Paper Mario: Color Splash
Released for the Wii U, October 7, 2016, by Nintendo, and developed by Intelligent Systems
Retail: $59.99
Wii U Game Reviews Score: 8.5/10
Thinking about the Wii U's Paper Mario: Color Splash fills me with sadness. The last major holiday release for Nintendo's least-selling home console, Paper Mario: Color Splash, despite being a AAA title, sold far less than a million copies. The Nintendo Switch was released just three months after that 2016 holiday season, and the Wii U was quickly forgotten. What's worse, my son received the game from someone that Christmas, played for about 30 minutes, got confused, and never played the game again. He was too busy with Animal Crossing: New Leaf and Tomodatchi Life on his 3DS, anyway. Color Splash sat, unplayed in a drawer, until last month, when I decided to pick it up for my annual "play through an uncompleted Wii U game" holiday tradition. Of course, I thought I'd have this review out a couple weeks ago--I wasn't expecting to put 45 hours into Paper Mario: Color Splash. Thankfully, it's a mostly sublime 45 hours.
Mostly sublime? I thought this was just like Paper Mario: Sticker Star, which everyone hates! Don't you hate this game?!
I can't speak to Sticker Star. I can say, Super Mario RPG, this
series' non-paper progenitor, as well as the Nintendo 64's original
Paper Mario, are two of my favorite titles.
Paper Mario: Color Splash lives up to the spirit of those games. It's
all in the writing, the game's high production values, and its whimsical
humor.
Humor? Surely you jest!
There was a time where any game that just had proper grammar in its text was regarded as a great success. Localization of Japanese-made games, even ones made directly by Nintendo, didn't always get grammar right, let alone translate tone correctly (i.e.: "I AM ERROR"). Paper Mario: Color Splash shows how far the gaming industry, especially Nintendo, has come in the last 30 years in this regard. This has to be one of the funniest video games ever released. Like most Paper Mario games, the dialogue pokes fun at Mario and Nintendo history. However, Color Splash is jam-packed with side-splitting puns, incisive jokes, pop-culture references, character specific humor, and hilarious plot twists.
And nostalgia...nostalgia does not hurt. |
Humor? Surely you jest!
There was a time where any game that just had proper grammar in its text was regarded as a great success. Localization of Japanese-made games, even ones made directly by Nintendo, didn't always get grammar right, let alone translate tone correctly (i.e.: "I AM ERROR"). Paper Mario: Color Splash shows how far the gaming industry, especially Nintendo, has come in the last 30 years in this regard. This has to be one of the funniest video games ever released. Like most Paper Mario games, the dialogue pokes fun at Mario and Nintendo history. However, Color Splash is jam-packed with side-splitting puns, incisive jokes, pop-culture references, character specific humor, and hilarious plot twists.
So you're an Alabama fan... |
The basic story finds Mario and Peach venturing to the toad-run Prism Island, were apparently, the island's famous rainbow fountain has run dry. The fountain was fueled by six paint starts, Red, Orange, Yellow, Green, Blue, and Purple (regards to violet and indigo). It turns out Bowser, mysteriously covered in black paint and acting crazier and more evil than usual, has stolen the paint stars and spread them across the land. Meanwhile, his minions have sucked spots of color not only out of the landscape, but out of many of Prism Island's toad citizens, who now lie flat, colorless, and immobile.
The first step to getting help is admitting you have a problem. |
Color Splash 's writing does many clever things with both the game's paper and color-based graphical themes, but my personal favorite comes in the revelation of Bowser's motivations. The writing team at Intelligent Designs is brilliant, and the game's translation gives the feeling that this game was originally written in English. Dialogue between characters (all in text boxes, but delivered with some funny grunts and noises from certain folks) is quick, witty, and snappy. The game's attitude is completely irreverent, and shockingly for Nintendo, even features a few jokes only grown-ups will get. Intelligent Systems must have spent countless hours nailing down and refining Color Splash's tone because it is perfect. They also obviously put a ton of time and effort in Color Splash's premium-grade graphics and music.
Um...it wasn't me? |
Wait, the graphics aren't overly simplistic, kiddy sheets?
What do mean, like sheets of paper?
Like all games in this Paper Mario series, characters and environments are composed
of and move like paper. This gives the series built in humor and charm, and
Color Splash
milks this for all that its worth. However, the game leans into its color
theme to give the game a bright and vibrant palette that's incredibly pleasing
to the eyes. The art design is phenomenal, and had me excited to start another
new level, just so I could see what else Intelligent Designs had come up with. The paper-true 2-D
animations, moving within the 3D paper-cutout worlds, are Saturday-morning
cartoon perfect. As great as Color Splash's graphical design is, though, its
soundtrack might just take the cake.
