Paper Jam: The Mario Game That Wishes It Didn't Exist

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The year was 2021, mid-March. I was sitting in my  college dorm, bored out of my mind. Rain had been   pouring across the windowsill for hours now;  clearly not an outside kind of day. Not that   it mattered, because I didn’t know anyone at  school anyways. Not that that mattered either,   because lockdown was still well underway  at that point, meaning there would be very   little to do with these hypothetical people. So that was that. What a perfect opportunity,   I thought, to finally crack open the 3DS I had  brought with me, and boot up Mario & Luigi:   Paper Jam, the only Mario RPG I had yet to  replay in any capacity. It’s not like there   was anything else to be doing around here. I didn’t get far. A little over three hours in,   I could feel my mind start to wander, my eyelids  drooping, the yawns per minute increasing sharply.   It was about the time a random Toad requested I  dawdle around to look for some more Paper Toads   that I finally gave in: “Wouldn’t it be more fun  to just replay Dream Team instead?” I wondered,   starting up another playthrough on Hard Mode  for a game I had already beaten four times over.   Though my mission to replay Paper Jam had ended in  abject failure, the experience stuck with me. What   happened? I’ve handled way worse, way more tedious  things than that before. It wouldn’t be until over   three years later that I would ascertain the  true nature of my boredom, committing myself to   an actual, honest-to-goodness replay. During  that replay, I would make a groundbreaking,   foundational realization about Paper Jam…. It’s just not very good, is it?   It’s difficult to fully understand why Paper Jam  is the way that it is. A crossover between the   two Mario RPG series seemed like a perfectly great  idea on paper (yes, yes, whatever), but it’s clear   that the result failed to capitalize on anything  interesting a crossover of that nature would   entail. Many have speculated that Paper Jam’s use  of only the most standard assets and characters   from the Mario universe was a smaller piece in a  more sinister mandate, a plan for the series that   sought to standardize the franchise and make  Mario more consistent and brand friendly.   I suspect, however, that the truth of the matter  is far more mundane than people believe. Paper   Jam is clearly a much more budgeted title than  its predecessor. In an Iwata Asks interview   with the Dream Team leads, in addition to  discussing how the team wanted to make the   biggest Mario & Luigi game yet when hopping  into the 3rd dimension, they also discuss   some of the herculean efforts they went through  to make the 2D sprites look good in a 3D world,   something even Iwata exclaims would create a  “staggering workload” for the team. Consequently,   it makes sense why Paper Jam, despite its emphasis  on paper characters, ends up using a lot more 3D   assets than its predecessor, and why the game  reuses a lot of the sprites already created in   Dream Team. Though I have no direct evidence,  my guess is that it was simply too expensive a   task to go full throttle on Paper Jam. But this reasoning might not just be for   budgetary concerns. In the same Iwata interview,  Hiroyuki Kubota, Dream Team’s director and   eventual co-director for Paper Jam, mentions how  he felt “like a white sheet of paper” after the   creation of Bowser’s Inside Story, agreeing with  Iwata that he felt “burnt out until he was blank,”   but that he “had to get moving on the next one.”  If that was the feeling moving into Dream Team,   I can only wonder what Kubota was feeling when he  was approached to make a fifth Mario & Luigi.   These working constraints seem to bleed out  into the game creatively as well. According   to a GameInformer interview, the idea to base  the Paper Mario side of things mostly on Sticker   Star was not because of some personal interest in  the title, but the very practical fact that they   could “base the game off the latest data.” Oh,  and also, while we’re here, you can apparently   thank Paper Jam for introducing the white outline  to Paper Mario, not Color Splash, as indicated by   AlphaDream. Furthermore, a Miiverse interview  hosted by the developers of Paper Jam indicated   that fitting in Paper Mario was difficult as they  “had to work from the Mario & Luigi base,” and   that they’re original story for the game had  to be pared back after devising something far   too ambitious. Given what we know so far, these  considerations make sense. New locations means new   assets, new characters means new sprites, all of  which adds an incredible workload to what seemed   to be a fairly exhausted team of people.  Rather than a top-down scheme at Nintendo,   Paper Jam’s unoriginality seems more likely to  be a case of limited time, budget, and energy.   Understandable as many of these reasons are,  they ultimately don’t change what Paper Jam is:   a deathly boring game. Truthfully, though, I  think there’s actually quite a bit more to say   than that, and very little of it good for Paper  Jam’s reputation. Paper Jam is more than just a   boring game, it is a surprisingly mean-spirited  and unpleasant experience, congealing into a   bland mess that I would dishonorably designate  the very worst the Mario RPGs have to offer.   If there’s one thing you’ve probably heard about  Paper Jam, it’s that it is deeply uninteresting.   