Mario & Luigi: Paper Jam

Mario & Luigi: Paper Jam

released on Dec 03, 2015

Mario & Luigi: Paper Jam

released on Dec 03, 2015

Paper Mario jumps out of a book and into the bizarre adventures of Mario & Luigi, resulting in hilarious, and dangerous, hijinks! Become the superstar team of Mario, Luigi and Paper Mario to take on quests, take down enemies, and untangle these two unique universes in this playful new entry in the Mario & Luigi series.


Also in series

Paper Mario: The Thousand-Year Door
Paper Mario: The Thousand-Year Door
Paper Mario: The Origami King
Paper Mario: The Origami King
Paper Mario: Color Splash
Paper Mario: Color Splash
Paper Mario: Sticker Star
Paper Mario: Sticker Star
Super Paper Mario
Super Paper Mario

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Sympa mais franchement c'est le Mario & Luigi le moins marquant, sans hésiter

how is the story of a mario RPG crossover this boring

Eu ainda planejo voltar a este jogo um dia mas depois de 4 horas de jogos simplesmente horríveis eu tinha de falar algo sobre o jogo
Parece que as pessoas que fizeram o Bowser Inside Story e o Dream Team simplesmente se esqueceram do que fizeram nos outros jogos e fizeram o Paper Jam ser uma bosta! Umas das piores coisas do jogo e não sendo a PIOR das coisas do jogo é a cena de Salvar os toads, de papel ou normais....mano..eu estava literalmente a jogar o jogo normalmente quando o jogo me diz que eu tenho de salvar toads e me dá um total de 20 MINUTOS para salvar 7 TOADS!! Foi neste momento que eu vi que a Alphadream andou a usar alguma na criação deste jogo porque meu deus do céu..
Como eu disse, eu ainda quero voltar a jogar este jogo em algum momento mas eu vou ter de respirar muitas vezes para não ficar louco de uma vez

Me ha encantado, es la idea principal de esta review. Me flipa lo bien que se ve el plantel de papel en este juego, además de lo curradísimo que está todo el tema del cartón. Me sobran algunas cositas, pero es juegazo/10
A veces rescatar toads no es lo que más apetece, y desde luego hay puzles que se me han atravesado hasta quitarme las ganas de jugar, pero luego viene una cinemática graciosa y pum, combatazo.
Los combates de mechas están metidos con un calzador enorme, pero qué quieres que te diga, están graciosos.

Finally, I've finished replaying all the original games in the Mario and Luigi series since becoming an adult. I remember not being a fan of this game when I played it as a child, and this game definitely does have some significant flaws, but I was very surprised by how fun a lot of the gameplay was!

To start off with the positives, Paper Jam has the best combat in the whole Mario and Luigi series! This is what kept me motivated to continue playing the game, despite its low points. There are frequent boss fights all throughout the game, which were a BLAST to play. The main reason why the boss fights in this game are so good is because they have more creative and diverse attacks and counter opportunities. One of my favorite examples of this is the paper airplane attack that the Bowser Juniors' have. In this attack, you are basically playing chicken against Paper Bowser Jr. to see who can let their paper airplane get closest to the ground without landing. This attack is extremely unique, fun to play, and doesn't overstay its welcome. Several boss attacks in Paper Jam are also challenging to consistently counterattack, which I really liked! A common problem I had with the older games (especially Partners in Time) was that figuring out how to consistently counter all of a boss' attacks was too simple, and the fights would quickly become dull as you slowly chip away at the very large HP pool of the boss, with almost no risk of taking damage; at that point you already know that you've won but you just have to sit through the rest of the fight repeating the same action commands until the boss runs out of HP. Paper Jam keeps things exciting by including more counterattack options than just jumping and hammering and opting to make bosses more difficult by making countering tighter and more complex, rather than simply increasing the amount of health that each boss has.

The flashiest innovation that Paper Jam includes is the addition of Battle Cards. Serving as the replacement for Badges from Bowser's Inside Story and Dream Team, Battle Cards are abilities that you can activate, without consuming your turn in battle, at the cost of Star Points which you earn for performing successful attacks. The fun thing about Battle Cards is that you draw one each turn out of your custom deck of 10 cards! This inclusion of deckbuilding mechanics did a lot to make Paper Jam feel mechanically very different from all of the other Mario and Luigi games. Improving my deck by buying new cards from the shop and getting holographic cards drops from enemies added moments of excitement to the game that I am very appreciative of. I am pleasantly surprised by how well Battle Cards fit into the already established formula of a Mario and Luigi game, and I am sad that we didn't get the opportunity to see this concept iterated upon further in a future Mario and Luigi game!

The last big shakeup in this game is the addition of a third party member, Paper Mario. Other games in the Mario and Luigi series have added additional party members before, but Partners in Time did a very poor job executing this concept, as you can effectively only have 2 party members active at one time and the babies are entirely redunant characters anyways, and while Bowser's Inside Story did literally have three party members, the majority of that game was spent exploring the world as two separate parties (Mario and Luigi as one party and Bowser on his own). Paper Jam makes the simple change of adding Paper Mario to the Mario brothers' team, and this addition subtly makes the Mario and Luigi gameplay so much better. A problem shared among every Mario and Luigi game is that counterattacks are often easily cheesable. You are encouraged to counter enemies by closely looking at their behavior immediately before they attack to determine what bro they are targeting and then press the appropriate button (A for Mario, B for Luigi) to help the corresponding character avoid danger. But what is much easier to do is to simply press A and B at the same time so that regardless of who an enemy is attacking, you can preform the appropriate dodge without even needing to engage with the enemy's specific telegraphs. The addition of a third concurrent party member greatly alleviates this problem thanks to simple fact that it is very difficult to press A, B, and Y simultaneously. The specific implementation of Paper Mario goes even further to solve this issue, by also making him stand a significant distance behind Mario and Luigi. The reason why this is relevant, is because Paper Mario's distance from the enemies makes their attacks take longer to reach him, making his timing for many counterattacks offset from those for Mario and Luigi. This effectively makes it impossible to cover multiple bases at once by trying to counterattack with Paper Mario and another character at the same time. I consider the cheesability of the other games in the series to be a significant design flaw, and it is very nice to see that problem finally addressed in this game.

