
This results in most of the recipes you can make either being outright outclassed by, or sometimes exactly identical, a bunch of other items.
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Since there's no FP in this game, just about every item comes down to restoring HP, plus maybe the additional affect of curing statuses (though there's also the odd stat boost or AOE damaging item, but these affects are never mixed with healing for whatever reason). Items have very little variation and the cooking system feels almost completely useless. And it doesn't really add anything to the game - the devs could've just removed levels, given Mario mid-game stats for the whole game, and balanced all enemies around those stats, and it would be essentially the same experience, because every player is going to have roughly the exact same stats at any given point in the game. Points ostensibly work as EXP since they let you level up, but you don't get to pick how your stats go up, and it's not super clear what the point thresholds for gaining levels are, so leveling up feels like something that just happens rather than something you work towards and then get rewarded for. Many of the RPG mechanics felt largely useless. standing at a safe distance and breathing fire with Bowser isn't very exciting.

The Pixls and other characters don't do much to help the combat either - e.g. There aren't any interesting movement options to liven up combat. Repeatedly adjusting your positioning after bouncing on enemies in order to hit them again just isn't very engaging or challenging and it's basically the core of the combat. Make Mario a giant pixel Mario so you can hold right on the d-pad for 30 seconds and smash stuff with 0 effort? Dull beyond the novelty of doing it for the very first time.Ĭombat just isn't very interesting and gets pretty monotonous.

Make Mario move faster than he can reasonably control? Not fun. The powerups were particularly boring and some didn't seem to serve any purpose at all. The 3D gimmick gets old quickly - they used up most of the interesting uses for it by the end of the first one or two chapters, and platforming feels particularly awkward in 3D.

The platforming is floaty and just doesn't meet the standard of the tight, fine-tuned platforming physics you'd expect out of a Mario game. I have a lot of nostalgia for SPM but when I replayed it recently it just didn't really hold up.