This is correct. Just looking at the opening  image of the Mushroom Kingdom really tells you   all you need to know. Grasslands, Desert, Beach,  Forest, Snowy Mountain, Lava Castle; there’s no   surprises here. But while most might be content  to say that Paper Jam’s overworld is boring,   I think it’s worth seriously unpacking that  statement; It doesn’t do the issue justice. Paper   Jam’s overworld is boring, yes, but it is also  the most singularly dull rendition of the Mushroom   Kingdom the Mario series has ever devised,  playing out less like an actual representation   of standard Mario tropes and more like the faded  recollection of an embittered Paper Mario fan.   There’s a common talking point against Sticker  Star – and the New Super Mario Bros. series – that   these games lacked fun setpieces and unique  environments to explore. But this is only kind of   true. New Super Mario Bros., especially with New  Super Mario Bros. U, was at least able to throw in   some neat little variations to common themes, like  sunken ship ghost houses, starry night ice levels,   Starry Night van Gogh levels, sunset cloud  levels, and a transmogrified Peach’s Castle.   Sticker Star featured many stale Mario setpieces,  but still found time to include Goomba Fortresses,   Yoshi Sphinxes, Desert Towers, Wiggler Tree  Houses, Beachside Shipwrecks, Gondola Rides,   Minion Amusement Parks, River Rapids, Chain-Chomp  Jungle Temples; this is a non-exhaustive list.   Yes, these games are lacking in originality  relative to the likes of other Mario games,   but it’s not correct to suggest they’re lacking  in originality completely. On the other hand,   one only needs to take a cursory look at Paper  Jam to see how much lower the bar really is. Paper   Jam’s Mushroom Kingdom has quite literally zero  locations of interest, aside from some so-called   villages composed of nothing but copy-pasted  Toad Houses, and… some prison cells, I guess?   In one scene, the Bowsers suggest taking the  Peaches up to a villa they have on Mt. Brrr.   A villa sounds like a fun location; I can  only imagine what creative ideas a large,   resort-like luxury mansion run by Bowser’s minions  could bring to the table. I can only imagine it,   because this is what the villa actually looks  like. It’s just so… painful to witness. Why would   Bowser ever even go here – so he can get snowed  on? There doesn’t seem to be much in the way of   amenities or customer service or… furniture. I  guess it’s a “bring-your-own-lawn-chair” kinda   deal at Villa Bowser. If this were any other  game than Paper Jam, this location would easily   be one of the highlights of the adventure. Fortunately, Paper Jam offers a vast selection   of caves to break up the monotony. Doop Doop  Dunes features a prolonged segment underground,   while Mt. Brrr is speckled with a few along the  path to the mountain’s summit, painted with a nice   blue finish to really complete the experience. If  you’re bored with the sunny beaches, you can take   a stroll around the underground prison, which  looks conspicuously like the Dunes caves, and   which comprises a whole 13 of the 20 total screens  in Twinsy Tropics. Did I say “fortunately”?   Even the names of the areas don’t do much to  inspire confidence. Mario area names have always   been pretty silly, but at least in Mario & Luigi,  they’ve usually followed some kind of theme,   like Superstar Saga’s laugh-related names or  Dream Team’s sleep-related ones. Nothing remotely   as interesting has been attempted in Paper Jam.  I’m not really sure what I’m supposed to gather   from the name Mt. Brrr other than “it’s cold.”  Sunbeam Plains is just too generic a name to get   excited about, and the final area is named Neo  Bowser Castle, which was already done in Dream   Team. That last one could even work, if Bowser  explicitly mentioned the events of Dream Team   as his inspiration, but as we’ll soon see,  Paper Jam has a particular problem giving   meaningful context to what’s going on in the  game. As it is now, it feels almost like Paper   Jam is hoping you’ll forget the previous game  existed. And a glance at Dream Team’s world map   is enough to see why – for the most part, this  “game-at-a-glance” gives you several locations   of interest, immediately sparking curiosity  before you even get past the start menu.   The worst part though, is that it’s difficult  to say these standard areas have been rendered   particularly well. One of the major  mechanics of the game is a dash button,   allowing you to run through the world at a faster  pace while also letting you jump with all three   characters at the same time. The level design  has clearly taken account of both the dash and   the additional playable character, because the  individual screens in Paper Jam are gigantic   compared to any of the series’ prior. This is  not to the game’s benefit; since there’s nothing   of interest to populate these giant screens with,  the result is a lot of them feeling like a barren   smattering of random elements, or at worst,  a giant monotone field of nothing. It means   the environments are less detailed, too. Even  the most basic screen in Dream Team had loads   of little environmental features tucked into its  corners, from tile configurations on the floor,   to carefully placed plants and flowers around the  tiles, to overgrowths and patterns on the grass   itself. But now that same level of detail needs  to be stretched out to accommodate a larger space,   so each screen feels less distinctive. Paper  Jam has comparatively fewer screens per area,   but I’d argue almost none of them  are engaging enough to remember.   