Paper Mario and Elegant Design

You’ve heard it before. I’ve said it, she’s said it, we’ve all said it – those of us who’ve played it anyway. Paper Mario: The Thousand Year Door is the best Paper Mario game. The best Mario RPG in general, in my humble opinion. That’s pretty astounding for a series that’s been going on for more than two decades. Sure, plenty of people still mark games like Final Fantasy VII and The Legend of Zelda: Ocarina of Time as the best of their respective series, but there have been many more contenders for both since then. Some from as recently as now, more or less (Time of writing: 2023). My point is, rare has a single entry in a series as The Thousand Year Door been so universally beloved, over and above its peers.

I think there’s a lot of reasons. The Thousand Year Door offers a rare interpretation of the bizarre Mario universe in a more grounded and holistic way, with a narrative bent. It introduces new, named characters and puts iconic Mario characters in novel and interesting situations. The world and narrative design went out of its way to be weird, surprising, and gripping in ways the more straightforward Mario games prefer to be safe, familiar, and general-purpose. But that’s not what we’re here to talk about today. Paper Mario: The Thousand Years Door is not only funnier, more dramatic, and more rich with character than every Paper Mario that came after it, it also plays better than every Paper Mario that came after it. The Thousand Year Door has some of the most elegant systems I’ve seen in a video game.

I could ramble for hours about how great Paper Mario: The Thousand Year Door, is but as you’ve no doubt seen many others do so elsewhere, so I will spare you. The focus here is going to be on the gameplay and systems that make the first two entries of Paper Mario so great, even isolated from all other elements. These systems which, in subsequent entries preceding The Thousand Year Door’s 2024 remake like Color Splash, and Origami King, were altered in specific and fascinating ways that had a profound effect on the gameplay of those games.

A ghost in a party hat sits on a recliner next to a fridge. He complains in text "What are you doing, interrupting my 'ME' time?"

Oh shoot, wrong image. This is a picture of me remembering I have to write this blog post. How’d that get in there?

Elegance In Design

So what do I mean by elegant? To me, elegance is all about approachability, and applicability. To create an elegant system, you need an interface that is welcoming, intuitive, and easy to understand, which interacts with each game system in ways such to produce an engaging experience. A sentence, to me, elegant design means systems which find depth in simplicity. Simplicity. This is, paradoxically, a rather difficult thing to achieve – systems that appear simplistic yet offer a lot of depth. 

The first Paper Mario for the Nintendo 64 tackled this problem by stripping down the turn-based RPG genre to its barest essentials, which I think is often a good step to take when trying to really take stock of the high-level, fundamental building blocks of your game. What about turn-based, party-based RPGs is fun or engaging on a ludic level? The turn part of that formula allows for infinite time to consider decisions. So, high-level, low-stress decision making. Overcoming stronger opponents by utilizing party members’ unique abilities in combination, feeling clever. Customizing character loadout for unique abilities to reflect individual playstyles. Collecting rewards when defeating strong enemies, to become stronger. 

The game goes through each of these, one by one, and strips them down. Decision making is straightforward and boiled down to immediately obvious causes and effects. More on that later. What’s the minimum needed to accomplish skill combination with multiple player characters? Only two, so Paper Mario only has two active player characters at a time. Any more would add complexity. Character loadouts are represented by the badge system – a very simple point-buy system that allows unique abilities to be chosen, but these choices are non-binding and instantly reversible. The RPG convention of experience points is included, but XP totals never exceed 99, and each level up in Paper Mario reduces the traditionally dense cascade of numbers many other RPG level ups have to just one single bonus, chosen by the player from a suite of only three options.

Crucially, however, these simplifications take nothing away from the way their systems interact with one another. Leveling up still incentivizes battling. The limited choices in character progression still affect your strategy going forward. The wrinkle of the action command mechanic – real time inputs that enhance combat abilities – adds a natural point of divergence for different players. Those less skilled in the commands will find battles taking longer, and therefore will benefit more from having a greater health pool, etc. The mechanics which are simplified, still interact with each other in meaningful and impactful ways, experientially. 

A grid of orange, blue, and yellow badges are arrayed on a menu. There is a green caterpillar at the top left of the screen. At center-top, a description reads "Action Badge. Floating High Jump. Jump higher than usual and momentarily float." A red cursor highlights one of the badges.