Intelligent Design's sound team have created something akin to Mario music meets a lush, fully-orchestrated mid-00's indie rock album. That is about the best comparison I can make. All of the whimsical horns, strings, and woodwinds sound straight out of a Sufjan Stevens 50 States album. The music is fun, inspired, and brilliant, remarkably cohesive from the first notes in Port Prisma, to the surprisingly melancholy and beautiful end credits. The entire sound design for Color Splash is nearly perfect.
So wait, this little game that no one even played is actually perfect?!
As much as I am praising Color Splash, it doesn't come without its frustrations. Much negativity has been heaped upon Sticker Star's departure from the series' more traditional RPG battle elements. Color Splash doesn't go back to the old tried-and-true RPG formula, instead featuring a card-based battle system. As Mario traverses Prism Island, he collects battle cards from question-mark blocks, from filling in color-depleted spots with his paint hammer, from defeating enemies, or from Port Prisma's card store.
There's even the option to spend 10 coins on a card (from a rotating series of cards) in the middle of a fight. All this ensures that cards are plentiful for when you need to attack an enemy (or get attacked) and go to the combat screen. Truthfully, as far as combat goes, the cards might as well just be taken as command lines, i.e. "jump," "hammer," "heal," etc. Careful preparation will ensure you are always able to use whatever card you want or need...at least against the game's normal enemies. Bosses are a different story.
Paper Mario: Color Splash's biggest flaw comes in several sometimes trial-and-error or obtuse gameplay moments. The game's boss fights generally involve two sections. The first is a normal fight, before the boss suddenly starts using some technique that makes them invincible. For instance, one boss suddenly shoots black paint all over the screen, making it impossible for Mario to see and land attacks. At that point, the only thing that will work against the enemy is a Washing Machine thing card attack. Thing cards come from seemingly random every objects that are realistically 3D drawn, making them standout clearly in the otherwise papery environments. Mario must pick these up and squeeze them into cards for later use.
The thing is, if you missed or haven't picked up the right thing card, you can't win the fight. You've got to run away, figure out what thing card is needed and where you missed it, and come back to fight afterward. Even worse, some thing card solutions aren't as clear as the washing machine...and some fights even require multiple thing cards. Certain sections of the game are equally difficult to parse out. Figuring out how to progress isn't always clear. Solutions to puzzles sometimes require a sort of late 90's PC point-and-click adventure game logic. It's no wonder my son got confused.
The game features several other annoyances. For instance, some cards Mario picks up are devoid of color and the player has to paint them during a fight. Mario has a color meter that can run out, meaning cards can no longer be painted. The player can refill the color meter fairly easily (and I like the use of primary colors), but it's still a frustrating mechanic with which to have to constantly manage. Saving is also more difficult than it needs to be. The player can only save at one of the game's patented save blocks, found within the depths of its levels. The game also autosaves when you finish or exit a stage. However, you can not only not save at any other point, but you can only have one save file. Basically, when the game starts, and you hit "A," you're started when and where you last saved--multiple save files would have been very welcome here. Their lack of existence makes little sense. Also, for some reason, sometimes Magikoopa flies into your your fights, and messes things up, i.e. flips your cards around to where you can't see what you're selecting. I'm sure this just happens to make the game a little more difficult, but it really just makes those moments annoying.
But is most everything else in this game a joy?
Thankfully, most everything else in this game is a joy. The overworld map is fun, and filling the previously unpainted and unreachable parts in is a thrill. Mario must retrieve mini paint stars from each level, with the main paint stars found in each of the six color-code regions' boss levels. Every time a mini-paint star is collected (levels have 1-3 mini-paint stars, each), a little bit more of the game map is colored in and accessible. Granted, progress in Color Splash is essentially linear due to the interactive story, but opening up new levels is still fun (even the RPG "level-up" elements, like gaining HP points--you get more for each of the six paint stars you find--are linear). Likewise is using your paint hammer to fill in blank spots in individual levels with color, which often gives Mario coins (which he can use to buy cards, or to play a rock, paper, scissors minigame) or cards. Bopping trees, bushes, and flowers to get paint is fun, as well. All of this is possible because of Mario's friend Huey.
