Chugga Sticks It to Sticker Star [Part 2]
ฝัง
- เผยแพร่เมื่อ 16 พ.ย. 2024
- After a decent enough start, it's all downhill... All dried up...
Lack of EXP logo by Mayro!
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Emile, you don't understand, whenever you Paperize Luigi, he immediately realizes he's in Paper Mario Sticker Star, and naturally his first thought is to leave the game.
Luigi be like, yeah nah, I ain’t gonna be on your journey. I got better places to be!
Well, if Sticker Star is the direct sequel to the trilogy, Luigi knows he is the antichrist and therefor definitely has better things to do.
@@RyuakiraX Well no he was used to be one
Awesome
Luigi be like:
"Mario What the fuck-a?! This is the worst game here-a, Immma out of here!"
The fact that the game judges the player like a bad backseat gamer for WINNING boss fights is honestly hilarious in just how blatantly hostile it is.
I refuse to believe Sticker Star wasn't actually a very real attempt to end the franchise. Even the victories can't be savored.
Step 1: release video essay in parts.
Step 2: compile into one large video
Step 3: submit to Cannes film festival
Step 4: get rave reviews
Step 5: start academy award campaign.
Step 6: win an Oscar for best documentary film.
Now, Sticker Star will technically be an award winning game.
It was the only way to be award-winning.
Chugga creates his own downfall.
You forgot one step: Profit
They had us in the first half not gonna lie.
The trolling commences
Sticker Star is truly an inspiration to me as an aspiring game maker. Such a noble sacrifice of an entire series' reputation to teach me what never to do when making a game.
Oh same here, there were several moments in this part ALONE that made me audibly say “what the fuck” out loud. “HP = Attack”, “MANADTORY Secrets”, “Unorganized UI”, and even… “Running away from battle is more beneficial than participating in a battle”. If there’s one thing I learned about this game as a future game designer, it’s that I definitely know my game won’t be as bad as sticker star just due to how much bad stuff is in it!
@@Flaming_Saturn Also don't assume your game is good before it officially releases. Narcissism benefits nobody.
@@AkameGaKillfan777 That’s fair, but I was referring to the fact that I’ll make sure not to include those mechanics.
You could also learn a lot from Color Splash as well, that game can put you in an unwinnable fight vs an enemy inmune to jumps or hammers if Kamek randomly shows up and turns all your cards into the thing that can’t touch them, and Kamek disables the flee option, so you only get to take a slow unfair beating for most of the fight for no reason
And the mandatory attacks to defeat the bosses is an even worse problem in CS because the bosses will mercilessly one shot you just because you’re not using the correct answer to screw them hard
Among many other issues
Even before this game released, I knew that making something as simple as attacking an expendable resource was a horrible idea. I still kept my optimism though because there's no way a Paper Mario could be bad. .....Right?
I think kersti's whole "Girls don't fight!" gimmick would have been interesting if, at some point, she got off her high horse and jumped in one of the fights to save Mario or something, it would've been an interesting character development moment rather than her just not fighting
@@Shyontheinternet99 Either that or she could have leaned into the "royalty" archetype even harder, and specified that it is her _standing_ as a lady (as in: royalty) that makes her unfit for battle. Such menial duties are for the riff-raff, after all!
Though that would probably make everyone hate her even more...
@@sirreginaldfishingtonxvii6149I mean, if it lead to character development and a payoff to her actually TRYING, it wouldn't have been nearly as bad as what we actually got.
She's a hypocrite pure and simple
Or even just have certain parts in bosses where she helps Mario evade or block somehow - Starlow can’t fight but she can still carry the bros out of danger at some points.
Kersti? Character development? What do you think this is, a real game?
I like how despite this being a review, this series still has structure and small things that make it feel "Let's Play-Adjacent." Makes it fit in really well with the rest of the projects despite having a completely different premise and goal.
Luigi took one look at Sticker Star and decided to find any other game to be in.
And then came back in Color Splash and The Origami King, but barely, as he is Mario’s brother
Hoooooly shit I just got to that part of the video when I read this, that actually f*cking killed me dude. Every second Luigi is on screen is him breaking the fourth wall and ESCAPING REALITY just to be free of Sticker Star
Other Paper mario games (that I've played)
Luigi: I hope I can join Mario on his adventure
Sticker stars
Luigi, Nope, I'm getting out of this game even if I have to break the 4th wall
@@iantaakalla8180 Luigi is smart, he predicted the direction Paper Mario would take after Super and just dipped out of the franchise
@@antimatter3084 Also that game had him possessed by Dimentio and people bringing up Mr. L and he's like "Yeah, I'm done trying to go on adventures with my bro".
The funny thing about "exp causes grinding" is that the Paper Mario series had an exp system almost MADE to eliminate grinding.
The only stat that makes it directly easier to win battles is HP, and you get more than enough level ups over the course of the game to have more than enough HP.
I don't understand where you're coming from with this. Badges can give you stronger moves to kill enemies faster so BP helps you win battles more easily and FP lets you use those stronger moves more often so again, helps you win battles more easily because you can more freely use your stronger moves. The thing that the Paper Mario EXP system had going for it was scaling. You got little to no EXP if you're over leveled for an area so there was little incentive to grind past that point and more emphasis on learning to make do with how you currently chose your levelups. Once you got to new areas where your exp gain is normal again, you should have already reassessed what made you consider grinding in the previous area and adjust your level ups accordingly.
Super Paper Mario (which I absolutely adore and proclaim is the last good addition to the Paper Mario series) sadly did have incentive to grind and there were easy ways to do so because "exp" didn't scale in that game well enough.
That said though, you definitely got more than enough level ups only doing required fights and forced encounters for Paper Mario 64 so you're right about that.
@@Jaxter0987 Uh...I said directly...? BP and FP are both _indirect_ factors to battle. You must decide for yourself how to use those resources, whereas with HP you typically don't.
If there was an attack stat in the game, that would be direct.
@@lamegamertime There it is actually, but it removes you so many options due to its cost you might not even want it, unless you are close to maxed out and therefore the kind of player don't mind grind anyways.
Not only that, but you earned less experience for fighting the same enemies. Once you get high enough of a level, the enemies in an area give only one XP, encouraging you to move on to new content.
TTYD was so well designed, but somehow the people in charge forgot all of that and stick to pointless gimmicks instead.
Not to mention how eventually you stop getting star points from weaker enemies. It encourages you to keep pushing forward more than anything. My playthroughs are always of me simply fighting every enemy on every screen as I casually play and explore and that's mire than enough to frequently get me into "overlevelled" territory.
Little fun fact to add to the instant game over quicksand, any battles you fight on quicksand do this too! You wait too long to confirm your move for the turn, you game over. Naturally, the game does not warn you about this, either.
That's the finest gaming bullshit I have ever heard wow. No words.
@@fernando98322 For what it's worth, if you're not actually putting the game down, you probably won't see this happen, since all you do on a turn is select a sticker or run and you get probably like 30 seconds, if not longer. (I admittedly haven't measured it...) Still... it's a pretty dumb and unnecessarily heavy punishment for just taking your time to make a choice.
@@laggalot1012 If this wasn't World 2, I can see how much more frustrating it is. If you had like 5-7 pages of stickers and collected a ton of good ones, I can see a player wanting to take their time to use the most efficient one (especially if one didn't know about organizing and had a very disorganized catalogue.). Dying randomly when thinking would be the biggest F U to any gamer.