And good music can only do so much. Yoko Shimomura  tries her best to invigorate the game with some   life, but there’s not exactly a lot to work  with. Since the areas have no theming other than   their generic biomes, it’s hard to muster up any  greater sentiment about the soundtrack other than,   “well, that sure sounds like a pretty good desert  theme.” Not to say Shimomura was phoning it in,   or anything. There are of course some  exceptions, like the Forest Fairy Melody   and especially Mountaintop Secrets, which  deserves better than to be pasted over   any area in Paper Jam. It appears I’m in good  company in that opinion. Still, if Mountaintop   Secrets can’t even make me jazzed about Paper  Jam, it’s probably not the music’s fault.   Searching over the entire game, I feel the Lakitu  Info Centers, the buildings where we’re given most   of the game's Paper Toad Rescue missions, are  about the only interesting locale Paper Jam   offers. Fashioned after an amateur newsroom, the  Lakitus rush across the desk, pencil and notepad   in hand to bring the latest info to the citizens  of the land. Papers strewn about the floor,   the info centers bustle and move with energy in a  way the rest of the Mushroom Kingdom feels devoid   of. The Lakitus exist in a nexus of their own,  gathering data and intel from people the game   never bothers to think about in locations the  game never attempts to realize. Then again,   there is something depressing in the fact that  the most interesting idea Paper Jam can muster   is doing a laundry list of the Lakitu’s literal  paperwork. After all, what is the name Paper Jam   if not an office supply joke? And a paper jam is  not a thing to be enjoyed, or to look forward to;   it is a blockage, an error, something you want  done and over with as fast as possible.   Tragically, Paper Jam is anything but short.  Sitting between 25-30 hours for just the main   story, Paper Jam is the second longest Mario  & Luigi game, despite having the least to say.   How can this possibly be the case? The answer is  simple: Paper Jam is the king of contrivances,   gorging itself only on the most asinine and lame  roadblocks imaginable to pad out the runtime.   Paper Jam is little more than an arbitrary series  of obstacles doled out at specific intervals.   Understanding this aspect helps to illuminate the  true nature of the game’s most common criticism:   the Paper Toad missions. In actuality, there  are not as many of these as some of Paper Jam’s   detractors would have you believe. The most  egregious missions happen early on, where the   game decides to stop dead in its tracks to have  you rescue some Toads in the Plains and Dunes,   but other than that, there’s a fairly large amount  of time between anymore such missions reappearing,   a trend which continues throughout most of the  game. But while the case of the Paper Toads may   be slightly exaggerated, the underlying criticism  it’s hinting at is certainly not. The reason why   people dislike the Paper Toad missions is  because they feel like mindless filler,   their purpose only to keep you playing for longer.  The problem is that this feeling of doing blatant   busywork persists throughout most of the game,  not just while you’re doing these missions. It   thus creates the illusion of there being more than  there actually are; Paper Jam itself essentially   feels like one long Paper Toad mission. Doop Doop Dunes contains a frankly laughable   sequence of events to help constrain you within  the area for longer. After a chase sequence with   Nabbit, you attempt to cross a bridge to the other  half of the desert. However, two giant pokeys   knock you off the bridge into a cave, leading  to an hour-long diversion involving escaping   the cave and doing the aforementioned Paper  Toad rescues. After crossing the first bridge,   you get into a Papercraft battle, followed by  Bowser launching a cannonball which destroys   a second bridge you come across. This leads to  Mario and company getting kidnapped and being   put into the Twinsy Tropics cave. There  is no story being told here, it is just a   perfunctory sequence of events that need to happen  in order to justify Doop Doop Dunes’ existence.   To cross the Gloomy Woods, you need to figure  out a way past the magic Playstation glyphs   Kamek has erected across the Woods. The  local Wiggler is capable of such a task,   but he won’t help because he’s hungry, so you  need to spend some time feeding him. Eventually,   after the game’s had enough of the glyphs,  Bowser’s minions somehow manage to erect a few   electric fences preventing access to the furthest  recesses of the woods, something Wiggler can do   nothing about. Later in the game, when you need to  reach Mt. Brrr, the game contrives a reason to go   through Gloomy Woods again by throwing roadblocks  in front of the entrance of the mountain,   an entire extra hour of game just to get past  a literal piece of cardboard. Neo Bowser Castle   is an utterly interminable area, beginning with a  thirty minute Nabbit chase for no reason (how did   he even get up here?), more broken bridges, and  backtracking to collect some ore as well as for a   cannon minigame they throw in at the last second.  There are no less than three separate occasions   in this dungeon where they throw an extended  sequence of mob battles at you in addition   to the regular mobs in the area proper. This is a meager list of the ways in which   Paper Jam loves to waste your time, but I must  re-emphasize that the entire game is like this.   