@RygelXVIII@PikminMarioKirby OK thanks for your replies. I was thinking it might have been the halved framerate, but yeah they probably changed the timings for the attacks and stuff like that as a result. Never had an issue with playing 30 FPS games, I've played plenty of them in the past. Just tried the Power Bounce a few more times and the highest I've gotten was 7.
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Basically every other Paper Mario is 30fps, and they all have the same action command type gameplay, so realistically the change in frame rate should have very little to do with it.
I mean, it’s not like we’re all going back and forth playing and comparing both versions at the same time for it to affect reaction times like that.
Feel like this was the perfect length.
A few GameCube games were a little on the short side, and some modern games feel a little bloated, but this was just right.
@Uncle_Franklin I agree this is a great length! I love a good shorter game, but this game is longer but not TOO long. It never really feels slow or repetitive, they did it right.
I mean, there have been over 600 comments here... if people didn't say both their positive and negative experiences with the game, what's the point of this thread.
@RygelXVIII The remake was made as, essentially, a faithful recreation and a brand new game from the ground-up.
You literally cannot argue that Paper Mario: The Thousand-Year Door Remake was made for 30fps just as much as TOK. They both run on the same engine (TTYD’s was likely modernized though). It’s literally been proven so your argument is…uninformed
@RygelXVIII I have played both the original and the remake, and I believe the remake handles timing better, since it’s simply a rework and balancing to make the game fair.
As someone who has some experience in coding, I believe timing can be done outside of framerate, counting on another field. This was a choice from Intelligent Systems.
Honestly TOK’s timing is significantly easier. I believe TOK’s battle engine is more suited for newer/non-RPG players, but TTYD is for both new and experienced players.
@RygelXVIII given this is is your first time playing TTYD, I’m not sure sure why you’re so hung up on the fact the game was “designed for 60fps”, I mean, if you never played the original how can you vouch for the fact timing for action commands is affected for the worse in this one?
It’s perfectly fine to criticize the game, but it does feel a bit flame baity.
@RygelXVIII Lol Ik you didn’t hate buy (does anyone?), what are you even talking about? Your opinion is valid, and I simply disagree. if you try something and then start disliking it, continuing to have an open mind about it is good. Not that that necessarily applies to you, but it’s easy for any game to do that for and that’s probably happened to me without noticing! It can even happen the other way around.
Anyways, since for some reason this was escalated 20 levels, I’m just gonna make my exit
Honestly TOK’s timing is significantly easier, way too easy to be strategic. I believe TOK’s battle engine is more suited for newer/non-RPG players, but TTYD is for both new and experienced players.
Origami King timing feels a lot easier to me than Super Mario RPG timing too. I wouldn't say that is really an RPG thing since most RPGs don't have that type of timing gimmick. I felt like Origami King did a great job at making the timing feel very 'natural' for lack of a better word. Some games with timing make it feel very natural based on sound or visual cues and others feel a little more arbitrary. Not sure where TTYD fits in to that.
@FishyS True, I guess the only RPGs I play are Mario ones so I don’t really know some of the normal RPG stuff lol.
Yeah Origami King’s timing did feel satisfying, just not as satisfying as it is in other games that do the same, partially because the timing window is significantly bigger. Overall TOK’s timing is good, but I prefer TTYD’s since it’s a bit more challenging.
@PikminMarioKirby Super Mario RPG timing felt a bit unsatisfying to me. It's like I got it precisely sometimes and not other times, but there wasn't any obvious feedback difference either way — more memorization than reaction. At least that is what it felt like to me. After awhile I stopped trying to get the timing since the game is super easy even if you don't get it. In Origami King though it felt fun to try to get it 100% of the time.
I suppose it makes sense since Super Mario RPG kind of started the whole action command system, they hadn’t perfected the tells quite yet, it was too new. And the remake recreated that early feeling, too.
Every Mario RPG since then has built upon the system, so they have more practice now.
In terms of this game, it feels natural and the game does tell you what to do beforehand.
@FishyS I feel like Super Mario RPG had less visual cues for when to time the attacks. In Paper Mario it is more clear when you're supposed to react. I always tried to time it right in TOK as well! I prefer SMRPG's battle engine, but the visual cues are certainly better in TOK.
Phewww! Chapter 3 completed. Finally! What a tedious and never-ending chapter, that was so boooring! Maybe the worst chapter in any Paper Mario game!
But I never liked things like fighting tournament like we have e.g. in Dragon Ball.
By the way, there was something like that in Super Paper Mario, until... something surprised me in a good way.
Incidentally, in English version, how speaks the boss? In other languages like Japanese or French, he speaks with a caricatured English accent (like "great", "exciting", "fighting spirit", "you", "me", "let's Fight!"...).
Somebody said the chapter 3 was boring and tiring, it gave me second handed experience that the game is not as fun as it looks, added I have bought the GameCube version with expensive price, it made me second guessing my purchased game.
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