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Erato_Heti finished Paper Mario TTYD64
UrLocalBanktoad and Nerdietalk have already gone through the trouble of accounting most of the experience of the Mod in its glory and attempt so you can read their entries on the subject for that. Between the both of them, you'll find a sympathetic and sentimental portrait of the mods goals with some reservations made for the lack of tutorialization on certain aspects (for instance the lack of explanation on superguard being added or the tranferrence of badges you cant hold to the shop). I'm particularly moved by Nerdietalk's sentimentality as an experience of want from limitations. Only being able to play something like this for a couple hours between hotels, never being able to sit down and carve through it years later.

I have to admit that my experience was somewhat similar, but mainly for TTYD. I would play through a decent portion of it at family that babysat me going through dysfunction where I had a moment to play through it quietly as the divorce was proceeding. I suppose they left the console and games behind for a bit during the initial move. It wasn't until I was about 15 or so that I had been able to sit down with the gamecube during winter and play through it more properly. I had a similar experience with Windwaker, I always had an opportunity to play the stealth section at the fortress on various friends master disc over the years but couldn't sit down properly with it until I was also a teen during a stormy winter. Yet, due to the torments of my growing up I can't suture my childhood to myself. For instance I would have to nap on the sofa waiting for my family to pick me up from the babysitter, and I would have to hear a terrifying cry and anguish as those 2 children I played with were lashed by a belt under inquiry of who wrote my name on the wall. Neither of them admitted to doing it, as their cries turned to sobs. Moments like this of such extreme violence and terror were peppered throughout my upbringing. For instance another game I remember being enamored by was Scooby-Doo! Night of 100 Frights, but the person I got to play it with most was my middle school tormentor, who saw me as a dart board for their own mad sadism. So my experiences with enjoying the game were bullioned by a sense of queasy unease. I feel like I have incomplete data always, have to reexperience things again, in reference. I can't take my childhood joy for granted, it may have been a ruse, a mirage of entertainment. For instance, is Luigi's Mansion a game I would have always enjoyed or is it just a hackneyed Resident Evil? I could never have played Resident Evil before Luigi's Mansion in the way other kids might have, because my parent's were strict about following the entertainment ratings, despite my common protests. I think they really were afraid I may have become catalyzed to violence in a post-columbine environment. Nonetheless, my sense of the arts always felt like they were being held back from full potential.

As a result of this upbringing, I feel constantly that I need more data to be sure, and while this has always been itching at the back of my mind this specific sensation has actually gotten a little extreme over the past year or so as a result of losing contact with most of my gaming peers. I have to do more of the investigation myself to make sure I 'get it right'.
For instance, I could have played through and written about my love of TTYD a long time ago if I didn't have this sort of hangup, but I have already reason to suspect Mario as a false idol of my gaming childhood due to both the hidden-in-plain-sight artificiality of the main character (A 'blue collar' monarchist italian in the 21st century? Come on...) and more evidently the endless subjugation by the corportate empire of Nintendo, which takes particular ire to piracy, a much needed device in order for lots of folks to remember the history. This reservation may seem extreme, but it was ultimately warranted.

See, TTYD mod changed the gameplay of Paper Mario, but didn't touch the pacing and the story much at all. From that story I found out a dirty secret. TTYD is just a soft reboot of most of the beats from Paper Mario! The first party member is a Goomba that gives you explanation of the world around you. Each chapter is split by an intermission scene of peach messing about in Bowser's domain to meddle his plans. There's even the whole matter of having to collect star crystals. TTYD is just a facelift for the gamecube of a game that came out only 5 years prior to the point that it riddles holes through the whole of that game. Common parlance would refer to this as a 'lazy reboot' and while I wouldn't go that far it is massively disappointing. In part because the story of the first game wasn't more than your typical neocolonial hero's journey tale in which you're affronted with a roster of 7 characters over the course of your journey who have about 1 or 2 dynamic arcs to speak of between all of them. That is to say almost the whole journey is on autopilot. Even throughout the story mario is already known as a celebrity and people expect him to fix their problems. None of the other characters besides mario really matter. Bowser's whole plan is so clearly telegraphed as hubris from the very beginning, and every single boss seems to work for them. There's one particularly damning scene where Mario finds the lost shaman sibling Merlumina trapped in ice towards the end of his journey, and as Merlumina begins to tell her backstory Mario falls asleep thus completely abridging the moment and withering any sense of stakes. The player has long ago already been tunnel visioned, the plot doesn't need to do anything to satisfy anymore. To make it worse, this tired trope was already done once before by mario towards another shaman.

