How BAD is Paper Mario: The Thousand Year Door's Backtracking?

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  • čas přidán 16. 12. 2021
  • Paper Mario: The Thousand-Year Door has a positive reputation for many reasons, but its backtracking isn't one of them. In this video, I take a look at the many instances of backtracking in the game to determine how bad it truly gets. More importantly, I answer the question of whether or not it ultimately affects the experience of TTYD.
    I want to know what you all think of Thousand-Year Door's backtracking! Did you agree with my thoughts in the video or think my analysis could have been better? Let me know down in the comments below!
    And if you enjoyed the video don't forget to smash the like button, subscribe, and click the notification bell to be alerted for my next video!
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Komentáře • 568

  • @crfstewarje
    @crfstewarje Před rokem +219

    To avoid more backtracking, I've seen some people suggest the idea that when Doopliss freaks out after you guess his name correctly, he runs the opposite way into the town. He tries to enter the pipe to escape the town, but it rejects him, and then he is forced to fight you in front of everyone. Then when you beat Doopliss, he gets exposed in front of the entire town as the monster that had been haunting Twilight Town all along.

    • @PTp1ranha
      @PTp1ranha Před rokem +3

      I always wondered what the partners thought of finding themselves back in the steeple for a rematch. This would make more sense in that regard.

    • @JohnSmith-xv1tp
      @JohnSmith-xv1tp Před rokem +26

      That's actually a really cool idea!

    • @SuperMarioOddity
      @SuperMarioOddity Před rokem +17

      That's actually a great story, and it fits, I could absolutely see that happening.

    • @xdragoonzero0
      @xdragoonzero0 Před 8 měsíci +14

      Expanding upon this, you could fight him in town before he makes an escape attempt, and after beating him he then tries to flee. The pipe rejects him which outs him to Mario's partners, who rejoin his party. Dooplis then uses the Crystal Star for a power boost (possibly something like drawing a new form to fight in), and that leads into stage 2 of the fight, this time with partners restored.

    • @taywoodz
      @taywoodz Před 8 měsíci +11

      Wait a second this is actually a GENIUS idea what the fuck

  • @elijahkeay3906
    @elijahkeay3906 Před rokem +86

    There’s also the Ms Mouse quest where you walk allllllllll the way up hooktail castle again just to grab a hidden chest at the top. And then go allllllllll the way back down. Just pure annoying design

    • @MrDrBoi
      @MrDrBoi  Před rokem +19

      You're totally right, that is always very annoying.

    • @GribbleGob
      @GribbleGob Před rokem +9

      one of the many reasons I never bother getting her.

    • @scantyer
      @scantyer Před rokem +14

      Every single sidequest in TTYD is an annoying design. Bug Fables did it much better

    • @JohnSmith-xv1tp
      @JohnSmith-xv1tp Před rokem +17

      Not to mention the fact that you can only accept one Trouble (side quest) at a time. There is more than one side quest in Hooktail Castle alone. So that's multiple back and forth trips for no other reason than you can't accept more than one quest at a time.

    • @jaretco6423
      @jaretco6423 Před 8 měsíci +1

      At least that one is optional if u decided to do it.

  • @KevynTheJar
    @KevynTheJar Před 2 lety +468

    I think I've always liked TTYD a little better than PM64, but after replaying TTYD again recently I'm starting to feel that PM64 is the more replayable of the two. TTYD is driven by its colorful cast, hilarious dialogue, and creative scenarios (like in Chapters 3 & 6) that are great the first time, but less enjoyable on subsequent playthroughs when you already know how the story will turn out.
    PM64 has those positive qualities as well, but its more driven by its level design. Almost every chapter revolves around venturing into a "dungeon", in which you solve puzzles and find a Star Spirit at the end. It does a beautiful job of mapping classic Mario levels to an RPG setting (grassland, desert, spooky forest, jungle, sky, snow) without making them feel generic. (Sticker Star, in comparison, does a crappy job of that.)
    TTYD gets wackier with its ideas and scenarios- a battle arena, having your body stolen, battling alongside ghost pirates to fend off moon men- but as a result, a lot of the areas feel more like set pieces for the story instead of actual levels.
    All that being said, I prefer TTYD's more complex battle system, story, and cast of characters. And despite not liking Chapter 4 as a whole, I really like the vibe of Twilight Town, and the crows might be my favorite NPCs in the whole series.

    • @Menacetosociety05
      @Menacetosociety05 Před 2 lety +40

      I feel like 64 is the most consistently good Paper Mario game, while TTYD has the highest highs and lowest lows.

    • @Buglin_Burger7878
      @Buglin_Burger7878 Před rokem +13

      I disagree, because those "levels" in the original PM feel empty and often generic because they don't make use of set pieces... something ironically Mario Levels make use of a lot. I feel more bored while playing due to the areas being too big at times, the very reason the spin dash exists. I have nothing to look ahead to but battles.
      This is met with the flaws of the original system and low BP cap.

    • @islandboy9381
      @islandboy9381 Před rokem +22

      A Paper Mario sequel with 64's focused level/dungeon design and TTYD's combat system plus writing/worldbuilding/characters = certified masterpiece

    • @islandboy9381
      @islandboy9381 Před rokem +3

      A Paper Mario sequel with 64's focused level/dungeon design and TTYD's combat system plus writing/worldbuilding/characters = certified masterpiece

    • @Thrillin_Chillin_Drillin
      @Thrillin_Chillin_Drillin Před rokem

      I used to loop Twilight Town theme

  • @ramiel555
    @ramiel555 Před rokem +169

    The sad thing is they could have easily reduced the backtracking into something negligible just by exploring the idea of your new partner opening up new pathways with their ability, or just some minor story thing happening that does it. And they kind of had faintest hint of this with the gate you push then go under with Vivian, or bobbery exploding open pirate's grotto, but those were done so poorly it doesn't really even count. They're better about it with the paper "curses", but partners kinda get shafted. Flurrie is needed to open up 1 passage at a place you were already at, Vivian passes a gate and listens to birds at a place you were already at, bobbery blasts a rock....at a place you were already at. Hell, chapter 1 does it too-use koops to hit a switch at a place you were already at. No real puzzle solving or thought is required for most of it. Just making the map/room layout be more 3-D in some areas (rather than just left to right in a line) would even help break up the monotony some, or at least I think it would.
    I love the game, and DESPERATELY want the franchise to return to being RPG's, but I don't think I'd have the patience to replay again now that I'm older, which is super sad.
    And FUCK general white, I say just erase that whole part of the game and make a new one, lol.

    • @MrDrBoi
      @MrDrBoi  Před rokem +33

      It's a shame too, because the partner system was nearly perfected in this game by giving them each their own health bar and fleshing out their personalities. But as far as puzzles and stuff to do in the overworld, they feel a little lacking.

    • @tylerprince6371
      @tylerprince6371 Před rokem +4

      The general white part is very similar to a part in an NES game called Destiny of an emperor but the NES game did it way better as long as you had some of the item used to fast travel and you only need to do a small bit of walking to where you can't fast travel to

  • @jordandwiggins1026
    @jordandwiggins1026 Před 2 lety +537

    Obligatory comment about how Bug Fables is awesome and anyone who likes the original PM games NEEDS to play it

  • @DaNintendude
    @DaNintendude Před rokem +50

    I think one of the worst parts about the General White quest is how spread apart the fast travel is.
    It's great that we have fast travel at all, but it's super annoying to deal with.
    The pipes are way down at the bottom of the sewers, meaning you have to climb all the way back out when you're done. Glitzville, Twilight Town, and Fahr Outpost don't have fast travel pipes, so you have to travel to different parts of Rogueport to get there.
    I think having a different pipe for Twilight Town is fine, but I do think Glitzville and Fahr Outpost should've gotten their own pipes.
    I never really hated General White's quest that much until I tried to help my sister with it on her file a few years ago. I got through all of it, just to die to a Frost Piranha on the way back to Fahr Outpost. It made me mad and I was tired, so I never helped her, and that's where the file sits to this day.
    My proposal would be to move the pipe room to the top of the sewers. and have the pipes unlock automatically after certain conditions (typically after the chapter ends).
    Fahr Outpost would have its own pipe, and it would lead directly to the outpost, rather than to the pathway leading up to it.
    To justify having 2 pipes leading to the same place, the path to the outpost itself could be longer and have numerous puzzles. Make it feel like a real trek to finally get there. And then have a pipe there waiting to be activated, so you never have to deal with that again, unless you want to do a trouble from the trouble center that involves something on that path.
    Chapter 4 and 5 are too complicated, so there isn't really an easy fix for them. However, I think Chapter 4 would be much better if you could discover new paths on the way to Creepy Steeple. Maybe they open over time as Doopliss runs through them.

