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Pizza Tower was my favorite game of 2023. An extremely fun platformer that brilliantly combined the speed of Sonic the Hedgehog with transformations that constantly turned the gameplay on its head. I saw so little room for improvement that I assumed the developers would immediately move on to a new project.

Enter the Noise Update. The premise is identical to the Plague of Shadows expansion in Shovel Knight. You play as one of the game’s villains going through the same levels, but with a completely different moveset to provide a fresh experience. I did like this a lot more than Plague of Shadows, however, and that’s because the levels feel like they actually accomodate the moveset despite minimal changes from the base game, if at all. Rather than trying to completely change the controls, Tour de Pizza made subtle changes that often made these levels MORE fun.

The first of these changes is the wall bounce. When you grabbed a wall as Peppino, he would stick to it and start running upwards. He could jump off the wall, but his speed was reduced while in the air. With The Noise, it’s the opposite. He will bounce upwards when hitting a wall and can keep grabbing it to get some extra height, but doing so gradually slows him down. Therefore, it’s good to use his powerful slam and uppercut abilities just before losing all of his speed to maximize height. Mostly though, the bounce will be used for a quick turnaround to grab another wall or landing on a slightly-out-of-reach platform while preserving air momentum. The new tornado spin made downward movement much more fun than the standard ground-pound since you can also move horizontally to wipe out defenseless enemies and preserve even more speed. The super jump was also tweaked so that it can be activated from a standstill. All of these changes result in a loose control scheme that allows The Noise to hold onto his speed in more situations than the already-agile Peppino ever could.

That alone deserves tremendous praise, but Tour de Pizza also found time to remix most of the transformations, adding a neat spin to their respective levels. Some of them had me in hysterics like the Noise eating a rocket to fly, rolling up steep walls without stopping while in a barrel, and devouring a pepper pizza at the start of RRF to make the level easier. He should be in prison for his animal abuse though. Poor Mort. :(

If Peppino was learning how to control a car, then the Noise is learning how to control a skateboard. I suck at skateboarding. Getting most of the P-ranks with Peppino was hard enough, but you have to be a legend to P-rank everything with the Noise! I will not be doing that in the forseeable future due to a few levels that I disliked regardless of character choice, but what I will do is retroactively raise my score of Pizza Tower. The level secrets do not bother me anymore, and I can confidently say this is a GOAT platformer for me.

I have no idea if Tour de Pizza plans to add more content, but if so, I would love them to take the Shovel Knight approach and create new levels based around a different character. Yes, I am seriously suggesting Pizza Tower could be the next Shovel Knight. That’s for the devs to decide, however. If they are content to stop here, I will respect that. They have created a platforming masterpiece.

I have quite the funny history with this game, because when it originally released, I loathed it, as someone whose favorite games were the first two Paper Mario games. I didn’t want to play it and would always complain about it, even though I was just a young wee lad. Little did I know what would happen to franchise after this game... Anyway, after a year or two with a Wii in my possession, I decided to finally give it a shot and I... kinda liked it? Didn’t find it anything special, but I didn’t hate it either. That was around 2011, and since then I had never replayed it, that is until this year, when I felt this urge of finally replaying this game.

The biggest point of contention for most people is the combat. The idea is fun in concept, a platformer with RPG elements. It's satisfying to jump around dealing numbered damage to everything in your path. The most brilliant thing about it might be how they transformed the usually pointless score tally into the level up system, because defeating enemies gives you points that add up to your score, which makes you level up by increasing your HP or attack power once you reach a certain score threshold. You can earn more points by chaining bounces on several enemies and pulling off Stylish moves by shaking the Wii Remote, which can be hard but adds to the satisfaction of this battle system.

However, everything is ABSURDLY easy. You jump a few times on an enemy and BAM, they're gone. This even applies to the boss fights, who can be cheesed in countless ways and offer no real challenge, EVEN THE FINAL BOSS! The boss fights rarely ever try something interesting, none of them incorporate the 3D switching mechanic into their fights and most of them don't even require you to use any of the partner abilities, and the ones that do boil down to simply spamming a single move. It's the definition of mindless, there is no need to create a strategy for any encounters, other than bringing healing items.

So half of the gameplay loop is the combat and the other half is exploring the areas and solving puzzles to progress, mainly using the biggest selling point of the game: the ability to switch the perspective from 2D to 3D. It's cool. It's really cool. Even now as an adult I still can't grasp how that even works, can't wrap my head around what kind of programming witchcraft the devs had to make for that to function.