And I’m not trying to suggest that Mario &  Luigi games have never had filler before,   goodness knows that’s not true, but it has never  been as pervasive as it is here. The real problem   is a matter of context and story progression  – getting through an area in Paper Jam should   feel like you're making headway, not just in  terms of levels and Bros. Attacks, but also   in terms of narrative as well. Previous Mario &  Luigi games have done this fine. In Dream Team,   to reach the summit of Mt. Pajamaja, you first  need to go to Wakeport to find a tour guide for   help. This makes sense: of course we’d find a tour  guide in Pi’illo Island’s major tourist town. Now,   you could accuse this section of being filler –  after all, it’s easy to imagine a version of Dream   Team where you head straight to Pajamaja right  away, and find the tour guides at the base of   the mountain. But I would argue this wouldn’t make  Dream Team better. Wakeport is an exciting little   area that sells the culture of the island in terms  of its sleep-related fixations and its dependence   on tourism. Furthermore, it feels narratively  satisfying. You go into Wakeport with a goal,   finding a tour guide, and you come out of  Wakeport having completed that goal. Similarly,   the purpose of Somnom Woods is to reach the temple  of the Zeekeeper. The Woods are the only place on   the island untouched by tourism, and the game  properly represents this, the mystical woods   the only area not overrun with buildings, people,  or construction equipment. Dream Team makes sure   to place each area in context within the specific  setting of the game; Somnon Woods is not a random   forest, it is a forest with a specific meaning  to the setting of Pi’illo Island, and Dream Team   brings us there to fulfill a specific purpose. But this is not at all how Paper Jam goes about   things. Notice how the purpose of every  single area in Paper Jam is simply to   get to the next location, and never because  there’s something important about the location   itself. The reason we go to Sunbeam Plains is for  no other reason than to get to Bowser’s Castle at   the end. The reason we go to Doop Doop Dunes is  to get to Bowser’s Castle at the end. The reason   we’re in Twinsy Tropics is because we need to get  back to Doop Doop Dunes so we can get to Bowser’s   Castle at the end. When we learn the Peaches get  taken to the villa at Mount Brrr, the reason we go   to Gloomy Woods is to get to Mt. Brrr at the end.  When we fail to rescue the Peaches at Mt. Brrr,   and they’re taken back to Bowser’s Castle, we go  to Doop Doop Dunes to get back to Twinsy Tropics   so we can get to Bowser’s Castle at the end. Why  does Mario cross the road? Quite literally only   because he needs to get to the other side. There  is no reason, no specificity to any of the areas   we’re asked to visit; the events that occur within  each are almost totally interchangeable. Why does   Bowser have a villa in Mt. Brrr, and not in Twinsy  Tropics instead? Why does Bowser have a dungeon   in Twinsy Tropics, and not in Gloomy Woods? I  dunno. There is no justification, no attempt   to contextualize the world. They just happen to  exist there. And that’s the difference between a   game like Paper Jam and a game like Dream Team:  each area in Dream Team exists for its own sake,   and not as a mere means to an end. It’s important to point out that this   lack of context exists both on the macro and micro  scale. I was blindsided by boss battles on several   occasions during my playthrough, because they  seem to sprout up at random. This is usually not   a problem, because games typically have a pretty  good language for communicating when a boss fight   is taking place. If you visit an area to collect a  special item, you can bet there’s probably a boss   fight right before you collect said special  item. See a large room with a save block?   Probably a boss. But because Paper Jam lacks any  specificity or context whatsoever, it’s often   difficult to ascertain where these signs are.  At one point, before entering Bowser’s Castle,   the game repeatedly spells out that a boss fight  is about to happen. They need to do this because   there’s nothing else indicating it otherwise. The  arena you’re standing on is just a bland patch of   sand with a generic green pipe sitting next to it.  Paper Jam removed save blocks entirely, and the   heart blocks that refill HP and BP don’t always  appear next to bosses. And once you beat the boss,   you just move on to the next area, with little  or sometimes no fanfare or debrief whatsoever.   An area’s boss appears not because it represents a  turn in the story, but because in the language of   video games, standard operating procedure dictates  that an area ends with a special battle to mark   all the skills you’ve learned. Paper Jam is  closer to a Mario activity book at Barnes & Noble   than it is a narratively-driven RPG. It’s frustrating that the game can’t seem   to grasp the basic concepts of what makes a  game interesting. People rag on Sticker Star,   but Sticker Star does this correctly. You need to  travel to each of the five worlds because a Royal   Sticker has fallen into each area. There. We’re  already doing better than Paper Jam. Each area   has a story reason to go to it, with a built-in  natural ending point. That’s literally all you   need. On a micro scale, though, Sticker Star  is actually fairly interesting. The segmented   level structure allows the game to organize  the layouts of each area to match the context   of that specific world. World 2 sees you go back  to previous levels to find tower scraps to unlock   Drybake Stadium. The fact that you can find the  tower scraps in any order simulates a sort of   archaeological investigation, scouring each of the  four prior levels to uncover their secrets through   your own research (an idea so good, Origami King  would seemingly return to it). Now Sticker Star   often undermines itself with the specifics of some  of those levels, but the core concept is neat,   generating a reason to backtrack concomitant with  the experience the world is trying to simulate.   