Shelved It #21 – Mario & Luigi: Brothership

More Info from Nintendo

  • Genre: JRPG
  • Platform: Switch

It’s not unprecedented that I drop a Mario RPG on the final dungeon and boy was that the case here. If you’d have asked me about 10 gameplay hours ago how I was going to start this ramblings it would have been “this game would have been better received if it was under any other IP” but this game just did not know when to end. Since then I had two plot twists at the end boss, a handful of really unnecessarily long dungeons, and a final dungeon with so many wings and unnecessarily spongey enemies that I just said “forget it, I’m done.”

And honestly, that’s a shame.

But for now, let’s go back to where I thought this set of ramblings was going to start. I really do think that this would have been better off with even a different name. Calling this game Mario & Luigi has so many expectations that come with it. Sure, there’s the timing-based combat but that had been done outside of M&L to where adapting that to another RPG wouldn’t have been seen as weird. What that name really brings with it is an expectation of a certain metagame style with large scale exploration in a mushroom kingdom setting. That is completely not this game.

This game is a series of relatively loosely connected 30 minute segments that you can kind of leisurely play at a relaxed pace that eventually loop back to a core story every now and then. However, independent of the M&L baggage this is a really fun metagame loop. This works well as an RPG where you have some agency over what order you’d want to do things. In other genres it would work well as a puzzle game where you go to different spots to solve unique puzzles. In an action game this would work where each loop has new enemy archetypes to engage with. Various Mario games have already proven that this metagame loop works well for a platformer where each new area has fun new challenges to engage with. However, it is not Mario & Luigi. If they had simply called this Super Mario Brothers-ship a ton of expectations would have been dropped, and frankly it would have probably been better received.

That is, until the end of the game. So many RPGs that are simply good but not great have the same failings around sticking the landing and this really is just a whose who of failures to stick the landing.

At about the 20 hour mark the first signs of this start to show up with the introduction of a Glohm mechanic. It makes sense tied to the story, but from a gameplay perspective it’s a debuff that prevents brother actions and can make enemies stronger. The main issue I had is that this is a sign of them running out of enemy archetypes, to where the glohm is in place to re-use old archetypes, but stronger. Typically besides just stronger, this actually means faster, and often that doesn’t just mean faster, it means fast enough that when we multi-attack, you can’t actually dodge all damage because game mechanics prevent you jumping/hammering that fast. Unavoidable damage in a combat system built around avoiding as much damage as possible is really a huge problem.

Then at about the 30 hour mark the dungeons start to get noticeably longer. 30 minute dungeons stretch into 45 minutes, then 60 minutes, and it really starts to negatively impact the fun of getting through a dungeon. Fighting the same enemy archetypes has a certain shelf life before you get bored, and this really starts to hit that cap. In isolation, it’s simply annoying because the pay off of a dungeon is usually a cool boss fight. While that’s certainly the case here, they start being capped off by unnecessary plot twists. The plot twists are obvious that they are coming, so they are both not fun and just generally feel like they’re extending the game for no reason. Past the plot twists are simply revisits of existing islands, so you don’t get new cool stuff. You’re just fighting stronger things that you’ve already fought (see previous note) and you’re not meeting new people. It just feels unnecessary.

For me, at about the 35 hour mark I then hit the final dungeon. I got to the end of the first wing, saw a hub with seven extending spokes, and literally just said “oh no”. It wasn’t actually seven wings since they loop back on themselves at times, but it was enough to be negatively impactful. I started playing a bit of it, but it was clear that it was going to be a slog. The just normal trash enemies very quickly stopped being 2-3 attack kills and started being 5-6 attack kills. They stopped doing 20-30 damage and started doing 80-90 damage. They stopped being occasional glohmed enemies and started all being glohmed enemies. It just stopped being fun. It wasn’t that it was hard, and I guess that’s my problem. It just felt like it was setup to kill time. I was already overleveled and it was dragging, so grinding to overlevel more was not appealing. I got back to the central hub and went “I’m good.”

I’ve never worked on a JRPG but in my head it feels like something that shouldn’t be difficult to tune around. There are certain metrics that testing should identify as fun. How long can a dungeon be before players start to grow bored of it? How long do players identify as “fair” to defeat a trash enemy? How many fights feels like enough to learn how an enemy archetype works before mastering it, and how many times can the player fight it before feeling bored? These are things that all worked very well for the first 20 or so hours of this game. I totally get that there’s a need to finish on bigger and badder, but bigger and badder should still be served by metrics of what is found as fun. Is an extra turn to kill an end game enemy a bad thing? Probably not but double the amount of turns probably is. 30 minute dungeons extending to 60+ is probably a bad thing. Fighting an archetype 10 times is fine, but 20 times is probably bad.