    • @MrDrBoi
      @MrDrBoi  Před rokem +11

      I really believe Bug Fables had the best solution by giving you a device that allowed you to teleport to the fast travel room. It would be a non-issue to have the pipe room at the bottom of the sewers in TTYD if Mario could just warp there, but because you have to go down there frequently it gets frustrating.

    • @shellpoptheepicswordmaster755
      @shellpoptheepicswordmaster755 Před rokem +8

      Maybe a portable pipe key item that let's you travel to rougeport and the fast travel pipes.

    • @TheInkPitOx
      @TheInkPitOx Před rokem +1

      I very much agree with the pipes.

    • @delunimbus
      @delunimbus Před 5 dny

      That's no longer going to be much of a nuisance

  • @PhantomAarantula
    @PhantomAarantula Před rokem +57

    Not going to mention the additional backtracking in Chapter 2's boggly tree? Requires you to backtrack to get more and more punies, having to gale force just slows you down more while at least Chapter 4 can be consistently engaging as you're always on the move, and you're borderline required to fight otherwise optional piders so your punies don't always get scared.
    Agreed with Chapter 5 being mentioned though.

    • @WiisonicHedgehogGamer
      @WiisonicHedgehogGamer Před rokem +5

      I think that's because the Boogly Tree's back tracking isn't as bad as the prior one. Also the thing with the piders, and using Flurrie's Gale Force is more so a problem of escorting, rather than back tracking. With the punies you do get different pathways, they change how you might go through repeated areas. It really isn't a topic that belongs in a discussion of back tracking.

    • @PhantomAarantula
      @PhantomAarantula Před rokem +1

      @@WiisonicHedgehogGamer Yeah, that's what I call a compounded issue. Routing and escorting just add to the backtracking you have to do and make it uniquely obnoxious relative to any other example that exists in the game.

    • @richarddavis8863
      @richarddavis8863 Před rokem +8

      I just replayed it for the first time since launch back in the day a couple months ago, and the only thing that annoyed me about Chapter 4 was the narrow hallway with the Amazee Dazees. Chapter 2 was definitely the worst stretch for me, lugging around the Punis and funneling them all into the holes was pretty frustrating. Honestly the backtracking didn’t bother me at all because it was such a joy to be back in that world after 20 years. The Excess Express was just incredible

  • @MiketheGamingKing
    @MiketheGamingKing Před 10 měsíci +17

    Another problem with TTYD, in my opinion, is the flat level design. Every chapter in the original n64 game had split paths going in all 4 cardinal directions. TTYD rarely has paths going north and south, and it gets very old going left and right constantly.

    • @KikiTheWitch.
      @KikiTheWitch. Před 8 měsíci +1

      Another problem with TTYD is that it feels like a departure from Paper Mario 64, and it's also unoriginal. It can't decide if it wants to be a official sequel to Paper Mario 64, or a direct rehashing of it, due to the game rehashing many ideas from it.

    • @fortnitesexman
      @fortnitesexman Před 2 měsíci

      @@KikiTheWitch.*cough* partners *cough*

    • @brandonlyon730
      @brandonlyon730 Před měsícem

      @@fortnitesexman Yeah the partners are actual characters here, whereas in the original most of them barely have much dialogue.

    • @fortnitesexman
      @fortnitesexman Před měsícem

      @@brandonlyon730 i still feel like they're still missing a LOT of dialogue, playing baten kaitos has put into perspective just how many things TTYD could've done better
      like having the characters actually say something when important events unfold, instead of JUST the one you have selected, cause this usually means their dialogue is simplified to fit all party members, meaning like 80% of the partner dialogue doesn't even count as that partner's dialogue
      but those are just my thoughts, regardless most of the cast is a direct rip of the first game's partners functionally and species/design wise

    • @WeskAlber
      @WeskAlber Před 16 dny

      Very late, but thinking this over with the remake coming, this really isn't true. PM64 does more with depth and having more bigger, open rooms. Hallway rooms are on average deeper. But the 4 cardinal directions is only barely used.
      Prologue is all hallway rooms, with Goomba Village being a hub with spokes to the house, the little forest you start in, and then the two level directions.
      Toad Town is a town, but absolutely is why people think there's more 3D than there is. You go through here so much and it very much is the platonic ideal. people are thinking of.
      Chapter 1 is almost all 2D, with individual rooms having more of a 3D element. There is only two doors that really deal with background/foreground and that's a save block, and the Fuzzie Memory Puzzle.
      Chapter 2 has the desert, but with that exception is all hallway maps.
      Chapter 3 has Forever Forest, and the indoor areas. Gold Star.
      Chapter 4 only has the Train hub. The level spokes off from this hub room, but all those rooms are near exclusively hallways.
      Chapter 5 has the forest, very 3D. Most of the volcano is hallways.
      Chapter 6 is one hub area, and then every room is a hallway that ends in a square room.
      Chapter 7 is basically all hallways, even the town. The only real split is the Snowman room. But this chapter also proves my point. The mirror gimmick of the Palace is depth in hallways, rather than rooms going in all directions. There are the doors in both foreground and background, but it's in service to more mirrored hallways.
      Chapter 8 is mostly hallways.

  • @superangyo01
    @superangyo01 Před rokem +57

    I'm over a year late but I gotta say that this is a great video. Paper Mario TTYD is my favorite game of all time and I wanted to tell you that you made really good points throughout this video. They're very credible and I could understand why your points are valid. Great work!

    • @MrDrBoi
      @MrDrBoi  Před rokem +2

      Thanks so much, glad you enjoyed it!

  • @JYoshimon
    @JYoshimon Před rokem +57

    As someone who makes it his goal to play this game at least once a year, I've come to learn something after playing both Origami King and Bug Fables, and that's TTYD having a very fulfilling atmosphere, but level exploration is not this game's strong suit. It has amazing and unique set pieces, but take set pieces away and every screen in the game (that isn't a town) is just a hall way with the occasional ! Block to hit to progress. Nothing is bad about this, but after playing Origami King and Bug Fables, you realize how much more fun it is to explore those worlds because of how dynamic everything is vs lack luster A to B hallways. Even PM64 felt more fulfilling to explore given how that game utilized unique camera angles and rooms that weren't just a straight line to get where you needed to go (though Chapter 6 is very guilty of that hallway backtracking design and happens to be my least favorite of 64). It wouldn't matter too much in TTYD's case but given how much you need to backtrack in this game, it accentuates how this game's level design is lacking compared both its previous entry and even games that have been inspired by it. This game will forever remain my favorite game of all time, but I'd be silly to say that this game is perfect with no flaws whatsoever and I kinda wish that it wasn't constantly put onto a pedestal especially when trying to bring down future games in the series (specifically Super and Origami King)

    • @orneryoverwatch7031
      @orneryoverwatch7031 Před rokem

      Yeah this is the reason I decided I liked PM64 better than TTYD, even the battle system in TTYD is leagues better.

    • @voltron77
      @voltron77 Před měsícem

      @@orneryoverwatch7031Nah, I believe the PM64 battle system to be superior because it has more strategy in its simplicity without all of the overpowered abilities you can get to cheese the game. For me, PM64’s simple battle system adds more depth to it by making it more about strategizing instead of just bonking everything like in ttyd.

  • @pyrrhickong
    @pyrrhickong Před 2 lety +42

    I definitely appreciate you highlighting some of the less egregious examples of TTYD's linearity - Twilight Town and General White get brought up plenty, but I certainly feel it the most in Keelhaul Key. As well as acknowledging both the narrative reasons for the backtracking and the relative rewards for each one, and how the game tends to make up for it.
    With that said, I do note that most of the criticism for the combat-centric backtracking segments (Boggly, Twilight Trail, Keelhaul) have the main focus being the ability to avoid encounters. Which is strange to me, as encounters are the main meat of an RPG. The reason why games like Final Fantasy and Dragon Quest have random encounters is to make dungeons difficult, for players to prepare for long treks where they won't be able to escape; endurance gauntlets, essentially. Would it not stand to reason that these difficult-to-avoid-enemies-in areas would serve the same purpose in TTYD? It's not as if actual dungeons like Pirate's Grotto or Palace of Shadow deviate much from "screen disguised as a hallway". I find this especially pronounced in Twilight Trail, as whilst you do claim that the repetitive enemies discourage party variety, the chapter FORCES party variety and increases difficulty by, at first, removing your partner, and then giving you a new one to figure out on the fly with enemies you're very familiar with. This is compounded by the enemies in Twilight Trail all having exceptionally high attack power, but requiring a turn to charge up, making them much harder to deal with as solo Mario than with a partner to stun them.
    That's not to say I disagree with you, I find those areas a slog as well, but I don't find them inherently bad design. Rather, I think it's symptomatic of TTYD's general lack of difficulty or approaches in its battle system, making any non-new encounters a slog and making replays basically defined by boss fights. I just intellectually appreciate what Twilight Trail tries, and think that if the backtracking ended after acquiring the letter p, it'd be a fine enough process that creates enough variety in each of its three passes to be worthwhile (rather than the five that are in reality, with three identical journeys with Vivian plastered in there). That and... well, the game seems to think that wasting the player's time is hilarious. Like there are so many times that tasks take needlessly long (discarding the smelly gym shorts for a Trouble comes to mind, as well as the I Love Yous and CLEARLY waking up General White) and the game is like "haha. Isn't it funny how you could be doing something else right now?" It's definitely a meta joke, and... well, I won't lie. When I'm not playing it and am just watching people stream the game for the first time, I find the joke pretty funny in seeing frustration. So I can't entirely blame the developers when I'm getting that same joy.
    tl;dr, I don't think the backtracking is inherently bad, I think that TTYD is a bad fit FOR the backtracking, but you definitely gave me a lot to think about and there's the same conclusion of "but game really good though" in there. Thanks as always! Your editing demonstrating the rooms and pathing was really slick for this ep, too!

