Reviews from

in the past


Assez unpopular apparemment mais j'étais pas dérangé par le gameplay des battles. Les persos d'Olivia et Bob-ombe régale trop

its got some high highs but i dont like the battles very much

I've grown up with the original, Thousand Year Door (which was my favorite game for a while), and Super. And like this sect of people, I was really put off by this game's reveal initially.
But man, I cannot sit here and pretend like this is not the best Paper Mario game by far. Pacing is on point, world design is flawless, the writing is arguably some of the strongest in these games. The battle system might not be to everyone's tastes, but I was really into it once they started increasing in difficulty, and the enemies generally put really unique spins on it. The best advice I got was to go into this like it were an action adventure game, and that really helped me appreciate this game for what it was. With the TTYD Remake coming out, I still beg for people to give this game a chance. It's one of the best first party titles on the Switch, and I would love to see where the series goes from here.

I genuinely dont know how people enjoy this game bro, the only redeeming quality is the sound track

This game has a lot of silly and random moments that I enjoyed.


I can't find anything wrong with it, but it also didn't hook me. I gave up pretty early on.

I've loved Paper Mario since I was a kid, and though the series has had its ups and downs, I really loved the Color Splash on the Wii U. When Origami King was announced, I was a big mix of emotions. Happy because there was more Paper Mario coming (as Color Splash being a late Wii U game meant that it didn't exactly sell well, especially being a direct successor to the very fairly unpopular Sticker Star on the 3DS), but also a little sad since it meant that Color Splash was almost certainly not getting a second chance at life on the Switch (and probably still won't). What I was pretty sure of was that I would enjoy it, even if I wasn't too sure what to make of the weird new battle system. I got some Christmas money from my family, so I thought that this was a fine a time as ever to finally pick up Origami King and see what all the fuss was about, and I'm really glad I did! It took me a week to 100% the game, and I'd reckon it took me about 40-ish hours in total to do that with the English version of the game.

Origami King opens with Mario & Luigi headed to Toad Town for the Origami Festival, but they arrive to find the place totally abandoned. Undaunted, they assume everything is actually totally fine and go into Peach's castle only to get kidnapped by a horrifyingly orgami-fied Peach. Mario finds a new friend, Olivia, a fairy folded by origami but who is friendly, and together they escape the castle along with a folded up Bowser, but not before being assaulted by the titular Origami King: Olivia's brother Olly. They narrowly escape the castle with the help of a Shy Guy swooping in with Bowser's clown car as five giant streamers wrap around the castle and take it to a far away mountain. With Olivia's help, Mario must embark on a quest to save the Princess and the Kingdom from the anger of the Origami King.

Origami King is another game in the trend that has been established since Super Paper Mario, where it's Mario with a dedicated companion instead of the series of partners the first two games had. Olivia serves as your constant companion and is written delightfully. She's naïve but kind and silly, and I adored her just as much as I adored Huey in Color Splash (which is to say, a lot). Just like Color Splash, I found the humor and writing in this game as a whole to be very entertaining and funny, and it's easily one of the best localized games I've played. I really wanna play it in Japanese sometime to see just what the original was like, because it's definitely a game where I have a hard time imagining what the original is with just how well the translation is done. Origami King goes for a bit more heavier theming and plot beats than Color Splash did, but to mixed success. There's a pretty heavy plot beat in the middle of the game that I thought they pulled off pretty well, but the ending of the game leaves something to be desired. This isn't a spoiler-ing review, but I'll just say that it's an ending that I felt was a bit of a missed opportunity, since I don't think it would take THAT much to make it work much better. However, shaky ending or no, the writing is still very entertaining and is definitely one of the highlights of the game for me.

While Olivia IS your constant single companion, that isn't to say that side-partners are entirely absent. Throughout the game Mario & Olivia are accompanied by several characters particular to that area of the game, and they provide some narrative and mechanical function. They can even take part in battle (which we'll delve into more later), but you don't control them directly. It's an interesting middle ground to walk between the new style and the old style, but I think they pull it off pretty well. They serve as important and defining elements to the places they're a part of, and then part from you when their necessity to that part of Mario's quest ends. Given that they don't have much mechanical purpose outside of their respective areas, this really isn't much different from how the older games would have characters functionally drop out of the narrative after their respective areas were finished, and this is a clever take on that.

