Review Information
Game Reviewed Paper Mario 3D Land, by DJ Coco
Review Author Syaxamaphone
Created Dec 1 2014, 7:40 PM

General Commentary and Game Overview
So I got to the end of the first world, and there are a lot of things I liked and a lot of things I didn't like, so I'll try to go into as much detail as I can here.

Now I can't give my opinion on the music since I had to play through without my sound on, but as was said before, moving all of the music into its own folder would be a huge plus.

Now for the actual game, the controls are simple and there are not a lot of buttons, so that's good. I don't like that you disabled F9 to take screenshots, because that would have been useful to have. It's unfortunate that you only allow run, jump and camera to be configured. Directions and pause should also have had this feature. I'm glad the game boots up in windowed mode by default, I appreciate that. The 3D backgrounds and paper Mario sprites don't seem to clash too much, I actually think it looks really nice. This is not a bad game at all to look at. As was mentioned before, I really like that you drew shadows under the characters. Fireballs could use this effect as well though.

I was a little disappointed that the physics were so simple, Mario feels heavy like a bag of bricks but the platforming isn't particularly demanding so it compliments the physics engine well. I was surprised at how many different enemies you threw into the first level and for the entirety of world one you were able to continuously add new challenges, so world one was fairly diverse and I like that. The boss was also simple, while still engaging. Thwomp boss was a pretty cool guy.

I like the hidden green stars, but I really wish that they were not mandatory to continue, this is a thing a lot of Mario games have been doing lately and it is not a trend that I am fond of at all.

Now unfortunately while the platforming was pretty ok, the combat is certainly not. interacting with the enemies is a chore at best as they all take so many hits, even with fire. It's completely pointless as you can simply walk around them. The only hazards that posed any threat were thwomps, those swinging spiked things and the podoboos. Enemy hit boxes are also very deceptive. It doesn't help that all of the characters are 2D elements in a 3D world. but when approaching enemies from the top or bottom is risky business. Again, its so much better to just avoid them altogether which isn't that fun.
 
Pros +Enjoyable art style
+Simple controls
+Hidden Secrets
+diverse levels
+superior dandelion Mario
 
Cons -poor collision detection
-enemies provide little enjoyment to confront
-stars required to continue through the game
-RPG mechanics take away more than they bring
-can't edit all of the controls
 
Impressions
Gameplay
5 / 10
The paper Mario mechanics I feel take away from what the game is, a platformer. Having to jump on enemies several times is tedious and your HP lets you tank through challenges fairly easy. The atk/def mushrooms don't add anything to the game when the main strat becomes 'just don't approach bad guys'. I couldn't really figure out the mole suit (that might of just been me) but the dandelion suit is by far the best power up. The double jump/glide it offers is a lot of fun to use.
 
Graphics
8 / 10
simple polygonal environments compliment the 2D paper Mario graphics well. The custom suits and items fit well with the official graphics.
 
Sound
10 / 10
N/A
 
Replay
6 / 10
It's a fairly short experience, so booting it up again for another run isn't too daunting. The addition of hidden stars really helps. If they were not mandatory to find, I think it would help with replay ability more than it already does.
 
Final Words
8 / 10
I think that you set a very lofty goal deciding to try to make a 3D Mario platformer and the paper Mario elements are visually appealing. It's an enjoyable experience and I definitely commend you for your efforts. If you're willing to put more time into this game, I think it could be a real gem.

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