But despite being fun to see the world through that new perspective, that mechanic is the solution to 90% of the game’s puzzles and roadblocks. You flip and find the right path or the required macguffin. Since the game is so over-reliant on that mechanic, you're not incentivized to use Peach, Bowser, or Luigi frequently since they don't have the ability to flip. If you like using them, too bad, because you'll have to keep constantly switching over to Mario. The partners’ abilities are also heavily underutilized, usually only required for the chapters they are found on. Sometimes when the game is feeling TRULY lazy it simply requires you to point the Wii Remote to the screen to find a hidden door. Not rewarding in the slightest.

Now something people often praise regarding this game is the artstyle, and it is undoubtedly one of the most unique Mario games when it comes to that. Everything is geometrical and abstract, be it the levels or the characters, all formed by angular lines and varied shapes. It's an aesthetic that gives this game its own identity, something that became increasingly rare in the Mario series in the years following the release of this game. It is pretty charming and I commend it for trying something completely unconventional for the series, but I'd be lying if I said I love this visual style.

Again, while it's great that they weren't restrained by what's considered conventional by Mario standards, I'd say this game goes a bit TOO far in that regard, especially the character designs. Most of the original characters don't feel like they fit in the Mario universe, it gives me this vibe of a fangame made by a kid that wanted to see their OCs interacting with Mario characters. And I say “a kid” specifically because the designs are so simplistic to the point I find some of them ugly.

The variety of locales you journey through is another of Super Paper Mario’s strongest assets. From retro grasslands to outer space, from a nerd fortress to a mansion with slave workers, from a monochromatic castle to heaven and hell themselves... You never know what awaits you, and even during a replay it’s still a blast to see the creativity on display in each of these areas.

But I feel the structure of the game clashes with the exploration of these areas, interrupting the flow by segmenting them into subchapters instead of seamlessly weaving them together, making them feel more like disconnected levels in a platformer game than well fleshed out interconnected worlds of an RPG.

And finally, THE main aspect that makes people remember this game fondly: the story. ‘Till this day you’ll see tons of peeps mentioning how great the story was for a Mario game, always bringing it up when talking about how the Paper Mario games that came after it dumbed everything down, featuring barebones plots with no stakes or character development, which is true.

I doubt a new Mario fan would believe me if I told him we once had a Mario game whose main plot was a love story of a heartbroken man who wanted to end the whole world by fulfilling a dark prophecy because his loved one was taken away from him and (presumably) killed by his tribe since their love was forbidden, but that is Super Paper Mario.

Unfortunately, I’d say the story is a bit of an acquired taste. Given how disconnected it is with the Mario universe, it feels like a fanfic that has nothing to do with Mario, but for some reason features him and his gang. Nowadays I can appreciate the introspective story blurbs about Blumiere and Timpani between each chapter, but as a pre-teen I couldn’t give two fucks about it. It’s a novelty, basically. An experiment that went against many conventions of the Mario series, something that weirded me out back when the game first came out, but that now I admire... for the most part.

All in all, Super Paper Mario is a game unlike any other in the Mario franchise. There was no game like it before it was released, and there has been no game like it since its release. It’s one incredibly tough game to evaluate, because it’s flawed to the core, but that’s by virtue of its own ambition, because the game isn’t afraid AT ALL of treading new grounds, which makes me admire it deeply. It’s a journey with many ups and downs, but the downs are never bad enough to sour the ride, so it was a pleasant experience from beginning to end to revisit this game again after many years.

PS: This is an abridged version of my full review of this game. If you're interested in reading the complete version, please check it out here!

In an age before the internet became commonplace, I didn't have as much to entertain myself within the multiple childhood bedrooms I had. A small hand-me-down television of dubious quality eventually made it's way into my possession, albeit with no cable or antenna. Three things kept me company during those rainy lonesome weekends: toys, old video game consoles, and the trio of pencils, crayons, and discarded notebook paper.

I never liked having my room overtaken by the sound of silence, so I would often keep my fan on during even the cold winter nights. The constant noise of the fan wasn't really sufficient when I wasn't actively trying to sleep, so often I would rely on the only thing my television could produce besides static white noise, the music of my video games. This music was something that could either be easily conjured up by the sound test within the options menu, something that I could only hear in-gameplay, or if I'm lucky pausing wouldn't quiet the music. It's the reason a child would do such things like constantly replay a game to the point of being able to no-hit run it, play a racing game to drive on the same tracks over and over, or destroy countless soldiers on the battlefield for an entire evening. It was all due to the cool music.

