Wednesday, September 6, 2023

NFL Predictions 2023

 Standings

AFC

East
1. Buffalo Bills
2. New York Jets
3. Miami Dolphins
4. New England Patriots

North
1. Cleveland Browns
2. Baltimore Ravens*
3. Cincinnati Bengals
4. Pittsburgh Steelers

South
1. Tennessee Titans
2. Jacksonville Jaguars*
3. Houston Texans
4. Indianapolis Colts

West
1. Kansas City Chiefs
2. Los Angeles Chargers*
3. Denver Broncos
4. Las Vegas Raiders

NFC

East
1. New York Giants
2. Philadelphia Eagles*
3. Dallas Cowboys
4. Washington Commanders

North
1. Minnesota Vikings
2. Detroit Lions*
3. Green Bay Packers
4. Chicago Bears

South
1. New Orleans Saints
2. Tampa Bay Buccaneers*
3. Carolina Panthers
4. Atlanta Falcons

West
1. Los Angeles Rams
2. Arizona Cardinals
3. Seattle Seahawks
4. San Francisco 49ers

* = wildcard

Playoffs

AFC

Wildcard
Kansas City Chiefs over Jacksonville Jaguars
Cleveland Browns over Los Angeles Chargers
Buffalo Bills over Baltimore Ravens

Divisional
Tennessee Titans over Buffalo Bills
Kansas City Chiefs over Cleveland Browns

Conference
Tennessee Titans over Kansas City Chiefs

NFC

Wildcard
Philadelphia Eagles over Minnesota Vikings
New Orleans Saints over Tampa Bay Buccaneers
Detroit Lions over New York Giants

Divisional
Los Angeles Rams over Philadelphia Eagles
New Orleans Saints over Detroit Lions

Conference
Los Angeles Rams over New Orleans Saints

SUPER BOWL LVIII:
Los Angeles Rams - 23, Tennessee Titans - 16

Why the Los Angeles Rams vs. the Tennessee Titans for Super Bowl LVIII?

Last year, coming off of the Super Bowl LVI championship, the Rams looked like they could easily repeat their Super Bowl run. They should have at least clinched a playoff birth and won a playoff game. It would not be so. Opening the season, nationally televised, against another playoff team, put too much pressure on the team too early, which resulted in a humiliating loss. It seemed like this rough start would follow the Rams throughout the season. Many star starters suffered from injuries, and those who managed to stay healthy still somehow underperformed. For example, Cooper Cupp, who earned the "triple crown" of receiving the previous season, didn't crack the top 5 in any of the categories the next season. Because of the injured players, the underperforming players, and the bad attitude players, the Rams finished 5-12, definitely not playoff worthy. Now that the Rams have fully restored to full health, and now that they have gotten rid of the bad players, from the underperforming players to bad attitude players, the Rams can easily return to Super Bowl strength and stamina. The Tennessee Titans had a similar fall from grace. TheRushy went from the 12-5 team who got the no. 1 seed in the AFC playoffs in 2021 to the 7-10 team that missed playoff qualification 2022. Probably the biggest culprit was losing AJ Brown. Without AJ Brown's receiving game, the Titans relied too heavily on Derrick Henry's rushing game, which all the Titan's opponents came prepared for, leaving the Titans little to no chance for a winning season. DeAndre Hopskins seems like a decent replacement for AJ Brown, good enough giving the Titans a good air game, which will distract from the ground game. Between this air game and this passing game, the Titans should be Super Bowl bound, breaking a 24-year Super Bowl drought for the franchise. Unfortunately, this lack of Super Bowl experience will be the team's downfall, especially in comparison to Rams, who just have a 1-year Super Bowl drought. Super Bowl LVIII will start out slow, with both teams only making it to the red zone, but not the endzone (a Super Bowl of field goals, if you will) for the first 3 quarters. The 4th quarter, however, will become a shootout of touchdowns. The Titans will get the ball back to attempt to tie the game, but they will run out time, making the Rams the Super Bowl champions. Matthew Stafford will be named the Super Bowl MVP, go to Disney World, and then announce his retirement.

NFL Honors

MVP: Patrick Mahomes (Chiefs)
Offensive Player of the Year: Josh Jacobs (Raiders)
Defensive Player of the Year: Fletcher Cox (Eagles)
Offensive Rookie of the Year: Bryce Young (Panthers)
Defensive Rookie of the Year: Will Anderson, Jr. (Texans)
Comeback Player of the Year: Damar Hamlin (Bills)
Coach of the Year: Sean McVay (Rams)

League Leaders

Passing
1. Patrick Mahomes (Chiefs)
2. Aaron Rodgers (Jets)
3. Lamar Jackson (Ravens)
4. Jalen Hurts (Eagles)
5. Josh Allen (Bills)

Rushing
1. Josh Jacobs (Raiders)
2. Jonathan Taylor
3. Derrick Henry (Titans)
4. Ezekiel Elliot (Patriots)
5. Kareem Hunt

Receiving
1. Stefon Diggs (Bills)
2. Justin Jefferson (Vikings)
3. Cooper Cupp (Rams)
4. AJ Brown (Eagles)
5. DeVonta Smith (Eagles)

Wednesday, December 28, 2022

New Super Luigi U


New Super Luigi U
Developer: Nintendo EAD
Publisher: Nintendo
Original System: Wii U
System Played On: Wii U
Rating: 3 stars

On May 14, 2022, I beat Bowser, thus finishing New Super Luigi U on the Nintendo Wii U! In my playthrough, I did not collect all the star coins, not even for a single world, so I did not unlock any of the star road levels. I did find all the secret exits, so I at least unlocked all the secret levels. Between beating Bowser and playing every level (including the secret levels), I earned 2 stars on my profile. And I did it all in 7 1/3 gameplay hours over the span of about a month.

Way back when, I called New Super Luigi U an expansion pack to New super mario bros u, and after playing through the whole game, I still stand by it that. Nintendo would seem to agree with me, as New Super Luigi U would eventually come packaged with New Super Mario Bros U on the same disc, and they released the games together on the Nintendo Switch port. Therefore, going into this New Super Luigi U, I expected the same exact levels, except with the 100 second time limit for the extra challenge. While New Super Luigi U keeps the same worlds as New Super Mario Bros U, it did not keep the same levels. The developers of New Super Luigi U kept the 100 second time limit in the forefront of the brains when designing levels. The developers definitely shortened levels. They gave you plenty of time if the gamer merely wants to reach the flagpole at the end of the lee. If the player wants to fully complete the game by collecting all the star coins, he or she barely has enough time. Some of the levels probably need multiple playthroughs because the star coin needs all 100 seconds to reach, to grab and to make it to the flagpole at the end. This has its strengths and weaknesses. On one hand, it encourages multiple playthroughs of a level, giving the game replay value. On the other hand, this feels like padding, as the goal of every level should be to collect all 3 star coins and reach the flagpole. Then again, maybe I'm just a n00b who needs to "git gud."