World 3 is by far the largest world in the game, a  maze-like poisonous forest. Unlike everywhere else   in the game, World 3’s layout is a three-by-three  grid, maximizing the number of possible pathways   between levels, in turn maximizing the number of  secret exits that can be placed in each level.   Like before, World 3’s layout embodies the spirit  of its design, creating a confusing, web-like   structure that the player progresses through  non-linearly, having the player backtrack to   previous levels to find new routes to previously  unexplored parts of the forest. The Bafflewood,   a level at the beginning of World 3, makes the  statement of intent fairly explicit: a forest   maze, the game’s equivalent of Zelda's Lost  Woods, foreshadowing the world you’re about to   enter. Sticker Star’s level and world design adds  meaning to the game where its story often falters;   they are not made up of interchangeable roadblocks  in the way that Paper Jam so frequently is,   but are intentional events that map onto  their specific location and bolster their   World’s respective themes and atmospheres. To be fair, there are some fleeting examples of   Paper Jam trying to do this. Unlike the Trio  Moves and Bros. Attacks, which are given to   us at seemingly random intervals for no other  reason than that we've progressed through the   requisite length of time for a new move, the  overworld moves are learned more naturally. The   trio will find themselves stuck in a novel  dilemma, like behind an unbreakable block,   or see an out of reach object, or need to  reach a too tall object, and discuss a way   to resolve this situation using Paper Mario.  They’re cute little scenes which explain why   we didn’t obtain the move at a point earlier in  time; the Bros. didn’t know they could do it,   and never had a reason to either. That’s all it  takes, Paper Jam, just a little bit of context.   I hope by now I demonstrated that “boring” and  “uninspired” don’t really capture the problems   with Paper Jam’s Mushroom Kingdom. “Stupefying”  and “intolerable” may be better terms to describe   it. If Dream Team was a celebration of the Mario &  Luigi series, then Paper Jam is its funeral march;   a game that hits the beats when it needs to, but  at no point actually enjoys doing it. At no point   does it do anything in a way that might make  you care. Paper Jam is in some ways a genuinely   impressive achievement: they managed to make a  25-hour game where absolutely nothing happens.   Unfortunately, Paper Jam’s world is arguably  the lesser of two evils. Paper Jam may be   aggressively boring, but every so often, it  becomes something more than that. Paper Jam is,   at times, a surprisingly nasty and vindictive  game, smugly announcing its presence before   falling comatose for three more hours. The Mario & Luigi series has always made   fun of Luigi. That’s not a theory, the developers  are quite aware that Luigi is the punching bag of   the series. Yet, in defense of the series, I think  the games have made its intention with these jokes   clear: there’s always been an unironic  opportunity for Luigi to shine,   a point at which the game reaffirms Luigi  or gives him a boost in confidence. Dream   Team fared best in this regard, giving Luigi a  plethora of moments to show off, not the least   of which being a series of kaiju boss battles. With that said, Paper Jam is just… unnecessarily   mean to Luigi. The game constantly belittles and  insults him, chastising him for his incompetence   and clumsiness. “Stop messing around!” “Luigi, do  you have any idea what’s going on? No, of course   you don’t.” “Did Luigi mess something up again?”  “Oh, of course, I must be dreaming! That would   also explain why Luigi’s looking so capable.”  “You can’t find the book? The book that’s Paper   Mario’s home? No, even you couldn’t have messed  up THAT badly!” “What’s that you're saying now,   Luigi? You’re worried about all the Toads  the Bowsers have kidnapped? You can picture   them wringing their nubby little hands with  fear? And their shouts of ‘Oh, please save us,   Luigi! We need your help!’ Wow, Luigi, that’s  a terrible scene you’re painting. Luckily,   it’s not very realistic. After all, I’m pretty  sure they would be calling for Mario’s help,   not yours.” “If your Mario is anything like the  Mario from MY world, I’m sure they’re both fine.   They are very capable, aren’t they? And so caring,  especially toward Luigi, who, let’s face it, is…   Luigi. “Oh, I hope Luigi can keep it together.”  “I know it’s scary, but we’ve got to make our   way through this forest. Bah, I’ve got nothing  to worry about. We’ve got two Marios!” “Luigi,   be quiet!” What the hell is wrong with this game?  This is not a complete compilation, mind you!   After a while, the jokes start to take on  a different character. A sense in which the   game just genuinely doesn’t like Luigi. Paper Jam  isn’t so much teasing Luigi as it is bullying him.   