The exploration is more along the lines of Paper Mario & The Thousand Year Door than Color Splash, but Color Splash's influence is certainly there. It's one giant world like TTYD was, so the stages that you went between like Color Splash are gone, but there are still elements of completion that are kept track of for each larger area (which is very handy for if you're someone trying to do all the things like I did). I think the world is laid out well. Between usable items and collectibles, exploration always felt like I had something important I was looking for. Collectibles range from little statues of enemies and characters in the game to holes literally torn in the world that you can repair by throwing confetti at them (much like you would repaint the world in Color Splash). You get more confetti by bashing objects and killing enemies, and holes in the world are a good indicator for where you have and haven't been as well as to indicate important areas. Most importantly, though your supply of confetti at one time has a cap, it isn't used up if you aren't using it to repair holes, so you can fling confetti to your heart's content otherwise~. All of the areas feel very different and special in their own ways, from exploring the great sea in your boat to driving across the sand in your Kuribo's Shoe-like car, the game is really good at making each area feel different to play in as well as being memorable in their presentations.

Now for the main meat of how this game differs from its predecessors: the combat. The weird ring-spinning combat was the big question that everyone was talking about when t he first trailers for this dropped about a year ago, and with good reason. It's very unlike any other turn-based game I've played, but it ultimately IS connected to the lineage of the post-TTYD games in many significant ways.

Normal battles take the form of single-solution puzzles. Enemies are on four rings around Mario, and there are ten segments around him. Your goal is to use the 1 to 3 movements you have to arrange the enemies in either rows of 4 or blocks of 2x2 (adjacent to Mario) so you can attack them with either your jumps (for lines) or your hammer (for blocks), and if you manage to complete the puzzle, you get a 1.5 times attack power boost! An important thing to mention is that this is a successor to Sticker Star in that it is NOT an RPG. There are still no experience points here, and it is still that sort of "turn-based action/adventure game" genre that Paper Mario has dabbled in throughout the last decade, but I think this is definitely the best it's ever been. Though the puzzles in the early game are pretty dead easy, I was surprised at how difficult they got in the mid and late game. Thankfully, there's a training area in Toad Town that you can use if you want a smattering of ring puzzles to test your brain meats against, and there are even items you unlock around a third of the way through the game that just solves them for you or makes them much easier. It'd be really nice if that accessibility stuff was there from the start, but it's really nice to see it there at all.

Now these ring puzzles are also timed, and so your brain is being tested against the clock. If you don't solve the puzzle in time, it's likely gonna be impossible to kill all of the enemies before you get hit (as ideally you should be able to win battles without taking damage if you can solve the puzzles your first try), but if you're in an area where you have a story companion, that companion gets an attack to (that sometimes fails, but it can be the difference between taking damage or not). And when you get hit, you get hit HARD. This isn't a particularly hard game, as health items are plentiful, cheap, and strong, but if you're abstaining from using them you can get the crap beaten out of you really fast. However, if you want more time to think, you can also just hold down the + button to feed coins in to the timer so you have more thinking time.

You get LOTS of coins from battles (like hundreds to even thousands), and 100 coins is one second. You also have a collectible in the game in the form of folded or crumpled up Toads who need rescuing, and they'll sit in an audience around your fights. You can throw them money to have them give aid in the form of mostly solving puzzles for you, healing you, and even taking pot shots at enemies. Money is also used to buy items for combat, as this game has weapon degradation for your non-standard jumps and hammers. I found I rarely needed to buy more weapons with how often I found more just by exploring, but this is one more way that the big piles of cash you get from fighting enemies are your biggest incentive to fight them with the lack of EXP in this game. That money can even go towards accessories you can equip for passive bonuses in combat or even non-combat effects like changing what your confetti looks like or changing your sound effects. The money-combat reinforcement loop isn't perfect, and the weapon system doesn't suuuper justify its inclusion (it honestly feels like it's there just to give money a higher purpose other than buying the expensive accessories), but combat is largely a puzzle game in the first place, so this game's relation to combat is an odd one at best. I'm honestly not sure how they could've tweeked it to make it work any better, but I think what they have works in a fun way despite its flaws.