Actually it's sort of interesting in the sense that I can't point to an earlier title in which there was enough of a characterized egomania to Mario. Sure, even in the original game back in 1985, the various instances of him wearing a hat with his own name, and the fact that all the nintendo sports titles had his name bolted to the front implied such a character flaw, but it was always the implied text, never made explicit. This game makes it explicit by going so autopilot in this way. It begins to articulate a hero worship mario, one haunted by narcissus. It should come as no surprise then that one of the last enemies Mario fights in this game is the Duplighost, copying the image of him and his partner. This is utilized to quiz mario about his own team, but even in the fights they curiously never copy him. As if to say that his image is so sacred and pristine that it can't be copied. A damning implication of where his character was heading.

Despite all of what I've said about the character of Mario, Paper Mario is not a soulless exeperience. Taken as a series of standalone chapters it has a neat saturday morning cartoon sense to it. A lot of the locations are well realized and surreal with puzzles that test you without deeply irritating you. There will be at least 1 area you go through in this game that is totally iconic. For me that was the Chapter 6 flower fields chapter. In which you had to resolve through the flaws and dramas of the various plants in order to make the sun happy and plant a seed towards the clouds. It was an iconic back and forth throughout the level. It's far from the only chapter I thought worked great as a setpiece. In fact this game strives in general at setpiece designs, with a special focus on the character animations and large areas to make each world feel well realized. The mod helps here to, I won't find the replayability that others suggest, but by choosing a higher difficulty I felt well tested by the final bosses in each chapter. Yet the game ultimately felt asthmatic due to its main character having such an apparent case of main character syndrome. As a result of this contrast I felt completely spent by the end of my journey with the game, I was basically running away from every fight or using the final star power to end them early in chapter 8. The game felt like a party that was going on for too long by that point.

You know what game feels unpolluted in comparison? Super Mario RPG. There are many reasons as to why but one worth bringing up here is that it showed me a version of Mario that was authentically endearing. Rather than the blissful automaton I grew up with, Mario in that game was stressed and frantically pantomime to others in order to catch them up to speed. He was in a hurry, but constantly trying to help those along the way. The world didn't so readily revolve around him and there was a gung ho chutzpah in all his actions. He didn't have somebody explaining everything the world either. It just existed as a mystery, and he had to work with his companions regardless of their pre-established character. All of the self confidence the companions in Paper Mario is under duress there, and they aren't doled out nearly as quickly. I think this is a result of the fact that Mario as a Nintendo franchise was not yet sitting on its laurels truly by this point. The reason I enjoy Super Mario RPG (although admittedly I haven't finished it yet) is the same reason I enjoy Mario 64. There's a haptic cartoon bellowing feedback to the character in these earlier titles. It feels like I'm embodying somebody who is actually intent on achieving his goals. One of my favourite examples of this is how if you hit the lava in 64, he would scream and you can hover him towards land again desperately before he dies and if you caught him from this situation he would cover his ass say ow and run around for a bit. I love this because in the later games you would die on contact or not be able to even imagine bouncing back out of the lava most of the time and it wouldn't be as loud. In this one he is being tested to his limits and you have to work with him to get him to the end.

I think there's literally only 1 explanation I can give for why I feel ok being this mean towards the game. The thespianism of the game adjusted with a mostly silent protagonist would have worked miles better if it was Kirby at the wheel. In literally all ways Kirby and his world would have been more appropriate for this affair, but because of commercial uncertainty Miyamoto would never have signed off on that. There's lost potential there. Even one of the main writers on Paper Mario, Kensuke Tanabe, had a huge hand in a lot of the Kirby games prior to this point. Which may explain why a lot of the game feels 'Kirby-esque' in retrospect. The fixation on gormet food and endless appetite. The beautiful animations and startling encounters. The breakneck pace of going from place to place. Yet instead Kirby is articulated as an imaginary 'villian' to mario's success....

The complaint I made earlier about Mario falling asleep during the shamans story has duplicated through this process of close analysis. See, in that same chapter, one focused so studiously on 'mirroring' and the ominous crystal castle to be explored within, there's a new enemy that mario fights called the Duplighost. A enemy who needs to take a while to copy the abilities and face of the opponent before they fight them. But curiously, Mario is never copied directly in combat. Mario is never made to fight mario, he is only made to either discern mirror versions of his substitutes. His own image is too pristine and immune to have that happen. In order for Mario to succeed, Kirby needed to be ostracized as inferior. In order for Mario to succeed, Mario needed to be glorified. These two actions weld together as one, they are inseperable. He needed to be a walking statue of his own righteousness, and needed an identifiable mimicry with which to beat down via his hammer. A weary paladin who's unbridled righteousness is forced to make all before him conform to his whims. Sculpting only further his own fatigue. No problem for good old mario though. If all you have is a hammer, everything looks like a nail.

If that's the case then allow me to pull those nails back out and try to hang paintings. I will continue the journey of this nervous exploration, so I can try to fill in the blanks of the story that much more.

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