There’s a section in the Gloomy Woods where Luigi  gets to be by himself and save the day, but even   this is laden with insults. Starlow attempts to  convince Luigi not to be scared in an obviously   insincere speech about having a whole year named  after him, which ultimately concludes with Luigi   falling face-first and Mario standing on his  ass. If this was meant to be a moment of triumph,   it’s certainly Luigi’s least graceful. I mean,  my goodness, even the box art can’t help but   make fun of him! “Can you stop two Bowsers…  rescue two princesses… and manage one Luigi?”   This feels like a caricature of Mario & Luigi’s  humor. “Green man of mustache. For all that I   have forced you to endure, forgive me. You see,  I know the truth. Your heart is like a gemstone;   multi-faceted and beautiful. I see how it  sparkles. There are places that need polishing,   but you are vital to your companions.” It’s worth  pointing out that though this door ostensibly made   this test to see if Luigi was worthy of passing,  the test was in reality meant to assess Mario;   specifically, his loyalty to his brother. It  was, in effect, a test of the series itself,   an opportunity for it to lay down a declarative  opinion on the character of Luigi. What a clever   and heartfelt scene. Partners in Time passed with  flying colors. Paper Jam forgot its own history,   and replaced it with a bilious facsimile. But it’s not just the poor treatment of Luigi   that leaves a bad taste. Its story is the foul  frosting slathered over the undercooked cake.   No points will be awarded for guessing that Paper  Jam’s main narrative thrust is an all-too-generic   “Bowser-kidnaps-Peach” plot. The fact that there  are now two Bowsers and two Peaches doesn’t change   the equation; a nothing story multiplied  by two is still nothing. Unsurprisingly,   Paper Jam can’t even do this simple story  satisfactorily. Several seemingly major   storylines go nowhere and serve no purpose. The  game spends most of its narrative beats with   Bowser’s Minions – because those are by and large  the only actual characters the game introduces us   to – primarily the Kameks and Bowser Jrs. At  the end of the Dunes, the Koopalings come into   possession of the book that contains the world  the paper characters come from. Theoretically,   this is supposed to be raising the stakes, one  of the few times Paper Jam attempts to do such a   thing; with the power of another universe at their  hands, the Bowsers could theoretically bring any   creature they want from the Paper world. This  never happens. The Bowser Jrs briefly plan to   dispose of the book against their fathers’ wishes,  so the Paper Bowser Jr. never has to return,   but they decide against the plan in the  end. And a big deal is made of us having to   leave the book behind after our initial visit to  Bowser’s Castle, but this never has consequences   down the road. There’s even a cutscene where  both versions of Bowser and Kamek concoct a   plan in secret to betray the other versions of  themselves, but these plans never materialize;   the Kameks don’t even mention it again. It’s all  very strange; this book and its location are one   of the plot’s major preoccupations, yet it feels  like a nonentity for most of the time. Similarly,   the game spends a large chunk of the first fifteen  hours with the Bowser Jrs., but after beating them   up in Bowser’s Castle, they outright vanish, never  to be seen or mentioned for the rest of the game.   There’s a certain sloppiness to the whole thing,  and the final results reeks of dropped storylines   and drastic rewrites – consistent with what  was said in the Miiting by the developers.   The most egregious offenders are by far the  Peaches. The story constantly teases that it   might do something interesting with them, only to  whiff at the last second. During the first fifteen   hours, we see several cutscenes of the Peaches  hatching an escape plan to spring at just the   right moment. At the end of Bowser’s Castle we  finally get to see their plan in motion… only   for them to get immediately captured again. What  was even the point of hyping that up? And why wait   to pay off that storyline moments before Mario  and company made it to the top of the castle,   thus rendering the plan pointless since Mario’s  here to free them anyways? An infuriating scene   in the villa has the Peaches discuss how routine  they’re lives have become. They think of ways to   add some nuance, to change things up a bit and  make life exciting again. It’s clear Paper Jam   has absolutely no interest in this conversation,  despite subjecting us to it. The game never   attempts to do anything new with the Peaches. Or  anything at all, much less new, for that matter.   Even after the Peaches are rescued at the end of  Bowser’s Castle, they effectively vanish for the   final third of the game. Somehow, they had more  of a role in the story when they were locked away   in a metal cage! Maybe it was better when Paper  Jam didn’t try to pay off its storylines….   But the real problem with this Great Value-brand  Mario story is that Paper Jam is all too aware   of its shortcomings. In fact, the game’s  deficiencies are quite often the source   from which Paper Jam mines its humor. The first  few hours of the game leave a remarkably bad   impression. Beyond the chiding of Luigi and  the wafer-thin motivation for the adventure,   the first few hours or so are populated with  self-deprecating little jabs. When the Bowsers   finally come to invade Peach’s castle and  kidnap them, the Peaches’ response is,   “I guess it’s that point in the story.” “Ugh.  Not again.” So if you know it’s boring, why   continue to do it? Awareness of the problem and  fixing it are two entirely different things.   