@@DemonRaticate Okay I'm sure Emile is gonna mention this in the next part given the chapter, but what if I told you that one later area is a poison swamp & you are STANDING IN THE POISON DURING BATTLES SO YOU TAKE DAMAGE OVER TIME WHILE CHOOSING ATTACKS
@@Triforce_of_Doom Ayup, same premise, that. Only the punishment is more immediate, but gradual.
Continuing the trend of creating partners for each chapter.... You get a Mariachi Guy-! He wants nothing more than to become famous, and thinks traveling with Mario will be free advertisement. He becomes a buffing partner, boosting Mario's stats but with some form of drawback making for more strategy.
22:36 "Human like it when number go up."
Oh my god emile you finally put my addiction to glass cannons into words.
I think it says something when "gamification" of non-game tasks usually boils down to... _adding an XP bar._
I, too, love glass cannon builds. Eschewing HP, armor, etc, in favor of boosting speed and raw attack power. Because as Johnny Lawrence said, "The best defense....is more offense."
big damage make good chemical
@@chickennugget6684 The Damage Dopamine
i dont remember where he said it but he said something along the lines of "number go up and ding ding happy sound"
That meow of "Dad, stop. You're only hurt yourself!" at the end. Kirby knows.
Yes. Cats are smart. It melted my heart. ❤❤️🔥😻
He's an adorable little orange boy! 🥰 29:15
I thought that was an infant like an actual human baby until Chuggaa clarified! 😂
RIP Kirby...😭
Kirby was a great cat. :(
I love chugga’s usual happy gamer self, but watching him rant is so good
IKR!? The Angry Video Game Conroy is something I need more of lmao
Yeah. Who doesn’t love a good-ol rant video?
Right!! I need a Chugga rant video every now and then lol
Yea
🎶 he’s the politest angry gamer you’ve ever heard 🎶
I remember realizing running was the optimal tactic in like chapter 3, and it was the funniest/saddest experience I’ve had in this franchise. Chugga giving it LITERAL final boss music just sent me😂
After Despair, the battle... and Hope, the ability to NIGERUNDAYOOO!
Correct me if I'm wrong, but that music iirc is from Xenoblade Chronicles (specifically the first game),
which makes it extra funny since that game had a tutorial prompt about fleeing from battles, which became a meme.
But in this game, it's not A strat, it's THE strat. XD
@@extremmefan7305it’s from the second game. And yeah tutorials are very infamous in Xenoblade 2.
@@extremmefan7305Xeno 2 actually.
Kirby coming at the end to save Chuggaa from this game is just too wholesome.
Honestly. VERY wholesome
Kirby is dismayed for Chugga’s well-being
@@Riprider_Music I wish suplex Kirby would end me
@@moosesues8887 Wrong kind of kirby. We talking about his kitty.
I miss him
Luigi throughout the Paper Mario series -
Paper Mario: "Oh, please let me join-a you, bro! I-a wanna go too!"
Thousand Year Door: "Oh hey bro, Imma gonna go on my own adventure!"
Super Paper Mario : A playable character who FINALLY gets to help his brother save the world!
Sticker Star: "...Imma just gonna go, bro." **Flees the game immediately**
He's just trying to teach Mario the fullest extent of the Mario Family Secret Technique that he totally stole from the Joestars
It's honestly really fitting for each one.
Paper Mario: A game that lots and lots of people want to play and beg their parents to get them
Thousand Year Door: A game which lasts decades and inspires people to create games of their own
Super Paper Mario: A super-accessible Wii game which just about anyone can play
Sticker Star: ... I'm just gonna leave.
Color Splash: “Get in loser, we’re going to Bowser’s Castle.”
Origami King: “Hey bro! I got some keys for you!”
@@Versitax the mean girls reference 💀
Fun fact in case you didn't know: The quicksand in battle also kills you to the game over screen so if you spend too much time looking at all those options, you die.
I...could go on and on about the details of why that is terrible, but...I think it's obvious.
So....now there are multiple ways to game over in a battle (or at least one aside from the enemies doing damage)? That's like actually despicable
Same with battles taking place in poison
Here’s a funny thing, if you battle against a Mural Goomba in a quicksand field and decided to do nothing, the Mural Goomba will die from the quicksand due to being shorter then Mario resulting in winning the fight by doing absolutely nothing
I won't lie, having hazards in-battle sounds like a interesting idea. At least, if there was some indication for you to "hurry up" and not die while being idle for too long. Kind of... like.... ttyd- oh god damn it, they botched YET ANOTHER machanic that was done better in a previous title!
"The single most OP move in Sticker Star is: running away!"
I didn't see a star-shaped birthmark on Mario's shoulder in Odyssey.
Didn't know the Sticker Star was actually Mario's birthmark
NIGERUNDAYO!
Good thing I have one aswell
Is that a JOJO REFRENCE!!!!!
Sticker Stardust Crusaders
Sticker Star is 100% an RPG…
a Really Painful Game
Lmfao
Underrated comment
21:11 _thank you_ for this part. I swear like 75% of the time I see people complain about grinding it eventually boils down to "Well I skipped/ran away from most regular enemies and was unprepared for the boss of this area, so _now_ I have to go back and grind."
The way I see it, regular enemies serve two functions in terms of preparing you for boss encounters: Raising your experience points, and letting you test out which spells or strategies do and don't work. The former is tangible, visible progress in the form of levels that you gain. The latter is _actual_ experience that you yourself gain, be it finding out which techniques are good against certain enemy archetypes (for a basic example, learning that ice spells are probably going to be good on fire-based enemies), and also just getting more and more accustomed to how things like that game's menu system works.
But no, people just skip normal enemies because defeating them doesn't advance the story, and of course _any_ enemy that pops up randomly is automatically seen as being part of the grind. I'm not saying that every RPG is perfect in terms of enemy encounters, but it sometimes feels like the very _idea_ of having to interact with the battle system outside of what is expressly required is a major turnoff to some people.
Bug Fables kind of fixes this by giving you an equipment piece that lets you skip all regular enemy battles at the beginning of the game. Think of the First/Bump Attack badges, but they work regardless of what level you are.
You're right, some people consider fighting an enemy you're not forced too as grinding.
This is why some people claim RPGs are hard when most of them are really easy if you don't run from every encounter.
I saw a review for a game I played where I wasn't grinding... and they got stuck at a certain battle. It was a complete joke since I hadn't been running from fights. For them they got stuck hard and had far lower stats and complained about a difficulty spike.
The only reason it was "difficult" was the boss was the first boss which could hit the entire party. Since they were under leveled they had to heal every time the boss hit the entire party or die. At level it was about 1/3rd of your health, under level for them it was 3/4th.
They blamed the game not taking any responsibility.
@@Buglin_Burger7878 It's even weirder when people complain about that in 64 and TTYD. The level-ups you get aren't the typical strength, defense, speed, etc. that you get from most other RPGs. You get Health, Flower Points for stronger techniques, and Badge Points for equipment, which you can equip a large variety of depening on how many you have in total and how much each one costs, rather than just having a set number of equipment slots. It's not a stats game, at least not traditionally.