The badge system was *so* successful, they basically copied the premise for the newest mainline Mario game!

I think it would be helpful to contrast this with a newer Paper Mario game like The Origami King. The boss battles in that game employ a special, proprietary set of game rules (presumably because it was realized that the depthless turn-based combat borrowed from its predecessor Sticker Star could not support an interesting boss fight on their own. cough). The rules are as follows. The boss enemy sits at the center of the play space, which is divided into three rings circling the boss. Each ring in turn is divided into a number of spaces. These spaces can be empty, have a movement arrow facing one of four directions, or have some other action-triggering item. On the player’s turn, they are given a limited amount of time to select the angle at which mario will approach this play space. They can also rotate each of the individual rings to line up the spaces as desired. He enters the outer ring, then travels until he hits a movement arrow, then changes direction. If he hits a contextual or action space, he executes the associated trigger. The goal is to reach the boss enemy at the correct angle to hit their weak spot. However, the boss can also affect the rings, “pushing” them outward, causing each inner ring to become the subsequent outer ring, and creating a new innermost ring. 

Now that sounds like a lot of information, and it is, not just intellectually but visually. The game boards for these Origami King boss battles are very noisy to look at. So the set up is like a turn-based RPG, but there are no interesting decisions to be made. The game has a very clear optimal solution which it is funneling you toward. To obfuscate this, Mario’s turn during this boss battles is on a timer, creating an artificial sense of tension, because the decision making of the gameplay has none. There is no substantive way to employ risk for greater reward, nor complex goal to accomplish. The systems at play appear very complex, but the goal is quite simple. The opposite of The Thousand Years Door, in which the player is presented with very simple tools to accomplish a relatively complex goal – defeating enemies with their own suite of tools that you must act and react upon accordingly. 

Mario stands on the center of a series of concentric circles, surrounded by origami crabs.

The Thousand Year Door makes something incredibly large from very few, very small parts. Origami King makes something incredibly small from many parts.

Decision Anti-Paralysis

This is a fairly well known phenomenon, so I’ll give the quick version. When presented with too many choices, even if all choices are compelling – perhaps especially so in that case – it actually becomes more difficult to make a choice. What constitutes “too many” choices is highly subject to the individual decision maker and the greater context in which the decision is made, but the phenomenon has an observable effect on how people engage with games. RPGs that drown the player in too many options for play or character customization can easily drive people away, or dissuade them from engaging with the nuances of the RPG systems entirely. 

But I think in a strange way, the opposite is also true. If given a selection of options, but a very limited selection of options, each possible choice can feel much more significant, and therefore confer a greater feeling of power and control to you, the player. There is a balance of course. If choices are too limited the player doesn’t feel the freedom of expression inherent to compelling decision making. They feel dragged along, dissatisfied. The three level up choices of Paper Mario represent a good, strong selection of paths to choose for the respective context. Health for durability, staying power, and a safety net. Flower power for those who wish to make liberal use of powerful special abilities. Badge power for those who desire a greater pool of more varied strategic options to choose from. 

In The Thousand Year Door Mario, at the outset, only has two attacks – hammer and jump. Even fewer in the first Paper Mario. The two attacks do two very significantly different things. The jump can damage any enemy Mario can touch from above. It can deal two instances of 1 damage. The hammer can damage any enemy on the ground that Mario can reach by walking, and deals a single instance of 2 damage. These very simple rules make every choice feel pivotal. It’s not a question of dealing fire damage vs. ice damage as in the case in many RPGs, it’s a question as to whether your attack will be effective at all, and as the player gains knowledge of how the game works, that knowledge becomes a skill in knowing when and how to deploy their limited choices.

The Value of Low Numbers

Paper Mario prioritizes being intuitive and readable for players of all ages. A lot of RPGs involve a lot of math. Paper Mario isn’t interested in that. Again, we ask the question – what is the bare minimum level of complexity necessary to make an RPG system functional? Do you need to be able to deal 9999 damage? Do we need four digits to account for meaningful measurements of battle power? Super Mario Bros. only had eight worlds, and 64 levels, to make a comparison. That is the number of significant demarcations of difficulty. So maybe an RPG only needs two digits to represent damage? For most of Paper Mario only one digit is needed! 

