I want more details on this, the sticker thing is intriguing but I don't trust Nintendo that much anymore.
But if they forego partners I'll probably skip until I can find it cheaper used. Considering they make up a bulk of the cast and can make conversations more than Mario shaking his head and holding up his fist, it seems like the game would lose a lot of personality without them.
also, "biggest mario fan" was the best joke ever
Now lemme further state this: Fuuuuuuuuuccckkkk. No xp or leveling up? Finding upgrades? No partners? Wtf ninty? Super worried. Doesn't sound to have what I love about this series. Ill always have SMRPG, the first paper Mario's and Mario & Luigi
If someone could help me out here I'd appreciate it.
Same people who are already not giving the new Castlevania a chance and who hated FFXIII before playing it just because it didn't play like Dragon Quest 1-7. Gamers are so afraid of change it is ridiculous.
And other places are saying that there's a Green Toad as your partner too but I haven't seen a picture of that fella.
That's a really good point actually. Using exploration to find power ups works in Metroid, so what's wrong with it being in Paper Mario?
@Ashley Medrano
It's possible that the chomp is a sticker that's one use only.
In Metroid games, enemies exist as obstacles, standing in the way of your progress through an area. They're usually not too time-consuming to defeat, and doing so is part and parcel of the platforming process. How well you defeat enemies is based on player skill and, while upgraded equipment can help make this process easier, it's rarely required. Thus, the experience earned from battles in Metroid is tangible. You get better at the techniques required to defeat enemies, thus making enemies easier to defeat.
In Paper Mario, however, enemies (and battles themselves) stand completely separate from the exploration part of the game and exist primarily as a means of strengthening your character through, that's right, experience. Since battles are turn based, stats are very important (although the Paper Mario series does add a bit of skill into the system, it's still heavily reliant on stats). Stronger enemies can be literally impossible to beat if your stats are too low, since no amount of skill can compensate for the number-crunching that goes on under the hood. Experience in this case comes in the form of points, because the only way to get better at defeating enemies is to increase your stats.
Now, from the videos, it looks like battles in PM:SS are carried out similarly to every other Paper Mario game (aka, stat-based). But without experience points, there doesn't seem to be any reward for taking time out of your exploration to battle. If there's no reward for battling, there's no incentive to battle. Now, obviously Nintendo's pretty good at this game-making thing, so there's no reason to doubt they'll give us some reason to battle. But they haven't shown us what that is yet, and until they do, it's a legitimate concern to have.
I'm aware of the differences between Metroid and RPGs, and technically Castlevania is a mixture of both. My main point was that people get so fixated on "this is OFFICIALLY an RPG therefore it must play like X" that they completely turn their nose up to any developer trying to combine ideas from both genres, despite those same people enjoying the same exact gameplay elements when they are separate. Have a little faith that the developers can strike a balance in their game design before you flip out on the internet. Hell, the Paper Mario series in general started as a watered down version of Super Mario RPG for the SNES and even back then people flipped out over how different this new "Paper" series was from the original, and guess what? Everything turned out to be okay and now the Paper series has its own defense force.
As far as I'm concerned your explanation of Metroid's skill vs. RPG XP exposes the flaws in XP based improvement. I don't think RPGs require XP. I use "require" because there is obviously a place in RPGs for XP but the genre can advance beyond the strict application of a universal resource acquired mostly from battles for improving your character. XP essentially limits the player based on how long they've played the game. XP can turn minor battles into chores. Enticing players to engage in battles for reasons other than grinding for xp is already an established practice; enemies can drop special items, you can capture enemies and use them to fight for you, etc. Do RPG players enjoy battling or simply getting xp? Is the entire game an xp delivery system? They can offer more than that and relegating xp to the background or removing it all together would be the most obvious way to bring other aspects of an RPG to the fore.
This is a really good discussion to have, I think. You're right--there's no reason RPG's should HAVE to have EXP. I like the idea of finding ways to eschew genre conventions for precisely the kind of thing teakay mentioned. The "XP grind" can absolutely drag down an RPG. It ends up being this big weight on the game, restricting design in some ways--because too much XP and the challenge goes away, but too little and the game becomes a chore, trying to "level".
But like I mentioned earlier, the concern for a lot of us here is what will replace it? I don't think anyone is counting the game out based on the lack of EXP*. We all know Nintendo is really good at making games fun, and when they work at being innovative, they tend to come up with some really interesting ideas. So I trust them to do right by this. But again, how are they going to do it?
That disconnect between battles and exploration is significant in the typical RPG model, and the videos show that that, at least, hasn't changed in this game. So if I'm gaining levels from exploring and completing quests, which is what I'm primarily interested in doing anyway, what's the impetus for me to battle at all? Or, perhaps a more accurate way to look at it is: there's no way I can avoid every single battle. What makes battling worthwhile, so that it's still a fun part of the game and not just an unwelcome interruption of the useful parts of the game? It could be stickers, I suppose, but there's so many of those scattered about the environment (so they say) that it doesn't seem like much of a reward. I'm sure they've got something, I just wish they'd tell us what that is.
XP is just a means to an end: a stronger character and new abilities. Whatever you do to achieve that end is stepping in to replace XP.
Also for the missing partners; the gameplay was from a show demo which allowed you to switch between different points in the story, so I guess they also disabled partners as to not spoil the game (as quite a few partners tend to have ties to the story).

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