Color Splash is indeed reminiscent of Sticker Star in many ways, but it improves on the Sticker Star formula almost everywhere. It ought to go without saying (but clearly it doesn't) that one's enjoyment of Paper Mario: Color Splash is likely to come down to personal taste. Therefore, as you should with every game review, you should be reading this review to understand what the game is like in order to make your own prediction about whether you'll like it based on your tastes in games.
The Story
Our story begins with Mario and Princess Peach receiving a letter which actually turns out to be a paper Toad, cruelly folded up into an envelope and drained of its color. With their detective-like deduction skills (of checking the postmark), Mario and Peach head off to Port Prisma to investigate, only to find the town vacant and filled with spots drained of color. To make a short story shorter, Mario gets a floating paint bucket companion who imbues his hammer with the ability to splash paint and restore color to the world, and the two of them go on a quest to retrieve the Big (and mini) Paint Stars and stop whoever is behind the army of color-slurping Shy Guys (gee, I wonder who it could be). That's the plot, and although the game takes a good 25 hours or more to finish, the story only slightly develops beyond that point for the entire game. Even though Peach periodically sends letters and the Big Paint Stars show you their memories after you save them, these all end up being just a tease at a plot that could have been, and rarely actually provide any new information.
This is where I'd put my plot... IF I HAD ONE! |
Compared to the first two Paper Mario games, Color Splash's focus lies more in overworld exploration and puzzle solving, than in strategic RPG-style battling (more on battles later). Each of the game's many areas is accessed via an expansive map screen, and new areas are revealed and linked together on the map whenever you acquire a mini Paint Star. Sometimes getting these Paint Stars is as easy as getting to the end of the level as you would in a typical 2D Mario game, but usually you'll need to solve puzzles, talk to NPCs, and battle enemies along the way. You'll have to use all of the moves at your disposal to progress... but unfortunately, there aren't actually that many moves at your disposal.
Click to enlarge |
Cut out a chunk of the screen, make stairs. |
Well, it's later in the game now and we're still painting pipes to activate them. |
Click to find hot grills in your area! |
Battles
Click to enlarge (hah, that pun was accidental!) |
There are several categories of cards which each have many variations and stronger versions that can be found more commonly as the game progresses. The card categories basically come down to: hammers, jumps, fire/ice flowers, restoration items, enemy cards, Thing cards, and a few miscellaneous cards like POW blocks and defensive abilities. Regardless of the specific variation of card in each of these categories, the timing is basically the same. For example, one jump might hit three times, another might hit more, and another may hit all enemies in a line, but the timing for each is the same. You'll find something from each card category pretty early on, so once again, even though its appearance may vary, the battle gameplay remains largely unchanged throughout the game, once again causing it to grow stale by the end. Compare this to other games in the series which kept battles fresh by adding special moves after each chapter and new partner characters who each had different kinds of attacks, and you can see how important adding new fresh variations on gameplay throughout the game can be. (I should note, however, that enemy cards are pretty unique, and can summon an enemy to your aid which stays with you until it falls in battle, somewhat reminiscent of the partners in earlier games.)
While Mario's battle actions don't vary much over the course of the game, the enemies you'll encounter do vary a fair bit, and are pretty much the only things that keep the battles from becoming a mindless grind. Some enemies come in stacks and are better dealt with by using many weak hits, other enemies have spikes, making jumps ineffective, still others can be flipped over, or have other weaknesses. Since Mario always attacks each enemy in the order that they're lined up, there's a bit of strategy involved in choosing the order of your action cards according to enemy weaknesses and your own ability so that the appropriate card is used on the appropriate enemy. Another thing that keeps the battles at least somewhat fresh, is the seemingly random appearance of Kamek, who will block you from running from the battle and curse you with some kind of gimmick like limiting your cards or flipping them all over.
Boss battles were a bit odd in Sticker Star because they were essentially impossible without using the correct Thing. Well, that's back, but only for a handful of battles, and, once again, the Toad in Port Prisma will tell you which Thing you'll be needing ahead of time. The issue then comes with knowing when in the battle to use that Thing card. It's usually obvious and follows the same format in each boss, with a normal battle segment followed by a Thing segment, but if you do use your Thing at the wrong time, it'll be wasted and you'll have no choice but to run from the battle to get another one or reset the game. Furthermore, there are "Replica" Thing cards which can only be used in battles and not for solving puzzles, but for some reason have no effect on bosses even if they're the correct Thing. So that's not very intuitive.
Also, just a couple minor, miscellaneous things to mention:
There are a few control options to enable buttons to be usable in battle rather than touch controls, though I'm not sure why they aren't just both enabled by default.
Secondly, cards are kept in one long line, simulating how Mario holds them like playing cards while deciding his next move. Cards can be manually re-ordered, or instantly sorted by type with the press of a button. It's a minor complaint, but card organization could have been better with the addition of different sorting options and if cards were displayed in multiple rows so that you didn't have to scroll through as many as 99 cards to get to the Thing object you want at the bottom of the stack.
