New pro-trans narcissist: https://youtube.com/watch?v=BfAxZEcc_aM
Honestly, I did not watch the whole thing. I had to stop after he recycled 'trans peopl exist' and 'you find trans people hot'... which was in the first minute of this video.
“X should be celebrated because it exists” is one of the most retarded arguments out there. Pedophiles exist. Rapists exist. Murderers exist. Maybe we should celebrate those too since existing is such a noteworthy achievement? inb4 “they do celebrate them”
That's all people will remember it for, not as a remake of one of the most beloved games of all time... but as that game where Vivian said #TransRights
How about any? I'm not telling you that there's literally nothing good about the game, I'm a sucker for any additional content so even the minimal shit they added is admittedly interesting to me, but those minute flourishes you mentioned are negligible compared to the downsides. It is not fine, the negatives outweigh the positives.
“X should be celebrated because it exists” is one of the most retarded arguments out there. Pedophiles exist. Rapists exist. Murderers exist. Maybe we should celebrate those too since existing is such a noteworthy achievement? inb4 “they do celebrate them”
I thought that it's been proven that this is just one of the middle-phases of the Left's attempts at consolidating power or something? I mean, shit's radioactive enough as it is, hardly anyone is pushing back against it, and it's so retarded that it's moronic on both sides to keep arguing about it because shit like this is an engineered distraction
I'm a sucker for any additional content so even the minimal shit they added is admittedly interesting to me, but those minute flourishes you mentioned are negligible compared to the downsides. It is not fine, the negatives outweigh the positives.
I really feel the opposite, the negatives suck, but they don't appear as often as they should, so the positives outweigh the negatives for me, but only for a slight margin. Overall, I guess we can agree on disagreeing.
SMRPG Remake is a certified 10/10 remake in my eyes, but I can't see it being the standard since it would be too high.
.... Which is not a bad thing, I WISH it was the standard, but it would be too of me to expect a Paper Mario 64 remake to be as high-quality as that one for example.
I really feel the opposite, the negatives suck, but they don't appear as often as they should, so the positives outweigh the negatives for me, but only for a slight margin. Overall, I guess we can agree on disagreeing.
SMRPG Remake is a certified 10/10 remake in my eyes, but I can't see it being the standard since it would be too high.
.... Which is not a bad thing, I WISH it was the standard, but it would be too of me to expect a Paper Mario 64 remake to be as high-quality as that one for example.
Aside from the Amazee Dazees or whatever, is there a good spot to grind? The fucking things keep running away, and then the other ones run too, so I can't run away and restart the battle. Tried using the Sleepy Stomp, but it never works.
You should not have to grind if you fight every enemy on every screen you enter. Several of the fights (specifically the surprise Bowser fight after Grodus) have good odds of sending you to a level up screen (and therefore full health) exactly when you need it most.
But. If you want to grind, you've already found one of the best spots.
I agree. I think I was level 25 when I beat it? And that was only because I did the pit twice not knowing that Whacka wasn't going to be there right away. I tried to grind to level 100 after I got the gold badge, but decided against it. The game really discourages grinding.
At the very least if you really want to counter the tranny cope and seethe, there's not enough in the remake's dialogue to say with all certainty that it's about being transgender. The Japanese version, maybe, but in English you can take that extra line they tossed in there and say Vivian doesn't mean it literally. Boom, trannies destroyed.
You should not have to grind if you fight every enemy on every screen you enter. Several of the fights (specifically the surprise Bowser fight after Grodus) have good odds of sending you to a level up screen (and therefore full health) exactly when you need it most.
But. If you want to grind, you've already found one of the best spots.
Game was fun. End credits were cute. But the fact that they didn't add more content in aside from the soundtrack, designs, and boss fights, it was disappointing. Backtracking was mercifully easier thank christ.
I am bummed they never implemented the og PM1 partners that they had the data files of. The pictures in Mario's home were cute. But still.......