Later, in the Twinsy Tropics dungeons, Starlow and  Luigi have a conversation about a door, apropos of   nothing: “You think we should remember this exact  spot because it might be important later? Because   the sort of adventure we’re on always has some  kind of foreshadowing device?” Just… what? Maybe   I’m completely off base, but aren’t the kinds of  foreshadowing devices you’d find in the “sort of   adventure we’re on” be reserved for something  important, for some major turning point in the   story? Not for a random wall that signifies  nothing but another arbitrary roadblock? Like,   seriously, you just stick a coin macguffin in the  wall, and it lowers to some more caves that lead   to Bowser’s Castle – that is the significance of  this wall. If the game is going to poke fun at   common RPG tropes, it could at least try to find  an actual example of what it’s talking about.   The sequencing of Bowser’s Castle is simply awful.  After making your way to the boss room of the   area, the Bowser Jrs. run away after revealing  that they’re in possession of the book. To chase   them, you have to go back down a floor to engage  in a random stealth-minigame they pulled out of   thin air, to which the Bowser Jrs. respond by  running… back to the boss room. Once you make   your way there a second time, the Bowser Jrs. ask  themselves “Hey, buddy! Why did we even run away   the first time? Fighting is more fun, don’t you  think?” Oh, trust me game, I know you wasted my   time, you really don’t have to rub it in. Even the music can’t seem to refrain from   taking some pot shots. The Twinsy Tropics  theme, a relaxing, chill-out kind of piece,   is called “Epic Story,” a title which describes  precisely zero parts of this game or the area it   plays in. I cannot for the life of me explain  this name, except for it being some kind of   poisoned irony, fully aware that there’s  nothing epic about this story at all.   The first visit to Gloomy Woods is the perfect  example to see how little Paper Jam takes itself   seriously. On the surface level, it contains  many similarities to World 3 of Sticker Star,   featuring a Wiggler as the central focus  and Kamek mucking up the place. But that’s   about where the similarities end. In World 3,  Sticker Star attempts to show the full extent   the poison has had on the forest. Vistas of  an ominous island show a stream of poison   leaking onto the shoreline. The Wiggler Segments  accompanying Mario can only become enraged at the   state of their home and the intractability of the  problem. Kersti notes to one segment that it’s the   “useless kind of mad,” one that doesn’t direct  itself towards any kind of positive outcome.   This same segment – drenched in poison –  runs to Surfshine Harbor to seek assistance,   but finds no one really cares. The only Toad  with a boat isn’t willing to sail to the island.   The segment starts to perk up with rage, but it  knows the truth: that won’t do anything. Instead,   it folds itself in dejection and lets Mario walk  it home. Crude drawings in Wiggler’s Tree House   show Wiggler attempting to make sense of what  he’s seen and how it made him feel. It puts a   face on the stakes of the situation – Wiggler  is clearly not capable of solving this problem   on his own. Left unchecked, one could imagine  solitary, unaware Wiggler scavenging for edible   food until the poison slithers into any and  all of the forest’s roots, at last engulfing   every tree and leaf in sight. Sticker Star at  least tries to evoke a genuine emotion.   Meanwhile, Paper Jam mocks the very idea of  a genuine emotion. After beating a possessed   Wiggler, a sequence plays out where it looks  like the Wiggler is dead. Sad music starts up   in the background, as the Wiggler rises into  the heavens, never to be seen again. …Yeah,   of course that’s not what happens. “Why are you  so sad?” Wiggler yells, immediately after. I truly   don’t even know what this scene is going for.  Neither funny nor sad, it's a pithy throwaway   gag that belies anything actually meaningful  about what we’ve done. It doesn’t even last   long enough to work as a fake out. Of course, at  this point, it shouldn’t be surprising to learn   that Sticker Star once again outperforms Paper  Jam. In World 4, we learn that Mister Blizzard   used the power of the Royal Sticker to create a  body for himself that wouldn’t melt; and when the   Royal Sticker is peeled off of him, he dissipates  as he was meant to, hoping to be recreated again   at some point. This isn’t a trick, or a gag, or an  elaborate ruse, it’s a moment that’s allowed to be   played completely straight. Not coincidentally,  it’s also one of the rare scenes even the most   ardent Sticker Star haters seem to like. Paper Jam does eventually try to do something   serious. In an only-too-predictable outcome, these  moments fall embarrassingly flat. In one scene,   the Bowser Jrs. express their sadness  at the prospect of being split apart.   The game transitions into flashbacks of their  earlier conversations. The sad music plays in   the background once again. They might have had  something here, but it’s impossible to take this   scene seriously as is, mostly due to the fact that  this supposedly somber moment is juxtaposed with   the Bowsers Jrs. screaming “It’s stinky garbage  time!” “It’s stinky garbage time!” over and   over again. Did they just… forget the contents of  the scene they decided to flash back to? This is   an alien’s understanding of human emotions. So, what’s the connection between all of   these so-called “jokes”? Between all the  self-deprecation, the tedium, the irony,   the hamfisted and halfhearted emotional moments,  you, the player, remain the common thread. You are   the joke, and Paper Jam is having a laugh every  time it forces you into another annoying minigame   or tricks you into thinking you should care. Paper  Jam cannot conceive of a reason why someone would   actually want to play this game unironically,  a game so formulaic and devoid of personality,   the only thing it can do is joke about itself.  