Does the difference between 4882 damage and 5121 damage really matter all that much? Think about it, I mean really think about it. If an enemy has 26000 health, how many times do you have to hit it with one of those four digit numbers to defeat it? The answer is six. Six for both, actually. The ~300 damage between the two is totally irrelevant. White noise. It is actually very unlikely that an enemy has *exactly* enough health to make such a small difference matter. And even then, the difference is only one turn. These number values might as well be 5 damage, and 26 health. Now those stats resemble a Paper Mario enemy, come to think of it. 

Several windows indicating character status are displayed, with a lot of 5 or 6 digit numbers. The closeup face of a knight cuts in center-screen, then the camera pulls back as this knight strikes some monsters several times with a sword. Each strike showers the screen in incomprehensibly large and frequent number values.

I could not possibly tell you what on earth is even happening here.

Following a pattern here, although there is a narrower scope to the information density, that can actually be an advantage. Low numbers accomplish two major things. One: the line of causation between player decisions and outcome are clear. When you succeed at an Action Command in Paper Mario, you deal two damage. When you do not, you only deal one damage. In games with higher numbers, the numbers will naturally change more gradually, and constantly, and thus players will not be able to immediately recall what is and is not ‘a lot’ or ‘a little’. This allows players, with minimal investment on their part, to make meaningful decisions that have an immediate, tangible, visible effect.

Of course, it’s not as if smaller numbers are universally better. Larger values offer more granularity, and specificity. There’s more resolution to store information in the integer 1000 than in the integer 10, but practicality isn’t the only consideration here. There’s also just an undeniable appeal to big numbers on their own. Something in our lizard brain loves to see those values biggify. Sometimes reigning in that instinct toward preposterous numeric exaggeration is worth considering, though.

Mario stands on the center of a series of concentric circles, with four origami shy guys standing before him. An origami fairy next to Mario says "And they're lined up perfectly, so your attack power went up by 1.5X! I'll, uh, let you do that math."

Ahh, yes, every young Mario fan’s favorite leisure time activity: math.

Depth And Intuition

Paper Mario in its original incarnations took a step back and looked at what made up a satisfying progression system in an RPG. What are the barest essentials? Experience points, earned when defeating enemies and stored up by the player, represent progress towards leveling up and getting stronger. In Paper Mario star points take this role. They are likewise earned after battle, but rather than the traditional system in which XP requirements for each level becomes greater and greater to accommodate the leveling curve, a level up in Paper Mario always requires only 100 star points, at acquisition thereof, the player is returned to a count of 0 star points, and works toward earning their next level. This does not negatively impact pacing or the level curve however, as star point yield from defeated enemies scales with the player’s level. The weaker an enemy is in comparison to Mario, the fewer star points he will get. By hiding the mechanism of the leveling curve like this, Paper Mario removes an inherent mental calculus, easing the player’s mental tax, so they can focus on more central aspects of the game. Hiding information like this can be just as impactful as taking it away. RPGs at the time soon started to realize this fact as more and more RPG level progress is being represent as visual indicators like bars that fill up, rather than just overlarge numbers. The immediacy of being able to see one’s progress simply has an undeniable benefit. 

And yet, leveling up in Paper Mario is no less satisfying nor compelling for this simplification. This is an example of simplifying without removing core appeal. 

Intuition is a key target for those wishing to make games that feel simple to play. Common sense is not common, and appealing to a general or even niche demographic’s natural tendencies is hard. I think it’s one of the most important duties of a designer though: anticipating what your players are thinking. But it is essential that you do – when a game is intuitive, the more naturally play comes. The less you have to explain in detail of your game systems through exposition to the target audience, the better off you are.

Mario stands on the center of a series of concentric circles, surrounded by origami goombas with wings. A text pop up at center-screen reads "Line them up!"

Uh… Yeah, kind of the opposite of this.

In Paper Mario, jump attacks are for the air, and hammer attacks are for the ground. However, jump attacks can be used on grounded enemies, many of which react to jumps specifically. Hammer attacks can only hit the nearest grounded enemy. But that also means… Mario can just run underneath flying enemies to reach grounded ones on the backline. Enemies attached to the ceiling aren’t grounded… so a hammer won’t reach them, but there’s no space above, so you can’t jump onto them. However, several of Mario’s partners have projectiles or other attacks that approach from the side. Mario himself can learn a quake move that shakes even the ceiling! All this is obvious to anyone observing, these rules do not assert themselves in big text-heavy tutorials. Combat in Paper Mario is complicated… but it isn’t. It’s all intuitive. Many of its rules speak for themselves. Don’t jump on spiked enemies. Don’t hit exploding enemies with a hammer. Do jump on koopas to flip them over. Use the hammer on more defensive foes. Use the jump to bypass enemies to those on the backline. You can tell just by looking.

