Paper Mario: Color Splash is one of those Nintendo games that looks like nothing else on the Wii U. Irreverent and strange, the title lives in the conflicted territory between platform-adventure games and RPG.
The game when Toad goes missing in Port Prisma seaside resort. Mario must smash his way through battalions of Shy Guys in the vacation spot. The plumber will save the day with the help of a special color-splashing hammer and a free paint bucket named Huey.
Color Splash doesn’t go all the way in RPG elements like the original Paper Mario: Sticker Star or Mario&Luigi: Paper Jam Bros. But it has all the features that differentiate the series: it’s beautiful, talented, funny, entertainment and has an extended gameplay. The game has a price tag of $59.99 on digital and physical retailers.
The core game of Paper Mario: Color Splash
There are other 39 areas beyond the starting Port Prisma, from icy locales to humid tropics. The player has the task of coloring the regions, with one of the three primary colors (red, blue, or yellow), but the hammer holds a limit quantity of paint.
Mario must blast colored objects to steal their color and progressively upgrade the weapon so it can hold more paint. Hammer experience points, in the form of stick icons, drop as loot after each battle.
By the time Mario clears 20 or so stages, the hammer won’t be running out of paint anymore. Also, the player will have access to other hammers, like one unrolls paper bridges to cross over ledges
The main combat mechanics are the combat cars
Each card represents an offensive or defensive move. Mario can build up his combat decks by buying cards at a shop, and he can rack up the damage by timing attacks.
Mario must earn high-end cards to access the difficult parts of the stages and defeat the strongest enemies.
There is a training dojo in Color Splash where players can learn how to time strikes without sacrificing cards. Morse so, different cards count as variants of an attack or defense skill that functions the same way, just with varying degrees of power. So, jumping on a Goomba with an iron boot is the same as jumping with a beat-up boot.
Most enemies have particular weaknesses, so the player must choose the right cards for the right opponents. Some strategies go as far back as the original Super Mario Bros., like using a Koopa shell to clear a row of enemies; and some others as overpowered as using a Final Fantasy-like summon to blow away a couple of Shy Guys.