Partridge Senpai's 2021 Beaten Games:Previously:
2016 2017 2018 2019 2020* indicates a repeat
1.
Atelier Rorona: The Alchemist of Arland (PS3)
2.
Portal 2 (PC) *
3.
Atelier Judie: The Alchemist of Gramnad (PS2)
4.
Pipo Saru 2001 (PS2)
5.
Mystical Ninja Starring Goemon (N64)
6.
Atelier Viorate: The Alchemist of Gramnad 2 (PS2)
7.
Kirby's Dream Land 3 (SFC)
8.
The Legend of Mystical Ninja (SFC)
9.
Atelier Marie: The Alchemist of Salburg (PS1)
10.
Ganbare Goemon 2 (SFC)
11.
Paper Mario: Origami King (Switch)
12.
Star Fox 64 (N64) *
13.
Super Paper Mario (Wii) *
14. Paper Mario: The Thousand Year Door (GC) *
And so ends my journey playing/replaying through the Paper Mario games. This was definitely a breath of fresh air after having just played Super Paper Mario, but it was also very neat to see just how many of the seeds of what would ultimate ruin SPM are used to such good effect here (whether knowingly or not). Though not my favorite of the series, it's definitely the best out of the original 3 as far as I'm concerned. I was even having so much fun that I actually beat the Pit of 100 Trials for the first time ever~. It took me 33 hours to beat the Japanese version of the game (confusingly enough called "Paper Mario RPG").
Princess Peach is traveling when she comes to the seedy port town of Rougeport (or "Gorotsuki Town" in Japanese), where she buys a mysterious treasure map. She sends it on to Mario and asks him to come join her there to help look for the treasure, but she's kidnapped while he's in transit. It turns out the treasure map leads to the legendary Crystal Stars, which themselves are the key to opening the titular legendary Thousand Year Door which lies in the ruins under Rougeport. But Mario isn't alone in his hunt for the Stars. The X-Nauts (aka the "Megabatten" in Japanese) are also on the hunt for them, which is why they've kidnapped Princess Peach, to get her to tell them where the map is, and even Bowser is throwing his bumbling hat into the ring as well.
The quality of the writing is overall very good. Like the first game in the series, this is a turn-based game where Mario is joined by a series of companions which each area progressively focuses on in some fashion. While the problem of a character effectively disappearing from the narrative (other than mechanically) after their particular chapter is over is still present, the bits they're included in are still very entertainingly done. The tone of the game is well balanced between the silliness of Mario & Co., and just how scheming and evil the leader of the X-Nauts, Batsugalf (I don't remember his English name ^^;) is. A balance that Super Paper Mario would later go on to tip wayyy out of balance in both directions to very negative effect.
Princess Peach and Bowser also get their own parts as well. Peach's parts are very much like they were in the first game, as she explores her captor's headquarters to try and hunt for information for Mario, but she's also joined by the X-Nauts' base's computer AI, TEC. Though the whole subplot of "woman with EMOTIONS teaches emotionless computer to LOVE" is a pretty tired cliché even for 2004, they do it well here and it doesn't feel annoyingly done. Bowser also gets his own, much shorter segments, which are entirely comedy focused to balance out the more serious tones of Peach's segments, as he bumbles around far behind Mario, failing to do anything of import for nearly the entire game and making himself look very silly.
The biggest narrative difference between the English and Japanese versions of the game is a relatively well known one in that Vivian, one of Mario's companions, is transgender. Confirming how this was done for myself (after totally missing it when I was younger and my Japanese was much worse) was one of the main reasons I wanted to replay this game again. While it isn't exactly a super great bit of representation, for the time (and even for now) it's pretty well done. Vivian's gender is treated as a source of stated but ultimately unimportant confusion for the protagonists. While they don't really understand it, they never do anything to treat her as anything else than a girl. There's a very clearly portrayed dynamic of "people who misgender her are the villains, and those who respect her gender are the protagonists", and I really liked that. It's ultimately a minor enough point that I can see why the English localizers erred on the side of caution in removing it, although I would say that it's a better piece of trans representation in a Nintendo game at the time than something like Mother 3.
The mechanics and overall design of the game are basically "Paper Mario 64 but more and better" all around, with only a couple small exceptions. You're still going from area to area in 3D space (as opposed to Super Paper Mario's approach) exploring to fight baddies, gather info from NPCs, and look for goodies. The same fairly simple turn-based battles return from the N64 game, with Mario and a companion taking turns fighting against baddies and bosses. Mario still has HP for life, FP for special moves, and BP for equipping badges, and these can be upgraded upon a level up. Badges still give either passives or allow special moves to be done, but these systems have been modified in small ways here and there. For your companions, their move sets have been varied up a bit, and they've even been given their own HP bars just like Mario has (which get stronger when they're upgraded). An emphasis on making the companions more of a secondary Mario-level of ability extends to the badges as well, as there are many companion versions of Badges that need to be found and equipped separately from the Mario versions. Companions can't get whole new special moves from Badges like Mario can, but it really varies up the kinds of things you can do with Badges while still keeping the systems overall very familiar from the first game. If you liked how the first game played, you're gonna enjoy them here too. If you didn't like how the first game played, this isn't gonna change your mind.
The only real negative aspects of the game have to do with some approaches to the presentation as well as some of the game's overall design. Some of the things relate more to how they feel on a replay, as there are a couple more mystery-based areas where you're looking for clues and such. On the first playthrough, they're fun, albeit a bit poorly signposted in places, but on a replay, they kinda drag compared to the rest of the game since the mystery is already solved and the drama surrounding them isn't terribly interesting. The game also has you backtracking a fair bit in certain areas and it really feels like padding. It's not unforgivable, but going through the dark forest and back again three separate times for the fourth crystal star is kinda lot.
Then aside from that you have the battles, which are now not just aesthetically a stage, but literally a stage. There's an audience in front of them and a sort of back stage as well. This allows random things to fall from above you or the backdrops to land on you (and harm you), as well as the audience throwing good and bad things at you. While you can bop an audience member to not get something thrown at you (as long as you notice it in time), the stuff falling from the stage or the random freezing/mist effects are just totally RNG and not fun. They just make the battles frustrating because they only make them more of a chore, as you have no idea when they're coming. Battles are simply going fine but then oops! Mist time, so half of all attacks will miss until it decides to go away. You also can't pause during battles, so if you set the controller down to go answer the door and an audience member decides to throw something nasty at you, there was nothing you could've done about it. None of this stuff is game-breaking, but it's stuff that was routinely annoying in this as well as prior replays.
The presentation is all around really quality. The graphics are really pretty using component cables to view them through (they make SUCH an impact for Wii & GameCube stuff. Using component cables for my Wii to play GC games with is one of the only reasons I have the Wii anymore XD). Although Mario gets a few paper folding techniques to traverse the world with, the whole "paper" aspect of it is still a more incidental aspect of the aesthetic than a way the world diegetically is like it is in Sticker Star and beyond. The music is all around quite good but I don't really find that much any of it sticks out for me as much as the music in the N64 game did. It all fits its respective locations appropriately, but nothing super duper memorable I'd wanna listen to again later.
Verdict: Highly Recommended. This is still my 3rd favorite of the series, but it's still a really excellent game. I think my time with the Paper Mario series over the past couple years has really helped me solidify my opinions on what makes a Paper Mario game really great, more than anything, and that's quality writing. It's what separates the really great ones from the utterly boring ones for me, and I never would've been able to pin that down without having played through the 3rd and 2nd games again. This is a really excellent GameCube game, and one well worth checking out if you want a well-written RPG with simple yet flexible battle mechanics.
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me