes, combats can become a bit repetitive but the game knows it and it lets you play with only the necessary combats, and you always can force some battles to gain some coins, which means for me: yes, random combats have some value at last! My worries were still high, but after a great presentation and a good starting chapter, I was enjoying the game, and the next chapters were amazing. After finding a good preorder price, I ordered the game and it arrived on release day to my house. With the semi-confirmation of no EXP and levels and the breakable weapons I was a bit worried, but as I stated on threads here in ERA, having a connected world (map selection was a dealbreaker for me) and the ability to use the normal unbreakable gear, I was still on board with this game. The game showed a great adventure, a connected world and a new strange battle system different from the previous entries, with no stickers/cards in sight and the hammer and boots having a comeback, my hype was moderate. Never bothered with Color Splash after seeing it repeats the same combat problems than SS.Īfter watching The Origami King trailer, I was very excited. I write this review from the scope of someone who loves Paper Mario 64 and The Thousand-Year Door, likes Super Paper Mario and dropped Sticker Star at World 3. It's like a requirement at this point for a PM game. This is on top of the fact that the partner character sacrifices themselves for the greater good for the third game in a row. It felt like they just really needed to kill her off. I'm just bringing it up to drive home the idea that Olivia's final choice as a whole feels really unearned. Did she turn back time? This is more of a nitpick and in no way destroys the plot btw. wasn't Peach's castle on top of a fucking volcano? How does a wish that turns everything back to paper teleport Peach's castle back to Toad Town. She wished for Olly's creations to be undone. He can come back to life and fix everything with his creations and create a new status quo. Olly was already sorry at the end and asked for forgiveness. The other explanation is that she wants to be reunited with her brother in some kind of afterlife? In that case why don't you just wish him back to life. The only logical explanation is that Olivia did not want to live anymore and found her life completely fulfilled. The ending works well in the moment but now I'm just bothered how ridiculous it was.

Couldn't Olivia simply exclude herself from the rest of Olly's creations in her wish? She could have said "I wish all of Olly's creations were undone except for me so I can continue to live." The technique of folding 1000 cranes granted someone any wish they desired. Or they could've just gone with a format that involves solving a lot of little puzzles over the course of a single section rather than one, like puyo puyo/tetris/bejeweled If they wanted to make a puzzle-based battle system that could last the whole game, they really should've gone with something closer to the system they used for boss fights those puzzles have multiple solutions and varying degrees of success, so a player could naturally improve at them over the course of the game rather than solving them once and losing the puzzle aspect of the combat in future fights Once the player figures out the solutions, there's no puzzle gameplay left it's just a chore. There's very little variation between repeats of the same puzzle due to all enemies dying in one hit when the puzzle is solved correctly. The combat keeps asking the player to solve a fairly limited set of 30~ish puzzles over and over again. There's far more problems with the Origami King battle system than simply not being TTYD's
