Nintendo Paper Mario: The Origami King - Switch

(320 reviews)

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$29.99

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(10000 available )

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42 Ratings
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Reviews
  • David Pasos

    > 24 hour

    Es un juego que esta muy bien para el precio que tiene. Absolutamente recomendable.

  • Cody Braendle

    > 24 hour

    Comparing against Thousand Year Door as thats the last Paper Mario game I played. My three favorite things from that game are not in this game - XP/levelling, actual usable partners, and a simplifies battle system. The battle system in this game is sometimes fun, but usually just annoying. I played about half the game hoping for an actual usable partners until I finally gave up hope. There is no levelling, so no actual point Im battling. Overall, the game just isnt very fun. Okay story, okay gameplay, but just so much worse than Thousand Year Door. Im beating it just to beat it...its quite boring.

  • Katie T

    > 24 hour

    Would be a fun game except for the battle system. Every time you hit an enemy you go into this battle and it becomes very tedious after the second one. Lining up the enemies in a short amount of time is not fun.

  • M

    > 24 hour

    To get this out of the way in advance of the actual review—if you’re a disabled gamer or buying this for someone with a disability, thinking that the lightest platformer imaginable plus a turn-based battle system will be a forgiving and accessible choice: don’t. For the genre in general and for the Paper Mario series specifically, this is a shockingly inaccessible game for anyone with visual, coordination, attention, or reaction time issues. Every single battle is a timed puzzle, and while there are tools that allow you to pay to extend time or make the puzzle easier, you don’t get them from the start; you have to persevere long enough to unlock them. (There are also parts of the game where they don’t work.) There are multiple one-off minigames with no practice period or lead-in that are a game over if you fail. And if you’ve played earlier entries in the series and assume that while action commands are nice, you can still complete battles without them, albeit more slowly and while taking time to heal, get that out of your head right now. There is a very early boss who can stun lock you if you can’t hit the action command on all three of his attacks every turn. (This boss can also kill you on the final turn of the battle, during your own attack phase, if you don’t have good timing and coordination.) A friend of mine with a disability had to quit the game here. A later battle has an instant death if you miss a single action command, and the actual final phase of the final boss of the game has a timed visual puzzle that you can’t use the time-extension mechanic on and which the game only allows you to work on in short increments, literally taking the puzzle away every ten seconds to make you do a distracting quicktime event. If you fail, it’s a game over. As far as a previously chill series putting out an entry that’s a complete slap in the face to disabled gamers goes, this gets an Original Skyward Sword out of ten. Setting that aside, this game is all over the place, both in terms of aesthetics and in terms of gameplay. There are some legitimately wonderful things about it—the visuals, especially the environments and the origami creations, are gorgeous, the battle music absolutely slaps and my only complaint about it is that I wish there were more unique tracks, and the dialogue is fun and snappy and frequently legitimately clever. At the same time, the big-picture writing frequently fails. The entire main plot and villain motivation hinges on a contrivance that’s completely ridiculous to the point that the story would honestly be better if it was, “He’s bad because he’s bad,” and at one point the game goes into overdrive trying to make you care about one of the blandest and most irritating NPCs in existence in a manner so cloying that it’s almost but not quite funny. The gameplay experience is similarly uneven. The exploration half of the gameplay really shines when it just, well, lets you explore. There are tons of collectibles, and some of them unlock really interesting bonus content, like gorgeous concept art. The world itself is beautiful and a joy to explore. Unfortunately, the game frequently doesn’t let you do that, arbitrarily gating you off from areas not for legitimate story or progression reasons, but just because an NPC jumps out of your pocket and says, “No.” The designers frequently seem not to trust the player enough to let them explore for themselves. The battles and minigames are similarly uneven. The lack of RPG progression means that you’re incentivized to avoid battles because they use your consumable weapons but don’t increase your power. It’s never a good thing when the game design encourages you to avoid engaging with the game. The ring puzzle mechanic is interesting