Some people (hi) do hate fighting anything that isn't required! Those people (hi again) shouldn't play rpgs. It's not the game's fault the genre isn't for everyone.
Then, why do they bother playing rpgs!?
The instant game over in the quicksand is one thing. It can also happen if you're on quicksand in a battle. Granted, you need to stand still for very long, but imagine you do something else for a minute while in a battle and then return to find out you died.
And then you have to find out you need to go between two striped cacti to complete world 2. There is not one thing Sticker Star gets correct.
@@iantaakalla8180 got that right, cause it get's EVERYTHING WRONG, there isn't a single thing Sticker Star get's right, it's just mistake, after mistake, after MISTAKE
I'd go as far as to even say that Sticker Star is one of the WORST games of all time
@@bulborb8756 I wouldn’t say that, I think one thing Sticker Star got right was the creativity it has with the whole paper element. The artistic direction and creativity for the game is fantastic at making this feel like a really good school art project. Like how the toads can stack up because they’re paper, the enemies can roll themselves up in different forms, and the whole Okami thing is really cool. It’s one of the first paper Mario games that actually emphasizes the paper part, and I know past games also occasionally played with paper themes, it’s more like just guys who are flat in a normal 3D world.
For the record, I played Sticker Star without guides, I still hate it and nothing is gonna change that. Sticker Star got wayyy too many things wrong, but I’ll still say it got one or two things right.
@@sugarkane1571 I disagree, the old games used paper a lot but it wasn't the focus point.
If we look at Hooktail, a pop-up book dragon they would yell "HEY LOOK I AM POWERFUL MADE FROM MANY PIECES OF PAPER" in modern Mario. Look at what we got in TTYD.
A dramatic roar as a giant dragon reveals itself. It is a pop-up dragon clearly in design but none of that needs to be mentioned because people aren't stupid so instead you focus on the looming threat. Your first proper fight. The battle starts and it looms over you but it has 2 parts you can hit it in.
Not often if at all do they make a Paper Joke spoken.
You'll get a visual gag of stairs forming in a paper way, but the game respects you by saying nothing.
Mario gets cursed to turn sideways, he isn't mocked or treated as a paper joke. The person who curses Mario says "Eat a sandwich skinny!" just like when he becomes a plane, boat, or rolls into a tube paper isn't mentioned.
These are just a few moments but paper is heavily used the entire game... but they respect the player isn't a complete idiot and instead use creative writing to make it more then just a paper joke.
The characters and world feel natural because they don't yell "I AM PAPER" just like how you or I don't yell "I AM FLESH" because it isn't entertaining past the surface. You shouldn't notice the constant paper gags because it should feel natural.
Almost every gag used in new PM games was used in old ones, but they were characters before the gag.
@@Buglin_Burger7878 Another thing is that the original idea behind Paper Mario wasn’t that the characters were arts and crafts-style paper, but that the world existed in a storybook/popup book. I’d enjoy the way modern PM integrates various paper/art elements into its aesthetic and world plenty in any other game, but for Paper Mario I miss its original art direction.
Those 'secret' exits don't even qualify as secret since they aren't optional. They're just mandatory, sometimes stupidly cryptic second exits.
(5:57) There is something oddly cathartic about Chugga's anger towards getting a "Game Over" via drowning in quicksand. Especially since it's so rare to hear him angrily vent in frustration like that. He's such an energetic, positive guy.
@markdisalvi1487 I mean, it's more rare now a days.
As someone whose first exposure to his content is this series, I agree.
Something you forgot to mention. It's about the doors that require the six stickers.
One of the bigger issues is that the indentation for the regular mushroom and poison mushroom look too similar minus very slight angry eyes, so it is possible to get the two mixed up and your stickers get wasted, resulting in needing to go back to find another regular and poison mushroom.
You actually came across this issue in either the first part or the second part of ProtonJon's livestream of Sticker Star. Just thought I'd mention.
I remember this happening to me.
That happened to me since I never came across any poison mushroom stickers before that point, so I thought it wanted two mushroom stickers, so when I used my second mushroom and the game told me that I was wrong and to use a poison mushroom, I didn't know what to do because I never came across one, to not aimlessly look everywhere, I looked up this IGN guide and when I looked at it I found it to be cryptic bullshit and got angry at the game, and that along with the vacuum cleaner things Chugga mentioned, as well as the end of chapter boss fights, made me got mad enough at the game that I was like 'if you are going to do this Simon's Quest like cryptic shit in the game then I'm gonna use a guide for the rest of the game' (I was at the time, and still sort of is, a fan of the AVGN, who famously complained about Castlevania Simon's Quest doing cryptic garbage). If you are wondering why the end-of-chapter boss fights are included in that issue, it's because it is extremely hard to beat them without using either the 'right' stickers, which if you don't use and still win Kersti will scold you, or using the Infinijump Sticker, which I didn't come across until the Boos Mansion level in Chapter 4, so I couldn't figure out how to beat such bosses and looked at the guide of what to do, and the guide said to use the 'right' stickers in the 'correct' order, and again, if you don't use the 'right' stickers in the 'correct' order and still win, Kersti will scold you for that.
BOWERS ARMS
21:11 - 23:17 Thank you SO much for addressing my biggest problem with this AWFUL battle system couldn't have put it better myself. EXP is extremely important to RPGs and this game ignores that. Every time I talked about this to my friends who aren't as big into RPGs they looked at me like I was a crazy person. Please keep doing this this game deserves NO mercy!!!
XP is only important if there's nothing else to gain from battles.
If the battle system is fun, you might seek out battles just for enjoyment.
If you gain other valuable resources, you still feel rewarded for battling.
But XP is certainly the easiest and most common way to reward players for fighting, and removing it from an RPG is a very bad idea if you don't have something good to replace it.
You want to know what the kicker for sticker star's battle mechanic is? Mario & Luigi: partners in time did the simplified battle system better. In that game, the consumable attacks were limited to the bros moves so the player can still attack enemies if they run out of bros moves, the inventory for the bros moves was better structured and numbered so you could easily see how many bros moves you have, and the game is still fun and interesting because of the customization via gear, badges, etc. Oh also partners in time was released seven years before sticker star was released.
@@shininggallade3797 First time in a long time that I've seen someone have valid criticism for the game and a potential fix for that problem
I find it interesting that in the two jrpgs I've played that I had serious problems with, said problems were directly arose from how their experience system made fights generally not worth it. Sticker Star and its complete lack of any reason to fight lest you lose resources, and Final Fantasy 8 where gaining EXP makes the game unnaturally harder due to the fact that most enemies (poorly) scale around the players own level, so engaging in too many fights gets you powercreeped by regular zone mobs. Also both of them doing the "your attacks are all consumable items" and "why actually consume said items in fights it'll just undermine you later". And I'll still say FF8 is the better game, it's still got plenty of the FF staples. Sticker Star hardly has game qualities at all, let alone from the Paper Mario name it carries.
The battles are still good because of the music, coins and Extra stickers. Helps keep the game from getting anymore stale
Chugga dying while trying to be funny is truly one of the Sticker Star moments of all time
And if what I've heard about this game is anything to go by, the only Sticker Star moment of all time.
Nah, this is truly the most Chuggaconroy moment of all time
@@DeltaBlazin Why not both? This is the most Chugga and Sticker Star moment of all time.