As mentioned above, what separates New Super Luigi U from New Super Mario Bros U (or any New Super Mario Bros game or any Super Mario game, for that matter) is that every level has a 100 second time limit literally. If you ever paid close attention to a typical Super Mario game timer, you'll notice that the timer ticks fairly fast. That's because a tick off a Super Mario game timer last somewhere between 0.4 seconds and 0.7 seconds, depending on the game. In New Super Luigi U, a tick off the time literally takes 1 second. They are in perfect sync. I kind of like this better. Going into each level, I had a better sense of how much time I left if I needed to back track to attempt to get a star coin. I'm not saying all future 2D (2.5D?) Super Mario games need a 100 second time, but they should all keep the timer to real seconds, even if this means shorting the timer on average.

The only time the 100 second timer hurt the gameplay was with the Boo houses. In a traditional Boo house in a typical Super Mario game, the Boo house tries to get the gamer lost, and the gamer must find the way out of the Boo house. Since New Super Luigi U only gives the player 100 seconds to escape, the game really can't get the player lost. Therefore, Boo houses turn into just another level, just with a soft "horror" theme to it. Seriously, Boo houses feel just like another level, except the enemies are Boos instead of any other enemy. I guess it is technically harder because you can't jump on Boos, but that barely makes the level a bit harder to consider the Boo house a special level.

New Super Luigi U's worst weakness is the story. It's literally the exact same as New Super Mario Bros. U, except Mario is for some reason absent. I know so many people have already said it, but I will say it again. Why wasn't Luigi saving Daisy? Here, let me add a few more ideas, which are a bit more original. Perhaps Luigi could save Mario, like he does in the Luigi's Mansion trilogy. Maybe Bowser could have kidnapped both Mario and Peach at the same time, and Luigi has to rescue both of them. Either option would have been better than copy and paste from New Super Mario Bros U, except with Mario absent. Heck, New Super Luigi doesn't even provide a good answer for why Mario is absent!

Besides that, there is nothing much to say. Besides the 100 second timer and Luigi's loftier jumps, it's traditional Super Mario game, or more specifically, a typical New Super Mario Bros game. There are hidden 8-bit Luigi sprites in each level, but the game does not keep track of the ones you found, and it does not go towards completion. The one little thing I do appreciate is how Luigi responds to reaching the flagpole at the end of the level. Mario traditionally says, "Here we go!" or "I did it!" or "Let's Go!" When Luigi typically gets to the end of the level, he says, "Whew! Made it!" This little detail displays the less confident and more scaredy-cat nature of Luigi, as opposed to his brother Mario, who displays more confidence and less fear.

Tuesday, December 27, 2022

Luigi's Mansion 3


Luigi's Mansion 3
Developer: Next Level Games
Publisher: Nintendo
Original System: Switch
System Played On: Switch
Rating: 4 stars 

On April 16, 2022, I beat all 16 boss ghosts and defeated King Boo, thus finishing Luigi's Mansion 3 on the Nintendo Switch! In my playthrough, I captured all 16 Boos, and I also collected 32,600G (in-game currency), which earned me a rank B (improvement from Luigi's Mansion 1, which gave me a rank E). And I did it all in a matter 17 1/4 gameplay hours over a span of 1 1/2 months.

I finished Luigi's Mansion 3 and did not complete it because Nintendo made Luigi's Mansion 3 a nightmare to complete (no pun intended). On top of collecting all the Boos and all the gems, which is par for Luigi's Mansion games, Nintendo gave this game achievements. Now some of the game's achievements overlap with the Boo collecting and gem collecting, but for the rest, it can get quite ridiculous. On top of collecting boos and gems, you have to collect a certain number of each ghost (there's 6 types of ghosts), collect a certain amount of each currency (currency comes in coins, bills, bars and pearls) and collect a special collectable on each floor. Furthermore, each floor has a random achievement, which the gamer won't know until he does it, either by accident or on purpose. With all these achievements required for completion, it's not worth completion. It's a shame because Luigi's Mansion 3 has created a world in which the player wants to explore every nook and cranny. If it weren't for those achievements, and it was just the collectables (for which the game provides help), I probably would have gone for completing the game.

Luigi's Mansion 3 should have been named Luigi's Hotel (or at least Luigi's Mansion 3: Luigi's Hotel). Instead of doing multiple mansions, like Luigi's Mansion 2: Dark Moon, Luigi's Mansion 3 goes back to a single building, like Luigi's Mansion 1. Fortunately, it does bring over the themes of Luigi's Mansion 2: Dark Moon, one of the highlights of that game. The hotel has 15 floors plus 2 basement floors, and each floor has its own theme. Some of the floors make sense for a hotel, like boilerworks, a basement, a lobby, a mezzanine, a shopping mall, a theatre, a garden, a dance hall and a fitness center. I would expect those all in a hotel, especially a fancy hotel. Other floors do not make sense for a hotel. Would a hotel have a castle arena (unless they are going for a Medieval Times Dinner & Tournament kind of thing), a movie making studio, a museum, an Egyptian pyramid and a pirate ship? Unless it was a themed hotel, I would not imagine any of these in a hotel, and even in the case of a themed hotel, it would have 1 of these themes, not all of them. I get Nintendo did this to have more floors and expand game time, but it really lacks that universal theme, even for a hotel. Furthermore, all these floors are somewhat lacking balance. On some floors, the gamer has to explore a multi-level maze to get to the boss ghost. On other floors, the player just has to go down the hall to a single room, and the boss ghost is there.  Sometimes a floor can take hours, while at other times, a floor just takes minutes.

Luigi's Mansion 3 does boss ghosts right this time by leaning away from what Luigi's Mansion 2: Dark Moon did and learning towards what Luigi's Mansion 1 did. Each boss ghost as his or her own character and personality...well, kind of sort of. Each ghost boss fits the theme of its room. Garden room has a gardener, dance hall has a DJ, fitness center has a bodybuilder, Egyptian pyramid has a mummy, movie studio has a director, pirate ship has a pirate shark, etc. That's it. Furthermore, in Luigi's Mansion 1, upon capturing the boss ghost, the gamer could read a description of the boss ghost. Despite Luigi's Mansion 3 having a ghost gallery, the player has no description to read. This creates a 1-dimension character and personality for the ghost. Again, better than Luigi's Mansion 2: Dark Moon, but it still feels like a long shot from Luigi's Mansion 1.

Luigi's Mansion 3 brings back many features from Luigi's Mansion 2: Dark Moon, such as the strobe light and the dark light. Luigi's Mansion 3 also includes Gooigi, a goo clone of Luigi. Technically, Gooigi originated in the 3DS remake of Luigi's Mansion 1 to give that game co-op multiplayer, although I remember Nintendo advertising Gooigi as brand new for Luigi's Mansion 3. That could be due to the criticism that Gooigi did not work for Luigi's Mansion 1 because the game was never intended to have co-op multiplayer. Well, Luigi's Mansion 3 did intend for co-op multiplayer, and I would even say it encourages it. Luigi's Mansion 3 has some puzzles which require both Luigi and Gooigi to solve it. A single player can hop back and forth between Luigi and Gooigi to solve these puzzles by himself or herself. At best, this slows down game play, and at worse it makes game play harder. While I appreciate Nintendo thought of how co-op multiplayer could change up the game, I wish they would have made single player and co-op multiplayer into 2 different game modes. Luigi's Mansion 3 adds some new poltergust features. The poltergust G-00 comes with a plunger rope, which can be used grab ahold of things and throw them or tear them down, which can reveal new paths. It's another layer of gameplay, which contributes to new and innovative puzzles. In some rooms, Luigi can plug in poltergust G-00 into a socket to activate super suction, which tears down walls and other fixtures to reveal a new path. Unfortunately, this is its only use, and it's only used in some rooms on some floors. By pressing both ZL and ZR, Luigi has an air boost, which kind of acts as a jump. It does not go high, but it has good use for dodging floor attacks, and again, opening up new paths. In Luigi's Mansion 3, when Luigi has sucked in a ghost for long enough, Luigi can now slam the ghost onto the floor for extra damage. I like this over the "extra suction" in Luigi's Mansion 2: Dark Moon. This attack has further application when facing a wave of ghosts, for Luigi can slam ghosts into other ghosts, which does damage to both the slammer and the slammee. Again, a big improvement from the last game. The only thing that does not return are the elemental medals from the first game. Such a shame because those elemental medals added another level of gameplay for puzzles.