However, that's just normal battles. You also have boss battles which are significantly different. While it's possible to win normal battles by just solving the one puzzle correctly, boss battles place the boss in the middle of the ring circle and Mario on the outside. You need you use arrange the arrows on the board to lead Mario ChuChu Rocket-style to different icons on the board, from the simple one that just lets you attack in the first place, to ones that double your attack power for a turn or let you attack again, to the big Vellumental Attack spaces. The big reason Olivia is helpful in your quest is that she's your window into the power of origami, and Vellumental attacks are how those manifest. Bosses always have gimmicks in how they manipulate the board to give you obstacles on how you can attack them and how easily, and the boss battles are easily one of the best parts of the game. The bosses (my favorites being the 3rd and 4th streamer guarding bosses) have tons of personality and it's always super fun to see how the next one will need to be tackled. Whittling down their defenses, exploiting an elemental weakness via a Vellumental attack, and then using Mario's own 1000-Fold Arms to give them a pounding serves as a satisfying and fun puzzle game that is finally a well-designed version of what Intelligent Systems has been trying to do via the Things system in the past two games. They've finally nailed it here, and if the normal bosses aren't hard enough for you, there are even accessory-less challenge modes you can fight the bosses in for an extra challenge.

And on top of all that, there are even big Paper Macho 3D origami enemies wandering around the overworld that you fight in real-time, Super Paper Mario-style, to vary up the game's combat just that much more. There are even some bosses you fight this way, and while these parts of the game are definitely not a "Reason To Buy" in and of themselves, they're fun in their own right, and vary up the pacing of the game nicely in how they serve as unconventional mini-boss and proper boss fights.

Finally there's the presentation of the game, which is continuing on the trend that Color Splash started of being absolutely fantastic. This is especially in the music department, as Color Splash and now Origami King have absolutely fantastic music. The game also looks absolutely beautiful, with the paper craft looking more, well, papery than ever before. They've been leaning into the paper gimmick more and more, and this game realizes that not just mechanically but visually as well in a really beautiful way. The visual design of the game is even good down to the way enemies are designed, as anything 2D is always friendly, and anything 3D and origami-looking is always an enemy, so there's never any question.

Verdict: Highly Recommended. Though not perfect, Origami King has finally succeeded in making something truly great in the post-TTYD-style of Paper Mario games. Intelligent Systems has finally found a winning formula for their puzzle-focused turn-based action/adventure weirdness they've turned Paper Mario into, and I'm all here for it. Where I had some reservations about putting Color Splash higher than TTYD in my personal rankings (and I still do put Color Splash just barely above TTYD, personally), Origami King is easily the new top of the pile for the series for me. Once again, Nintendo succeeds in making a game on Switch that, despite being relatively quite different from the other games in its franchise, is regardless a "best in series" contender.

Lo jugué pensando que lo odiaría, lo terminé dándome cuenta de que aunque ya no es tan creativo en diseño de personajes, lo es en su gameplay y eso es fantástico.

good game but i cannot. Fucking see that fuckass origami king man anymore without thinking about the british guy who yelled at kids and family guy. my brain is mush

This review contains spoilers

Road to Paper Mario: The Thousand-Year Door— Part 5

Hot take: I loved Paper Mario: The Origami King. Scorching hot take: I loved Paper Mario: The Origami King more than the original Paper Mario.

First, there’s things I don’t like. The biggest thing is that Intelligent Systems is still hell bent on NOT using EXP for progression. Granted, this game still has better incentive for combat than Sticker Star (I know, such a high bar to clear), but the lack of EXP means that progression simply isn’t as satisfying as the original’s classic RPG system. Also, there’s still too many generic Toad NPCs.

Alright, time to gush.

Paper Mario: The Origami King is absolutely BEAUTIFUL. It takes the paper aesthetic to new heights; everything is made paper, cardboard, confetti, etc., and all of it is rendered near-perfectly. Sure, it ain’t exactly pushing the Switch to its limits, but the strong art direction and striking style make The Origami King pure eye candy. I know a lot of fans hate the increased paper aesthetic, but I think it’s the logical conclusion for this series, and the problem is simply how Sticker Star failed to do anything good with it.