@@souakadpadkid6685 This is the most Chuggaconroy playing sticker star moment of all time
@@DeltaBlazin TRUE
"Chuggaa, it's not gonna be the faucet. What's the faucet gonna connect to? Clearly, the trees are a hint - but it's because they spin, like FAN blades. You need the fan to blow away all the sand and clear the - WHAT DO YOU MEAN ITS THE VACUUM"
The worst part is, the only hint you get for that puzzle is a faint symbol in the back that resembles an electrical outlet. Because it's not like you _plug in_ an _electrical fan_ or anything.
To give the game some small praise, said electrical outlet actually changes design with the region you get the game from, since not everyone's outlets look the same.
WELCOME TO STICKER STAR WHERE THE SOLUTIONS ARE WEIRD & THE HINTS *BARELY* MATTER (note how the Pokey arena looking like a baseball field is something you can only see when you are LOCKED INTO FIGHTING THE THING ALREADY)
It occurs to me that Sticker Star is the opposite of Paper Mario 64 and TTYD: Instead of finding something new to love with every playthrough, you find something new to hate with every playthrough.
For Twitter, it’s the opposite. They hate the older Paper Mario games yet I’ve seen them like more about Sticker Star
@@solarflare9078 it's Twitter, what'd you expect?
@@wariot707Anything but common sense.
You know, watching your Paper Mario 64 remake and showing me all the crazy builds you can make and all the strategy you can employ with battle...it's really making the contrast with Sticker Star even sharper. Up until now, the reason I had no interest in playing Sticker Star was the lack of charm, but now I can see there's even more that's wrong with it.
This validation makes me feel better about myself when I was 7.
There was a time where I was really sick for a week and I tried making progress in the poison world and could not for the life of me find the last wiggler parts. I even remember looking at guides but I could not pass it!! Knowing that this isn't just me struggling with mandatory secrets is relieving.
I bet part 3 of this series brought up some PTSD, no?
Ah, the insta-kill quicksand. That was the moment I realized this game should not have passed internal QA testing. It's not just bad because it's an immediate game over, but on multiple occasions the game wants you to sink deep (but sucks to be you if you go too deep) into the sand to bypass a low overhang. The game's not just a bad RPG but it's an adventure game that punishes you for exploring.
On a funny side note: the game is super-inconsistent with pits. There are spikes in the fortress level that act like invisible walls. The lava in later levels deals damage if you fall in and sends you back up. Water is another invisible wall unless it's been poisoned in which case you can actually walk through it but you take damage over time. And then there's the quicksand that kills you.
23:19 “Sticker Star is just…nothing.”
I felt that on so many levels and I agree with you Chugga.
Sticker Star is one of those games that tries too hard for all the wrong reasons.
No kidding, cause this game just get's literally everything wrong, and this left a huge blackeye on Paper Mario that the series still hasn't been able to recover from to this very day
Facts
True statement
I honestly think it tries too little.
You get stickers, go from point a to b, put a thing sticker somewhere, use a thing sticker in some bosses and the level is done.
The end
I think the best way to put it is that it tries in all the wrong areas and in the wrong directions.
23:27 Honestly, placing that battle system rant where you did was an excellent way to really REALLY convey what you mentioned with the level being so long and dull that you start realizing every flaw. It's that effect of "this is bad, this is bad too, huh this is bad, AND WE'RE STILL HERE" given form in a secretly wonderful way.
19:24 Ditto on the customization being so important in an RPG. One of the many MANY reasons why The World Ends With You is my favorite game of all time is that every single option is viable in some way. You may have to use some options in conjunction with others in order to make them viable, but not a single one of the 400+ customization choices you could make is a bad one. Every pin is useable; every strategy is valid. I'm still discovering new ways to play, and I've been playing for years!
Including the pin that slows you down? Genuinely curious, aside from being required for the plot at points, when would you want to use that one?
@@Sonikku2008 To help Gatito get to #1 in the brand chart. Red Skull is the first Gatito pin you get, and the Black Planets pins are useable when not in a set but not very powerful. If you only have one or two Black Planet pins, Red Skull can help raise their attack power. Plus, Velocity Crash and Velocity Tackle are two psychs that effectively negate the slowdown effect.
@@ninakrishnamurthy6674 Huh. That's a fair assessment of how to use that pin. Thanks for that.
@@Sonikku2008 You’re welcome. It’s kind of been a mission of mine to find a way to incorporate every pin and article of clothing in the game into some kind of workable strategy. Even money and material pins- which have absolutely no utility in battle- are still good for Tin Pin
@@ninakrishnamurthy6674 Yeah, I remembered those being good for Tin Pin. Remember keeping some around when I played the DS version for that purpose alone.
5:58 GOD this brings me back to his old reactions in the early days, specifically the Phanpy, and both Pikmin incidents with the "build build build oh crap" and Steve the Trooper.
made me feel really happy and put a big smile on my face in very hard times. Love ya Emile
Ah, yeah, Steve the Red Trooper...
24:21 i appritiate that you still took the time to keep toad voiced while you commentate. really made me chuckle
The fact that Emile actually played this game to rag on it for us. That’s dedication.
The fact he 100%it is insane. I am close but it requires like 5000 battles and you need to win that battle spinner 500 times. Get like 5000 perfect action commands ect.
Mario shows how powerful the Joestar secret technique truly is.
Star Platnum? Hermit Purple? Nah son. RUN AWAY.
NIGERUNDAYO
@@shinypony92 SMOKEY
"Oh, so you're approaching me?"
"...No, just-a building-a some momentum to get the hell out. Wahoo."
Obligatory *IS THAT A JOJO REFERENCE?* response.
You just know that they were aware of the limitations of the battle system (or lack thereof, based on some of the interviews you show), based on the structure of many of the Chapters - 3 & 4 leap out at me, even having not played this game in a decade. Both were very clearly designed in a manner that means entering a battle is primarily punishment, rather than progression. When I was playing through these chapters, I genuinely felt like this battle system had been forced upon them, and they were doing their absolute best to use it as a punishment for failing a platforming segment or a puzzle. It makes you wonder just what was going on in the development of this game...
I feel like the battle system being forced upon them is very likely, as in Origami King, some minibosses (those paper Machos thingamajigs) are fought in real-time.
@@VonFirflirch I wish that whole game was real-time combat, because then I wouldn’t have to deal with the worst bosses in any video game I’ve played.
@@VonFirflirch I swear, if all enemies were just fought in real time, half of the issues folks have with the modern state of Paper Mario would be just gone. Sure, it wouldn't be an RPG, but at least it also wouldn't be a bad, half-baked RPG, trying to be good in the lack of the things that makes an RPG good.
Didn’t know HP upgrades equate to attack up in Sticker Star but hey that means they learned in Origami King because they actually tell you that
I found out by accident in the second playthrough. I challenged myself by doing a low health run. Notice the damage not being as high as I remembered it being.
Max HP only affects the damage of your first strikes in Sticker Star and nothing else. I still don't know why people still spread this incorrect info
@@gonzofett333 Simple, the game doesn't tell you otherwise and the only damage that matters is the first strike damage
@@ZenoDLC Okay but that still doesn't answer my question on why people think that Max HP affects the damage of everything when it's so easy to fact check it to see it's not true.