While Paper Jam made some incredible improvements to the standard Mario and Luigi experience, it does introduce some serious flaws as well. My biggest issue with the game is that there is a large amount of mandatory gameplay that just isn't fun. In the early game especially, there are many required quests you must complete to advance the story that are a completely different style of gameplay from the standard turn based battles and overworld exploration. The worst offenders, in my opinion, are the quests that make you play hide and seek to find hidden Paper Toads and the quests that make you chase and tackle Paper Toads in the overworld. There are many other types of quests in this game, many of which I actually did enjoy playing--like the quiz and Yoshi racing ones, but strangely most of the fun quests were optional.

The biggest waste of time though, is without a doubt, the papercraft battles. This is an evolution of the giant battles from Bowser's Inside Story and Dream Team, but instead of participating in cinematic turn based battles, you destroy other papercrafts in a 3D free-moment environment. These sections suck for multiple reasons. For one, the controls are very awkward and feel pretty terrible. You use tank controls, movement is pretty slow, there isn't much to actually interact with in any of these sections, and the combat is absolutely horrific. You are meant to bait attacks from enemies and then counterattack them after they miss. This already isn't great, since moving around your papercraft doesn't feel good, but it gets even worse because the enemies sometimes take a long time to get aggressive and try to attack. This leaves A LOT of awkward pauses in between each attack and counterattack combo. This gameplay loop made me very impatient, leading me to another major source of frustration: the lack of expression. The jump attack you use to destroy the enemies has a significant amount of windup, making it implausible to attack enemies before they make themselves vulnerable with a miss. It ended up not being worth the effort and time to try and play offensively due to the extremely railroaded design of this gameplay. There is also a stamina system in papercraft battles, which serves no purpose other than to be annoying. Stamina does not refill automatically and you must go to recharge stations to refill. This ends up being a total time waster because it takes several seconds to recharge and there is absolutely no risk while recharging, as enemies will not follow you to recharge stations. I honestly have no idea how this mode ended up in such a sorry state, the game would have been much much better without the inclusion of papercraft battles.

Something missing form Paper Jam is the imagination and humor that was present in the previous titles. This game is not creative. All of the enemies here are bog standard. There are no weird NPC races like the bean folk or the block people, there are no new enemy concepts like the cavity pokies or the shroobs, the theming of this game is extremely sterile. The most creative part of this game's theming is the addition of the Sticker Star rendition of Paper Mario, and if you know anything about Sticker Star you should know that paints a grim picture. The areas are also just as bland, sporting the all too common plains, desert, forest, ice, beach, and lava themes that the Mario fanbase has long since grown tired of. The world is also really small in this game, you get to the opposite end of the map very early on and you backtrack to every area of the game 1-2 times over the course of the game. One of the biggest falls from grace that this series has suffered in this game is the quality of the writing. Nothing interesting happens in this plot; Bowser kidnaps Peach and you rescue her. The paper characters were written in a way that I think is extremely boring, where they are essentially identical to their real counterparts in all ways other than being flat. And so little is said in so many words that I wouldn't blame you if you mashed A through the dialogue altogether. The humor that was present in the other games is mostly gone now, and many of the games attempts at being funny felt extremely dry, low effort, and fell completely flat for me. I can see these downgrades ruining the game for fans of the previous games, which is such a shame since the battling has never been better.

My remaining nitpicks and praises:
- The inclusion of a speed up button for cutscenes is nice, as the default speed is painfully slow. Its inclusion leave me wondering why they didn't just speed up the cutscenes though. Holding down R to speed up gets annoying too.
- The Koopalings have never been better than in this game. They actually feel like they have personalities here and are one of the only examples of the game doing something interesting with its characters.
- There are a lot of reused assets from Dream Team and Sticker Star to the point I found it distracting. This, the lack of polish in the secondary objectives, and the excessive backtracking leaves me thinking this game was rushed.
- I just dislike how Paper Mario looks in this game standing next to Mario and Luigi. He also doesn't really feel like Paper Mario. His major difference from Mario and Luigi is that he has a flutter jump, which isn't something he has in his home games leaving his inclusion feeling a little arbitrary.
- Paper Mario uses his thumbs up animation way too much, it got distracting.
- The optional boss rematches were very fun! I would like the mode better if you were auto leveled to the max level so that the experience could be more balanced, but it was still very fun additional content and beating the secret boss at the end of the boss rush was very exciting.
- All the tutorials are skippable! You can view them from the menu at anytime later too. Very nice feature.

Overall, I do like this game a lot and I plan on playing it again sometime, but it is such a shame that the overworld, writing, and many of the mandatory missions hamper the experience to such a significant degree. If you like the battling of Mario and Luigi or Paper Mario I'd say that this game is definitely worth your time, despite its many problems. Hopefully one day this series can get revived, because the formula it uses is really fun.

dude this game was so disappointing