    • @MrDrBoi
      @MrDrBoi  Před 2 lety +16

      Thanks for the kind words, I always look forward to your well thought out responses! I agree with a lot of your thoughts and something I glossed over in the video, but goes along with a point you made, is that TTYD could have provided players with more enemy variety. I think the game blew its load to early with the Glitz Pitz, because not only is there a ton of enemy variety, but all the battles are unique because of the random stipulations attached to them. Contrast that to Chapter's 4 and 5 where you largely fight the same enemies over and over because of all the backtracking, and it can really make things seem worse than it would have if combat been kept interesting.

  • @fernando98322
    @fernando98322 Před 2 lety +125

    A very interesting topic, the only bad thing from TTYD. Even so, I'd like to defend Chapter 4's backtracking for the unique circumstances you find yourself in: losing all partners and trying out a new partner. Will be watching the video throughout the day
    EDIT: Agreed with all your points, I like that you mention Chapter 5's backtracking. I honestly dislike this one more than Chapter 4 because of that annoying room with Piranha Plant enemies and the midair block. It's crazy how the first Paper Mario's map design is much better than TTYD. I think to fix the backtracking they should have: increased Mario's speed, make rooms more spacious instead of wider (all rooms in TTTD are corridors and it pains me to say it), and introduce shortcuts from key locations to Dungeons. For example: add a pipe from Creepy Steeple to Twilight Town accessible with Vivian's ability and you cut out half of the backtracking and you give quick access to the Steeple for sidequests.

    • @zeospark9715
      @zeospark9715 Před rokem +10

      They really should've made like a special warp pipe that took you directly from the Steeple to at least before Twilight Trail

    • @scubadeer
      @scubadeer Před rokem +1

      Honestly I found Chapter 5’s backtracking more annoying than Chapter 4

    • @darwinwatterson4568
      @darwinwatterson4568 Před rokem +7

      true, it forces you to learn how to fight with vivian as your new partner against the same enemies, going back through to creepy steeple. i also think it gives an interesting amount of time to have it settle in that your identity was stolen

    • @phineas81707
      @phineas81707 Před rokem +13

      @@darwinwatterson4568 For this reason, I think the only fix you'd *really* need to make to Chapter 4 is to take away the last two trips needed to tell Doopliss his name once you learn it. I'm not sure how to do this without breaking something, though.

    • @tessaPMpro
      @tessaPMpro Před rokem +4

      "The only bad thing in TTYD" did you just forget about the stage hazards in battle or what? That's an even bigger flaw than the backtracking that everyone seems to ignore because they probably just haven't played the game enough to realise how much of a problem stage hazards can be and how badly they taint an otherwise amazing battle system.

  • @lordofthetriforce7718
    @lordofthetriforce7718 Před rokem +10

    While this is considered one of my most favorite video games on the GameCube, I had a problem with the backtracking, too. There should’ve been fast travel in the game or the levels undergoing a small change to make backtracking a little more tolerable.

    • @MrDrBoi
      @MrDrBoi  Před rokem +2

      If they ever remastered this game, it's the one change I'd be open to.

    • @tomatelord8126
      @tomatelord8126 Před 4 měsíci

      ⁠@@MrDrBoiguess what, Mr.?

  • @Henskelion
    @Henskelion Před rokem +54

    Personally, I'd say the backtracking adds to the creepy horror feel of Chapter 4 since it makes you feel a bit more trapped and helpless. Although it is goofy how the horror chapter has enemies like Crazy Dayzees, and stuff like the spooky music being interrupted by the upbeat battle music whenever you do run into an enemy.

    • @blackdragoncyrus
      @blackdragoncyrus Před rokem +2

      How does it make you feel trapped and helpless when you know what your goal is and the backtracking is just boring and repetitive?

    • @Henskelion
      @Henskelion Před rokem +15

      @@blackdragoncyrus If you've played it before, sure, I guess. But the first time going through it it is pretty unsettling since it's not 100% clear where to go. Plus, Doopliss ambushing you every time you enter or exit the village, and the village itself not recognizing you definitely add to the horror vibe.

    • @happybroski2112
      @happybroski2112 Před rokem +8

      Chapter 4 had the potential to have the best backtracking had they allowed you to unlock a pipe to and from either ends of the map using Vivian. I love the concept of Mario having to take on the same path on his own, but given that he has to do that 3 additional times is just too much

    • @fortnitesexman
      @fortnitesexman Před 2 měsíci

      i feel like it does the exact opposite, completely deflating any and all horror as you're entirely focused on how annoying the backtracking is

  • @jordandwiggins1026
    @jordandwiggins1026 Před 2 lety +21

    This is a great video. I definitely understand that feeling of how if you have a strong enough attachment to the characters and the narrative that it isn’t hard to forgive a game’s gameplay faults a lot of the time. I think the most clear example of this is Chapter 7 in Super Paper Mario, which is probably my favorite chapter in the whole series because of the great visuals, narrative beats, humor and soundtrack despite the main boss being an absolute joke and the backtracking being honestly at the level of Twilight Trail, if not worse. Like seriously, the second and third levels have incredibly tedious gameplay but I can’t bring myself to dislike them because of all the funny and memorable moments in them. Finding Luigi, fixing the Pure Heart, fighting Bowser, talking to the goofy old hags, fighting the underchomp, watching Peach eat all the apples, seeing the big Nimbi fight, saving all the South Park Canadians that apparently make up the population of heaven, and of course Luvbi’s story. There’s so much story and humor wise that I love even if the level design is legitimately agonizing in parts.

  • @Lh0000
    @Lh0000 Před rokem +11

    Personally I think backtracking is better defined as just any time you must retread previously explored areas for a meaningful amount of time. (For example something that’s only one or two screens down isn’t particularly long, so it wouldn’t really be substantial enough for me to consider it backtracking)

  • @RMS_Gigantic
    @RMS_Gigantic Před rokem +9

    You know, I realized a few years ago that my recollections from playing TTYD when I was younger weren't as glowing as they were for many of my peers, and I think this might be why. I'd need to sit and think about certain story beats or interludes before I can remember them, but I could IMMEDIATELY recall virtually every instance of backtracking you cite, in detail (e.g., the cliff on Keelhaul Key I'd jump off of just to try to shave a couple seconds off the backtracking time). I remember Hooktail Castle more for its backtracking side quests than I do my first run through. I remember my annoyance with trying to set up fast traversal through an area I've already been through only to accidentally run into or fall onto a particular enemy, more clearly than I remember the payoff for those trips. I guess I have an easier time recalling my frustrations with the game than its high points on some level, which might be why I'm so instinctively indifferent to TTYD when someone brings it up with me.

  • @ShackleYT
    @ShackleYT Před rokem +13

    maan did i miss out on this video. but i gotta say, with chapter 4 specifically. i think it's the best chapter in the game. very closely followed by chapter 3 before it.
    when the worst thing about a chapter is the backtracking, you know that the chapter has to be phenomenal, and it is! and here's the reasons why i love it so much.
    it's one of the few times a game has actually legitimately stumped me with a puzzle. (that sliding wall in the steeple you need to use vivian's ability to get past. it took me a good 20 minutes before i thought of it, since it wouldn't have worked with bow in the previous game.)
    the meta-breaking fourth wall shattering doopliss is such a highlight. i didn't even notice the missing letter at first, because i thought his name was "Slick" with how often he uses the word.
    it introduces one of the deepest and best party members in the game with vivian, and really helps flush out her established character. they could have easily gone with another bow, but they didn't. they went with vivian and made her her own character. not just a party member, but a shadow siren who laughs at her trickery and geniunely wants to help mario, simply because he was nice to her, even while he was suffering. this also helps establish mario's character as well, being a guy who was willing to help his enemy find an item meant to kill him, while he was already in his own pickle with doopliss. he could have easily blown her off and refused to help, but no. instead he went out of his way to help her. giving a SILENT PROTAGONIST some character.
    the atomic Boo boss fight is always a fun fight, and one of the hidden highlights of the chapter.
    the enemies can be annoying, but that's just more excuse to try out vivan's kickass abilities in battle and get used to her timing. i'd rather have that as a new player than have a straight shot to the steeple with no enemies until we got to doopliss. just imagine not having the timing down for vivian's attacks and just getting thrown into a boss fight. that would suck even more imo.
    and finally. Doopliss' boss fight. dear GOD that twist is just amazing. the fake out ending from the first fight, leading to the main meat of the chapter's story, all of it leading up to a confrontation with yourself and your own party. now you know what it's like for all those goombas and clefts that you've been stomping up to this point. and the fight can be tough if you decide to play fair and take out the partners first. heck, he could be stronger than you if you went with a full badge and fp build, having 40 HP, and 4 attack, alongside the party members you upgraded. meanwhile, you're stuck with an base vivian.