@@gonzofett333 It really isn’t. Chugga had to talk to a data miner to learn that
Kirby trying to protect Chugga from Sticker Star is kind of hilarious
Ah yes, World 2. The desert world, as in so many people deserted this game when they got to this world, yet somehow not the absolute worst world in the game, at least in my opinion.
With World 3 being a thing. How could it be the worst?
From what I remember of the ProtonJon streams of this game, world 3 is most likely his least favorite of the worlds. And for fair reason honestly
World 2 is where I gave up, too. I remember using the "correct" sticker on the boss, going "wait, that's it?" and realising I wasn't enjoying it. Which was a kick in the teeth having paid £50 for it on release day. It was bad enough I haven't been able to enjoy Color Splash or Origami King as arguably better games because they feel similar to Sticker Star.
@@lordhed I also quit in W2. I remember getting to the boss without the correct sticker and realizing I just can't beat it without it. Luckily I bought the game second hand for like 10€. I remember already then being aware that the game was not the best, but just how bad it is only hit me while playing.
@@lordhed I quit there too. Decided the game was just boring, and never looked back. A game should never be boring.
TP Pokey is the moment the game fell apart for me. It’s a boss that has more HP than any previous Paper Mario Boss, attacks multiple times per turn with massive power that can give you the Crumple status (which is a death sentence), has a weakness which is not well telegraphed until you go into the battle (and I didn’t know you could run), said weakness is in another secret exit in the maze level, and worst of all the game conditions you to lose. Pokey’s are cacti. For the other orange ones, if you jump you get hurt. So for TP Pokey you use the hammer yea? If you do, you run into the giant side spike and get hurt. You need to jump on a giant spiky cactus to hurt it. This game doesn’t even follow its own cracked logic.
The spikes on the side aren't even that long, or pop out at you like Bristles in TTYD
This is the first time I caught chugaaconroy on my feed. Thanks for helping my 11 year old self out with your FireRed videos from a long time ago. 13 years later...
Recently, I watched your TYD playthrough again and ended up down a TH-cam rabbit hole where I started watching videos about how "challenge" players play TYD and how they combine badges to pull off some amazing things in battle. It made me realize the potential of TYD's game play.
And watching this, with its unbelievably simple and cheap this battle system is, it HURTS.
I've beaten the game multiple times with only leveling up BP. There are LOTS of things you can do.
Who remembers ShadowKirby2007?
=)
The final boss of Sticker Star should be used as a way to teach developers how not to make your final boss so cryptic and a puzzle on how to defeat him. And as well give out better hints on how to counterattack him cause how would you know once you freeze the fireballs you can throw them back at him with any fan sticker you got or how you need at least a tail sticker to knock the chomp back at him in the final part of the first Bowser battle...
Geez.
Also fun fact for those who never played Paper Jam they reused the Pokey boss fight with two Pokeys the paper one and a big Pokey and the Petey Pirahna boss fight too twice both the normal Petey and the Paper version.
yeah the amount of things Sticker Star get's wrong is disgusting
Not sure how but I remember finishing the boss with no guide.
I would be upset at that, but Paper Jam actually functions like an RPG, so...the Pokeys can enjoy that, I guess.
@@lvlupproductions2480 I did that too, as a kid who didn’t really understand quality. It was an agonizing endurance trial where I brought all the best stickers and ended with basically nothing and 2 hp.
@@starberrysparklernice pfp
27:05 - "Shut up Toad, I've had a worse day than you..." Are you sure? You are choosing to play Sticker Star, and that Toad is stuck in Sticker Star! That MIGHT be worse! 😂
Chugga is gonna carry on ripping Sticker Star a new one on my birthday??!!
Best present ever
Happy birthday!
Happy birthday!!
Happy birthday!
Happy birthday!
Happy birthday!
Wouldn't it have been so much better if the stickers were move specific badges functionally? Maybe the sleepy sheep on the sleep hammer stickers could have just been a "sheep sticker" which you can put onto the hammer itself to add a chance of putting enemies to sleep each time you use the hammer. That could have made the stickers a unique mechanic like the devs wanted, and it actually would have added a ton of strategy to battles, especially if stickers were less common in the wild and remained one time uses
Here's something you should put in at that part I learned the hard way.
The Fish Hook thing, which is tucked away in a side area behind a Secret Door sticker (which are used to get hidden Things), is required for the Cheep Cheep boss because it hides in the water. Simple enough, just fish it up and wail on it. But after that, it becomes a timed fight. You have to beat the boss befire it inflates itself too big and INSTANTLY KILLS YOU. And it flops, which is aerial, meaning the Spike Helmet would do damage. It kills the boss...and you. What seems like an easy answer is a punishment.
I really would've never thought that _Nintendo_ of all publishers would be stooping to "guess-what-the-developer-is-thinking" gameplay. The _one_ real criticism they've been getting lately about the Mario series is that they're _too_ gameplay-oriented 0_0
HE CAN WHAT?! thats straight up evil! who designed this and whyyyyyyy?!
One thing about the Spike Helmet thing: it's not necessarily a insta-kill for you. I think it does something like 50 damage to you? WHICH IS A TON, DON'T GET ME WRONG! But it IS possible to use it to circumvent the fight, if you've been absolutely scouring the world for powerups.
Yeah, in a recent playthrough I watched, they still lost over half of their health after putting on the spiked helmet. It's even stupider knowing that enemies like Goombas deal 0 damage to you if you use it.
Too be fair, this actually makes sense.
Like how using fire on a bom-omb causes it to explode.
You are using a spike to pop a balloon on you.
That giant balloon is violently exploding on you.
What did you expect to happen when you decided to ignore the time rushed fight after using the mandatory Thing? Most bosses post Thing are kill them before they kill you.
In context of logic and game design taking 50 damage for doing that makes sense, especially since otherwise you can instantly kill it with ease regardless of your HP total.
Don't get me wrong Sticker Star is bad in a lot of regards... but in this case it is fair. You can cheese the boss at a cost. Just like how blowing up a Pink Bomb in TTYD will hurt you and the enemies.
Personal fun fact about that secret area in Drybake: when I was a kid playing Sticker Stat for the first time, I was curious as to what would happen if I let myself sink in the sand. By sheer coincidence, I ended up sinking into that secret area. I then proceeded to do it again in a different spot on the surface and died lol
Kirby cameo at end heck yeah. We need something like that after all that dumb sticker star.
That genuine "I HAVE TO DO ALL THAT OVER" made me laugh my ass off
Funny how the developers put very little punishment on running away from battle because they believe players would be too engaged with their combat system to run…
From all of the interviews I've read about each game post-Super, it really sounds like they think players are stupid. The devs jerking themselves off about how good their menu is sounded very similar to an article I read about the level design of Sonic Forces, where they kept mentioning how quick, easy, and "efficient" it was to design them.
@@AkameGaKillfan777 It honestly reminds me of Kirby's Epic Yarn a bit. I remember the Iwata Asks for that having the devs state the reason there's no real punishment for failure beyond score is because the devs felt being punished removed all fun out, and then they quickly found out...the game wasn't fun. So much so that they couldn't even complete development. And then the solution was to force Kirby into it and THAT somehow made the game instantly fun???