Just like in the previous Luigi's Mansion 2: Dark Moon, in-game currency in Luigi's Mansion 3 has more use than just ranking the gamer at the end of the game. In Luigi's Mansion 2: Dark Moon, the in-game currency just upgraded the poltergust, but in Luigi's Mansion 3, the poltergust comes updated. In Luigi's Mansion 3, in-game currency goes towards 3 things: gold bones, boo finders and gem finders. Gold bones serves as extra continues. When Luigi loses all 99 hearts, a gold bone gives Luigi an extra continue, so Luigi can pick up right where he left off, as opposed to a game over (which Luigi's Mansion games calls "good night"), which requires Luigi to start at the last saved checkpoint.  At first, the game only allows 5 golden bones at once, but later on in the game, it allows you to hold 10 golden. As if this game wasn't generous enough with its auto-saves (auto-saves happen every time Luigi enters or exits a room), the golden bones make it even more generous. Seriously, I went into the final boss with 9 gold bones, and I defeated with 3. I prefer the method in Luigi's Mansion 2: Dark Moon, with only 1 golden bone per mission (I know that doesn't exactly work for Luigi's Mansion 3, but they could have done something similar, like find 1 golden bone per floor). Boo finders and gem finders are cartridges installed into poltergust G-00, which causes poltergust (and the controller) to vibrate when close to a boo or gem. The closet Luigi, the strong the vibration. This aids greatly in collecting both boos and gems. Like I said before, if it wasn't for the achievements, the boo finders and the gem finders would make collecting easy. The catch with the boo and gem finders, as well as the golden bones, is that money spent does not go towards your grand total for your ranking, so you lose money (and possibly rank) by spending it on finders and bones. It causes the player to stop and weigh out his or her options before purchasing finders and bones.

Overall, a good game. Luigi's Mansion 3 has created a world in which the gamer wants to explore. The mansion/hotel has character, its ghosts (especially boss ghosts) have personality, and even Luigi feels relatable. Luigi's Mansion 3 has added new gameplay features, which puts new players and seasoned veterans on the same level. Money has more of a purpose than just ranking the player and losing that money to purchase it in the shop has the player weighing the pros and cons to determine whether rank or completion is more important to the player. Ultimately, though, I still miss Luigi's Mansion 1. Luigi's Mansion 1 feels like "baby's first horror." Although not too scary, Luigi's Mansion 1 still felt like a horror game with other horror game tropes, like slowly unlocking a haunted building. Luigi's Mansion 3 feels less like a horror game and more like an action/adventure game that just so happens to have ghosts in it. While the gamer needs to beat a boss ghost on one floor in order to unlock the next floor, it does not feel like the same level of exploration as Luigi's Mansion 1. With so many opportunities for continues and saves, Luigi's Mansion 3 does not even have the horror trope of worrying about your life. While the ghosts have more character and personality than the second, it still falls short in comparison to the first game. One step forward and one step back.

Friday, December 23, 2022

Luigi's Mansion (2): Dark Moon

Luigi's Mansion (2): Dark Moon
Developer: Next Level Games
Publisher: Nintendo
Original System: 3DS
System Played On: 3DS
Rating: 3 stars 


On February 26, 2022, I defeated King Boo and rescued Mario, thus finishing Luigi's Mansion: Dark Moon for the Nintendo 3DS! In my playthrough, I fully upgraded the poltergust & dark light, captured 18 Boos and collected 20,600G (the in-game currency). And I did it all 14 gameplay hours over a span of about 1 1/2 months.

Nintendo must have heard the complaints about the first Luigi's Manson game being too short, for they definitely fixed that. Luigi's Mansion: Dark Moon took 5 hours longer than the original Luigi's Mansion. Unfortunately, their approach to expanding Dark Moon's gameplay time wasn't exactly the best. Their solution to adding more gameplay time? Add more mansions! Dark Moon has a total of 5 mansions that need exploring. Give or take, that means I averaged 3 hours per mansion. The problem with that is, in the previous game, I spent 9 hours in 1 mansion. More mansions mean less things to do in each mansion. Each mansion has a set of missions. Nintendo laid out these missions on a monitor in E. Gadd's lab, so the gamer selects each mission, pretty much on a home screen. I'm not sure if this was to pad gameplay time, make the game more accessible to casual players or to make smaller gaming sessions for a handheld system (as opposed to a console, in which gaming sessions last longer), but either way, it definitely robs the game of a unified world (mansion?) that was ever-so-present in Luigi's Mansion 1. Clearly the emphasis has gone from exploring (a) mansion(s) to hunting ghosts, and technically, Nintendo fails on that one, too. Portrait ghosts no longer exist. While I continue to praise Nintendo for not making the Boos the only ghosts of the game, the ghosts in this game seem generic, besides their different colors and abilities. It's such a shame because with all these different mansions having different themes, they could have easily matched mansion themes with portrait ghost personalities. [SPOILER ALERT!] At least the final boss battle was actually against Boo instead of a pseudo-Bowser boss battle. And I'm actually glad they revealed near the end of the game that Luigi is rescuing Mario again. Yes, it's not really a plot twist (quite predictable, actually), but it gave Luigi more motivation than just "E. Gadd's ghost assistants went haywire, and E. Gadd thinks Luigi is the best solution to this problem." [/END SPOILER]
Overall, Luigi's Mansion: Dark Moon succeeds as another "baby's first horror game." I even recognized some spots that may be considered "jump scares" for children. Ultimately, though, I liked Luigi's Mansion 1 better. Like I said in my review of that, Luigi's Mansion has more of the feel of "baby's first horror game," as I could make more parallels to traditional horror games, like Silent Hill. At times, Luigi's Mansion: Dark Moon felt more like a typical action/adventure game, just with ghosts.

Wednesday, December 14, 2022

Luigi’s Mansion (1)



Luigi's Mansion (1)
Developer: Nintendo EAD
Publisher: Nintendo
Original System: GameCube
System Played On: 3DS
Rating: 5 stars 

On January 15, 2022, I defeated King Boo and rescued Mario, thus finishing Luigi's Mansion, originally on the Nintendo GameCube (I played the 3DS port)! In my play, not only did I defeat King Boo, I captured 21/22 ghosts (I think I glitched the game because I failed to capture 1 ghost, the lights turned on, and I could not find the ghost again), I captured 46/50 boos (that's over 90%!), I collected over 4 1/2 million G (the in-game currency), and I accomplished all beginner and easy achievements. All this, however, only got me a Rank E. And I did it all in 9 1/10 gameplay hours over a span of 2 weeks/half month (more like 3 weekends because I only played it on the weekends).