The Complexities of Simplicity

On a stage with an audience, Mario runs up to a fuzzy creature with crazy eyes, and slams it with a wooden mallet.

Now, a game that is elegant is deep yet simple on the player’s end. It doesn’t mean making such systems work harmoniously is a simple task. An enormous amount of thought was clearly put into Paper Mario. The key is the way in which different systems interact with one another, which takes a great amount of planning. Badge points drive the player’s acquisition of unique abilities, which drives their expenditure of flower points, which drives their ability to get through battles without taking damage, which drives their desire to increase their health points, which drives their desire to obtain star points to level up, which drives their desire to battle enemies, for example. In Paper Mario: Sticker Star, a caustic pattern is established wherein rewards for battle are simply not worth the time and effort (because the combat in that game is boring, you see.) Instantly any inter-system cooperation is cut off, and does not matter to the player. They are no longer compelled to do battle and engage with your combat system, so they simply won’t. 

Speaking of making combat engaging and intuitive, I want to comment on the extensive care put into the action commands of Paper Mario. Almost without exception, each of the Action Commands in The Thousand Year door are meant to be abstractions of the actual diagetic action the commanded character is executing. For example, Mario is easy to break down: When Mario uses his basic jump attack, he kicks off of his target with a single, precision strike at just the right moment to get a second jump up successful Action Command. Appropriately, this jump Action Command is a single, precision, well-timed press of the ‘A’ button, or the button already associated with jumping. When using a hammer attack in The Thousand Year Door, the command is a little different. The player must pull the control stick away from the target while Mario is building power, then let it go. This mirrors the motion of applying pressure to pull back a heavy hammer, and then letting its weight carry you into a full overhead swing. Every action command in the game follows a sort of logic like this, but I want to mention one more. One of Mario’s allies is a koopa who attacks by withdrawing into his shell, and spinning up to launch himself at opponents. The action command is to press A, not just as he hits an enemy, but as a constantly scrolling marker overlaps a target point on a bar. Why does it take this form? It represents the spinning! Your PoV is the koopa spinning in his shell, trying to align his target. So clever. 

Princess Peach stands in a computer room full of terminals, screens, and readouts. She says in text "Uh... OK then. Good night." with a nonplussed expression, the leaves.

Yes, The Thousand Year Door Is Actually That Good-

-and you should play it when the remake comes out. Seriously though, the purpose of this post is not to convinced anyone of how great The Thousand Year Door Is. I actually approached this from the assumption that the game is indeed effective at fulfilling its design goals, and I wanted to make the case for my observation of how that was accomplished. The genius of the first two Paper Mario games was in how they opened up an extremely storied and nuanced genre for young people. I basically learned to read by playing Paper Mario. It was formative for me, and it practically built the foundation of my understanding of how elegance and intuition in gameplay mechanics worked. I’ve revisited it many, many times and learned a little something about design every time I go back to it. I hope I’ve been able to impart some of that to you. 

Mario, flanked by a goomba with glasses and a goomba with a ponytail and pit helmet stand before an ornate, ancient door. Mario holds a map aloft, which glows with magic.

It HURTS to be this good!

The Iterations of Luigi’s Mansion

Alright to finish off Spooky Month I’ve got to talk about the spookiest game franchise there is; Luigi’s Mansion. It’s the superlative. There is no other. That’s science. Luigi’s Mansion is an action adventure game (does that mean anything?).. Luigi’s Mansion is a spooky ghost-catching action game centered around methodically exploring a creepy mansion whilst engaging in periodic encounters of high-action ghost-hunting that punctuate the gloom. It released in September 2001 for the Nintendo GameCube, received a sequel in March 2013 titled Luigi’s Mansion: Dark Moon for the Nintendo 3DS, and a second sequel, Luigi’s Mansion 3, in October 2019 for the Nintendo Switch. All the games’ action plays similar on the surface, involving a lot of running around, bumping into things while you fight ghosts in a tug-of-war scenario. They’ll drag you around the room, and you’ll suck them up by the tail with a vacuum cleaner. The player can lean Luigi around in different directions to have a limited control of his movement while the ghosts try to escape his vacuum. Leaning away from the ghosts drains their energy faster, and poor movement control might let the ghost escape. The combat of Luigi’s Mansion is easy to grasp and instantly satisfying. What I’m interested in though, is how the simple systems were iterated on in its followups. In particular, why I found the combat of Luigi’s Mansion 3 so blase so often.