for the first few battles, but quickly loses its charm. Assuming you don’t have an issue with reaction time or coordination, about 85% of battle time in the game is mind-numbing easy. A further 10% or so is legitimately interesting—some of the bosses have really fun mechanics that interact with the ring system in intriguing ways. And then a final 5% can only really be described as Dark Souls style “difficulty,” wherein you are punished and lose turns based on things you had absolutely no way to predict, but which become trivial to avoid once you have been exposed to them once. The various minigames are similar. Throughout the game are several progress-gating minigames. Most of them are completely new mechanics, come out of nowhere, have no practice period, result in a game over if you fail them, and gate progression of the main story. Again, the difficulty is extremely uneven, with the vast majority being trivial but one or two being extremely punishing. Just to cap things off, there are a couple of parts of the main story where you can just make the wrong decision and die out of nowhere. (One of them is literally a choice between unknowns, and if you don’t pick the right one, it’s just an instant game over.) There are the pieces of a legitimately great battle system in here somewhere. Some of the boss fights are truly engaging. But the rest of it is all over the place, and it feels like the designers just could not decide what kind of game they were making or who they were making it for. There is some fun gameplay in here. There’s an area where you can repeat boss battles and do as many ring puzzles as you want. Some of the mini games have prizes locked behind higher difficulties or perfect scores. But it’s not enough. The exploration (and the battles) are also frequently undermined by the game’s tendency to unnecessarily take itself out of the hands of the player. Things that could have just happened in the level while you remain in control of your character are instead run as cutscenes that you have to stop and watch—sometimes multiple times from different angles, or once from the inside of a building and then a second time when you walk outside, or on one memorable occasion, literally eight times, one cutscene when the thing happens when you’re inside of each of four nearly identical buildings and another when you walk outside of each of them. The game will frequently show you an animation of a thing happening, then tell you with on-screen text that the thing happened, and then have an NPC tell it to you again. (Repeat every single time you finish a chapter boss.) When you encounter a puzzle that is immediately obvious, the NPC in your pocket will stop the game to jump out and remark on it and be confused. When you find the key to the puzzle, the NPC will again pause gameplay to pop out and act confused again. When you put two and two together (how could you not) and walk back to the puzzle location, the NPC will AGAIN stop gameplay to talk to you about it once more. These constant interruptions also happen during battles. Boss animations, while they look really cool the first time around, are incredibly long. In some cases, fully half the time of a boss battle is taken up by your partner NPC’s unskippable dialogue and the boss repeating the same unskippable animations over and over. The game doesn’t show or tell. It shows and then tells and then tells and then tells and then tells—and all of these things are times when you are not doing the thing that is the point of games: playing. Overall, this game doesn’t seem to know what it’s trying to do. It excels in exploration but doesn’t like to let you explore. The writing excels when it is clever and understated, but keeps trying to go for the big and contrived. The battle system doesn’t reward battling, mostly declines to capitalize on its strengths, and there is no difficulty curve whatsoever. Most of the exploration is marked by an agonizing degree of patronizing hand holding, but also at some points you just die, because. There are pieces of a great game in here, but they just don’t fit together.

  • Nathan

    > 24 hour

    The battle system is infuriating, hate it. Makes me wanna throw my console.

  • Lud Camacho

    > 24 hour

    Excelente

  • tammy

    > 24 hour

    This game is so much fun. I love the graphics on this game too. This game is filled with adventure, fun characters, fun music, and A whole lot funny comedy. I would definitely recommend this game to anyone.

  • Stacy

    > 24 hour

    Super fun game!

  • Casey

    > 24 hour

    My kids have a bunch of fun on this game

  • SANTIAGO GONZALEZ

    > 24 hour

    NICE PRODUCT

A new paper-crafted Mario adventure unfolds on Nintendo Switch! The kingdom has been ravaged by an origami menace! Join Mario and his new partner, olivia, as they battle evil folded soldiers, repair the damaged landscape, and try to free Princess Peach"s castle from the clutches of King olly in this comedy-filled adventure, only on the Nintendo Switch system

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