JRPGs that are simply just good flex too much from what is fun. JRPGs that are great do not. In my head as both a developer and consumer it’s as simple as that. Find the metrics that are fun, and make sure that you follow within some close range of that for the entire game. Make difficulty come from difficulty actually ramping up, not from length. Brothership simply failed that test.

Game Ramblings #55 – Mario & Luigi: Superstar Saga + Bowser’s Minions

More Info from Nintendo

  • Genre: JRPG
  • Platform: 3DS
  • Originally Released on: GBA

TL;DR

  • Faithful remake with the right mix of visual polish without losing the soul of the original
  • Battle system still holds up, particularly against the newer entries that went more experimental
  • Bowser’s Minions portion of the game well made, but feels more suited towards mobile

I suppose the TL;DR really should have read – If you enjoyed the original, you’ll enjoy the remake – because that’s really all there is to it.  The fact that this game is enjoyable is not a mystery.  In its GBA form it was well received for funny dialogue, a great battle system, and a visual style that brought the world to life.  All of that moves itself to the 3DS perfectly well, with some enhancements to the visuals and audio that make this feel a lot more modern.  In addition, the new Minions mode does add a particularly nice tie in to what happened to the typical enemy cast of the game while the Mario Bros were out adventuring, even if the mode feels more suited to a mobile device.  All in all, this is a solid remake that folks holding onto their 3DS will find worth playing.

For anyone that hasn’t played these games before, like any JRPG the battle system is really the core of what made the gameplay so special, and it’s standard turn based with a twist.  Like Super Mario RPG on the SNES, button inputs at the right time can provide both offensive and defensive capabilties, in this case tied to A and B for Mario and Luigi respectively.  The combat in place here was probably as simple as the series had, but the simplicity was also its strength.  The core moves were easy to pull off and strong (jumps, hammer attacks, and fire/ice ball attacks).  Moving up in complexity and strength, the brothers can combine to do Bros Attacks, involving more intricate combo and timing segments to pull off large damage.  This pattern of A and B for each brother then goes into the entire game, whether it’s character-specific actions during combo attacks or actions taken in the overworld for traversal purposes.

Speaking of which, the overworld actions are still a lot of fun to use, and end up being the big puzzle push for the game.  Most puzzles tend to be fairly basic, and generally involve whatever the latest power the bros gained, but they provided a nice break in the action that wasn’t just straight battle grinding.  By the end of the game the brothers had a set of 10 traversal abilities, giving the inevitable Bowser’s Castle run a huge amount of flexibility in the use of different powers.

As far as changes go, there were some dialog changes, a few additional side quests, and the more obvious sound and visual upgrades.  However, the big addition was the Bowser’s Minions portion of the game.  Within the first couple hours, this mode is unlocked, and then runs as a separate independent mode with its own new (and entertaining story).  From a gameplay perspective, it’s a simple mode of assembling a squad of minions and having them faceoff against an enemy squad.  They can be one of three types, giving us an advantage triangle not too dissimilar to Fire Emblem.  The fight then automatically goes, with the player really only occasionally interfering, whether to block special attacks or do a timed input for a damage bonus.

In general, the mode is mechanically solid, but I couldn’t shake the feeling that it would have worked out a lot better as a phone game, and that’s the biggest problem I had with it.  Each battle is a generally quick hitting segment, with maybe a few minutes of story the first time you play, then combat lasting maybe a minute or two per battle.  Given the size and number of units you can get, it then encourages you to keep replaying the battles to level up units.  Victory grants more units, as well as beans used as a type-specific XP boost, allowing for even more growth of the party.  In general, this feels perfect for a phone where you’d fire it up to play a couple levels then be done, and less perfect for the 3DS where it’s still just a sub mode to the much deeper main game.  And I’m being serious when I say I’d absolutely play this on my phone because it is a lot of fun.

There’s really not much to say here.  If you liked a previous Mario & Luigi or enjoyed the original release at all, this is still a great game.  The battle system is really solid, the writing is often times hilarious, and there’s a ton of content to be had here.  It also shows that the gameplay of the first couple games in the series is likely what I consider the pinnacle of the series, with a couple of the more experimental entries on the 3DS perhaps going a bit too far away from the core.  Hopefully this means Nintendo is considering a more traditional entry looking forward to the Switch, but if the worst we get is another remake then I suppose we’re still doing pretty good.