Overall, the gameplay was a new and fun concept. I've heard Luigi's Mansion called "baby's first horror game" because it has all the horror tropes (haunted house, ghosts, etc.) without the game feeling too scary. Well, as an adult, I did not feel too scared. I have friends, who played this game as a child, and they said it did scare them at points, so I guess the game ultimately succeeded at being a horror game for kids. In all seriousness, though, in a way, it succeeds as a horror game in general, even if it does not scare adults. At some points, Luigi's Mansion did give me some Silent Hill vibes. Like Silent Hill, the mansion had plenty of locked doors, which needed unlocking. Like Silent Hill, to unlock those doors, the gamer has to explore the unlocked rooms to find keys. Like Silent Hill, the player sometimes has to defeat the horrors in the room to get to the keys (with Luigi's Mansion, that's sucking them up with the Poltergust, unlike Silent Hill, which is attacking them with a weapon). Also, because Luigi's weapon is the Poltergust, the game gives off some serious Ghostbuster vibes. I imagine that was done on purpose.

I don't want to complain too much about the controls since I played on the 3DS, not the GameCube. I imagine the GameCube controllers are much more intuitive with the 2 joysticks. Nintendo did try to remedy this. They gave gamers 2 possible options, one of which Luigi always points the Poltergust in the direction the joystick moves and the other has Luigi move while facing the same direction. Players will have their own preference, but both still fail in comparison to 2 joysticks. The best way to play is to get the 2nd circle pad extension or play on a New 3DS that came with a second circle pad built into it. Without it, you'll have to learn to strafe by holding down the B button or use that D-pad to readjust the aim, but the game was originally made with 2 joysticks in mind, so the game isn't intending the gamer to take his hand off the circle pad (movement) to put it on the D-pad (aim). It expects players to move and aim at the same time, and the 3DS port doesn't calculate it. This is my biggest complaint, and possibly, my only complaint.

The game also felt a little short. Truth be told, it wasn't short. 9 1/10 hour is just slightly below average from what I expect for game (I expect on average 10 hours to finish the main story). It just felt short. It could be the Metroidvania-like aspect that there is only 1 area, which gamers unlock as play progresses. It could also be the fact that the players knows the end goal from the start, and the game does not to really add to it. Locked doors merely keep the player from marching down to the final boss and defeating it.

[SPOILER ALERT!] Speaking of final boss, the game had me a bit worried there. At first, when I heard of a King Boo, I actually didn't mind. Yeah, it's Nintendo typical "make common enemy bigger to make him a boss," but at least it wasn't Nintendo's typical Bowser as the final boss. Then I started hearing the name Bowser thrown around, and I thought Nintendo did make Bowser the final boss! To my relief, it was a faked out fake out. King Boo was indeed the final boss, even if he did wear a Bowser costume. Oh, and speaking of the final boss battle, I found my surprised that I missed Nintendo's typical 3 phases of the final boss. Once I figured out how to defeat King Boo, all I had to do was do it, and I was done. A little anticlimactic [/END SPOILERS]

In the end, I appreciate how Nintendo figured out a way to enter the horror genre and keep it family friendly. I also like that they did not simply make it another Mario game (in the sense that Mario is a main character), but rather, they handed it off to another character. It worked out well, too, as now Mario needed rescuing, not Princess Peach.

Wednesday, September 7, 2022

NFL Predictions 2022

 Standings

AFC

East
1. Buffalo Bills
2. Miami Dolphins
3. New York Jets
4. New England Patriots

North
1. Pittsburgh Steelers
2. Baltimore Ravens*
3. Cincinnati Bengals
4. Cleveland Browns

South
1. Indianapolis Colts
2. Tennessee Titans*
3. Jacksonville Jaguars
4. Houston Texans

West
1. Denver Broncos
2. Las Vegas Raiders*
3. Kansas City Chiefs
4. Los Angeles Chargers

NFC

East
1. Washington Commanders
2. Dallas Cowboys
3. New York Giants
4. Philadelphia Eagles

North
1. Green Bay Packers
2. Minnesota Vikings*
3. Detroit Lions
4. Chicago Bears

South
1. Tampa Bay Buccaneers
2. New Orleans Saints*
3. Atlanta Falcons
4. Carolina Panthers

West
1. Los Angeles Rams
2. Arizona Cardinals*
3. San Francisco 49ers
4. Seattle Seahawks

* = wildcard

Playoffs

AFC

Wildcard Playoffs
Denver Broncos over Baltimore Ravens
Las Vegas Raiders over Pittsburgh Steelers
Tennessee Titans over Buffalo Bills

Divisional Playoffs
Indianapolis Colts over Las Vegas Raiders
Tennessee Titans over Denver Broncos

Conference Playoffs
Indianapolis Colts over Tennessee Titans

NFC

Wildcard Playoffs
Green Bay Packers over Arizona Cardinals
Los Angeles Rams over New Orleans Saints
Minnesota Vikings over Washington Commanders

Divisional Playoffs
Tampa Bay Buccaneers over Minnesota Vikings
Green Bay Packers over Los Angeles Rams

Conference Playoffs
Tampa Bay Buccaneers over Green Bay Packers

SUPER BOWL LVII

Tampa Bay Buccaneers - 28, Indianapolis Colts - 3

Why the Tampa Bay Buccaneers vs the Indianapolis Colts for Super Bowl LVII?

When Tom Brady initially announced his retirement in February 2022, it looked like an era had come to an end, and it was time for another young quarterback to take a shot at becoming the next G.O.A.T., or the next greatest-of-all-time. Then, in March 2022, Tom Brady came out of retirement, and those dreams for young quarterbacks came to end. Nobody knows for sure what caused Tom Brady to come out of retirement. It could simply be the fact that he learned that the Buccaneers swapped out Bruce Arians for head coach and swapped in Todd Bowles for head coach because rumor has it Arians and Brady did not get along too well last year. I like to believe, however, Tom Brady saw something in the actual players of the team that made him believe the Buccaneers really had a legitimate shot at the Super Bowl. Despite losing Rob Gronkowski, Tom still has a serious receiving core with Mike Evans and Chris Godwin, and the late addition of Julio Jones will fill in perfectly for Gronkowski's absence. Leonard Fornette's rushing game will distract from passing game. While the Buccaneers defense does not hold up as well as their Super Bowl winning defense of 2 years ago, that won't be too much of a problem, as the offense can win any shootout, as long as enough time remains. Meanwhile, Indianapolis Colts have a strong possibility of making a serious run to the Super Bowl. Last year, the Indianapolis Colts starting running back Jonathan Taylor had a monster year, leading the league in rushing attempts, rushing yards and rushing touchdowns. The only problem, however, is that Indianapolis did not have a passing game to distract from the rushing game. Carson Wentz was mediocre as the starting quarterback, which in turn made the Colts heavily rely on Jonathan Taylor's rushing game, perhaps too much. Indianapolis decided to swap out former Eagles quarterback Carson Wentz in order to swap in former Falcons quarterback Matt Ryan. There's a good reason Matt Ryan has the nickname Matty Ice. Matt Ryan can give the Colts a passing game that will distract from Jonathan Taylor's rushing, which will allow Taylor to run wild (no pun intended). Ironically, the only AFC that could rival them is fellow AFC South rival Tennessee Titans with Ryan Tannehill and Derrick Henry pulling the same dynamic duo. Just like the Buccaneers, the Colts may need to rely on shootouts to win, but a win is a win, nonetheless. That philosophy will run out by the Super Bowl. During the Super Bowl, on the Colts opening drive, they will score a field goal, and that will be the only score the whole game. Meanwhile, the Buccaneers will score a touchdown every quarter: 3 passing touchdowns from Tom Brady and 1 rushing touchdown from Leonard Fornette. The Buccaneers will win the Super Bowl over the Colts, 28-3, and yes, I did choose that score so Brady can haunt Ryan with that score one more time. Tom Brady wins his 8th Super Bowl championship and 6th Super Bowl MVP.