The game doesn’t look that bad for being over 20 years old. At least I didn’t use the 3DS version.

Aha, yes. Plot twist, I actually think the combat in Luigi’s Mansion 3 is pretty weak in comparison to its predecessors. The games play mostly the same, and there aren’t that many elements in play here, relatively speaking, so it shouldn’t be too difficult to suss out what’s going on here. Luigi’s Mansion 3 introduced a mechanic called the slam to Luigi’s arsenal, which allows him to, after vacuuming a particular ghost for a short time, repeatedly slam the ghost into the ground, in any direction, stunning and damaging other ghosts while annihilating his main target’s energy. It quickly becomes a one-size-fits-all solution to any ghost altercation outside of boss fights, and isn’t an especially engaging mechanic on its own.

My brain cells preparing to critique one of the Nintendo Switch’s most critically acclaimed games

Luigi’s Mansion 3 was never going to miss out on its well-earned popularity for lack of a more considered difficulty curve. Being too easy isn’t exactly the problem I have. Luigi’s Mansion 3 was always going to be popular because it is one of the most lavishly produced, polished, and animated Mario games of all time. I don’t really think Luigi’s Mansion 3 has bad combat. On the contrary, I think one among the many reasons for Luigi’s Mansion 3‘s notable anticipation was due to its less talked about predecessor’s proof of concept. It showed that the off-beat, frankly weird gameplay of Luigi’s Mansion was a formula with staying power that had room to grow as a robust system. Indeed, Luigi’s Mansion: Dark Moon doesn’t quite get the credit it deserves for what it contributed to the notoriety and design ethos of Luigi’s Mansion. Luigi’s Mansion 3‘s combat has its basis in Dark Moon and works well enough as a result. Dark Moon is where most of the changes to the formula came from and they are for the most part, positives.

The strobulb is Dark Moon‘s first prominent addition. Where in the first game, sweeping one’s flashlight over a ghost’s exposed eyes was sufficient to stun it and open it up for being captured, Dark Moon requires an active button press. The light will flash brightly, and anything caught in its cone will be stunned. The strobulb can also be charged up for a wider flash that is less likely to miss its mark, and has the added bonus of hitting many more ghosts at once. The original GameCube game made stunning ghosts in this way passive – simply sweeping the light over them is sufficient. Speaking of passivity, I liked the way the first two games in this series made defeating ghosts such a concerted effort. They would drag Luigi about the room, possibly ramming him into obstacles. The player’s own control input was the only thing stopping them. Admittedly this aspect of being dragged around a room began to be de-emphasized in Dark Moon, and that trend continued in 3.

Finished in a flash … *cough*

On the flip side, Dark Moon added the power surge ability, which would let Luigi deal extra damage to a ghost he had been focused on for a certain amount of time, uninterrupted. Adding this simple additional button prompt helps keep the player feeling like an active participate, among other advantages like rewarding skilled play. The slam move is an iteration of the power surge, whereas now pressing the button after focusing on a ghost will slam it into the ground for massive damage, and this can be repeated multiple times on one charge. The move is so powerful and repetitive I often found myself passively clearing rooms of ghosts without thinking much of it.

That’s not to say that passively oriented gameplay is inherently a negative. There’s plenty of passive gameplay in Luigi’s Mansion anyway. It’s an atmospheric piece about slowly creeping through an abandoned estate. If action is half of what you do, the other half is kind of just wandering around, albeit in a extremely realized world dripping with personality. The point is, the action could stand to have some active engagement to accentuate and contrast the more low key exploration. I think something that made the original GameCube game’s spooks stand out as so, well, spooky was how legitimately threatening ghosts could be, and how that threat made a real intrusion upon the quiet tension of Luigi’s nervous wanderings. Luigi’s reactions are telling me that I should be elevating my heart rate when ghosts appear, after all. The ghosts need to pose a legitimate threat.