Huey is essentially a magical paint can, a guardian spirit of the depleted fountain. He holds paint for Mario and gives Mario advice when the player asks for it. He is Mario's only constant companion throughout the game--there are no party members, though sometimes defeating enemies gives the player an ally card that can summon those respective enemies to assist for a moment in battle. Huey is a fun, charmingly designed character with some great lines. He is especially great at explaining Prisma's weird features and lore.
Speaking of weird, the real stars of this game are Prism Island's insane army of toads. They're the main citizens, populating every level, running around doing weird, crazy stuff, often getting themselves into trouble so that Mario has to save them. If ever there was a Mario game where the toads are the breakout stars, this is it.
I'm very glad I finally played through Color Splash. Within the first few hours, the game won a special place in my gaming heart. While it does have its flaws, the production values are great, and it easily stands high as the funniest game Nintendo has ever published. I also appreciate that at special moments, the gameplay style changes, from RPG, to 2D platformer, to game show. Through its minor annoyances, and perhaps overly long playthrough time, it never loses a bit of its charm. This is a splash worth taking...this is one colorful game...the fun here isn't paper-thin...Mari-over and give it a try!
Those puns sucked.
Yes, they did, I'm sorry. Also, I must point out, with Paper Mario: The Origami King now released for Switch, Color Splash may be the rare Wii U game not ported over to its astronomically more successful follow-up. That may be for the best, though--the Wii U, for whatever its flaws, had its certain, unique and wonderful charms. Maybe Color Splash, emblematic of the Wii U itself, is the perfect exclusive to showcase that.
After all, the Wii U Gamepad is used here to select and organize cards in and outside of battles. That feature would completely disappear in a Switch port. While the TV-offline mode the game features, where gameplay only takes place on the gamepad, could be done on the portable Switch, the gamepad as a menu screen and TV as a main screen feature cannot. If Color Splash was ever ported to Switch, which is doubtful, the Wii U version would still be the definitive experience.
So, dust off your Wii U's (you special 14 million) and grab yourself a copy. The blank spots aren't going to fill in themselves!
Do the developers find a way to work Mario Kart into the game? Yes. Do the composers score this part of the game with "Rainbow Road" from Mario Kart? You better believe it! |
Intelligent Design's sound team have created something akin to Mario music meets a lush, fully-orchestrated mid-00's indie rock album. That is about the best comparison I can make. All of the whimsical horns, strings, and woodwinds sound straight out of a Sufjan Stevens 50 States album. The music is fun, inspired, and brilliant, remarkably cohesive from the first notes in Port Prisma, to the surprisingly melancholy and beautiful end credits. The entire sound design for Color Splash is nearly perfect.
See what I mean? Thanks, all these people! |
So wait, this little game that no one even played is actually perfect?!
As much as I am praising Color Splash, it doesn't come without its frustrations. Much negativity has been heaped upon Sticker Star's departure from the series' more traditional RPG battle elements. Color Splash doesn't go back to the old tried-and-true RPG formula, instead featuring a card-based battle system. As Mario traverses Prism Island, he collects battle cards from question-mark blocks, from filling in color-depleted spots with his paint hammer, from defeating enemies, or from Port Prisma's card store.
Pick a card, any card...well, maybe not the green mushroom cards, those kind of suck. |
There's even the option to spend 10 coins on a card (from a rotating series of cards) in the middle of a fight. All this ensures that cards are plentiful for when you need to attack an enemy (or get attacked) and go to the combat screen. Truthfully, as far as combat goes, the cards might as well just be taken as command lines, i.e. "jump," "hammer," "heal," etc. Careful preparation will ensure you are always able to use whatever card you want or need...at least against the game's normal enemies. Bosses are a different story.
Pokey, I have to say, I admire your positive attitude. Now, suck fire! |
Paper Mario: Color Splash's biggest flaw comes in several sometimes trial-and-error or obtuse gameplay moments. The game's boss fights generally involve two sections. The first is a normal fight, before the boss suddenly starts using some technique that makes them invincible. For instance, one boss suddenly shoots black paint all over the screen, making it impossible for Mario to see and land attacks. At that point, the only thing that will work against the enemy is a Washing Machine thing card attack. Thing cards come from seemingly random every objects that are realistically 3D drawn, making them standout clearly in the otherwise papery environments. Mario must pick these up and squeeze them into cards for later use.