NFL Honors

MVP: Jonathan Taylor (Colts)
Offensive Player of the Year: Cooper Kupp (Rams)
Defensive Play of the Year: J.J. Watt (Cardinals)
Offensive Rookie of the Year: Ikem Ekwonu (Panthers)
Defensive Rookie of the Year: Travon Walker (Jaguars)
Comeback Player of the Year: Christian McCaffrey (Panthers)
Coach of the Year: Todd Bowles (Buccaneers)

League Leaders

Passing Leaders
1. Aaron Rodgers (Packers)
2. Lamar Jackson (Ravens)
3. Patrick Mahomes (Chiefs)
4. Tom Brady (Buccaneers)
5. Matt Ryan (Colts)

Rushing Leaders
1. Jonathan Taylor (Colts)
2. Derrick Henry (Titans)
3. Ezekiel Elliot (Cowboys)
4. Kareem Hunt (Browns)
5. Joe Mixon (Bengals)

Receiving Leaders
1. Cooper Kupp (Rams)
2. Devante Adams (Raiders)
3. Justin Jefferson (Vikings)
4. Mike Evans (Buccaneers)
5. AJ Brown (Eagles)


Friday, December 31, 2021

2021: The Year of Paper Mario

 After The Year of Super Mario in 2020, after playing 21 platforming games in 2020 (22 if counting Super Mario 35), I wanted a changed in video game genre. I considered changing over to the RPG (role playing game) genre. I had not played an RPG since my Pokémon days, and I thought it would be nice to get back into them. My only hesitation is that I know RPGs can be an investment in time, and going through both an adoption and a dissertation, I could not afford a game which required an investment in time. I looked for a light RPG, and I assumed that Paper Mario looked like a lighter RPG. I also found myself interested about the recent conversation about the Paper Mario series. It seems like the Paper Mario series has gone from RPG to RPG Light to RPG elements. With the recent Paper Mario games, you either love them or hate them; there is no middle ground. As somebody not blinded by nostalgia glasses, I wanted to see if these games held up by themselves, with or without embracing the RPG genre, and if one can just like Paper Mario games. Therefore, I declared 2021 the Year of Paper Mario! For the year of 2021, I aimed to finish all 6 Paper Mario games. Naturally, it only made sense to begin with the original that started it all, and then play in order of release.


On February 27, 2 months in 2021, I saved all 7 star spirits and defeated Bowser (twice!), thus finishing Paper Mario for the Nintendo 64 (via the Wii U Virtual Console)! In my playthrough, I collected 33 star pieces and 28 badges. I leveled up Mario to level 23, giving up 55 HP (maxed out), 55 FP (maxed out) and 18 badge points. I also leveled up all 8 party members to super level and 5 party members to ultra level. And I did it all in a matter of 21 hours. If familiar with the back story of Paper Mario, this game was originally supposed to be a sequel to Super Mario RPG: Legend of the Seven Stars. While Nintendo went a different direction early in development, some of the gameplay still felt reminiscent of Super Mario RPG. For example, the quick time events give the gamer something to do, besides selecting attacks and waiting. At the same time, however, the gameplay feels watered down compared to Super Mario RPG. Mario only has 1 partner to help in battle, as opposed to 2, although these partners can switch out. Only Mario can use items and the special star moves, whereas each character in Super Mario RPG can use attacks, special attacks, items and a defense stance. The level up system rewards increasing HP first and then FP, whereas Super Mario RPG rewards equally improving the characters. I think I prefer the gameplay of Super Mario RPG over Paper Mario. Nintendo had a good attempt at an RPG, but Nintendo should have left RPGs to Square (Enix), the king of RPGs. Similarly, the story of Paper Mario resonates with Super Mario RPG: Legend of the Seven Stars. Again, Mario has to collect 7 stars, but this time, the stars are alive (that is, personified), and these stars give you power (which gives the stars more importance than the McGuffin status in Super Mario RPG). The only problem is that big bad boss is Bowser again, instead of an original character like Smithy. Yes, I know Shigeru Miyamoto does not like his original property messed with, and yes, I know it will get worse, but Mario versus Bowser just feels like another Mario game. It's just that now the combat is RPG instead of platforming. And why does Mario have to face off against Bowser? To save Princess Peach, of course! Again, this feels like another Mario game. Just substitute platforming with RPG.


About 2 months later, on May 1, I defeated the Shadow Queen, thus finishing Paper Mario: The Thousand Year Door for the Nintendo GameCube (via the backwards compatibility on the Nintendo Wii). During my playthrough, not only did I collect the 7 crystal stars, I collected 73 star pieces, 48 of 85 badges (that's a majority of them!), all 42 shine sprites (thus fully upgrading all partners but the optional partner Ms. Mouz), and I also journaled 95 of 124 tattles. And I did it in 36 1/2 hours. And I have a hot take: the original Paper Mario is better than The Thousand Year Door. I felt the game had both positives and negatives. Let me get the positives worth complimenting out of the way first. Paper Mario: The Thousand Year Door has more RPG elements. I like how now Mario's health and the partner's health are separate. I also like how the quick time events give something to do as turns play out, not just a set it and forget it. I like story, for the most part. I appreciate how it wasn't Bowser trying to steal the Mushroom Kingdom from Princess Peach. As a matter of fact, both Bowser and Peach have their own subplots, which the gamer can play. My favorite were the Bowser parts, as many of them re-enacted famous levels from the first Super Mario Bros. In some regards, Paper Mario: Thousand Year Door is more of the original Super Paper Mario, with some fine tuning. Now let's get to negative. Somebody should really discipline the game developers, for at sometimes I do not think they understand good game development. It seemed like every chapter involved backtracking with no good reason. I sometimes even thought the developers included so much backtracking to pad time, which it really didn't need. The worst infringement was near the end (semi-spoiler, I guess) when the game has the player travel the entire world map to look for a character, only to find out he was at the starting point! Yes, I know that was the joke, but without any real instant quick travel, it was annoying! The puzzle segments were not always self-explanatory. I got the official Nintendo Power walkthrough packaged with my game, and without it, I would never have solved the puzzles. True to Mario, sometimes the game required platforming, and the platforming felt off. I would press A and Mario would not jump. Mario would fall short to a jump he should have made. Yes, ultimately it is a RPG, so jumping is not supposed to spot on as a platformer, but it should be manageable and not frustrating. Then came final showdown, which was like an Elite Three because it had 3 boss fights in a row, only allowing healing and saving between the second and third. I only survived the first two because I figured out a way to level up between the first and second, thus healing me. But I legitimately got stuck on the final boss. The only way I could get through was through grinding. Those past 2 sentences I should never have to say in a casual RPG, like Paper Mario. Since Mario maxes out at level 30, once the player reaches level 25, leveling up becomes grinding to its fullest definition. No matter who are Mario's opponents, Mario only gains 1 star point (Paper Mario's experience points) per battle. If you do the math, then yes, leveling up Mario to level 30 would take 500 star points or 500 random battles. I managed to get to level 27, but from then, I focused on upgrading my partners. While Thousand Year Door had fine-tuned RPG gameplay and a fresh story, it also had dully repetitious backtracking, puzzles more confusing than intriguing, off platforming and bosses requiring grinding to the right level. Nevertheless, after playing through the entire series, I looked back at this game and decied the positives outweighed the negatives. Paper Mario: The Thousand Year Door would become my favorite game of the series.


