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CmdrKing
Oct 14, 2012

Maybe if I called it 'Interpretive Stabbing'...
The especially sad part of Dream Team's endless tutorials, at least for me, is the game itself is considerably longer than it really has enough ideas for. They could as easily have made the game half the length and given you almost all the moves from the start instead of stringing you along for yet more tutorials and had a much stronger final product. There's an almost tangible point around the halfway mark where you can just feel AlphaDream running out of ideas and just getting completely bored with standard M&L gameplay. I'm pretty convinced each new game in the series having a new set of mechanics for additional partners is because they blew their entire load for boss design in Superstar Saga. It's really too bad because they've been quite consistent about keeping the quirkiness fresh through the series (disclaimer: I haven't played Partners in Time, actually!) but on the gameplay front it's just tired and only the sheer awesomeness of Bowser kept Inside Story from being equally exhausting.

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CmdrKing
Oct 14, 2012

Maybe if I called it 'Interpretive Stabbing'...
I can't speak to the original Paper Mario, but the second did give you fresh tutorials for each new paper power. But... they were also in the form of jokes so it wasn't half as obtrusive as in Dream Team.

CmdrKing
Oct 14, 2012

Maybe if I called it 'Interpretive Stabbing'...
I think SPM's issues were half being the followup to a game that really couldn't be followed up and half having some really dumb puzzle design. I just kinda shelved the game in disgust after finding that stupid number password in chapter 5 (I think? Caveman level), for example. I should really finish it up, it's overall a decent game, just holy hell that's off-putting.

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