I've seen people say the game IS fun, but I do honestly feel like if you're developing a game and you find it so lacking in fun that you're struggling to finish making it, you really should scrap it. It means the gameplay likely doesn't actually work.
@@NimonoSolenze Between this and Fatguy703's current playthrough of the game, it really seems like Nintendo went against one of their main design philosophies for better or worse when developing it, when unlike how in most other games each gameplay element exists because it actually has some kind of benefit or even a small reward, Sticker Star is them thinking that whatever they've designed is going to be fun on its own wether or not you actually gain something from it.
"If it's not fun, why bother?" Yeah Reggie, the game is not fun, not as a Paper Mario game, or game in general, why in the hell did they bother changing what made people like the series to begin with? Why did they want to fix what wasn't broken?
@@NimonoSolenze I mean plenty of people liked Epic Yarn and thought it was fun despite being pretty easy, so they probably worried about nothing, but at the same time since it was initially gonna be it’s own thing, they probably also thought it wouldn't sell well unless it starred an established character.
This series feels like an episodic Hbomberguy video: "Sticker Star is Awful and Here's Why."
In a good way.
Except he has good arguments instead of blindingly defending a fundamentally flawed game like ds2, and doesn't throw in random politics even in the videos that aren't about politics
Chugga doesn't want to genocide dissidents though 🤔
@@KopperNeoman conservatives have it coming
@@KopperNeoman what are you talking about
@@thatitalianlameguy2235 let me guess, you think new vegas isn't political lmao
not-so-fun fact about Tower Pokey I discovered in my first and only run:
after you drop its HP to a certain level, it will start to use a healing move which, if your stickers aren't strong enough, will make it so that it heal FASTER than you can deal damage, making the fight unwinnable!
This legit happened to me because at that point, I still didn't realise that the bosses can be basically one-shotted by using the right thing sticker
At 20:50 Chugga mentions how Sticker Star could have learned from Super Paper Mario by pointing out that, "If there was a refusal to have a progression system or customization, then don't make an RPG." That's odd, since EVEN Super Paper Mario still used a leveling system! When the player's "Score" would reach certain thresholds, their characters would recieve HP and damage bonuses depending on the level up. You get points by defeating enemies. The points are basically a party wide EXP bar. Even Super Paper Mario, which I would say is further from being an RPG than Sticker Star due to there not being any turn based combat (outside of some novelty encounters), still opted for an EXP based progression system alongside being able to attain new party members and staple ablities. Even a game which was trying harder to mimic a side-scrolling platformer, made a better RPG than Sticker Star.
Never have I expected to see the day that Chugga would go Longman on something, but I’m glad this exists
long man?
@@rickjames5998 Look up Mauler. He got the name Longman because his reviews can be extremely long (his recent one about Doctor Strange and the Multiverse of Madness clocks in at 5 hours and 50 minutes) and his 'critics' kept saying that "long video=bad video," and thus called him Longman. He then decided to go 'Yankee Doodle' on them and just happily took it as a nickname.
He is an objectivity reviewer that reviews mostly movies and why they do not work. Whether it be his unbridled rage videos which are more complaint videos but do stick to objective reasons why the movie is bad (they are sort of like this video but with way more swearing and insults in general towards well sort of everything); or his review series which are more essays which go scene by scene and explain what works and what doesn't exactly like this video (has basically no swearing so can be used for teachers or even parents to help even teach kids about how to be better at writing objectively.)
@@rickjames5998 that’s what people call MauLer, he’s a channel that does multipart and multihour analyses of video games and movies. His content is well researched and detailed.
Was not expecting an EFAP reference on a chugga video, but here we are.
@@rpgkingx3629 I would not call MauLer's content anything close to "well-researched" but he does like to pretend that this rambling about non-issues are "detailed."
Kersti: Ladies don't fight
Lady Bow, Vivian, Goombella, Ms. Mowz and Flurrie: Listen here you lil' shit!
Don’t forget Bombette, Watt, and Sushie
Love these video essays and would love to see more. Positive chuggaaconroy is bliss, and angry chuggaaconroy is some primal force that was not meant for this world, and both are glorious.
This is pretty much Emile's way of LPing Sticker Star without LPing Sticker Star
I love these videos, I've never known how bad the game was (except when I played it and was just bored, but didn't realize how deep the rabbit hole went) until now.
I had only heard about Sticker Star from his social media or mentions in videos. From the amount of times he’s flamed it, you, like myself, might have thought it was going a little overboard, but wow, this game truly is THAT BAD!
Oh yeah I'm someone who got the game at launch because like Emile, I'm a MASSIVE PM fan. TTYD was, alongside Mega Man Battle Network, my introduction to what became my favorite genre. I had the logo stickers from a demo kiosk on my 3DS XL out of hype. I beat the game not once, not twice, but THREE TIMES because I *wanted* to like the newest entry in one of my first RPG series & I'm an optimist by nature so I can overlook most flaws, I saw what the devs were *trying* to do, & the OST, battle intro aside, slaps. I do not like the game. I have not played through the game after those initial runs.
If I hadn’t have played SS I probably wouldn’t have been as blown away by N64, the charm almost killed me and it definitely makes my top ten favourite games of all time
Sticker Star's battle system is basically Shiny Hunting in a Nutshell. Just run from any unnecessary fights until you find a Boss.
Hearing "After Despair and Hope" while Emile explains the running away mechanic is the most stupidly epic thing I've come across in a while. I know that LPs are your format of choice, Chugga, but you are really good at giving entertaining reviews / critiques.
I've had an RPG idea for a while that has a twist where the level-up system gets scrapped halfway through the game and forces you to go low-level for the rest of it. Sticker Star is the case in point for how that could go horribly wrong and I'd need to come up with some way to still incentivize battles. Undertale works because it makes sparing enemies more fun than killing them.
Maybe you could have a long-term meter for the player to fill up that would unlock all their old levels and more for the final boss? If they do it, easy-but-cathartic boss and one story path, if they decide not to or can't fill it all the way, hard-but-fun boss and other story path.
Have them still drop money and just don't put money everywhere. Don't have random battles at all, maybe all the regular enemies are scared of you now that you've done something and won't fight you. Have enemies drop items similar to Paper Mario badges which give different abilities and you're also getting those the whole time, or the equipment you get has extra abilities on top of what you can just go buy in a shop. Make there being no incentive for battles the point and after one or two fights where you get nothing anymore the character is like "Why am I fighting these people now, I can just go around" at you and you get to design stealth challenges instead of fights.
It would REALLY have to depend on the type of battle system and type of RPG it would be to make that work. One of the more applicable solutions would be to rely more heavily on the gear you find and needing to update it to compensate for being forced to do it low level. I know that's iffy since one can argue upgrading gear/making it stronger is its own progression/level up system you're trying to subvert, but making players having to realize the abilities of your gear would be cool if normal battles let give you materials that allow you to update your gear. Say for example there's a boss that's weak to poison and there's a bunch of poisonous enemies in the area. You could incentivize the player to face those mooks so the player can get poison items/materials to update their gear so they can have an easier time to defeat that boss. Basically, have all enemies drop or give something that can give a low leveled player an advantage against whatever mandatory challenges are in the way by obtaining the means to improve one's gear.
For some more unique ideas, depending on if that story gives the heroes this kind of ability, but a game where you're a blue mage-like character the entire time and have normal fights be like puzzles where you need to figure out how to survive common enemies despite your own low level to steal their abilities to use against both them and bosses could also work.
