The Phoenix Network:
 
 
 
About  |  Advertise
Adult  |  Moonsigns  |  Band Guide  |  Blogs  |  In Pictures
 
Best2012Vote-1000x50

Optical illusions

Paper Mario  will flip your dimensions
By MITCH KRPATA  |  April 23, 2007
3.0 3.0 Stars

070427_mario_main
FLAT SCREEN: As the game keeps forcing you to re-evaluate what you’re looking at, you can almost feel your brain rewiring.

There’s a logical contradiction in trying to create three-dimensional environments on a two-dimensional display. You can have all the bump-mapping and particle effects you want, but playing a game on a television set is never going to look real. Super Paper Mario understands this natural limitation and embraces it. Like no game in recent memory, the newest Mario keeps playing tricks on your eyes, knocking down spatial expectations as quickly as it sets them up. Some games try to be like movies, but Super Paper Mario could not exist in any other medium.

It all comes down to what seems at first like a gimmick. As in previous Paper Mario games, all the characters appear to have been printed on paper. When Mario turns from one direction to the other, he almost vanishes. The look of the game is bright and cartoon-like; characters are outlined in bold, black strokes and move across minimalist backdrops. The simplicity of the images shows artistic verve, but it kicks into another gear when at the beginning Mario is granted the ability to “flip” into the third dimension. What might have seemed a standard side-scrolling platformer becomes much more as the display rotates to reveal depth of field. In the two-dimensional view, you may see a pipe locked in by blocks; in three-dimensional view, the pipe is revealed to be nowhere near the blocks along the Z-axis. Even when you do get the hang of flipping dimensions, the game never stops showing you something new. It’ll plunge you into the “Whoa Zone,” in which you may walk through a door on the ground and emerge upside-down somewhere else. As you’re continually forced to re-evaluate what you’re looking at, you can almost feel your brain rewiring.

Although the visuals are groundbreaking, the interface is about as traditional as it gets. Super Paper Mario barely takes advantage of the Wii remote; when it does, the remote feels superfluous. You can point it at the screen to search for hidden doors, and shaking it helps you earn extra points during attacks. That’s about it. Otherwise, the controls have a simplicity not seen in years: there’s a jump button and an action button, and you control Mario with a digital directional pad. It’s barely different from the original Super Mario Bros.

The gameplay, however, is a bit slower and less involving than it should be. That’s due in part to the RPG elements; as the game progresses, you acquire items and additional playable characters, but using any of them requires you to navigate a clunky, text-driven menu. Lacking a quick-swapping button function, you spend much of your time setting up your next move, even if it’s something as simple as using the Princess to float across a wide gap. The level design, clever as it is, also contributes to the sometimes lethargic feel. There’s a lot of backtracking, and it usually involving locating keys. Combine this with easy, repetitive boss battles and you have a game that never quite breaks through to greatness.

Nevertheless, Super Paper Mario is worth playing for its boundless creativity and enthusiasm. It’s funny, too, with foes like an Internet troll named Francis and a brainwashed Luigi. (The latter calls himself “Mr. L, a/k/a the Green Thunder” and attacks you in a machine he calls the “Brobot.”) It can be easy to forget, after playing the umpteenth World War II shooter, that video games have the power to show us things we’ve never seen before. Mario is here to remind us.

  Topics: Videogames , Culture and Lifestyle, Games, Hobbies and Pastimes,  More more >
| More

[ 02/19 ]   Circle Mirror Transformation  @ Theater Project
[ 02/19 ]   Jozef van Wissem + Robbie Lee + Arborea  @ The Oak and The Ax
ARTICLES BY MITCH KRPATA
Share this entry with Delicious
  •   REVIEW: THE DARKNESS II  |  February 15, 2012
    Have you ever felt a rage so powerful and consuming that it seemed to be operating under its own control? That's the Darkness.
  •   REVIEW: FALLOUT: NEW VEGAS ULTIMATE EDITION  |  February 01, 2012
    You have to wonder why anybody bothers buying new games these days.
  •   REVIEW: INFINITY BLADE II  |  January 05, 2012
    Nothing is better than playing a game that takes full advantage of its hardware.
  •   THE GAMES OF WINTER  |  December 27, 2011
    Despite a quiet January, this winter gives gamers much to look forward to: long-awaited sequels, promising original franchises, and even a new handheld system.
  •   VIDEO GAMES OF 2011: YAKUZA 4 IS THE TOPS  |  December 20, 2011
    There was plenty to cheer for in the 2011 crop of games.

 See all articles by: MITCH KRPATA



  |  Sign In  |  Register
 
thePhoenix.com:
Phoenix Media/Communications Group:
TODAY'S FEATURED ADVERTISERS
Copyright © 2012 The Phoenix Media/Communications Group