Yep, sure am glad I picked up this...disco ball?! |
The thing is, if you missed or haven't picked up the right thing card, you can't win the fight. You've got to run away, figure out what thing card is needed and where you missed it, and come back to fight afterward. Even worse, some thing card solutions aren't as clear as the washing machine...and some fights even require multiple thing cards. Certain sections of the game are equally difficult to parse out. Figuring out how to progress isn't always clear. Solutions to puzzles sometimes require a sort of late 90's PC point-and-click adventure game logic. It's no wonder my son got confused.
Wait...what is even happening?! |
The game features several other annoyances. For instance, some cards Mario picks up are devoid of color and the player has to paint them during a fight. Mario has a color meter that can run out, meaning cards can no longer be painted. The player can refill the color meter fairly easily (and I like the use of primary colors), but it's still a frustrating mechanic with which to have to constantly manage. Saving is also more difficult than it needs to be. The player can only save at one of the game's patented save blocks, found within the depths of its levels. The game also autosaves when you finish or exit a stage. However, you can not only not save at any other point, but you can only have one save file. Basically, when the game starts, and you hit "A," you're started when and where you last saved--multiple save files would have been very welcome here. Their lack of existence makes little sense. Also, for some reason, sometimes Magikoopa flies into your your fights, and messes things up, i.e. flips your cards around to where you can't see what you're selecting. I'm sure this just happens to make the game a little more difficult, but it really just makes those moments annoying.
You toads need therapy!!! |
But is most everything else in this game a joy?
Thankfully, most everything else in this game is a joy. The overworld map is fun, and filling the previously unpainted and unreachable parts in is a thrill. Mario must retrieve mini paint stars from each level, with the main paint stars found in each of the six color-code regions' boss levels. Every time a mini-paint star is collected (levels have 1-3 mini-paint stars, each), a little bit more of the game map is colored in and accessible. Granted, progress in Color Splash is essentially linear due to the interactive story, but opening up new levels is still fun (even the RPG "level-up" elements, like gaining HP points--you get more for each of the six paint stars you find--are linear). Likewise is using your paint hammer to fill in blank spots in individual levels with color, which often gives Mario coins (which he can use to buy cards, or to play a rock, paper, scissors minigame) or cards. Bopping trees, bushes, and flowers to get paint is fun, as well. All of this is possible because of Mario's friend Huey.
Thanks, Huey, and maybe Stephen King. |
Huey is essentially a magical paint can, a guardian spirit of the depleted fountain. He holds paint for Mario and gives Mario advice when the player asks for it. He is Mario's only constant companion throughout the game--there are no party members, though sometimes defeating enemies gives the player an ally card that can summon those respective enemies to assist for a moment in battle. Huey is a fun, charmingly designed character with some great lines. He is especially great at explaining Prisma's weird features and lore.
Like, why are these Toads having a dance party? |
Speaking of weird, the real stars of this game are Prism Island's insane army of toads. They're the main citizens, populating every level, running around doing weird, crazy stuff, often getting themselves into trouble so that Mario has to save them. If ever there was a Mario game where the toads are the breakout stars, this is it.
Though the Shy Guys are a close second! |
I'm very glad I finally played through Color Splash. Within the first few hours, the game won a special place in my gaming heart. While it does have its flaws, the production values are great, and it easily stands high as the funniest game Nintendo has ever published. I also appreciate that at special moments, the gameplay style changes, from RPG, to 2D platformer, to game show. Through its minor annoyances, and perhaps overly long playthrough time, it never loses a bit of its charm. This is a splash worth taking...this is one colorful game...the fun here isn't paper-thin...Mari-over and give it a try!
Those puns sucked.
Yes, they did, I'm sorry. Also, I must point out, with Paper Mario: The Origami King now released for Switch, Color Splash may be the rare Wii U game not ported over to its astronomically more successful follow-up. That may be for the best, though--the Wii U, for whatever its flaws, had its certain, unique and wonderful charms. Maybe Color Splash, emblematic of the Wii U itself, is the perfect exclusive to showcase that.
I'm praising the Wii U, that's "what's going on!" It's misunderstood, just like you, Bowser! It just wants to have a good time! |
After all, the Wii U Gamepad is used here to select and organize cards in and outside of battles. That feature would completely disappear in a Switch port. While the TV-offline mode the game features, where gameplay only takes place on the gamepad, could be done on the portable Switch, the gamepad as a menu screen and TV as a main screen feature cannot. If Color Splash was ever ported to Switch, which is doubtful, the Wii U version would still be the definitive experience.
So, dust off your Wii U's (you special 14 million) and grab yourself a copy. The blank spots aren't going to fill in themselves!
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