I agree with that, but there are some situations where it works out regardless. Another big example for me is Earthbound. The localization is full of life but I played one of those “literal translation” hacks a few years ago and the text was boring as hell in comparison. Maybe certain nuances got lost in translation, I don’t know.
Most of Earthbound's "localization" was the actual localization kind of putting in joke or pun equivalents for stuff that doesn't carry over into the english language. There's trivia stuff out there that goes over every change and it's almost entirely shit like "the octopus eraser didn't make sense as a pun in english so we made it a pencil eraser". It's not the shit we've been dealing with the last near 10 years now where they insert random memes into scenes or censor/stretch out/completely alter shit on the fly constantly. The unofficial Mother 3 translation is as good as it is because it follows the methods the official Earthbound one uses.
Aside from the Amazee Dazees or whatever, is there a good spot to grind? The fucking things keep running away, and then the other ones run too, so I can't run away and restart the battle. Tried using the Sleepy Stomp, but it never works.
If the Amazee Dayzee runs away then run away yourself, it will reset the battle for you to keep trying to put it to sleep.
I've also equipped two Sleepy Stomp badges to ensure it stays asleep at least for 5 turns once it lands. Bring Goombella with Rally Wink to try again if the first one didn't put it to sleep.
Otherwise you can just Supernova, Rally Wink and Piercing Blow with the Ultra Hammer. Some people bring Trial Stews if you really want to get autistic about the grind. Btw the Fast Travel pipe added to Creepy Steeple lets you go back to get some sleep and recharge SP to make it much easier.
Like I said, the problem is that the other ones run away before I can run. It happened like three times before I gave up. I'll try the Rally Wink idea, though.
Though, now that I say that, I wonder if the normal Dayzees are more vulnerable to Sleepy Stomp.
While I'm not defending the 30FPS decision something interesting I noticed recently was that the majority of Paper Mario games are actually 30FPS.
Paper Mario (2001) - 30FPS
Paper Mario: The Thousand Year Door (2004) - 60FPS
Super Paper Mario (2007) - 60FPS
Paper Mario: Sticker Star (2012) - 30FPS
Paper Mario: Color Splash (2016) - 30FPS
Paper Mario: The Origami King (2020) - 30FPS
Paper Mario: The Thousand Year Door (Remake, 2024) - 30FPS
So out of all the Paper Mario games only two of them ran at 60. Now while 60 would be ideal for all of these games I do find it interesting that nobody really complained about this up until very recently. Perhaps it's a concious design decision? Or the team would rather prioritize the paper aesthetic at the cost of framerate?
While I'm not defending the 30FPS decision something interesting I noticed recently was that the majority of Paper Mario games are actually 30FPS.
Paper Mario (2001) - 30FPS
Paper Mario: The Thousand Year Door (2004) - 60FPS
Super Paper Mario (2007) - 60FPS
Paper Mario: Sticker Star (2012) - 30FPS
Paper Mario: Color Splash (2016) - 30FPS
Paper Mario: The Origami King (2020) - 30FPS
Paper Mario: The Thousand Year Door (Remake, 2024) - 30FPS
So out of all the Paper Mario games only two of them ran at 60. Now while 60 would be ideal for all of these games I do find it interesting that nobody really complained about this up until very recently. Perhaps it's a concious design decision? Or the team would rather prioritize the paper aesthetic at the cost of framerate?
While I'm not defending the 30FPS decision something interesting I noticed recently was that the majority of Paper Mario games are actually 30FPS.
Paper Mario (2001) - 30FPS
Paper Mario: The Thousand Year Door (2004) - 60FPS
Super Paper Mario (2007) - 60FPS
Paper Mario: Sticker Star (2012) - 30FPS
Paper Mario: Color Splash (2016) - 30FPS
Paper Mario: The Origami King (2020) - 30FPS
Paper Mario: The Thousand Year Door (Remake, 2024) - 30FPS
So out of all the Paper Mario games only two of them ran at 60. Now while 60 would be ideal for all of these games I do find it interesting that nobody really complained about this up until very recently. Perhaps it's a concious design decision? Or the team would rather prioritize the paper aesthetic at the cost of framerate?