    • @MrDrBoi
      @MrDrBoi  Před rokem

      It's not my favorite, but Chapter 4 definitely has some great aspects, no doubt!

  • @megasoniczxx
    @megasoniczxx Před rokem +27

    Funnily enough, I didn't even realize backtracking in this game was an issue until I went on a gamefaq's thread one day where someone brought it up since, outside of the general white quest (which I hated even back when I first played this game as a kid) the rest of the game did such a good job making it enjoyable that I didn't even mind. I think it also helps that I generally come back to this game only occasionally and i'm never doing back to back playthroughs of it.
    I do agree with PM64 having better pacing though and the criticism's of this games pacing are perfectly valid, there's just a lot of things in this game that help drive the experience for me like the updated combat mechanics (super guarding, stylish moves, the reworked partner system, etc.), the level theming and the almost metroid-like design of getting new paper abilities to explore old areas on top of the hammer and boot upgrades, the general aesthetic and I could go on but this post is long enough and you get my point xD

  • @Benjawin6671
    @Benjawin6671 Před 9 měsíci +3

    Honestly if Ocarina of Time can still be considered a 10/10 when it has the Water Temple then TTYD can still be one too even in spite of this one Chapter.

  • @ghostspooky4974
    @ghostspooky4974 Před rokem +34

    I don't mind the backtracking in Chapter 4 that much. You get a new partner, learn more about the Sirens, get use use Veil to get some great dialogue and get even more layers out of what's probably the coolest town, another Chest Power-Up, the Steeple itself is a great mini-dungeon, getting to have a BOSS FIGHT WITH YOUR OWN PARTNERS which is a personal highlight of the game to me, and since the entire focus was Vivian warming up to Mario enough to eventually betray her sisters, the length felt like a necessary evil. If it all were say, five screens like the Flurry backtracking, it'd give the vibe of "Oh hey it's been ten minutes, you're awesome I'm going to abandon my entire old life."
    That is NOT SAYING the absurd amount of screens between Twilight Town and the Steeple are justified, but if I had to pick a poison, I'd prefer the path be too long, rather than too short.
    However, I find backtracking therapeutic, and enjoy Morrowind and Donkey Kong 64 immensely, so my opinions can definitely be discarded by a majority of peeps.

    • @MrDrBoi
      @MrDrBoi  Před rokem +5

      That's a good point about Vivian's story!

    • @Terranigma23
      @Terranigma23 Před 10 měsíci +2

      Exactly! Yes there is backtracking, but people exagerate a lot. The only annoying part in my opinion it's the General White one. I prefer a good game with a original hub world and backtracking, than the most souless game(Sticker Star) with no backtracking.

    • @dustymcwari4468
      @dustymcwari4468 Před 8 měsíci +2

      @@Terranigma23 Sticker Star and Color Splash also have backtracking, especially Sticker Star, the whole third world has you constantly chasing those Wiggler segments all over the place, and the boss' weakness is very hidden away, so unless you're lucky or you look at a guide, you could spend hours looking for the damn sponge so the boss doesn't cheese you with its blinding poison

    • @Sp00ky649
      @Sp00ky649 Před 7 měsíci +1

      ​​@@dustymcwari4468There are 12 levels in World 3 and you replay SEVEN OF THEM (basically you're playing 19 levels) to retrieve the wiggler segments everytime you complete a level with them and you don't even get to play the only good level (Snifit or Whiffit), unless you want to do the wiggler storybook quest (WHICH IS THE ONLY OPTIONAL QUEST THAT CAN BE PERMANENTLY MISSABLE) where you take any wiggler segment to specific areas and a drawing gets added to wigglers book when you return to his treehouse. WORLD 3 OVERSTAYS ITS WELCOME AND IT'S SO BAD.

    • @blazeottozean469
      @blazeottozean469 Před 6 měsíci

      The problem is actually the path itself. Although the length is acceptable, the design is too linear such that you could barely evade enemy encounters(having to encounter Crazy Dayzee is one of the worst experiences).

  • @Dynamicdunce
    @Dynamicdunce Před 3 měsíci +2

    Something I've noticed is for the fourth chapter in the first 3 Paper Mario games (I haven't played the others) they all have excessive backtracking.
    64: You constantly go back to earlier areas in the toy box to unlock more paths for the train, and you also have to leave the toy box a lot to give items back to the people in toad tiwn (this might be optional, i havent played 64 in a long time).
    TTYD: As explained in the video
    Super: All 4 parts in this chapter have backtracking. The first part isnt terrible for it, but the second has you travel in a straight line all the way to the end of this planet only to walk all the way back to the beginning. Third part, similar thing. Go to the end part with the store, then go most of the way back to the beginning. The Woah Zone isnt too bad either, but guven its complex layout, you probably are going to ve looping back to the same area multiple times on accident.

    • @Razoredge581
      @Razoredge581 Před měsícem +1

      Regarding Shy Guy's toybox, I feel its backtracking is much more bearable/isn't really an issue. The backtracking involves going to the end and back of multiple 1 or 2 room hallways, typically to get some item back for people in toad town. It's a quick enough process all in all. While you do have to leave the toy box a couple times to give back items and get either the cake from Tayce T. or the code from Russ T., it's a quick process with no enemies in between. Plus, as you progress through the toybox you repair the railroad which makes transport that much easier.

  • @whateverandapathy
    @whateverandapathy Před rokem +91

    Paper Mario The Thousand Year Door is one of the best games ever made, but the back and forth in this game is something else.

  • @MainTopmastStaysail
    @MainTopmastStaysail Před rokem +6

    I felt this even playing it at the time. Most of TTYD feels like Flower Fields from PM64 - left-to-right movement mixed with "get the thing from here and go back to here"-style progression. Most other places in PM64 were actually big, like Dry Dry Desert and the Jade Jungle, instead of being the same 3/4 screens traversed 2/3 times. PM64 locations covered so much more area despite a much more limited console.
    The funny thing is that they mostly got it right in the hub, particularly the Rogueport Sewers. Every chapter and upgrade lets you go somewhere new or a little deeper, the enemies get replaced with stronger ones. You have to do it a lot but at least there's always a new detail or route to see. But for some reason it's only the hub world.

  • @dudamoos
    @dudamoos Před rokem +7

    I remember playing this game multiple times in my youth. The funny thing is, even though I agree with you that chapter 4's backtracking is pretty bad, it's probably still my favorite chapter in the game because of the writing and character development. It's where Vivian, my favorite party member for the same reasons, joins our team. The events with Dupliss are interesting, even if they don't have the same impact on repeat playthroughs. I really do like chapter 4, but I have to admit that it's almost entirely carried by the writing and not the gameplay.

    • @MrDrBoi
      @MrDrBoi  Před rokem +2

      Yeah, even though the backtracking is bad, I still think it's a fun chapter. Vivian is great, Doopliss is super memorable, and the vibe and aesthetic is really enjoyable.

  • @LoL64dude1
    @LoL64dude1 Před rokem +5

    Even with the mass backtracking, chapter 4 was one of my favorites because of the introduction of Vivian who is my favorite. Though I will say the Crazee Dayzee's sleeplocking you and you have no partners was quite the stressful experience.

  • @trumpeterjen
    @trumpeterjen Před rokem +4

    TTYD is in my top five games of all time, but the backtracking is impossible to ignore. As someone who's played the game a million times, I can say it does not get less annoying each time. I'm a completionist, too, so adding in Goldbob's trouble, which is just the General White Tour 2.0, is further insult. It would've at least been easier if more blue pipes were available. I can understand why Glitzville doesn't have one, but what about Creepy Steeple? Fahr Outpost? I truly do adore this game, but every time, I wonder what the hell the devs were thinking. It's been almost two decades, and I still haven't figured it out.

  • @jamesmcdavid1673
    @jamesmcdavid1673 Před 8 měsíci +2

    LOL.
    Compared to Sticker Star, where you have to beat eight levels in World 3, then play through five of those levels a second time, TTYD's backtracking is a small price to pay for a fun adventure.