It’s not like it has anything better to do.   Genuine emotion is beneath something like Paper  Jam. It’s too lame, too cringe, too “Luigi-esque”   to even consider doing; it’s really no wonder  why the game finds it so enjoyable to make   fun of Luigi. Luigi always expresses exactly  what he feels, as loudly as he possibly can.   He doesn’t care that it’s often embarrassing  for him. Luigi is a genuinely earnest person,   the one thing Paper Jam loathes. Look, Paper Jam is not some evil spawn   of Satan or anything like that; it doesn’t ruin  everything it touches. Despite my general disdain   for its story and humor, it’s not like the game  can never have a good joke or character in there.   I generally like the interactions between  the different forms of Bowser and Kamek,   and Toadette as the mad scientist character is  very charming. Paper Jam is even able to make   some general improvements over Dream Team.  Most notably, the cumbersome tutoralization,   which plagued that game start-to-finish.  The guidebook is a great solution for both   novices and experts, and even little things like  searching Peach’s Castle for Paper Toads is a   big step up in teaching the player how to play  the game without becoming overly intrusive.   The problem is that it’s difficult to fully  endorse any singular aspect of Paper Jam, even   its pretty excellent combat, which – mechanically  speaking – might be the best in the series. Yet it   still occasionally feels like the game is wasting  time. Some enemy patterns feel trollish in nature,   sometimes making Expert Challenges a chore to  complete, and some of the Trio Attacks go on   for far too long. So long in fact, they literally  made a boss fight about finding the special moves   with the quickest animation times, which is…  an interesting idea for a boss, let’s put it   that way. Probably not what I would’ve done. There’s a common conception regarding Paper Jam   that its most disappointing aspect is that  it failed to capitalize on the potential   of a Paper Mario and Mario & Luigi crossover. I  can’t deny that – Paper Jam doesn’t even think   about scratching the surface of this crossover’s  potential. But that’s not the issue with Paper   Jam. The issue is what they chose to make instead;  an overlong, shapeless pile of pablum. Rarely is   playing Paper Jam enjoyable, and often, it’s  downright unpleasant. Neither will I deny that   all of the issues I’ve outlined here apply to  Paper Jam only. For as much as I’ve defended   Sticker Star, it has more than its fair share  of mean-spirited moments. What I will argue,   however, is that I think there’s something more  to Sticker Star than just its worst moments,   something worthwhile to grab hold of and examine.  I have trouble making a similar argument for Paper   Jam, a game that doesn’t fail as frequently as  Sticker Star only because it never really makes an   attempt in the first place. A game which doesn’t  exist beyond its most sour, sardonic moments.   In the end, Paper Jam ends as it was. After Paper  Bowser is sucked back into the book, we’re thanked   for our courage and bravery, and every one returns  from whence they came. It’s a completely lifeless   and incidental final few scenes, which fails to  offer any specifics or reflections on the journey   we’ve been on. Just compare it to the singular  scene in Bowser’s Inside Story where Peach bakes   Bowser a cake as a way of saying thanks. Now  that’s an ending, and it's because it's the   game reaching for sincerity. The cake isn’t a lie;  it’s a genuine expression of gratitude – a feeling   so authentic, even Bowser cannot deny it. Paper  Jam’s credits are overwhelmingly uninspiring;   while Dream Team gave us cute artwork of Peach  spending her vacation across Pi’illo Island,   Paper Jam only has some reused assets slowly move  across the screen while they suck up Bowser’s   paper minions back into the book – a Paper  Mario ending parade this is not. As usual,   Sticker Star – ever the exemplar – made more of  an effort than this! I suppose we should only be   so lucky the game doesn’t force us to return the  Paper enemies back ourselves – it would do wonders   for the game’s runtime, that’s for sure. To put the difference between Paper Jam and   Sticker Star in a very reductionist way, we might  say the problem is whether something boring is   worse than something bad. The answer, I think,  is something boring, because something boring   is really just another kind of something bad.  The kind of bad that lacks any sort of respect,   that defies substantive analysis, that skips and  parades around taking a bona fide interest in   something. It’s the kind of bad that makes  you sigh and say: “you didn’t even try.”
Info
Channel: AurumAlex
Views: 131,428
Rating: undefined out of 5
Keywords: Mario and Luigi: Paper Jam, Mario & Luigi: Paper Jam, Paper Jam, Paper Jam Review, Paper Jam Retrospective, Paper Jam Video Essay, M&L: PJ, Paper Mario Mario and Luigi crossover, Mario and Luigi 5, Mario & Luigi 5, Mario & Luigi Retrospective, Mario and Luigi Brothership
Id: ckV1VAVxjUw
Channel Id: undefined
Length: 40min 54sec (2454 seconds)
Published: Thu Jun 20 2024
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