About a month later, by the end of the month of May, I beat Count Bleck and defeated Mr. L & Dimentio, thus finishing Super paper Mario for the Nintendo Wii! This is the 3rd Paper Mario game I have played and finished. In my playthrough, not only did I collect the 8 pure hearts, I also collected all 12 Pixls (which means I did do both Pixl side quests, including the Pit of 100 Trials in Flipside), 46 of 256 cards, 4 of 96 recipes and 999 coins, thus maxing out my coin counter. I earned a high score of 783,270, leveling up Mario (and team) to level 17, giving Mario (and gang) an HP of 50 and an attack of 10 (20 for Bowser). And I did it all in 18 3/4 gameplay hours over the span of roughly a month (more like 8 days because I only played Super Paper Mario on the weekends). Super Paper Mario is so controversial among Nintendo fans, not because it's a bad game, but because the gameplay shifted from a full RPG to a platformer with RPG elements. Yes, if you're looking for a full RPG, Super Paper Mario will disappoint you. If you're willing to try a platformer with RPG elements, Super Paper Mario is a good choice. They do seem to blend the two together well. For starters, some of the levels clearly have their inspiration from the first Super Mario Bros., which will give you a dose of nostalgia. Then inserting the RPG elements allows the developers to provide a new game experience to old level designs by experimenting. It was nice to take damage and not get an immediate game over. By adding elements from RPGs, which not only includes gameplay mechanics but also story mechanics, Super Paper Mario has demonstrated that platformers don't merely have to consist of reaching the end of the level. Platforming levels can have both enemies and NPCs to interact with, which can progress the story.  Platforming levels can have buildings to enter and dungeons to explore. The story does not have to be an overarching premise. It can develop in every world and in every level. It's a shame Shigeru Miyamoto tries to keep the story in a Mario game to a minimum because Super Paper Mario demonstrated that platformers can have in-depth stories, especially thanks to the RPG elements. Speaking of story, this story feels the closest to Super Mario RPG because it has Mario teaming up with Bowser and Princess Peach to fight a brand new boss, whose henchmen consist of both familiar enemies and new enemies. While criticism might come for taking Super Paper Mario far away from the RPG gameplay of Super Mario RPG (from which the Paper Mario series descended), Super Paper Mario has the closest story to Super Mario RPG yet in the series. While I lean more towards the like it than dislike it crowd, I do see it has faults. I don't understand why only Mario can flip from 2D to 3D, besides the fact it becomes Mario's special skill. If this is Paper Mario, where even enemies can flip, every team member should flip, too. Think of something else to give Mario a special skill. On a similar note, it became annoying that every team member's special skill was mapped to a different button. Since the A button has no use outside Mario (because the A button is mapped to Mario's special skill), then map all the special skills to the A button. Speaking of buttons, I also missed the feature where the player could back in dialogue if the player missed something by reading too fast. The B button remained unmapped throughout the whole game; it could've had that purpose. Sometimes the worlds felt unbalanced because one world could take a half hour and another world could take 2 hours. One could argue that the game is too easy. Coins are too easy to get. I maxed out my coin counter a couple times, despite buying 2 warp pipes. I didn't get a single game over (OK, technically I did once, but I would argue that I got softlocked because I got stuck in a place where I couldn't get out and only receive damage). This would especially include the final boss battle, but one could technically argue the final boss battle was so easy for me because I leveled Mario (and team) up so much. For my overall opinion, I will again say what I said earlier. If you're looking for a standard, typical RPG, it's a bad game. If you're looking for a platformer with RPG elements, it's a good game.


Almost a month to the date of finishing the last time, on June 27, I Defeated Bowser, thus finishing Paper Mario Sticker Star on the Nintendo 3DS. In my playthrough, I collected all 6 royal stickers, all 38 comet pieces and all 16 HP hearts, giving Mario the max HP of 100. Unfortunately, I only discovered 4/5 Luigi stickers, and I came up much shorter on secret doors. Altogether, it took me 20 gameplay hours over the span of about a month (according to my 3DS, I averaged 1 hour 57 minutes per session). And now I see why Nintendo fans and Paper Mario fans alike consider Sticker Star the worst game in the series. A little background to preface this review. When planning for Paper Mario Sticker Star, Shigeru Myamoto has 2 new rules for Paper Mario. First, since Paper Mario is a subseries of the Mario series, all characters had to come from the Mario world (i.e. Mushroom Kingdom) and no new characters could be created. Second, since Paper Mario is a subseries of the Mario series, Mario games do not have complicated stories, so the story must be simple. These 2 rules did a great disservice to the Paper Mario series. In order to keep the story short and sweet, the story downgraded to yet again Bowser kidnapping Peach to get ahold of a magical power. In order to keep the story to just Mario characters, there are no teammates for Mario. Mario works alone. Any "ally" (here defined as a non-combatant NPC) has to be a Toad, and there a lot of Toads in this game. All the enemies are familiar from the Super Mario series. Even Bowser's sidekick got downgraded from Kami Koopa to random generic magikoopa. The only original character is Kersti, a crown sticker personified, but she is the Navi of this Paper Mario game, only there to give hints and tips to Mario when lost. This lack of original characters and plot made the story quite bland. Then there's the gameplay. The "good news" (if you want to call it that) they brought back the turn-based battle system, and it even comes back with time hits. The bad news is that Mario does not gain experience points or level up from the battling. It makes you wonder, "Then what's the point of this battle system?" To make matters worse, in order to execute attacks, you must have a sticker, which can be found around the world and in shops. Without the sticker, you're out of luck. Without the experience points and leveling up, alongside needing stickers, the gamer wants to avoid battles. When caught in a battle, the player wants to run away, which he or she can, as long as he or she mashes A enough. Still sometimes, though, the even that won't allow Mario to escape. The gamer asks, "Why do I have to stay and battle?" and the game answers, "Just because." A game where the player wants to avoid the primary gameplay loop is not a good game. By the end of game and by the end of series, I joined so many others by concluding that Paper Mario: Sticker Star is the worst Paper Mario game in the series.