    • @MrDrBoi
      @MrDrBoi  Před 8 měsíci +2

      Sticker Star really is an abomination lol

    • @pokepress
      @pokepress Před 8 měsíci

      Somehow that bothered me less, perhaps because it was less linear. I won’t say Sticker Star is better than TTYD, but I view them as having less “daylight” between them than most, it seems.

  • @DanielDugovic
    @DanielDugovic Před 2 lety +16

    I still wish there were a switch to travel faster, ignore battles, etc. so players could focus on the parts they enjoy the most.

    • @MrDrBoi
      @MrDrBoi  Před 2 lety +8

      That's why I love Bug Fables so much. Not only is the world more interconnected, but the fast travel makes traversal so much easier.

    • @jessveness
      @jessveness Před rokem +8

      You can get it from the Pit of 100 Trials; but it's pretty difficult to get that far, especially when you're not already mostly through the game.

  • @2bleachfans
    @2bleachfans Před rokem +7

    Ive always love TTYD and then this year thanks to a emulator I finally played The original PM64 and I think it is more playable and easier to replay.

  • @Hawlo
    @Hawlo Před 11 měsíci +1

    The troubles add a whole 'nother layer to the backtracking problem that most people excuse with them being optional. The Bub-ulb that wants two Hot-dogs from Glitzville but asks for them one at a time, the guy that makes you count chairs all over the world to make a password, the multiple requests that make you go back and forth to Glitzville even though you can only accept one at a time. And the cherry on top? A second General White search.

    • @MrDrBoi
      @MrDrBoi  Před 11 měsíci +1

      The Hot Dog one is bad, but the chairs may take the cake as the worst of them all.

  • @Brainsore.
    @Brainsore. Před rokem +2

    This explains why my most recent play through of TTYD felt extremely long and drawn out in the second half. So much tedious running around for pretty much no good reason.

    • @MrDrBoi
      @MrDrBoi  Před rokem +1

      Yeah, the middle chapters are a bit of a slog on repeated playthroughs.

  • @robw2309
    @robw2309 Před 7 měsíci +1

    Playing through the game again, the backtracking in chapter 4 is brutal

  • @cammac6243
    @cammac6243 Před rokem +3

    It’s also worth mentioning that not only are the enemies in chapter 4 hard to avoid, there’s also a huge difficulty spike because you’re missing 1 of your 2 actions in a turn! In a recent play through I did, the backtracking was the only time I game over’d, since I had no partners to help me. And you do sort of use Vivian on the way to the steeple and back, since most enemies have “charge” which is the good time to use her veil ability. But she also sucks against the hyper clefts so that not great. (I 100% agree with the comment that said you should’ve been able to use Vivian as a way to get to the steeple faster somehow)
    Also on the general white hunt, the areas you visit are in a crappy order so you can’t stay in the blue pipe rooms and travel to the towns quickly… you have to awkwardly go to twilight town (and glitzville in the trouble I think) which you can’t use a blue pipe for.
    But considering how the BACKTRACKING is one of its only real things people can find to criticize the game with, I think that shows how great this game is. ❤

    • @MrDrBoi
      @MrDrBoi  Před rokem

      Yeah, it's hard for me to critize this game too much past the backtracking. One of my favorites for sure!

  • @taylorneville7471
    @taylorneville7471 Před 8 měsíci +2

    Honestly in my opinion i actually like the back tracking in the game just because it makes it feel like a more real world compared to moat instant fast travel games. And as you go the bqck tracking is made easier and easier with thr shortcuts. I do think its to help the art style and find some secrets. And help add more depth to the game im happy with it

  • @SeniorRed
    @SeniorRed Před 11 měsíci +1

    I didn't really see backtracking as a big deal back then, to me it felt as a way of extending exploration a bit to avoid every level becoming a flat linear progression, I do think that levels aren't just as ample as they were in PM64 but each one of them has their own charm and backtracking during sidequesting helps you discover and appreciate some few details you inevitably miss out by being too inmersed on the main quest.
    Two things I'll never stop hating, the excess express boss and the x yux on the moon that stunlocks you to death.

  • @buzinessdog
    @buzinessdog Před 2 lety +7

    good video! nostalgia clouded me from realizing the backtracking was a little egregious.

  • @Isaax
    @Isaax Před 10 měsíci +1

    I've replayed it recently, on an emulator. Turns out you can bind a hotkey to the controller that unlocks the emulation speed, letting the game run as fast as your PC will render, which usually meant 2x - 4x speed.
    I have abused this button like you wouldn't believe in said playthrough. What an absolute godsent, imagine having the patience for this at 100% speed, my god

  • @TheMeaningofFun
    @TheMeaningofFun Před rokem

    Hey MrDrBoi I was wondering what is your opinion on the backtracking in Chapter 1 in TTYD? I’m mainly referring to the part where you must backtrack all the way left several screens from Shhwonk Fortress to the very first screen of Petal Meadows with the Sun and Moon Stone to unlock the pipe to Hooktail Castle. Also in Hooktail Castle when you have to backtrack a screen or two for a key immediately after getting the paper-thin curse ability - So easy to forget about that because the black chest is right at a dead end.

  • @TheLonelyGoomba
    @TheLonelyGoomba Před rokem +1

    I replayed this game recently and yeah.... man it has a lot of issues. To the extent if they ever re-release this game, a lot of new players will probably dislike it due to the untouchable reputation it has and the expectations that come with that. A lot of the game is going back and forth the same linear corridor map design. The issue is, this is a goood chunk of the game. This isn’t as big a problem when going in blind because you’re atleast incentivised to do this to reveal more of the story which is entertaining. Remove that factor and TTYD has very simple map design and excessive back tracking. I actually don’t find it very fun to replay at all.
    Chapter 3 for instance, if you remove the mystery, is just a series of a handful of very easy fights dragged out. The train mystery is just walking back and forth talking to people with barely any combat or gameplay outside of talking to people. And Twilight Town goes without saying. The game relies so much on the narrative above gameplay.
    The backtracking is even worse if you’re doing all the side quests as you’re often requested to backtrack areas you’ve already gone back and forth 5 times already.
    I genuinely think chapter 1 is the best designed one in the game because you’re constantly moving forward as the narrative unfolds. Which makes it fun to replay.

    • @MrDrBoi
      @MrDrBoi  Před rokem

      Yeah TTYD has definitely drifted into the Ocarina of Time category of being so hyped up that it'll be hard to match expectations for newcomers, even if the problems won't seem as bad to them at first. That said I still love this game to death, but there's no denying it isn't as good in repeat playthroughs.

  • @erika_fuzzbottom
    @erika_fuzzbottom Před 2 lety +7

    Very good video, and I agree. The backtracking is a pretty big issue. But when discussing the game, I tend to gloss over the backtracking because the rest of the game overall is good enough to make up for it, IMO.
    That said, you definitely should've had a spoiler warning for this video. Showing the final boss? Really? =P

    • @based980
      @based980 Před rokem +1

      the game is over 10 years old

    • @erika_fuzzbottom
      @erika_fuzzbottom Před rokem +2

      There are no less than three blind playthroughs of the game being posted on this site, right now. Just because a game is old doesn't mean there's nobody left to spoil.

  • @bagelgod946
    @bagelgod946 Před 2 lety +6

    I never had a problem with the backtracking but I can understand why many have. If we ever get a remake/remaster I hope it fixes some of the backtracking moments. As some of them would be really easy to fix like chapter 4 or general white.

    • @Surgemaster2012
      @Surgemaster2012 Před 2 lety +3

      I always saw chapter 4 as a design oversight, as it could easily be fixed by a simple issue. The player has a reason to the first couple of times, even when getting Vivian you're using her ability to access a different part of the dungeon (going under the well) however once you get into the room with the parrot when he gets startled he drops a switch and it causes and earthquake. You grab the letter P and when you head out the door a pipe appears right beside the door and said pipe would lead to the Twilight Trail entrance. Then once Doopliss heads back to the steeple you just take the pipe back and go to the top of the steeple, issue completely solved as I took away having to backtrack two more times (which were the only times it didn't feel needed)

    • @Kirb64crystalshards
      @Kirb64crystalshards Před rokem

      There can’t be a remake and if there was it would be fan made

    • @bagelgod946
      @bagelgod946 Před rokem

      @@Kirb64crystalshards There can be a remake.. it’s not like they don’t own it or anything.

    • @Kirb64crystalshards
      @Kirb64crystalshards Před rokem

      @@bagelgod946 it’s actually proven that Nintendo will go on but ther is a HIGH chance that the remake you said can not happen because Nintendo is trying out new styles.