I feel like a traditional RPG that genre shifts into a monster taming RPG could utilize the idea well of the heroes needing to rely on more on monsters (who you could also have the low level/no exp rule forced onto them if need be) that they can now tame thanks to that plot event and regular battles are incentivized to capture/recruit them to make up the power difference against an onslaught on increasingly stronger foes.
Actually Undertale works because you still level up... your armor.
Battle -> Money -> Armor.
Since you're not leveling up you NEED armor, otherwise you'd just Flee from every fight. You also need those better healing items since you have 20 Health and healing 4 HP isn't viable later in the game.
The difficult part with scrapping a leveling system is how do you do it.
For example if in UT if you leveled while sparing and getting armor only to get it taken away at Snowdin... would you notice? Likely you wouldn't because of the aforementioned armor system meaning the player feels no loss. Like when you meet Tom for the first time and he immediately dies.
There is a way to do this, which is changing HOW you level. In Bug Fables in the base game it is traditional leveling. In one of the secret code modes... you don't level up. Instead you must pay someone to raise the medal point cap so you can wear more medals. You never get more HP but you can equip more medals then usual, including HP medals.
So lets create an example for you.
Lets pretend in the first half of the game you're able to level up as normal, leveling raises all your stats some and restores all your HP and MP. While exploring you hear of "Places of Power" where if you bring "Key Fragments" you can enter those places. Key Fragments are gotten from battle, side quests, ect. When you enter a Place of Power you can pick one thing.
Raise your Vitality (Health + Attack) Spirit (Magic + Mag Power) or Utility (Skills)
The catch is each place of power only lets you pick each thing once. So if you raise Vitality in the first one you need to find a 2nd one to raise Vitality again. But you can still raise Spirit or Utility in the first one. That is until the player loses their levels.
From there the player can access the 4th door, which is not only a hub letting you fast travel through Places of Power you've been too but inside the Hub there are the 3 Grand Powers which have no restrictions on what you boost. So now the player can just buff their Vitality 50 times if they want.
You will no longer have that HP/MP auto healing but in return you have freedom... yet since you've lost leveling dungeons are much more dangerous. If you limit the player's ability to self heal on top of this (Such as no healing Spells or limiting inventory like having 10 item slots or having at most 10 max stack of items.) they will notice how much more dangerous things are.
This is obviously just an example, not perfect, but hopefully able to provide you some ideas. I urge you to come to your own decisions and make sure what you are playing is fun to do for the intended narrative.
Thanks for the suggestions. One thing I just realized is that Xenoblade 3 did something very similar to what I was trying to pull off with this idea:
It introduces the Flame Clock mechanic early in the first chapter. It says you have to keep the clock high by killing enemies, and if it runs too low you'll suffer stat penalties. At the end of the chapter, the party is freed from the Flame Clock system and you never need to worry about the mechanic again.
This was brilliant but I think it works because the mechanic taken away is an intentionally bad mechanic: it forces you to do something tedious to AVOID PUNISHMENT, instead of making you do something fun to be rewarded. By attaching it to a deliberately bad game mechanic, the player is made to hate the Flame Clock system as much as the characters and feel relieved when it's gone. But the mechanic is gone so early that you're not forced to suffer through it too long either.
Im realizing that this might be the closest thing to a sticker star LP we'll get from Chugga. And ya know, i prefer it this way, this is so much fun and i really look forward to more!
I was increasingly more convinced that Sticker Star was originally meant to be a microtransaction mobile game because of its battle system the more I played through it.
Origami King also feels like that with how you have a timer to make your move, and how you can pay for the Toads to help you in battle, or even have them solve the puzzle for you
Were gatcha games a thing in 2012?
probably, though i don't think they got popular stateside until a few years later
Audio mixing is a LOT better this time around! Last time it was all over the place but this time it is way more consistent. Good stuff!!
The amount of coins you get at the end of a stage is proportional to the amount of battles you had in that stage without returning to the map. This doesn't include first strike autokills (edited for clarification), though I don't know how fleeing doesn't apply it since I never did it.
Modern Paper Mario seems to have this fascination with instant Game Overs, between stuff like the quicksand (and some particular spots later in the game) and the Paper Mache Chain Chomp in Origami King. And considering the latter at least has the sparkling star bonus for never Game Over'ing...
2:21 For what it’s worth, at least they included the hispanic Mom attack. Some well needed variety if I do say so myself.
And this ... THIS is why Bug Fables is so goated.
Minus the stealth parts
I'm still hoping he'll do a Bug Fables series one day. It deserves so much more love and a spotlight from chugga could give it that!
@@heathersmith4042 oh he'll 100% do it. I know for sure. Emille has there plushies. Most probably be an LP after the paper mario series (:
One of main aspects of Paper Mario (or hell most Mario spinoffs) that I found appealing was getting to see a take on the Mario world we wouldn't normally get to see, and often with fun twists. Mario having a bit of actual character? Awesome! Peach having some form of agency and a vital part to your success? Even better! Bowser being an actual threat? Sign me up! Mario enemies as PARTY MEMBERS? Now you're just spoiling us! And that's just scratching the surface. So you can imagine how disappointing it is seeing all of those fun takes on the typical Mario formula being rejected in favor of.....the typical Mario formula.
Speaking of the partners, their removal is one of the most boneheaded decisions any subsidiary of Nintendo has made for ANY of their properties, and I mean that from both a story and a gameplay perspective.
From a story perspective, it not only added much needed character and charm to your adventure, but it also showed that not every member of a Mario enemy species/race was necessarily bad or worked for Bowser. That, and it's just cool seeing Mario enemies being made into characters in their own right being worked into party members, and it gets you speculating on how other Mario enemies could work as such.
It sucks even more from a gameplay standpoint because they gave the battles a sense of dynamism and strategy. Mario's turn usually mattered more, and but different partners could really pull their weight for different situations. And since there were hardly any partners that were good for everything (I said hardly, not none ~~looking at you Vivian~~), it furthered encouraged you to try out different combinations and see what worked, keeping combat consistently fresh.
By removing the partners, not only are you removing a core aspect of the series' identity, but you're also removing a core aspect of the strategy these partners previously offered in favor of just selecting the best stickers to win. It sucks, plain and simple.
Also dialogues were customizable to some degree because each Partner had something different to say, and would respond differently to some situations, like how the girls strongly disliked Ms. Mowz, and were very open about it, while the guys were either jealous or confused xd
Best/Worst part of this episode is the fact that they did the exact same bad system three times.
Yes I am including TOK. The puzzle spinning was fun. Battles are the exact same
Chugga, I am absolutely ADORING this new video essay format!! I've always thought you were really well-spoken in your videos, so getting to see all your thoughts laid out so eloquently is such a treat! Really hope you make more videos like this about other games in the future! 💖💖
Poor Chugga he's going insane showing us how horrendous Sticker Star is and can see it.
If I tried to do the same, I would break
I watched Clement's Sonic 06 review, I can see how this one would end
@@TheVeyron623 From what I heard Sonic 06 was horrible and isn't that the one he literally kissed in the lips by a human?.
@@Jetbladewarrior Correct, and yes.
@@TheVeyron623 Oh lordy that's absolutely horrible!