2 months and 1 day later, on August 28, I defeated Black Bowser (man, that sounds racist), thus finishing Paper Mario: Color Splash for the Nintendo Wii U! In my playthrough I collected all 60 basic cards, 37/72 enemy cards (that's a majority of them!), all 27 thing cards, 24/40 artwork (that's a majority of them!) and 20/33 records (that's a majority of them!). I also earned 5/6 banners, meaning I found all the cut-outs, executed over 200 excellent attacks, collected over 10,000 coins, bought over 200 cards, and beat all Roshambo temples. The only banner I did not earn was the colorization banner because I only reached 61% colorization (hey, that's 3/5!). And I did it all in 40 gameplay hours over a span of 2 months real time. Just like Thousand Year Door, Color Splash had both its positives and negatives. Let's start with the positives. Up to this point, Paper Mario: Color Splash is the most beautiful Paper Mario game, in aesthetic and graphics. Everything in the world genuinely looks like paper or carboard, especially with the white border around all the characters (I know that's a hot take, but I think the white border really sells the paper aesthetic ). Someone might even think Nintendo found a way to make a stop motion video game. Nintendo knew if they want to make the focal point of this Paper Mario game colors, they had to bring the colors. Indeed, they truly brought the colors. All the colors in the game were bright and vibrant.  I especially appreciate how they divided the game's world into 6 main colors, and the levels within the world all have shades of those colors (for example Cherry Lake & Crimson Tower in Red World and Plum Park & Violet Passage in Purple World). Also deserving praise is the soundtrack. Up to this point, Paper Mario: Color Splash has one of the most beautiful soundtracks. Koji Kondo has created one of the best soundtracks in his career. The soundtrack covers a wide array of genres, and none of them seem out of place. The game credits 29 musicians, each for their own instrument, and they deserve it. This game definitely needs to be played with television sound all the way up or wearing headphones or earbuds. Then comes the gameplay. The primary gameplay loop from Paper Mario: Sticker Star returns to Paper Mario: Color Splash. The battle sequence is turn-based, but it is not a turn-based RPG, meaning no experience points and no levels, but time hits still reappear. This time, however, it's more complicated. Instead of stickers, Color Splash uses cards. First, the gamer has to select the card on the touch screen. Nintendo must have heard the complaints about the lack of space for stickers because Color Splash has room for 99 cards, and all cards are the same size, just taking up 1 slot. Rarely will the player run out of room for cards (that only happened once or twice for me). Second, the player has to paint the card. After all, it would not be a color splash without paint. Paint increases damage and likelihood of perfectly timed attacks. Players can use cards without paint, but it will do less damage, and it will less likely lead to multiple attacks. Third, gamers have to flick the card from the Wii U Game Pad to the TV. Yes, 3 moves to execute an attack (four if including pressing A/tapping the screen for timed attacks). It felt like a lot to execute an attack, especially next to Sticker Star, in which the player had to merely tap on the sticker. Furthermore, this new primary game loop requires the gamer to have both cards and paint in inventory to execute an attack. Again, yes, technically an attack does not need paint, but it will hinder without it. And yes, some cards come already painted. Furthermore, to be honest, the game provides plenty of opportunities to collect point, as I personally only ran out of paint once or twice. Nevertheless, it complicates the primary game loop. It has come a far way from merely pressing a button to select an attack, as seen in the first 2 Paper Mario games. The complication becomes even less worth it knowing it will not give experience points or leveling up (oh, more HP comes as a result of beating a world boss and recovering a big paint star). Just like Paper Mario: Sticker Star, Paper Mario: Color Splash divides into 6 worlds. Since this Paper Mario game is subtitled Color Splash, all the worlds have color names. Furthermore, the levels within the world all  the levels within the world all have shades of those colors. For example Cherry Lake & Crimson Tower in Red World, and Plum Park & Violet Passage in Purple World. Nintendo deserves praise for that creativity. On the flip side, however, Color Splash has no good reason why the divide the game into worlds and levels. Dividing into worlds and levels made sense for Sticker Star, for the 3DS may not have the power to handle a single, open world. The original Paper Mario had a single, open world on the Nintendo 64, and Paper Mario: Thousand Year Door had a single, open world on the GameCube. Surely, the Wii U could handle a single, open world. Just like Sticker Star, Shigeru Miyamoto and Takashi Tezuka supervised Color Splash, which explains a lot. If unfamiliar with Nintendo, Shigeru Miyamoto and Takashi Tezuka supervise the Super Mario series. Super Mario games always divide into worlds and levels, so naturally, Paper Mario: Color Splash has to divide into worlds and level to feel like a Super Mario game (perhaps to attract a wider audience?). What makes worlds and level so bad is that it makes apparent the pacing of the game. I kept track how long it took me to get each big color star. It took me (in order of getting the stars) 6 1/4 hours for the red paint star, 4 3/4 hours for the yellow paint star, 5 3/4 hours for the blue paint star, 4 3/5 hours for the purple star, 5 1/2 hours for the orange star, 6 3/4 hours for the green star, 6 2/5 hours to beat Bowser, for a total of 40 hours. Paper Mario: Thousand Year Door took a little less (36 1/2 hours), and Thousand Year Door required collecting stars, but it did not feel so slow because it had a single, open world. Splitting the game into worlds and levels made apparently the slow pacing of the game. Once again, because Miyamoto and Takashi Tezuka supervised Paper Mario: Color Splash, the game has no unique characters besides the companion Hugh, a paint can (get the pun?). This companion Hugh is not to be confused with the partners of the original or Thousand Year Door (and maybe Super Paper Mario?) because Hugh does not attack. Just like Kersti in Sticker Star, Hugh merely gives hints, and to be honest, Hugh is not good at giving hints. Whenever the gamer wants a little hint, Hugh gives a big and obvious hint, pretty much saying the answer. Whenever the player needs a big hint, Hugh pretty much says, "I don't know, go ask the Hint Toad," which is all the way back at the "hub level" Prism Plaza and requires 10 coins for a vague hint! Just like Kersti in Sticker Star, Hugh is almost worthless. Also just like Sticker Star, Color Splash has a problem with puzzles that it thinks is obvious, but in reality, it is not so obvious. Similar to Sticker Star, nothing feels more annoying than needing a certain thing to solve the puzzle, but that thing is not in the inventory, so the gamer has to either find the thing again or traverse back to the "hub level" Prism Plaza to buy the thing. Also due to Shigeru Miyamoto and Takashi Tezuka supervising Color Splash, the game plot comes down to Bowser kidnapping Princess Peach. At least this time Bowser delays kidnapping Princess Peach to change things up a bit. [SPOILER ALERT!] The game tries to portray Bowser not in control, rather, controlled by the black paint, but this does not really change things up that much [/END SPOILER]. Probably also due to Miyamoto and Tezuka supervising Color Splash, each world's boss is a Koopaling. Although the first appearance of the Koopalings in the Paper Mario franchise, the oversaturation of the Koopalings in the Super Mario Bros. series makes the boss levels in Color Splash feel unoriginal. Even an oversized standard enemy, another staple of the Super Mario series, would have felt more original. While a bit tempting to mark this game as the worst, even worse than Sticker Star, I ultimately recognize this game is an improved Sticker Star, and since Nintendo improved on Sticker Star with Color Splash, Color Splash, by default, ends up higher than Sticker Star.