Ghosts’ erratic movements can reposition Luigi into obstacles if you’re not careful

Luigi’s Mansion 3 is not lacking for interesting boss fights that feel legitimately threatening, but while bosses are often a highlight of their games, moments that stick out as particularly exciting or memorable, they’re not what you’re going to be doing in an adventuring game like Luigi’s Mansion 80% of the time. If most of what you do is fighting mooks, or if even half of what you do is fighting mooks, fighting those mooks may as well be fun, or at minimum engaging. I found the slam ability’s overwhelming power and utility distracting from this. I wasn’t engaging the core Luigi’s Mansion experience like I used to. I missed those chaotic tugs of war. What’s more, the animation for this maneuver just looks… wrong. I did mention this is among the most lavishly animated Mario games ever, and it completely is. There’s some real talent and attention to detail on display here, so it’s kind of confusing how strange the transition is on this loop of Luigi slamming the ground. The way he’s leaning his weight around just doesn’t make much visual sense. It looks much more like he’s supposed to shift from slamming on one side to the other, yeah? The natural motion here would be for him to swing the grappled ghost over his head. This is fairly obvious if you go out of your way to alternate what side of Luigi you’re slamming the ghost on.

The biggest problem, though, is in how powerful the slam move is, relative to how easy it is to use. The power surge mechanic in Dark Moon only served to accentuate and accelerate the flow of gameplay as it happened. An enemy with a piddling 10 hp is probably going to be captured by a skilled Luigi pretty quickly regardless, so the addition of the power surge mechanic would let a skilled player skip that extra 5 hp at the tail end of the engagement – we all knew they’d get through it no problem anyway. In this way it’s a reward for skilled play that keeps things smooth and flowing, but it doesn’t overtake the game’s main combat mechanics, it merely augments them. The slam, on the other hand, functionally replaces the combat of Luigi’s Mansion as it had existed up to the point of Luigi’s Mansion 3. It’s not a extra tool that augments gameplay, it’s a sledgehammer that is overwhelmingly more powerful than engaging with the game’s other tug-of-war mechanics. More often that not, the goals of struggling in a ghostly suction-y duel are shuffled aside for the goal of simply reaching the point where you can start slamming which, while rewarding in its own way, gets awfully repetitive in how readily available it is. It begins to homogenize the combat encounters of the game.

The slam animation loops really awkwardly, and IT DOESN’T SUCK UP GHOSTS WHAT?!

I have to touch on the fact that when defeating a ghost using the slam, it does not, I repeat, does not, get sucked into Luigi’s vacuum. Defeating ghosts in Luigi‘s Mansion near-universally results in the ghost’s malleable body getting all smushed into the mouth of the device, before disappearing into it with a satisfying slurp and *pop* sound. Delightfully expressive flails of panic from the victimized ghosts accompany. It’s the punctuation of ultimate victory over your foe. The cherry on top. The fullest realization of the fantasy of Luigi’s Mansion– being a ghost hunter. Any and all dark spirits no matter their might may be laid low before the great equalizer of an overcharged vacuum cleaner. There’s little more satisfying than that in the game. The idea that the most powerful move in Luigi’s Mansion 3 is also the only way to dispense with ghosts without that oh so sweet final animation of a ghost being sucked away into oblivion is utterly baffling to me. How is a ghost even destroyed? Is that not the point? They’re already dead, so you need to capture them with a device, right?

Ahhh, that feels better

This may seem like a minor point, but I cannot under-emphasize the importance of nailing the aesthetics of your game to work in concert with its mechanics. Would Luigi’s Mansion be as fun if everyone and everything were replaced with featureless blobs? No, I don’t think so. I don’t think its as fun if it’s missing even this one crucial animation and sound effect. Destroying ghosts just doesn’t feel right compared to capturing them in this setting. Imagine your favorite tense or emotional scene from your favorite dramatic game, or movie. Now imagine it set against the backdrop of this music. I just cannot reconcile the incongruence here. If you defeat a boss ghost with Luigi’s slam ability, the ghost-getting-sucked-into-a-vacuum-cleaner animation plays in its entirety, because of course it does. Why is this not the case for regular ghosts, whom you will be encountering far more often? It throws off the whole vibe of the game, so I have to physically restrain myself from using the most powerful tool in Luigi’s arsenal if it would finish off a foe, and that feels terrible.