The Origami King, on the other hand, uses paper to weave a compelling narrative. Origami is (literally) the name of the game here, so the plot draws from Japanese folklore. The two central characters that aren’t named Mario are Olivia and Olly, a pair of siblings designed by an Origami Craftsman and brought to life by his sheer skill and love for the art form. The Craftsman scribbles a message on Olly, wishing for him to be a good and kind king for his Origami Kingdom. However, in Japanese tradition, writing on origami is frowned upon, so upon seeing this, Olly turns against his master and decides to wipe out both him and all of his Toad brethren out of spite. He brings the Craftsman’s tools to life to help him achieve this goal and sets out to conquer the Mushroom Kingdom.

The story is basically one giant tragedy. Had Olly actually known what was scribbled onto him, he probably wouldn’t have resorted to genocide and torn his family apart in the process. Yes, he goes WAY TOO FUCKING FAR and his motive is ultimately selfish and petty, but it’s hard not to feel bad for him when I finally realizes what the scribble says and breaks down because all of the atrocities he committed were for nothing.

On a meta level, I like how Olly is basically a “be careful what you wish for” message to Paper Mario fans, who have been expressing their disdain for Toads for over a decade now. It’s like the writers said, “Oh? You hate Toads now? Okay, so does this guy. Look at all horrific things he does. Do you really want to silence the Toads forever?” The answer is likely “no”. Sure, there’s an overabundance of Toads, but this game made me realize that I don’t want them to be completely erased from the series, because as generic as they are, the Toads are just as crucial to the Mario franchise as the Koopas or the Goombas.

I feel the heart of this game mainly lies in the arcs of Olivia and Bobby. Bobby is just the cutest, most laidback, most lovable little guy, and it’s interesting to learn more about his past and what happened to his fuse. Then just as you finally learn his whole story, he thanks Mario for his help and promptly BLOWS HIMSELF UP. He does not come back. Bobby fucking dies. It almost made me cry, which is super impressive since I already knew it was coming. The way Mario and Olivia react is absolutely devastating, especially due to how cheerful they usually are. Speaking of Olivia, watching her grow from a naïve little girl to… well, still a little girl, but one who knows much more about the world yet refuses to accept her brother’s hate-fueled outlook is pretty inspiring. Naturally, the fact she also sacrifices herself in the end to undo her Olly’s crimes is similarly heartbreaking, yet admirable. It’s a very bittersweet note to end the game on as Mario and Luigi (yes, the green guy gets time to shine in this game) head home, contemplating their adventure.

There’s also the franchise’s main antagonists: Bowser, Bowser Jr., and Kamek, all of whom return yet none of whom are actually evil this time around. It’s nice to see Bowser back to his goofy, anti-heroic self from previous RPGs, and he even gets a great heart-to-heart moment with Olivia before the finale. This is also (as far as I can remember) the first time we get to see Kamek and Jr. as good guys, and they’re both hilarious and adorable. Watching Jr. behave like… well, a bratty little kid while Kamek complains about how constantly ignored he feels is a funny dynamic, and the two get plenty of moments that show how much they care both for each other and for Bowser. Hell, Bowser himself goes full papa wolf and burns a bunch of Folded Soldiers alive after Kamek and Jr. get overtaken, which is an awesome moment. All of this is especially good for Kamek, who I felt was a little too smug and borderline sadistic in Sticker Star, while this game brings him back to the exasperated nanny he’s usually portrayed as in the Yoshi’s Island games.

The villains are solid as well. I already discussed Olly, but he brings with him the Legion of Stationery, his top enforcers who are all sentient office supplies… so basically evil versions of the Things from the last two games. I don’t like how generic their designs are, but I do like that they all have unique personalities and boss battles, on top of how cathartic it is to beat the shit out of the Things, which were far and away the worst part of Sticker Star. My favorite is definitely Scissors ✂️, who is played surprisingly seriously, has a pretty tough boss battle, and whose personality is easily the most distinct and threatening. The fact that he literally slices Bowser Jr. to pieces and turns the Koopa Troop into cut-out abominations is so fucked up that it’s actually kind of badass. He can even one-shot Mario since, y’know, he’s a pair of scissors in a world made of paper, which is a great way to integrate his character into gameplay.

Alright, enough about the amazing story. The combat is… good? Sort of? I really enjoyed it, but the lack of EXP is still disappointing. However, you still get coins from battles, which can be used to buy accessories, which are essentially this game’s version of Badges. Accessories are a great way to reintroduce some RPG mechanics after Sticker Star fucking gutted them for no reason, so there’s at least a proper incentive to engage in battles. Plus, the ring system is legitimately fun and gets SUPER puzzling by the end.