Sonic 3 and all of it's versions didn't have a sound test, at least as far as I could see. It was quite a bother, because Sonic 2 had this. Why didn't 3 have it? I love the music so much. It wasn't until I came across the miracle of gaming magazines such as Tips and Tricks, Expert Gamer, and the like that suddenly my games would find a new lease on life, and Sonic 3 would perhaps get the most mileage out of it. Go to the vines in the first level, hit left x3, right x3, and up x3. Easy enough to remember. Sure, I get a stage select, but the sound test without any strings attached was what I truly wanted. I didn't need to constantly fight Mecha Sonic as Knuckles to hear the final boss music, even if I did find him super cool. I drew him so much...

Even when I eventually did get cable in my room, there were only like four channels I'd bother watching, and unfortunately I broke my sleep curfew a lot and stayed up like many a kid would, and advertisements would eventually start being shown instead of cartoons, pro wrestling, or stand up comedy. I'd spread my blanket across the floor of my room in front of my TV to either play something or just put music on from something I liked, then I'd draw, play my game boy, arrange my massive stash of Yu-Gi-Oh cards, etc. Was I a weird kid for sometimes enjoying the company of bleeps and bloops or some insane synth-rock music I heard in a fighting game about the anime I would catch after school every day? Maybe so, but music is music regardless of it's origin. For myself, that music represents memories of the journey I have taken through every console's library. Some are just more special than the rest...

I grow older, and I go through changes for better or worse. I live, I learn. Yet, here I am typing up this pointless nostalgia piece to the very music that inspired me to create decades prior, with the sound of the CRT speakers being replaced by some HyperX headphones, and my notebook paper replaced by a digital interface.

Some things never change.

Don’t piss off a 5’11 guy unless you want something like this to happen

This review contains spoilers

And so the day was saved again, all thanks to Pearl and her ability to scream extremely loudly into a microphone.

scared to play a girly game?? huh?? afraid to feel whimsy?? pussy

(9-year-old's review, typed by his dad)

I don't like RPGs, and I want to squish a bug

I despise this game with all my heart. Never have I seen game design this morally corrupt, this worthless in creating fun interactions for the player. The entire game is one huge, joyless grind, designed to make playing it a habit, to make booting it up every three hours an addiction. It features three different subscription models, on top of lootboxes, on top of the metric ton of microtransactions. But I think ‘micro’ is the wrong word here, so let me phrase it another way: 'Animal Crossing: Pocket Camp' hides an excessive amount of content behind paywalls. What isn’t hidden is the daily grind to make you, the player, addicted. What is hidden is the fun cosmetics and furniture – The possibility of customizing your clothing, your campsite in a fun way. But doing that is expensive. Playing Pocket Camp is expensive in general, it feeds on your time and produces emptiness, with the promise of less emptiness if you just buy into it. If you just buy into it, it honors you, tells you you did amazing – ‘Welcome to the Pocket Camp Club’ it says jubilantly – and creates, as a reward, more emptiness for you to enjoy.

Animal Crossing: Pocket Camp is what happens when rip out the joyous heart of a beloved series and replace it with greed. Instead of giving something to the player, this game just takes. And keeps on taking. It took a lot of money from me. It took a lot of my time. And, in the end, I filled the emptiness it gave me with disgust. For all the abusive gameplay loops. For the morally bankrupt monetization. Please, do not play this game. And if you currently are, I beg of you, step away. Remember the sunk cost fallacy. You are worth way more than what his game considers you to be.

The new roguelike mechanics are extremely fun and addictive and I really hope they flesh them out in a future entry. I like to keep my reviews spoiler-free so I'll just say: the only real failure with this dlc is the plot. Its not bad, its very good actually! Its just there is so little of it. I know to some that may sound strange but Splatoon fans really love the lore and character writing, its honestly some of nintendo's best (the cutscene direction is also not praised enough its great) but yeah I dont know I really enjoy the gameplay portion of it but I wish it was more especially with how long this took to come out. People talked and still talk excitedly about Octo Expansion and I don't know if this one has that kinda conversational staying power. Really hope they do more story stuff in the next game.