Musing: About Dream Team (1)

The not-so-bad sequel to Bowser's Inside Story
So, I recently started replaying both Bowser's Inside Story and Dream Team. First, it was just the former, but now, I've somehow found myself hooked on full-on beating Dream Team again. While I'm a "save-the-best-for-last" kind of guy, there's this genuine appreciation for what the game accomplishes that makes this particular playthrough of the Mario Bros.' fourth adventure a bit more enjoyable. But first, some background.
When Dream Team was first announced, I was both elated and cautious. The idea of finally getting a Mario & Luigi game on the 3DS was tantalizing, but the art style was so different from its predecessors that it almost felt... "wrong". There was a charm to the lower-level, cartoonish graphics of the first three games that simply worked for whatever AlphaDream was going for.
Now, I still enjoyed Dream Team once it came out (that is, after getting through the obnoxious slog of tutorials at the start), but it didn't feel the same.
Now, I still enjoyed Dream Team once it came out (that is, after getting through the obnoxious slog of tutorials at the start), but it didn't feel the same.
The battles felt slower and didn't seem to have as energetic a pace as those of Bowser's Inside Story, nor of Partners in Time. The game's writing didn't have the amount of charm and wit either, at least not as consistently. The main baddy, Antasma, was nowhere near as creative as Fawful. Granted, a Fawful ripoff would've been worse, but the seeming lack of effort was almost sad. Even the way Mario and Luigi sounded was off to me.
Gripes aside, Dream Team is still a decent game. Considering Bowser's Inside Story was pretty much the series at its peak before AlphaDream eventually went the way of the dodo, I realize now Dream Team does a fair job of standing out on its own. Not good, but fair.
For one, it features an original setting that isn't the Mushroom Kingdom (automatic points right there). On top of that, it brings back 2D levels (via the dream world) and giant battles (also via the dream world). It also built upon the "Bros. Badges" system introduced in Bowser's Inside Story through being able to keep in stock at least two badge effects so that you didn't have to wait until you actually needed it before resetting the meter or use up a turn using an item to refill your HP or BP (very convenient). Lastly, the game has some top-notch music for certain areas, especially Somnom Woods, which boasts one of the best themes in the series and may just be my favorite part of the game because of it. The only area I have a hard time with, and not just because of the music, is Mount Pajamaja but that's pretty much it.
That just about wraps things up for this musing. Next musing will be about the future of the series and AlphaDream's questionable decision to remake Bowser's Inside Story.
References:
https://www.mariowiki.com/Badge
For one, it features an original setting that isn't the Mushroom Kingdom (automatic points right there). On top of that, it brings back 2D levels (via the dream world) and giant battles (also via the dream world). It also built upon the "Bros. Badges" system introduced in Bowser's Inside Story through being able to keep in stock at least two badge effects so that you didn't have to wait until you actually needed it before resetting the meter or use up a turn using an item to refill your HP or BP (very convenient). Lastly, the game has some top-notch music for certain areas, especially Somnom Woods, which boasts one of the best themes in the series and may just be my favorite part of the game because of it. The only area I have a hard time with, and not just because of the music, is Mount Pajamaja but that's pretty much it.
That just about wraps things up for this musing. Next musing will be about the future of the series and AlphaDream's questionable decision to remake Bowser's Inside Story.
References:
https://www.mariowiki.com/Badge
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