    • @SuperStarfy64
      @SuperStarfy64 Před 2 měsíci

      ​@@Kirb64crystalshards oh Louie of little faith

  • @patrickshaw411
    @patrickshaw411 Před rokem +17

    I definitely think backtracking is a problem for the game! It hits hardest in chapter 4, which is such a shame given how absolutely phenomenal the atmosphere is. I feel like in 4 and 5 they could have had a couple secrets on the path and a shortcut back to the town that uses the partner's new ability. It wouldn't need to be anything fancy, but it would have been miles better for the player's experience!

    • @iantaakalla8180
      @iantaakalla8180 Před rokem +6

      At least Chapter 4’s backtracking highlights how hopeless you are without partners and is a unique experience within TTYD. Chapter 5 did not need to have such backtracking.

  • @ashleyblack7419
    @ashleyblack7419 Před rokem +1

    Chapter 4 is definetly the most tedious to manage but I think there was an intend behind that. When you first go through the whole chapter, you're powerful and breeze through the battles ahead but on the way back as shadow mario you're much weaker, no more partners only you... returning with Vivian to get the "p" is to get you familiar with her abilities since you can only use her vs doopliss later on. the narrow paths are key to this since they wanted to ensure encounters. Just the last journey back to doopliss is not required anymore but it's needed to get to the boss room I guess

  • @as4180
    @as4180 Před 2 lety +4

    when you're backtracking in twilight town and get your ass beat by an amazee dayzee 😳

  • @ShnoodleMc
    @ShnoodleMc Před rokem +3

    Ngl, I laughed when we found out that General White was looking for us too
    It legitimately is one of my favorite jokes in the game

  • @Protofall
    @Protofall Před 8 měsíci

    Chapter 4 was very painful, especially when I missed things and had to do extra slogs through the forest. At one point I got the letter/character in the chest, but didn't think to eaves drop on the Parrot. By the time I got back to the town, I figured out what I needed to do, but instead of doing a 2-way slog through the forest, again, I just went on youtube to see what the Parrot said. You also hit the nail on the head with Ch 3 Vs Ch 4 "avoiding enemies" problems.
    The Ms Mouse quest was also bad because I went to the castle 3 separate times. Once I had no clue where it was, but suspected it could be behind the cracked wall, 2nd time I came back with bombery and didn't find it, 3rd after checking a guide, I found out I had to blow on one area of the huge boss room...all for the worst ally in the game...
    Unfortunately when I got to Chapter 6, I just decided to search for a long play and see someone else go through the game, without making the same mistakes/extra-backtracks I did. Unfortunately I don't have much time anymore. I started TTYD at the beginning of the year and I want to do other things.
    On the bright side, because I binge watched a long play, now I can finally watch the TTYD commentary videos in my "Watch Later" playlist, which includes this video!

    • @pokepress
      @pokepress Před 8 měsíci +1

      The backtracking can definitely be exacerbated by your gameplay experience. That probably happened to me in some degree as well.

    • @Protofall
      @Protofall Před 8 měsíci

      I also want to mention how funny it was that I watched a long-play of the rest of TTYD just over a week ago, then DAYS later I see its getting remade for Switch. If only I had a bit more patience, lol.

  • @meta4knight
    @meta4knight Před rokem +2

    General white quest absolutely a mean joke made by the developers. They knew what they were doing and I think it’s pretty funny

  • @justusleagueofawesom
    @justusleagueofawesom Před 17 dny

    Having played TTYD for the first time in 2022, without hindsight or nostalgia, I found the game highly enjoyable but very held back because of the amount of backtracking and the varying quality of / payoff for it. Thanks for breaking down this issue that often gets overlooked in many discussions of this game

  • @hardcoreironman3474
    @hardcoreironman3474 Před rokem +1

    Related is something this game does several times that I can remember at least happening in the sewers: Having something gated by two progressions when one is earlier than the other.
    There's the room with the spikes in the floor that require Vivian to complete... but also require Paper Thin to get into. You get Paper Thin and go through the bars thinking there might be something cool inside... but it's an unsolvable problem at that point. Why even have the bars at all to stop you if they're not the ultimate progression gate keeping you from the reward?
    There's another room that requires the Paper Boat to get to, that has a shine sprite that requires the Spring Jump. This is a little less egregious as it has two other shine sprites you can get immediately, but again it's an item that's hidden behind two *separate* character progressions. Necessitating backtracking if you attempt it before you have both.

    • @MrDrBoi
      @MrDrBoi  Před rokem

      I never really noticed that but that's a good point, you shouldn't be tricked into backtracking to a spot if you can't do anything there yet.

  • @vaads7743
    @vaads7743 Před rokem +1

    i remember rq'ing when i was a kid at the section in chapter 4 where doopliss takes your form and you have to go back to town alone. I kept getting wiped out by the flowers and I eventually ended up just stopping for awhile. I come back and then turns out my memory card was corrupted and I couldn't continue :/

  • @jaker721
    @jaker721 Před rokem

    Hey man! Just discovered your channel. You make good stuff! Keep it up, homie!

  • @KingGregory27
    @KingGregory27 Před rokem +1

    Fantastic video mate. TTYD is arguably my favorite game of all time, but on my most recent play through I was definitely feeling the effects of the backtracking. The amazee dayzees actually made the backtracking in chapter 4 worth it to me, but 5 & 7’s are just flat out bad. I’ll definitely check out some other videos because I like how you not only critique the choices the developers made, but offer alternatives as to what would’ve been a better option. Keep it up!

  • @rebekah4761
    @rebekah4761 Před měsícem

    I would like to add that the majority of my voluntary backtracking was to see all of the dialogue for the different teammates. I love the mechanics for certain characters more than others, but once I learned they all say different stuff as a kid, I made it my goal to see all of the rest of the conversational content being offered.

  • @toamatoro570
    @toamatoro570 Před 2 lety +8

    I can actually kind of excuse the General White quest of all things. Yes, you have to travel to every single previous area only to return where you started, but as it's close to endgame I mainly see it as a recap. If you know what you're doing you can complete it in about 10 minutes. Did it need to be here? No, but I can excuse reuse of assets to an extent if it's done to recap the adventure before the game ends.
    The wedding ring quest was a bigger slap in the face if I'm being honest. With the exception of Chapter 4 and MAYBE 5 it was one of the only instances where I really felt like the game was wasting my time.

  • @snauserdog6444
    @snauserdog6444 Před rokem

    Really nice editing, easy to watch, overall good content. Id recommend bringing your voice more to the front as I felt like the music was overbearing and at times too loud. Im watching the content for your commentary, not the soundtracks

    • @MrDrBoi
      @MrDrBoi  Před rokem

      Missed this comment but thanks! Audio is definitely not my strongest aspect haha

  • @DaNintendude
    @DaNintendude Před rokem +1

    Even though Chapter 6 does its backtracking pretty well, the chapter as a whole is not fun for me on repeated playthroughs. I already remember the mystery so it's no fun to go through all the steps again. Especially when I think I'm supposed to be doing one thing, but I'm actually supposed to do another thing first.
    I hated Riverside Station as a kid because I preferred the story of the train, and the enemy encounters were really difficult to me. But nowadays, I really look forward to the station as it's a breath of fresh air compared to the monotonous mystery solving on the train.
    Really great chapter on a first playthrough, but it's just not that fun when you return to the game already knowing what's going on.

  • @DingerCity
    @DingerCity Před rokem

    Awesome video dude! I got a question for ya: who’s your favorite companion in the game?

    • @MrDrBoi
      @MrDrBoi  Před rokem +1

      Thank you! And that's really tough. Not 100% sure, but my gut goes to Admiral Bobbery. Goombella and Yoshi Kid are also up there for me too!

  • @luigiRobs14
    @luigiRobs14 Před 9 měsíci

    The General Silver quest always bugs me with how mush it is obvious padding for a really good chapter.

  • @56Bagels
    @56Bagels Před rokem +1

    The simplest answer is often the best. As you said, every major instance of backtracking leads to a new partner… and then the new partner doesn’t open up a shortcut? Why not? What an easy missed win.

    • @MrDrBoi
      @MrDrBoi  Před rokem +1

      Seriously! Just a give me a few extra warp points that's all lol

  • @PlaguedByEarth
    @PlaguedByEarth Před rokem +2

    Personally I found the backtracking in Chapter 5 to be much worse than Chapter 4. This is probably because I've gotten pretty good at making the trip in Chapter 4 quickly, and dodging most of those enemies, but after replaying it I always think "hey, that wasn't as bad as I remember" after finishing the backtracking. One part you glossed over in Chapter 4's favour was how when you return to Twilight Town in your shadow form, all of the townsfolk have new, interesting dialogue. It makes it feel worth it; time has passed, things have changed, you're different, and there's a reward for all the backtracking in this. Maybe it's not as rewarding on subsequent playthroughs when you're expecting it, but it's still considerable. Chapter 5 doesn't have any of this, including much more tedious and difficult to avoid encounters. On top of this, Chapter 5 being directly after Chapter 4 makes the backtracking in Chapter 5 feel much worse. It's backtracking after backtracking, and you're going to be fatigued from backtracking after Chapter 4, while going into Chapter 4 you're going to be fresh, and the notion won't hit as hard.
    Chapter 4 backtracking is still egregious, but Chapter 5 just feels worse. Thanks for the video!

