It's not quite as good as the RP Gs, but the story is excellent, the music is awesome, and the writing is top-notch.
I say if you do want to enjoy this game, just look at it as a storytelling device.
Why I am afraid of fences.I like the storytelling, music, ect. Gameplay is okay, not as good as the previous two.
The biggest flaw is, as you've noticed, that it isn't challenging at all and levels tend to drag on. Some parts are fun even without being challenging, however. The Whoa Zone is awesome for sheer mind screwery, and all of Chapter 8 is pretty climactic and fun save for the 3D maze near the end.
edited 10th Apr '11 11:38:02 AM by Anomalocaris20
You cannot firmly grasp the true form of Squidward's technique!Have you ever tried shaking the wii remote after attacking a enemy by stomping on them?
So I borrowed a Wii and some games. I've been trying out Super Paper Mario, and noticed a few things:
I played less insipid math teaching games while I was in grade school. My question to you is this: what is the right way to enjoy Super Paper Mario? Does it become challenging, does the fun writing come often enough to make the game a good way to kick back after a long day, or is it an ideal distraction when you're sick or in pain and need something with no appreciable difficulty?
And is there a reliable way to tell that there's stuff you can find if you flip, so that you don't have to backtrack every thirty seconds?