![]() Bosses get progressively more complicated as you line up paths to specific body parts, reroute yourself to activate switches, or change paths to grab tips and health power-ups in between moves. These battles take a note from SEGA the classic Chu Chu Rocket: you’ll spin the wheels to line up arrows and create paths for Mario from the outside of the ring to the boss in the middle to line up an attack. Bosses are essentially played backward compared to normal fights, with giant screen-filling enemies in the middle of the playfield. Fortunately, some very clever boss encounters shake the battle system up in a few awesome ways. Lining up your foes and dispatching them within a single round feels awesome, but I was a little bored with repeating the same sorts of actions against a deluge of minor enemies in some areas. This mix of quick puzzle-solving and traditional Paper Mario combat makes for an interesting battle system, if not a bit over-complicated. Messing it up usually means each of your opponents gets to take a shot at you and can diminish your HP pretty quickly. Doing so gives Mario a 1.5x power boost and typically allows you to chain your attacks to victory. You’ve only got 20 seconds and two moves (more of both against bosses) to line your opponents up correctly. Enemies rearrange themselves around the wheel at the outset of every fight, and Mario’s first task is to spin each layer, or slide enemies vertically, to line them up for an attack. ![]() Battles introduce several things to keep track of right from the jump, and there’s a specific order of operations to follow for every turn. Enemies will attack you in the overworld, but this time around, the battles take place on a giant, segmented wheel. ![]() The biggest change this time around is undoubtedly the new battle system. No one comes into a Paper Mario game expecting to min-max Mario into a Battle Mage or anything, but deeper progression and customization options would have been a welcome shake-up to the established formula. Progression is rewarding, but will likely still feel a bit too “My First RPG” for the initiated. But anyone looking for a more traditional RPG in The Origami King might be left wanting. The general trappings are there turn-based battles, equipping different items to boost your stats, focused exploration of new areas – those are all presented and accounted for. Here, as with previous games in the series, the RPG elements are light.
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