Once September rolled around, I started on Paper Mario: The Origami King, the most recent and last entry of the Paper Mario series. About a month and a half later, on October 16, I defeated Olly, thus finishing Paper Mario: The Origami King on the Nintendo Switch! This is the 6th Paper Mario game I have played and finished. During my playthrough, I also rescued 353 Toads. And I did it all in about 27 1/2 gameplay hours over a span of about 1 1/2 months. Aesthetically, Paper Mario: The Origami King looks just as good, if not better, than Paper Mario: Color Splash. The paper is so realistic-looking, somebody might even wonder how Nintendo made a stop-motion video game. This is especially noticeable when the game has ripped up paper and paper confetti, which both add to the aesthetic. The colors still vibe like Color Splash, although it had no reason to, which Color Splash did have a reason. New to Origami King, the water also has a paper aesthetic, and its physics work as it should. From a gameplay perspective, my favorite part of the aesthetic was that the enemies were origami, and the friendly NPC allies were flat paper. This made it easy to distinguish friend or foe, unlike past Paper Mario games, in which distinguishing friend or foe came down to past Mario experiences, and even that was sometimes unreliable. The soundtrack is good, just good. The music itself has the quality of the past 2 Paper Mario games. It just doesn't have the variety as Color Splash did. Don't get me wrong, Origami King's soundtrack isn't bad, but I would prefer the soundtracks of Sticker Star or Color Splash over Origami King (probably the only compliment I will give those 2 games). The premise of this game is that Olly, the Origami King (hence the title), wants to turn the world of Paper Mario into an Origami World and make himself king over it. He kidnaps Princess Peach and turns her into origami. He also kidnaps Princess Peach's castle by ripping it out of its foundation and wrapping it with 5 streamers. Mario must unwrap the 5 streamers to enter Princess Peach's castle and save Peach. Don't worry, though, Mario has Olly's sister, Olivia (yes, I know, how creative), to guide Mario. Finally Nintendo goes back to original characters!... well, they sort of go back to original characters. Well, technically, the only original characters are Olly and Olivia, but it at least makes the plot not a typical Mario vs. Bowser over Peach. And Olivia is tolerable as a companion. She has fun going on an adventure, and her advice actually helps. Paper Mario: The Origami wanted to focus on puzzles. Yes, as Nintendo continues to debate what genre the Paper Mario franchise will be, this time it tries a an action-adventure puzzle game. Let me tell you, though, when I say puzzle game, I mean puzzle game. Puzzles saturate this entire game, even the combat. Again, this entry in the Paper Mario series is pretty much stripped of its RPG elements. At the closest to an RPG, Mario's confetti bag increases in size after every boss battle, but that's about it when it comes to gaining experience and leveling up. Mario can gain more HP, but that comes by discovering hearts hidden in areas. Mario can increase attack and defense power, but that comes via buying items in a shop. Again, this creates the problem of encouraging gamers to avoid enemy encounters. To further discourage enemy encounters is the way battles are done. It's no longer a simple turn-based combat. Now the player has to line up enemies to create patterns, which in turn creates maximum damage. I can't count the number of times I paid off Toads to do it for me (yes, that's an option) or I just simply dealt lower damage because I gave up on the puzzle. It made me wonder just a one-worded question: Why? Why is this a thing? Why do it this way? The good news is that the gamer no longer needs stickers or cards to attack. The bad news is that upgraded weapons break, meaning the player will have to buy them again or suffice with the basic weapon, which do not break. The secondary gameplay loop is that you have to beat a vellumental creature halfway as a miniboss to gain a new, powerful attack, and then you have to defeat a boss to release the streamer. The game splits up into 5 "chapters" (besides the tutorial prologue and the final boss epilogue). 5 streamers means 5 bosses, but there is only 4 vellumentals. The vellumentals are earth, water, fire and ice. See something missing here? They could have easily made an air or wind vellumental, making 5 vellumentals and 5 bosses for 5 streamers. For the bosses, Nintendo really grasps the paper aesthetic, as they are all office supplies. Somehow Nintendo made bosses that are both very creative and lack creativity at the same time. Despite my gameplay session lasting 27 1/2 hours, I wish it would have lasted longer. They could have easily made a 6th streamer, an orange one. The miniboss before the final boss could have been the one guarding the 6th streamer, and it could have incorporated part of the final boss battle into that boss, so no need for a 6th vellumental. Yes, I know I shouldn't complain about not enough to do without fully completing the game, but fully completing the game is a collectathon: find all Toads, treasures, ? blocks and holes. That's not fun; that's boring. I would have liked some more secondary gameplay loop, but not the 1st or 3rd one. [SPOILER ALERT!] The final boss was dragged out. Yes, I know that typical Nintendo final bosses have 3 phrases, but the middle phase was unnecessary. The first phase has Olly transforming all vellumentals, and Mario has to figure out the type advantage vellumental. Technically, Mario doesn't have to face all the vellumentals. He can do it in 1 or 2 vellumentals. It all depends on how long it takes the gamer to figure it out, since Olly can replenish health. I would have preferred 1 health bar for each vellumental, instead of recharging health from Olly. The 2nd phase introduces brand new gameplay mechanics, which means it was totally unnecessary. The 3rd phase involves solving one last slide and spin puzzle, which is fair due to the primary gameplay loop, but the only problem is that is periodically is interrupted by QTEs, which can 1-hit or 2-hit kill Mario (also, this Paper Mario entry also has the problem of random 1-hit KOs throughout the game like past entries). The slide and spin puzzle is legit, but the QTEs are not. Either somehow introduce QTEs in the primary gameplay loop or do not bring into the final boss battle. [/END SPOILER]vWhile Paper Mario: The Origami King has realized that the gameplay of Sticker Star and Color Splash is not the way to go for the future of the Paper Mario franchise, it still stands far off from the RPGs of the original or Thousand Year Door. The Origami King truly does sit in the middle. If gamers still longs for the RPGs like the original and Thousand Year Door, they will feel disappointed by Origami King, but outside that, the player will enjoy a major improvement over Sticker Star and Color Splash.

And 9 1/2 months into the year, I have played and finished all 6 Paper Mario games! 🙂 Over those 9 1/2 months of the year, I played 163 3/4 hours of Paper Mario games, which means I averaged 27 2/7 hours per game. During my Year of Paper Mario, I felt the highs and lows of the Paper Mario series. I understand why the Paper Mario fanboys feel so upset. I would agree with the Paper fanboys that the first two games in the franchise rank the highest. I too would like to see them return to that form. Nintendo took the right step forward by abandoning the format used in Sticker Star and Color Splash, but I'm not sure Origami King has the right format either. I will disagree with the fanboys, however, in saying that Paper Mario should abandon their attention to the paper aesthetic. Indeed, I though Nintendo found some cool ways to incorporate it. I just don't think that paper has to take the forefront of the primary gameplay loop. I would agree with the fanboys in saying that the Paper Mario series should return to the RPG elements of the first two games. After all, Nintendo originally intended Paper Mario to succeed Super Mario RPG: Legend of the Seven Stars. I guess that still makes Super Mario: Legend of the Seven Stars the best Mario RPG, and I guess that means that if Nintendo fanboys ever want to see a truly good Mario RPG again, Nintendo must team up with Square Enix, the king of RPGs. Make it happen Nintendo and Square Enix!