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Gametraders Live September Magazine

Gametraders latest magazine, featuring venom, a love letter to Jurassic Park and much much more!

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The Negatives<br />

Centered on collecting stickers/cards, Color<br />

Splash is, unfortunately, bland. While past<br />

games featured numerous different cultures<br />

and races, with levels based on wonderfully<br />

imagined and unique aesthetics, Color<br />

Splash continues where Sticker Star left off<br />

- with toads everywhere. And I mean that.<br />

They are literally everywhere. If you read<br />

up on the developer team’s justification for<br />

this, it’s utter nonsense. They wanted it to<br />

‘feel’ like a Mario game, which ignores all the<br />

different and wonderful species/creatures<br />

from the original three games and from the<br />

multitude of other Mario titles as if they<br />

aren’t canon.<br />

It felt like the Star Wars expanded universe<br />

being retconned all over again. Are you<br />

telling me Rawk Hawk doesn’t exist, or<br />

Dimentio, or Count Bleck, or the dozens of<br />

other crucial characters from the first three<br />

titles? I tolerate minimalism in the real world<br />

(though it isn’t my cup of tea). I cannot<br />

tolerate it infiltrating a game series I love<br />

above any other.<br />

Another flaw is the sticker collection. Before<br />

important battles, this can be a nightmare.<br />

If you don’t want to obsess over a simplified<br />

game akin to Roshambo (rock, paper,<br />

scissors), then you can look up how to get<br />

through it online to unlock thousands of<br />

gold coins and then just buy all the cards<br />

you need. Sadly for me, I played it before<br />

there were any guides out there.<br />

I imagine the majority of the lowly 860,000<br />

people that bought this game at retail (the<br />

worst sales in the series) were in the same boat<br />

as me, which meant they had to do something<br />

that’s incredibly rare for a Nintendo game:<br />

grind. “Am I suddenly in an MMO,” I wondered<br />

to myself, “surrounded by ore nodes I have to<br />

mine in order to build some amazing thing?”.<br />

Paper Mario is supposed to be fun, with the<br />

ability to beat the game if you obtain the<br />

limited skill set required (in general) and learn<br />

certain patterns. Now, all of a sudden, you had<br />

to farm for huge stickers for hours on end in<br />

order to progress. Who thought that was a<br />

good game design?

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