People didn't complain about them for the following reasons
PM64: It's an N64 game, and unless you're Fzero X or Smash 64, every N64 game has a shit framerate. Frankly the fact that Paper Mario 64 still looks and runs better than every Rare title on the console is both a testament to PM64's quality and just how shitty N64 optimization was, especially from Rare
Thousand Year Door: Came out at a time when consoles were powerful enough that devs could make good looking games that also ran well. There was a brief period of time between 2002-2004 where 60 fps was the standard, not the exception. Alot of the best looking games during that era were 60 fps (Fzero GX, Ratchet and Clank 1, Metroid Prime, Jak 2, Metal Gear Solid 2, I could go on) The high framerate also has alot to do with TTYD being so similar to PM64, with very small maps and simple effects, the simple art style and assets give the console more wiggle room to run at high frame rate
Super Paper Mario: Came out on very similar hardware (originally meant to be on Gamecube) running on the same engine, so 60 fps was basically a given. And plenty of people complained about how this game looked visually, particularly when switching into 3d and comparing it to TTYD.
I'm still not a big fan of alot of the townsfolk character designs from SPM, I get that it takes place across multiple dimensions, but all the townspeople look the same made up of basic geometric shapes. Wish they went with more wild designs like the Beta cats they found in the Korean version
I wanna get to know these dudes, tattle them with Tippi, learn their names. It's a hell of a lot better than seeing these cunts and their clones/cousins in every fucking dimension
Sticker Star: It's a handheld game, on a weak handheld that could only run N64 ports like OOT3d and Star Fox 64 3d at a stable 30 fps. Combine that with the fact that the game essentially has to render everything twice for the 3d effect and 30 fps was basically a given.
Color Splash: This is the only one where they probably could have gotten to 60 if they had tried. Levels are still mostly very small, and while the texture detail and resolution is definitely higher, I feel like if Smash 4, Mario Kart 8 and Super Mario 3d World could run at 60 fps on the same system, Paper Mario didn't have much excuse. It's also only 720p, which even for the Wii U is kinda pathetic. Only theory I'd have is something with the paint effects forced them to drop the fps. To be fair though, if you search, there are several threads on various websites of people complaining about Color Splash not running at 60 fps so it's not like "nobody" was complaining about it. You probably didn't hear about it because it was a shit game that sold like shit on a console that sold like shit.
Origami King has some huge levels, more detailed models, textures, lighting, and effects compared to anything that came before it. I, and most other people give it a pass for only being 30 fps. Again, maybe with more optimization they could have got it to 60, who knows, but it's not worth getting annoyed over since they were pushing the limits of the hardware in other ways.
The main reason people complain about the TTYD remake and not about the others is because we know this game is fully capable of running at 60 fps on a console released over 2 decades ago. Going back to those N64 ports on 3ds I mentioned, it'd be like if Star Fox 64 3d ran at 10-20 fps, when it ran at 30 on original hardware. Origami King looked better than TTYD Remake, and had much larger worlds with more stuff going on, yet both target the same framerate. Mario Odyssey is also on switch and has 100x more going on that the TTYD remake yet it also targets 60. Unlike every other Paper Mario game, a 30fps framerate is a symptom of laziness and/or incompetence rather than Hardware limitations or pressing the envelope visually.
As for the Paper aesthetic being the cause of the worse framerate, it's pure laziness. Making Mario fold and crumple more or giving everyone a white outline isn't going to magically make the game run 1/2 as well. It's the lighting and other visual effects. Either tone those back, or better yet, optimize whatever Wii U spaghetti code that's still hanging around since Color Splash. The Origami King engine is built around big levels and dynamic lighting. TTYD isn't. Obviously when you slap a completely different game with completely different design ethos and visuals into a different engine it's going to require some tweaking of that engine, which they apparently didn't care about doing. It's not like much needed to be done, the current game can already run at 60 fps 99% of the time on an overclocked Switch. I'm sure with a little extra tinkering the same could have been done on a stock switch.