The music is nothing but bangers. Like, I don’t even know what else to say other than the OST is awesome. My favorite track is “The Duel-Bladed Duelist”, which is Scissors’ theme.

Finally, the level/world design is fantastic. Each area is huge and open enough to let you move around and choose battles without being overwhelming and confusing. Autumn Mountain, Shogun Studios, Shroom City, and the Shangri-Spa are absolute highlights, with level design that wouldn’t feel too out-of-place in a Zelda game. Every level is filled with hidden goodies, puzzles to solve, and Toads to rescue which rewards exploration.

Paper Mario: The Origami King may not be perfect as an RPG, but it’s a DAMN good action-adventure game in its own right. There was rarely a moment where I wasn’t having fun. While I would like to see a better combat system and more unique NPCs in the futures, The Origami King shows that the Paper Mario series still has plenty of creative life left.

you have to actively try to not engage with it to get more out of it

This game remembers me of one of the best moments of my life. My gf and I layed on the couch for hours and hours and after she sleeps I told her everything I did in the last night.
The story is wonderful, the battles not so much. Definitely worth playing

This game was LONGER than I thought it would be. Almost every world of the 7 had like two bosses which was very challenging. The gaming mechanic was a challenge as well and often, I just paid the coins to line things up. The story is very similar to Paper Mario Color Splash, but it's a Mario game. Its rarely known to be ground-breaking storywise.

It's been a HOT minute since I've played but I remember thoroughly enjoying the dialogue and the gameplay a decent amount. The random encounters are whatever but the bosses are where the combat truly shines and makes you feel very smart 🤓. Also my god the music is so good especially the battle themes they cooked with this one.

God, I want to love this more than I do, but there are two main things that hold it back for me: the combat and the narrative design.

For starters, I don't think the combat is actually bad per se - in fact, I actually found it quite fun for a while. The problem is that, outside of the boss fights, very little is done to expand the system outside of what you experience within the first hour of play, and the game is nearly 30 hours long. I could feel myself actively avoiding combat at a certain point to save myself time and tedium, and that's never a good sign.

When it comes to the narrative design, I feel the need to be more specific: the issue is not in the telling of the narrative, but rather some of the decisions made in the course of that telling. Several of the levels reach points of natural conclusion only to have the game suddenly insist you go on some circuitous side-quest or complete a small dungeon within the current dungeon, and frankly these unnecessary expansions of the story do little beyond making the game feel bloated and repetitive.

To be clear, I actually loved the writing of the game and exploring the world of Paper Mario - there's a specific combination of whimsy and melancholy that feels exclusive to this series, and Origami King is a worthy successor on that front. I just wish the game itself were a bit tighter, a bit more focused than what we ended up getting.

Loved this game. The level of humor and silliness is off the charts even compared to previous Paper Mario games I've played. Plus the soundtrack is massive and has really cool pieces even for the smallest things. I had so much fun playing through that I didn't even care that the combat system is boring and there are almost no interesting characters in the story.

Achieved 100% completion. Before finding out about the requirements for 102%, I had gotten at least one Game Over and already equipped some battle-related accessories. I will not be replaying this game.

doesnt' got the sauce did not finish

Mixed bag with many promising qualities. The world is full of small details and is just gorgeous to look at. The "battle system" is absolutely garbage even when you look at it from a puzzle-game perspective. Music is great. In the end it feels like a game filled with soul but also lacking it in a way.

This game makes me wish that Nintendo would ditch all the RPG mechanics and just make an action-adventure game. It's closer to the old games, but still a step below Super Paper Mario and a far cry from the first two. Steps in the right direction are good, but improvement does not mean great

just as good as super paper mario, but with modern nintendo polish. i honestly don't know which i like more

This game was good and I'm tired of pretending it's not.


This review contains spoilers

Bobby

I honestly preferred Colour Splash, it's better than Sticker Star but that goes without saying

Funny but they still haven't made the combat worth really engaging in as opposed to a punishment, bosses are obnoxiously long, and it generally goes on too long and is a little bit too-tuned toward early-childhood humor that's not as funny for an adult.