23:06 Paper Mario: Sticker Star
The nihilistic RPG where nothing you ever do matters
You're killing it with these videos, Chugga. I know you probably have a lot on your plate right now, but if you ever want to make more video essays like this, be they positive or negative, I'd love to see them.
I almost feel bad with how much I am enjoying the usually light-hearted Chuggaaconroy eviscerate every aspect of a video game. It's like one of his "In Japan" rants from Kirby's Epic Yarn x1000.
The run mechanic is like a literal case of "If it sucks, _hit the bricks!_ " And it does suck.
6:48 One thing I wanna point out about that quicksand thing. You can die to the quicksand DURING a battle if you idle too long. It takes a really long time before that happens, but it does happen.
I love how this is criticism done right not only because he makes it hilarious and entertaining, but because he is being honestly reasonable about his gripes with this game compared to common problems spoken out loud about recent games. I won’t call out other channels about this, but they can learn a lot more about genuine criticism Chuggaa has experienced through this game!
27:50 He glosses over it here, but this is where fighting bosses without their weaknesses goes from difficult but workable to nigh impossible. Compared to the world 1 boss, the Pokey has drastically increased bulk (going from 90 HP but halving damage to 300 HP and quartering damage), can summon minions to waste your stickers, blocks hammer attacks when any segments are out due to the spikes, and has a move that can heal him for 10 HP.
thats still really bad game design that makes it more of a puzzle game than anything else
26:23 So, the sandstorm was the problem, and not the drought?! That’s the equivalent of a question in a Maths exam, asking you to prove π is transcendental; only for you to get 0 marks for a perfect proof; because, what they *_ACTUALLY_* wanted you to prove, was Fermat’s Last Theorem. 🤬
These video essays are incredible. I've been watching your let's plays since 2009, and you continue to be one of my favorite content creators on TH-cam. So happy you're giving a new format a try; it's really working well! Your analysis is incredibly thoughtful, and I'm sucked in, even as someone who's never played Sticker Star.
I think the thing that gets me in particular about Sticker Star is how for the longest time, even after Color Splash and to a lesser extent The Origami King both of which could be argued are better games (though mileages will vary more for individuals who think that they are good or not, but that’s neither here nor there), Nintendo through Club Nintendo on MyNintendo still tried to push Sticker Star forward. It always went on sale whenever there was an eShop sale. For the longest time you could even spend gold points to get a download code for it along with other 3DS/WiiU titles aside from VC titles. Heck, the Prima strategy e-guide can still be purchased and downloaded for 10 gold coins today. That still hasn’t left the site even after MyNintendo has steered away from WiiU/3DS title downloads, especially with both eShops closing down this coming March. That is just astounding to me that they would continue to try and put forth Sticker Star for this long, even with N64 Online making the first classic title available for all who have the NSO Expansion Pak and an internet connection.
And for the final point, the internet connection is only ever required WHEN LAUNCHING THE N64 NSO APP FOR THE FIRST TIME as long as you maintain the membership. Once it checks to confirm that yes, you are a NSO Expansion Pack member that first time, the internet connection requirement is lifted, unless the membership expires and is renewed at a later time.
@@Warrior_of_Fire
It's the same for NES and SNES online. Honestly that's not really a bad thing, since it lets you actually play the games on that service while you're on the go, instead of needing a constant stable internet connection.
I honestly love the format for these videos. It's like analysis mixed with let's play
Seeing Chugga go absolutely insane over this game is just hilarious but I also feel bad for him at the same time.
I agree with experience and more specifically "instant satisfaction" being one of the best design things ever. Even my workplace has gamified how we keep check of our stock by giving us a list of small high risk things to check instead of just go check everything in shelf 17 and it makes it daresay... FUN even though it's work because it immediately makes you feel like hell yeah! I did it and it thanked me for it and that check is now mine.
The vaccuum is probably the most memorable thing in this game, for me. Its portrayal as a monster really hits home for how I loved imagining that kind of device as a kid, before eventually getting cats who were deathly afraid of it as if it really were a horrifying monster x)
In a way, the whole "just don't" thing about the presence of a battle system rings (ha!) even truer nowadays, when Origami King decides to have occasional REAL TIME fights. It's rather humorous, to me: "Unique characters? We can do without them. Worthless RPG-ish battle system we don't want to make anyway? We need to keep that in."
On the topic of unique characters, I swear the footage of the first two games spliced here and there is so much more chaming in comparison, if only because of the partners being there.
Can't wait for the video that covers the Sticker Museum, a.k.a. the only place where you can discover which stickers hit enemies on the ground, in the air, or at *low altitude.* And good luck figuring out which enemies count for ground, air, or low altitude, because the museum doesn't tell you that.
There's a lot more to that place that sucks, so consider this a sample of things to come.
the Sticker Museum would've been useful if it didn't make you waste stickers. if an entry was filled for finding 3 or 5 of any sticker, you could've filled out most of the museum before you finished the game, then gone back and done any of the ones you missed.
the fact that you can't easily see what stickers you've already donated makes it even MORE annoying, since you could go out of your way to find a rare or hidden sticker, only to realize you already donated it without realizing.
2:41
"Just don't use a shiny or a rainbow one, and you're good."
*Meanwhile, ProtonJon used his shiny and rainbow stickers for that fight because he literally didn't care.*
Chugga’s Toad voice is amazing how was he not casted as Toad for the Mario movie
6:05 omg thank you for keeping that in there, Emile
You know the funny part about that "no EXP means no grinding?" If you're going for 100%, you still have to grind. Sticker Star has those kinds of achievements that feel like they were either designed for padding or without considering what kind of game they were made for. There's no way one's getting the Excellent, battle victory and battle spin triple match quotas in an average playthrough.
Chrono Cross is the only RPG I've seen which managed to do away with Exp and make it work.
Enemies drop parts for better weapons/armor, new elements which recharge after a battle, and for X battles after you defeat a boss you will get very minor random stat boosts. It also has 100% run away chance.
It does everything better then Sticker Star... which is why I find it so hard not to mention it since it is literally better then Sticker Star in every possible way.
At the start you meet new characters, find the first possible party member, and get confronted with enemies which offer little useful things but no stats. You fight your first boss and come to your second area... killing an enemy you've seen before only to get a +1 to some of your stats. This area is so short you won't stop getting +1 in it before facing the next boss.
So once you finally get to your first proper town you're likely to meet a smith there and see what parts are used for. You also get to pick 1 of 3 routes and a party member with them. You're killing enemies even when you stop getting +1 at this point for parts for new gear or new elements.
Despite its flaws... you are getting new tools, options, and the minor random stat boosts means new potentials.
This is everything Sticker Star could've been. On the Playstation 1.
I hope someone gives these videos Japanese subtitles so there might be a slight chance the Paper Mario devs can be faced with their sins.
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Get reddy for the super exiting roller coaster ride of adventure that is
CHAPTER TWO STICKER STAR SMACKDOWN think il leave the chapter card reads to chugga
Also 21:58 DONT DO IT we need healing sure eunie is better then taion but still
I just want to point this out. Kindom hearts 358/2 days also has a system similar to sticker star, relying on panels. Yet it works VASTLY better. Not only the different tetris like sizes mean customisation, but it also has level up panels. So it can work.