|Paper Mario: The Thousand Year Door North American Release Date - October 11, 2004|
We all know that Nintendo has this weird hobby of taking their phenomenal catalog of older games and making it as hard as humanly possible to play them. That's precisely what they've done with Paper Mario: The Thousand Year Door. It's available on the Gamecube, if you buy a Gamecube, a memory card, and a copy of the game somewhere (which isn't cheap these days). It's also available on...oh wait, that's it.
Much like many of the other great Gamecube titles, TTYD has been left in the past. And that really sucks, because this game is so, so good. The original Paper Mario (Nintendo 64) was a great concept. This game takes it's predecessor's charm, battle mechanics, gameplay and obviously it's graphics, and polishes them even more. It's plagued by a little more backtracking than I would like to see, but that's a minor hiccup in an otherwise brilliant game.
You obviously control Mario - er, Paper Mario - and you're on a mission to collect the seven stars that control the seal on the thousand year door. You also have to save the Princess again (surprise). Bowser keeps showing up, too, but he's the comic relief this time around instead of the villain, and he's legitimately funny in this game. You make friends with a bunch of odd characters, including a shy Koopa Troopa, a know-it-all Goomba, and an old Bob-omb pirate, and it's the way they change not only your battle strategy, but the areas of the over-world you can access that keep the game moving. This game has hints of Metroid-Vania in it, and that's usually all it takes to hook me.
I originally was going to break down the combat and villains, too, but then you'd have no reason to listen to the episode. Longtime show supporter, first time guest Bradley McCue joins me this week, and we set a new Remember The Game? record for episode length this time around. There's a lot to talk about here, so quit reading and get listening!
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