TTYD Remake Fixes · 8:21am April 8th
Since it's a popular topic; and also because I can't sleep; I figured I'd go ahead and give my two cents on things I'd like to see the remake of "Paper Mario The Thousand Year Door" fix from the original game. And my list certainly doesn't include any topics I've seen others bring up as obvious quality of life upgrades. No, my list is on things that could do with fixing so the player doesn't essentially wonder around aimlessly during certain parts of the game.
- First and foremost, I want it to be more obvious to the player that in order to proceed in Chapter 4 after Mario has his identity stolen, they have to use Vivian's partner ability while near a tree of crows. I'd say either have Vivian stonewall the player with a simple text box, or do something similar as I found it hard to know to do this when I was just mashing through text as when I first played this game, I paid no attention to the text, and I'm willing to bet there are people out there who would skip Vivian's initial hint to listen in on the crows using Vivian's ability. If you honestly say you wouldn't just skip through Vivian's text not knowing it's important, then your lying to yourself. Besides, even then, it's not obvious because like I said, the game isn't clear that you HAVE to use Vivian's ability to get the hint to go back to the creepy steeple.
- The second thing, is to add a hint system of sorts for where to go next during chapter 5 since the initial hint system isn't aviable to the player. Since there is that new purple toad NPC in Glitzville, it wouldn't be too out of place to just put some new NPC in the campsite that hints about the coconut.
- Third, to showcase the fact that Bowser's minions are invading the sewers sooner, why not add some koopa troopas or something after chapter 2's completion, because until the player completes I believe chapter 5, the portion of the sewers from the rougeport east entrance to the thousand year door is pointingly baren of enemies at all. They actually removed the enemies that usually line that path during chapters 3 & 4 and it's not until Mario returns from being stranded on Keyhaul Key that enemies show up again. I know the Paper Ability allows the player to skip to the area to the right of the thousand year door, but would it kill the devs to add in some koopa troopas or something JUST to show the progress at which Bowser's Minions start to overrun the sewers? I'm only asking for this in a world-building sense.
- Finally, would it KILL the devs to allow the player to use the hint system to scan for stray badges? I know there's a badge shop in Rougeport, but in the original game, if you only had the badges in Rolf's shop left to buy, the hint system would actually refund your money. Same with any star pieces that you can only get from Koopa Krot's errands and Chuck Quizmo.
If you haven't noticed, I didn't mention anything such as cleaning up the backtracking or fixing the General White hunt. There are already like a thousand you-tube videos that mention these things as is, so I felt like I wanted to mention some other fixes to the game that I feel like people would easily overlook and not even think about.
Also, before anyone brings up up the "why not just use a walkthrough?" argument, if the solution to these issues are not present in the game or isn't at least hinted towards, then I feel like it'd leave a sour taste in the mouth of any potential new Paper Mario fans who somehow have decided NOT to play ANY of the mondern Paper Mario games.
I also feel that unless these solutions aren't at least hinted towards or conveyed better, it'd actually cause the side of the Paper Mario fanbase that thinks those of us who only enjoyed the first three games in the series have rose tinted nostalgia goggles on to have even MORE of a reason to say "classic paper mario sucked; the new games are better".