Ahhhh, one more for good measure. So satisfying

Now if this sounds pretty harsh, don’t worry, because this is the part where I shower praise on the slam mechanic, as it is not a bad concept by any stretch. One of the greatest strengths of Luigi’s Mansion is its slapstick and cartoonish aesthetic. Action in these games quickly becomes outlandish and comedic as kitchenware flies off of shelves, vases are smashed, and tablecloths go whipping about in the scuffle. The thought of a struggle with Luigi escalating to the point that he’s literally slamming stubborn ghosts over his head like he’s hammering a tent peg into the ground is inherently hilarious, and perfectly congruous with the game’s general feel. Having this big and bombastic move to build up to gives every encounter a concurrent goal alongside simply ‘defeat all the ghosts’. It does potentially offer an interesting choice between slamming ghosts or simply sucking them, were it rebalanced to make the latter method more viable. The addition of an attack specifically for dealing with large crowds of ghosts also fills a niche in Luigi’s moveset that could allow for a far more varied and interesting array of encounter designs.

There are so many possibilities. Ghosts that wear armor which needs to be slammed into pieces before they can be properly captured, ghosts that can only be captured after they’ve been slammed into water, ghosts that only take damage if other enemies are slammed into them, rooms full huge numbers of ghosts that are best dealt with using the slam to thin out their tanks. The list of goes on and on. If it were just a little less frequent, if it were just a little less powerful, if it didn’t replace the more seamless power surge ability, and if it were just a little more in line audio-visual-wise with the rest of the game (by which I mean, allow the slam to suck up regular ghosts like it does bosses), I’d probably be over the (dark) moon for this addition to Luigi’s repertoire. The point is, the slam is a potentially excellent addition that fumbles in the execution.

Personally, I think a slam in this scenario would’ve been a bit excessive

What’s frustrating about this, is that Dark Moon had already figured out how best to implement this. In the game, there are instances where the power surge technique can charge up to multiple levels, by spending more uninterrupted time connected to a particular ghost. In essence, by proving you are able to keep up with a ghost for a longer period of time, you are rewarded with a great amount of damage you can ‘skip’. A longer charge yields greater damage, but also requires making a meaningful decision as to whether hanging out for a little longer for a little extra damage is worth it. Why not implement the slam in a similar way? After suctioning a ghost for a short period of time, you could power surge to get some extra damage. Useful for quickly dispatching small ghosts, or for pumping the damage on a ghost you’re not totally sure you can hang onto much longer. If you can, however, stay connected for a decently long period of time, you can instead slam them for much greater damage, and the added bonus of stunning and damaging other nearby ghosts. This implementation would be a lot less repetitive by making the slam more specialized, requiring a greater investment of time and risk to perform. By specializing the slam more, you improve the flow and perceived speed of the game, because Luigi’s tug of war action with the ghosts is no longer being constantly interrupted. The slam now acts as a crescendo to more gradual and engaging interest curve within each combat encounter, while most of the benefits of the previous version of the slam remain intact with the power surge as a replacement.

Right. I’ve gone on and on about the changes to the combat formula of Luigi’s Mansion that I didn’t care for. To be clear, I did not dislike the game. It’s gorgeous, funny, and engrossing with an abundance of creativity on display. Its polish is outstanding in almost very way, but it could’ve have been even better if all of its gameplay was as overachieving. That’s the ultimate takeaway I have here. Luigi’s Mansion 3 has almost all good ideas, but not all of those ideas are executed as superbly as they could be. The way the slam ability ironically beats the game’s own combat mechanics over the head distracts from the combat’s other strengths, and moves the game away from those strengths. Luigi’s Mansion 3 deserves a lot of praise for bringing one of the Mario franchise’s weirdest entries back into the limelight and to a bigger audience than ever before. I just hope they keep iterating on its quirky gameplay and don’t forget what great ideas all of its games brought to the table. I hope a new surge in its popularity doesn’t mask the fact that no game is perfect, and Luigi’s Mansion still has room to grow. Forgetting that, would be the spookiest fate of all. Happy Halloween everybody!

What do they feed you Mario Brothers anyway… Gullible Soup?