  • @milesstorzillo7650
    @milesstorzillo7650 Před 8 měsíci

    While I do plan on getting this game next year (whether it's for my birthday or Christmas, because I also have my eyes on Princess Peach Showtime, which comes out before my birthday), I am already dreading the General White search. I may have never played the original, but I've heard far more than enough to know about it.

    • @plooper14
      @plooper14 Před 8 měsíci +2

      It is really not that bad. It’s blown way out of proportion and if you have an attention span higher than a 3 year old you should be fine

  • @SubSpaceKing
    @SubSpaceKing Před 7 měsíci +1

    I really am excited for the HD remake coming to Switch

    • @MrDrBoi
      @MrDrBoi  Před 7 měsíci

      I know, I can't wait!

  • @ShiningDrake777
    @ShiningDrake777 Před 5 dny

    I'm like a year late to this video, but I'm honestly surprised I didn't spot any comments about a certain side quest.
    The stupid side quest with the flower person in Petalburg was... If you didn't realize you need to bring them *two* hot dogs it's actually almost parodically absurd given the sheer distances involved. Like, every single instance of it in the story had at least a reasonable justification, and while they could get time consuming and annoying they didn't really feel as much like an outright slap in the face as having to fly to the floating city (which I don't think when the side quest unlocks you can take a blue pipe there? I forget if there even is one.), come straight back, and then be told you have to go again just to get a second hot dog, before coming back and being sent off to get a whole other item entirely. Knowing what you're doing and planning properly ahead of time can engate this, but it does end up just feeling rather egregious because you can literally get sent to do the same fairly arduous task twice with no justification just to be sent off to do a THIRD task and backtrack more.

    • @MrDrBoi
      @MrDrBoi  Před 5 dny

      I was mainly trying to include unskippable instances of backtracking in the video, which is why I didn't feature many of the Trouble Center quests, but you're absolutely right. This quest, and the briefcase quest, are just straight up terrible lol

  • @SiliconSlyWolf
    @SiliconSlyWolf Před rokem +1

    I don't recall hearing you mentioned anything about backtracking on the side quests. At least they're optional, but I'll never do them again if I ever replay TTYD. It's one of those things a simple quest log could have fixed, but they decided you can only do one at a time.

    • @MrDrBoi
      @MrDrBoi  Před rokem

      Except for the Ultra Stone quest, I tried to leave out any of the optional backtracking. But I agree, it's annoying to return to the trouble center after every side quest and some of the quests are horrible, like getting hot dogs for the bulb-ulb in Petal Meadows.

  • @tenchimuyo69
    @tenchimuyo69 Před rokem +1

    Yoshi kid in general kind of exposes some problems with the game's map design. By the end of the game, I think Mario's name is actually Gonzales, because I will almost never hear the dialogue of the other party members once I have Yoshi.

    • @MrDrBoi
      @MrDrBoi  Před rokem +1

      I'm in a similar boat. Aside from certain specific situations, it's almost always Yoshi Kid following me around once I get him.

  • @ZeRo-bx7lp
    @ZeRo-bx7lp Před rokem +2

    going to glitzville twice to buy a hotdog really was a terrible

    • @MrDrBoi
      @MrDrBoi  Před rokem

      Absolutely! So dumb lol

    • @ZeRo-bx7lp
      @ZeRo-bx7lp Před rokem

      @@MrDrBoi I feel like the developers wanted us to hate that character because of the awful reward it gave too. That mission was such a joke

  • @mattafields
    @mattafields Před 2 měsíci

    The general white mission was such a goose chase that I as a kid I literally got lost on what to do next and never beat the game because of it. "They said he was in X location, he's not there! The game must be broken because the NPC says he should be here and they continue to say it even when I go back there"

  • @zurtur272
    @zurtur272 Před 7 měsíci

    The way I see backtracking is just an attempt from the game to get you to gain levels at
    a pace where you wouldn't have much of a reason to grind for levels on a specific spot to get ready enough for the boss of each chapter.
    And trust me, I've been killing anything and everything that appears on-screen so far and already well prepared to shill even more stuff.
    For more tedious that it might be, EXP is EXP.
    And thus, cannot be ignored. (Even when in most cases enemies just drop 1 Star Point per battle since you're going through previous areas.)

  • @pokepress
    @pokepress Před 2 lety +3

    I do wonder what this game would be like if you could play it at 1.1 or 1.25 speed, maybe even 1.33. Personally, I’ve found all the Paper Mario games to be on the slow side, particularly compared to SMRPG and the Mario & Luigi series.

    • @MrDrBoi
      @MrDrBoi  Před 2 lety +4

      Yeah, one of the more baffling decisions was to remove the spin in TTYD. Being able to string together jump canceled speedy spins is one of the only thing that helps OG Paper Mario from feeling like a slog.

    • @jessveness
      @jessveness Před rokem

      Play it on an emulator! The speedup makes a world of difference :)

  • @LamanKnight
    @LamanKnight Před rokem +1

    When I was a child, I only got very limited amounts of time to play video games; my parents' rules were that we could only play on the final three days of the week, only when school, homework, and chores were done, and as long as we didn't have some other obligation during those times. Oh, and for several years, my parents set the limitation of only letting my siblings and me play in 20-minute turns, if the game was single-player. They later raised that to a 30-minute limit, but still, it severely limited progress I made in games.
    One small benefit to these restrictions, though, is that my experience with each game --- especially RPGs --- was spread out, and lingered with me. (I mean, I can still picture in my mind, and mentally navigate the space, of entire stages of Banjo-Kazooie, for instance, because it took over a year before I completed the game. The time I spent not playing games during the week, but wishing I could, led to me reflecting on them so much that I started memorizing them.) Each time I got to turn on a game and visit the world, it felt like I was returning to a place where I was happy. Grinding, backtracking, and fetch quests in games didn't feel so tedious to me; and frustrating bosses or obstacles didn't bother me all that much, because I was always forced to take time off between each session.
    Now, in this game, even I found the General White quest tedious. But since I would go for such long periods of time not being able to visit the game's world, it was kind of comforting when I got the excuse to revisit parts of the world I'd visited earlier, and say hi to characters in those places. Sure, it's a chore, but given the way my gameplay experience went, it was an enjoyable chore for me.
    Of course, at this point of my life, since my play sessions of RPGs tend to be longer, grinding and backtracking have come to frustrate me more. (The entire second half of Bravely Default... heh. If you've played the game, I don't even need to say anything. Just hear the title, and you know what I'm talking about.) So, I have a strange sort of fondness for the backtracking in games like The Thousand-Year Door. Kind of a nice thing to reminisce on.

  • @OlmiOP
    @OlmiOP Před rokem +1

    One small thing that really helped a lot for PM64 backtracking compared to TTYD
    The spin dash. And by extension the speedy spin badge.
    No Idea why that was removed

    • @MrDrBoi
      @MrDrBoi  Před rokem +2

      I know! Jump cancelling the speedy spins in 64 is so satisfying and makes even just normal getting around a lot of fun. I wish TTYD had brought it back.

    • @kylejones8289
      @kylejones8289 Před rokem +1

      I'm guessing it's because of all the paper abilities. They needed to free up buttons for those powers, so the spin, which was pretty much an optional ability in the first game (in that you never have to use it to beat the game) got the shaft.

    • @OlmiOP
      @OlmiOP Před rokem +1

      @@kylejones8289But...
      The L Button doesn't do anything in the overworld
      That could've been the perfect button
      Tbh Paper Mario 64 had a LOT of QOL features that were removed in TTYD for some reason

  • @tysondennis1016
    @tysondennis1016 Před rokem

    I'm designing a wide open Metroidvania, and I'm going to have abilities that make backtracking fun. Not only you get from one side of the map to the other faster and faster each time, you can also open new paths that open up new areas, and with them, new items. I'm also gonna have sidequests that reward backtracking and memorization.

  • @raaseraphic
    @raaseraphic Před rokem +1

    Mm nah bro. The game had a lot of mystery themes and puzzle solving that was the source of the backtracking. It gave the sense of exploration and detective work. I played the game like 4 times through and never once felt like I was wasting time going back and forth.

  • @powergannon
    @powergannon Před 11 měsíci +2

    It’s not the worst backtracking in a game by any means, but it is annoying enough that I prefer PM64 over Thousand Year Door.

  • @reececox666
    @reececox666 Před měsícem

    The backtracking does give you time to tattle the enemies and gain star points, I think it was atleast intended for that purpose, but they could’ve definitely done some spots where you could now fly over to grab something or a crack in the wall. It would make the levels more similar to rougeport where you see all these things you can’t do yet, and chests you can’t grab.

