Monday 27 March 2023

Paper Mario Chapter 4: Trials in the Toy Box

Chapter 4 is the first test of the player's skills- friendly enough in environmental tone and allowing regular returns to Toad Town, but this should be taken as a warning- future chapters will not be so forgiving.

The first three Stations of the Toy Box all have the same theme- find the lost items from Toad Town, return them to their rightful owners, and they'll help you figure out how to progress to the next. In addition to allowing the hub town of Toad Town feel more alive, this also encourages players that might've ignored each service, or taken it for granted, to reconsider their presence. This works most strongly for Tayce T., though, who also gets a tangible upgrade in the Cookbook. Harry's shop is no more or less valuable to you than it was already, while Russ T. can be replaced (and often is, without the player realising) by the average guide. Even the fact that the Toy Box itself gives you the clue he is supposed to provide seems to acknowledge that.

Bowser's attempts to exploit Mario's "fears" are purely there for comedy. Choosing the "correct" answers (although I question if Mario is genuinely afraid of Clubbas or they're just the scariest option on the list) gets you more Star Points and the opportunity to get freebie Tattles before you have to take the fights seriously once you arrive at Bowser's Castle, the joke enemies answers are only funny with poor Goomba, and the items are barely worth receiving. The Thunder Rage is decent in a utilitarian way, but Harry sells them at a reasonable-ish price. The worst part is, Bowser doesn't get to have a childish tantrum about how Mario managed to surpass his weaknesses, but I guess they can't make him still scary if he doesn't resolve to do something about it, and the next chapter has no room for any such activities. Could he be more involved? Maybe. But Bowser is also supposed to be pathetic, at least in the context of this game. He can be scary, but Paper Mario isn't leaning into the qualities he'd come to possess when he is.

Red Station packs the two major unique points of the chapter: the partner and the boss. Watt is held captive by a lantern-carrying boss, in a fight that seems written in regards to Watt first and Chapter 4 second. Especially since Watt appears so late in the chapter- there's only one enemy left before General Guy, and that's only if you didn't go right first and take him out early. Watt is a boss-killer, though, and General Guy is an excellent showcase. The General himself, meanwhile, is not exactly tonally cognizant with the Box either. While the boss of the Guys being an army general doesn't fit the playful prankster theme of the Box, what does fit is how generally (pardon the pun) pathetic he is. He's not the general he presents himself as, although I stand by the fact he outranks Sergeant Guy (He keeps company with a Paratroopa with a bucket on his head and a Goomba in pyjamas, can you be surprised?) Presumably, General Guy's military ambitions were satisfied by Bowser's Star Rod, although what he was before the wish and how this wish emboldened him to instigate the thefts in Toad Town is never elaborated on, not even through environmental storytelling. The closest thing you get is him joining his minions in running around and screaming after you beat him, which almost implies he, and all the Shy Guys, are literal children and don't just have the minds of such. ...Perhaps that's why they don't answer the question one way or the other.

Mechanically, the Toy Box is a chapter about backtracking. It's a relatively harmless example, especially since the most frustrating example of such is skippable on a repeat playthrough- the only times you explicitly need to leave the Toy Box are to get the Toy Train from Harry and get the Cake from Tayce T., only the latter of which is done beyond Blue Station. The Toy Box stands in the shadow of TTYD's Chapter 4 in this regard. However, the Toy Box stands out since no other Chapter in the original requires crossing back and forth between different areas on such a grand scale... well, apart from Chapter 6. I rather enjoy the Toy Box for what it is, especially with Anti Guy to pose an interesting challenge and each Shy Guy having their own twist on how you need to approach them, showing off various elements of the battle system and keeping you on your toes while being similar enough that the major element you need to consider when fighting them is prioritisation. What is your least favourite thing enemies can do? There is one type of Shy Guy that can do that, and when you are given formations with multiple different types, you are asked "which one do you want to get rid of first?"

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