Miscellaneous Other Stuff
The world of Paper Mario: Color Splash is surprisingly big, and there's a lot to find and do, but almost everything there is to find and do ends up being a required part of the main story at some point. However, there are a few optional goals for the player to pursue.
Firstly, there's a museum in Port Prisma that you can donate cards to in order to unlock some pretty spiffy concept art. The museum also contains a sound test room where you can listen to music from each area, which is unlocked for filling in 100% of that area's colorless spots.
Secondly, there are Roshambo Temples, where you compete in a series of three Rock-Paper-Scissors battles, using clues and a bit of luck to win tons of easy coins and exclusive cards.
Third, there are some hidden cut-out spots with secrets in them which award coins, though finding each of them is tracked.
And finally, the main plaza of Port Prisma has some flags with achievement goals written on them. Fulfilling these requirements will unfurl the banners and... seemingly have no effect beyond that (but I haven't gotten them all, so I can't say for sure).
...And that's pretty much every optional side quest in the game. It's not much, but it does mean that the main quest feels extra long thanks to everything else being required.
By the way, for those who want to play on the Gamepad only, yes, you can do that and it works just fine.
The Final Word
Paper Mario: Color Splash is arguably the most visually and musically beautiful game in the series so far. Its main plot may be thinner than usual, but the characters and their smaller, individual stories are put together with hilarious, top notch writing and animation that goes above and beyond the call of duty, giving Toads more personality than ever. I found both overworld and in-battle gameplay to be enjoyable as well, albeit a bit simplistic. However, although everything is great from the start, both the plot and gameplay introduce almost no new innovations for the entire rest of the game, causing it to get a bit stale by the end of the 25 hour adventure. You could say that Color Splash shows its entire hand to the player too early, and that the game's hand consists of only a few very colorful cards. But, complaints aside, Paper Mario: Color Splash is still a rather good game overall, is worth playing, and is something that I think fans of the series and new players alike will enjoy.
While Mario's battle actions don't vary much over the course of the game, the enemies you'll encounter do vary a fair bit, and are pretty much the only things that keep the battles from becoming a mindless grind. Some enemies come in stacks and are better dealt with by using many weak hits, other enemies have spikes, making jumps ineffective, still others can be flipped over, or have other weaknesses. Since Mario always attacks each enemy in the order that they're lined up, there's a bit of strategy involved in choosing the order of your action cards according to enemy weaknesses and your own ability so that the appropriate card is used on the appropriate enemy. Another thing that keeps the battles at least somewhat fresh, is the seemingly random appearance of Kamek, who will block you from running from the battle and curse you with some kind of gimmick like limiting your cards or flipping them all over.
Things come with their own humorous animations when used in battle too. |
Click to enlarge The enemy variety helps to keep the battles at least somewhat fresh. |
There are a few control options to enable buttons to be usable in battle rather than touch controls, though I'm not sure why they aren't just both enabled by default.
Secondly, cards are kept in one long line, simulating how Mario holds them like playing cards while deciding his next move. Cards can be manually re-ordered, or instantly sorted by type with the press of a button. It's a minor complaint, but card organization could have been better with the addition of different sorting options and if cards were displayed in multiple rows so that you didn't have to scroll through as many as 99 cards to get to the Thing object you want at the bottom of the stack.
Miscellaneous Other Stuff
The world of Paper Mario: Color Splash is surprisingly big, and there's a lot to find and do, but almost everything there is to find and do ends up being a required part of the main story at some point. However, there are a few optional goals for the player to pursue.
Click to enlarge |
Secondly, there are Roshambo Temples, where you compete in a series of three Rock-Paper-Scissors battles, using clues and a bit of luck to win tons of easy coins and exclusive cards.
Third, there are some hidden cut-out spots with secrets in them which award coins, though finding each of them is tracked.
And finally, the main plaza of Port Prisma has some flags with achievement goals written on them. Fulfilling these requirements will unfurl the banners and... seemingly have no effect beyond that (but I haven't gotten them all, so I can't say for sure).
...And that's pretty much every optional side quest in the game. It's not much, but it does mean that the main quest feels extra long thanks to everything else being required.
By the way, for those who want to play on the Gamepad only, yes, you can do that and it works just fine.
The Final Word
Paper Mario: Color Splash is arguably the most visually and musically beautiful game in the series so far. Its main plot may be thinner than usual, but the characters and their smaller, individual stories are put together with hilarious, top notch writing and animation that goes above and beyond the call of duty, giving Toads more personality than ever. I found both overworld and in-battle gameplay to be enjoyable as well, albeit a bit simplistic. However, although everything is great from the start, both the plot and gameplay introduce almost no new innovations for the entire rest of the game, causing it to get a bit stale by the end of the 25 hour adventure. You could say that Color Splash shows its entire hand to the player too early, and that the game's hand consists of only a few very colorful cards. But, complaints aside, Paper Mario: Color Splash is still a rather good game overall, is worth playing, and is something that I think fans of the series and new players alike will enjoy.