  • @SwaxMain4u
    @SwaxMain4u Před rokem +3

    Its not really the backtracking thats the issue, its the hallway level design. Every area outside if rougeport is basicaly just a straight line and i feel like it was deliberate to play more into the paper aspect of the series

  • @cftvdata
    @cftvdata Před 11 měsíci

    PM was maybe my favourite game as a kid and I got back into it a couple years back when the randomizer came out, playing thru a few dozen seeds. A few months ago I decided to play TTYD for the first time, and the first thing I noticed about it was that Mario moved like he was stuck in mud. The loss of the spin dash move already made the game feel like a bit of a slog, even during the first chapter. By the time I hit the extended backtracking sequences, I was already frustrated by the game's inexplicable sluggishness compared to its predecessor. It was enough to make me put it down without beating it, which is a real shame, because the story and writing are brilliantly engaging and I was really drawn into the game's world.

  • @henke37
    @henke37 Před rokem

    Aspect ratios, how do they work?

  • @fullmetalheart5384
    @fullmetalheart5384 Před rokem +1

    I’m curious why do you favor the original paper Mario over TTYD?

  • @omega7057
    @omega7057 Před 11 měsíci

    0:26 THANK YOU, I swear dude super paper mario is a really fun game with an engaging story and innovative ideas, it didn't deserve the backlash it got

  • @lkjkhfggd
    @lkjkhfggd Před rokem +1

    The only backtracking that really bothered me as a kid was chapter 4 and all the side quests making you go back to hooktail castle.
    Not sure how to fix the hooktail side quests, but just improving the forest to have shortcuts Vivian unlocks is all you need to fix it.

    • @MrDrBoi
      @MrDrBoi  Před rokem +1

      They definitely could have added a warp point to Hooktail Castle with how often you revisit it.

    • @lkjkhfggd
      @lkjkhfggd Před rokem

      @@MrDrBoi True, but I think the 'difficulty' or 'work' the developers want the player to exert for those quests would need to be increased elsewhere, and maybe they didn't want to add anything more to the castle itself.

  • @GodChaos333
    @GodChaos333 Před rokem +1

    I will say chapter 2 and 4 are my least favorite part of TTYD, and you have a point that you don’t think of flaws as much until you get older and analyze games more. The back tracking is more common in this game. It’s still a treat of a game. I really miss these caliber of paper Mario games. All the new ones after sticker star lack so much of the design charm or meaningful story.

  • @luke6784
    @luke6784 Před rokem

    Great video! I liked your point that they could have added more interesting things to interact with during the backtrack segments. That alone would have made the backtracking way more tolerable - like a metroidvania.

    • @MrDrBoi
      @MrDrBoi  Před rokem +1

      Glad you enjoyed it!

  • @DavenciaBFH
    @DavenciaBFH Před 8 měsíci

    My favorite game of all time! It's such a shame that the franchise has died out from it's original form. I hope the team behind the Paper Mario series will be allowed to create new unique characters again. It was one of the things that really stuck out with the series. And they should bring back the old battle-system, but with a new twist to it.

    • @zetelofabread
      @zetelofabread Před 8 měsíci

      Well there is a step in the right direction now

  • @derpyplayer4374
    @derpyplayer4374 Před 2 lety

    I remember my general white quest glitched out and I couldn't finish the game for my first time without my older brother, He would not spawn anywhere and I checked his spots everywhere and even checked every corner of the game

  • @Nate9-9
    @Nate9-9 Před 5 dny +1

    Hot take: TTYD back tracking has never bothered me.

  • @runningoncylinders3829
    @runningoncylinders3829 Před rokem +1

    Oh how I wish the scenario with Doopliss only had him ambush you once by the town, take Vivian with you, and have him already back at the Steeple for when you get the "P" Letter. Keelhaul Key's 3-layer room is annoying; perhaps Bobbery or Flavio creating a major change to it on a revisit would've helped. General White should have been optional content; just have Goldbob be the endorsement needed to launch the cannon. That's about all the trimming I would like.

    • @MrDrBoi
      @MrDrBoi  Před rokem

      I agree with these ideas!

  • @warioland523
    @warioland523 Před 6 měsíci

    My biggest gripe with this game is sometimes it just does things to drag it on. For an instance sometime after beating Chapter 5 you have to return to Keelhaul Key for the train and you have to go and get a ring to get to Francesca so she can return to the syndicate head with Frankie. But oh no. It's not enough to just get the ring. You have to go though Frankie saying "I love you." 100 FREAKING TIMES. Then there's the beginning of Chapter 7. Oh my god. The dang Bob-omb just can't stay in one place and has you on a wild goose chase across the world and not just that you have to venture through the snow area a whopping three times. And the enemies dang respawn! I enjoy this game don't get me wrong. But I do feel there are times where the game is deliberately just trying to last longer then it should by doing things like this.

  • @GHeinz
    @GHeinz Před rokem

    i think it's partly the fact that, in metroidvanias, backtracking done well involves returning to an area with upgrades such that the gameplay is very different, almost to the point that it doesn't even play like the same area as before. you could argue for mario's partners as "upgrades" in that sense, but i don't think they quite qualify. the movement in PM (and RPGs in general) is very much just for the purpose of getting from point A to point B--it's not strictly "fun" to move around as mario in the same way as samus, for example, in super metroid. so backtracking starts to feel much more like just a "walking simulator". thanks for the vid!

  • @brandonlyon730
    @brandonlyon730 Před měsícem +2

    It’s nowhere near as bad as Sticker Star’s backtracking even if know what to do.

  • @jaker721
    @jaker721 Před rokem +1

    I will also say this. I think it might have been intentional that the back tracking began to worsen after Chapter 3. Perhaps their logic was that Yoshi's speed upgrade would make it tolerable?

  • @natecgames4612
    @natecgames4612 Před rokem +1

    I love this game to hell and back but chapters 4 and 5 have the worst case of, "start at this side of the map so that you can go to the other end of the map only to go back because we unlocked a trigger that gives you the thing you need where you started and then go back to the other end of the map to progress."

  • @ChaosXeloc
    @ChaosXeloc Před rokem

    After over a decade, I finally revisited this game by having my partner, who is a bit newer to video games, play it. I had only ever played a single time in the past, so the backtracking was something that I had completely glossed over in my playthrough as a kid, and it annoyed me just watching her struggle to get through places like the Twilight Woods not only once, but repeatedly. The writing and characters are pretty phenomenal, and helps TTYD really stand out even as an older title, but my perception of it has definitely soured a little after this run.
    The only things I remembered about Keelhaul Key were Bobbery joining your team after needing some cola, and that there was a ghost skeleton boss fight, but not the wife's letter or the ship battle. Just wanted to throw in my two cents about that...

  • @pagannova3621
    @pagannova3621 Před rokem +1

    Keelhaul Keys was the backtracking I hated. it was just..uninteresting. and going through 100 text boxes of "I'm sorry" didn't help :( added to the tedium.

    • @MrDrBoi
      @MrDrBoi  Před rokem

      Yeah it's like they weren't even trying.

  • @jamesonshekmeister
    @jamesonshekmeister Před rokem +1

    In my heart, it would be great for them to remake this game to fix the backtracking issue, but in my mind it’s telling me, “No.” And it’s because I’m afraid that they could make it worse if not remade properly. But despite these conflicting feelings, I still think this game has some positives that outweigh the negatives. It’s not the best, but it’s definitely not the worst. It’s great and it doesn’t have to be perfect. It just has to be fun and rememberable for its heartfelt narrative.

    • @MrDrBoi
      @MrDrBoi  Před rokem +2

      Yeah I also fear a remake because I doubt some of the content in this game would fly by Nintendo's 2023 standards. Just a nice remaster would be enough.

  • @hh950
    @hh950 Před měsícem

    perhaps the remake will have a fast travel feature for when you finish the chapter (like the return pipe in Super)

    • @delunimbus
      @delunimbus Před 5 dny

      There's now a chapter warp room like in Origami King.

  • @LugiThePainDrinker
    @LugiThePainDrinker Před rokem

    I keep finding great content creators young into their careers and I’m here for it. I love Nintendo games in general and this was quite a watch

  • @Firestar4041
    @Firestar4041 Před 2 měsíci

    As someone who grew up, and loves the game, yeah
    The General White quest-line still just utterly kills any enjoyment for me on repeated playthrus

  • @evbable
    @evbable Před rokem +1

    I remember chapter 4…. Fondly. Guess who didn’t realize they were typing in all caps and kept retracing their steps trying to figure out where they went wrong. Still love the game.

    • @MrDrBoi
      @MrDrBoi  Před rokem

      Wow you must've been so annoyed when you realized what mistake you were making.