The game was so weird that it effectively caused Nintendo to tighten their grip on any third-party (or internal) developer that used their iconic Italian plumber. But as I look back at SPM, I cannot think of another example in which a developer is given this amount of freedom to use one of the most popular IPs in the market to make such a weird, AAA game. Although Wonder looks promising, it's doubtful that we'll ever see this kind of uniqueness from Nintendo's mascot ever again. Super Paper Mario showcased the freedom that developers (even third-parties!) had with Nintendo's most prestigious IP before the guidelines were established. It's been a while since I played it, so I might be forgetting a few, but you get the gist. These are just some of the many set pieces of the game. You can see the shift in character designs here: From Sticker Star forward, the guidelines were imposed. series, the "vanillafication" of Mario sports spinoffs, the death of turn-based Mario RPGs, and the lack of unique characters within the Mario universe.įor example, the original Paper Mario (N64) and its sequel (TTYD) were created before these guidelines. These standards led to various controversial decisions, such as the creation of the New! Super Mario Bros. ![]() But to hardcore fans, these titles showcase a sudden shift in Nintendo's philosophy behind the Mario IP, as Nintendo had a firm and unwavering set of standards that the IP must follow since the Wii era. To some, these titles are just the latest installments in the ever-iterative franchise that is Mario. ![]() ![]() I've seen a lot of praise for the previous Nintendo Direct as it showcased two unique-looking Mario games: Super Mario Bros. For better or for worse, there'll never be another game like Super Paper Mario.
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