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Fionordequester Random nobody Level: 4 Posts: 1/2 EXP: 178 For next: 101 Since: 06-19-11 Since last post: 10.9 years Last activity: 10.9 years |
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| I've been playing through the two games, lamenting at how two games I really loved have been made boring to me when I realized just how easy they were. Now, it's not so bad with Paper Mario, since at least with that game, there's a consistent difficulty curve that actually DOES get hard towards the end, but with Paper Mario: The Thousand Year Door, there were times I had to wonder whether the game was fully playtested. For example, why are the Chapter 4, 5, and 6 bosses actually EASIER to beat than the Chapter 3 boss? Why trivialize the Chapter 6 boss by making it's tentacles trivialized by Thunder Rages that you can buy for only 10 coins RIGHT BEFORE YOU FIGHT IT?!
I mean sure, the endgame bosses might've been able to give you a decent challenge, were it not for the fact that there's a merchant who gives you Boo Sheets for only 24 coins (in a game where even something as useless as an Attack FX Badge sells for 50 coins). And that's not even getting into tactics like using your partners as meatshields, Danger Mario, Super Guarding, overpowered Star Powers, and all of that. Basically, you almost have to try to make this game hard. It was then that I started surfing the forums, and found this thread full of beta information. Apparently, all of the bosses in this game were supposed to have much higher stats than they ended up having in the final game, and there were even multiple enemies and bosses (both optional and mandatory) that were cut out of the final game. Here it is... http://www.mariowiki.com/index.php?title=Paper_Mario%3A_The_Thousand-Year_Door%2FBeta_elements&action=historysubmit&diff=739069&oldid=727057 Is anyone here interested in maybe making a difficulty mod to shape the boss stats according to what's on there (changing some stuff here and there if you prefer of course), as well as doing some other rebalancing stuff? Just wondering. |

