They're really afraid of explicitly showing the consumables on-trailer, huh? I can see why, but uh, if they know it's a problem why are they in the game?
Saw this trailer and though "This looks really good visually, but those big attacks feel like the big sticker attacks, I hope that doesn't mean--" and then the treehouse stream confirms my worst fears.
All they had to do was make items not consumable. You could even keep the annoying item limit.
Edit:
That trailer was almost Parodius levels of weird. Also I guess there's Paper Koopalings now
I haven't played a Paper Mario game since TTYD and I kind of want to give this one a shot (mostly because I really love the style it has going on), but apparently most people utterly loathed the 3DS game this one's heavily based on?
Aside from lack of story or fun characters, what made the gameplay so shit in Sticker Star? I'm reading something about bosses requiring specific items/attacks to beat them or something?
You know that thing in RPGs where you don't want to use that hi potion because you can't buy another even though they're semi-common drops in the world? And you'll NEVER use that elixir because, really, it's too good, you'll use it later?
Imagine every. Single. Action. in battle has that same anxiety to it. And you can't hoard items either, because you have a fairly strict limit. And battles don't drop more items, only coins to buy the most basic actions back, which requires a trip back to town every time. you can get extra big, extra rare items to beat bosses...but they take even MORE space and are even HARDER to part with, but you can't hoard them or you'll run out of space.
It HATES you. The game HATES you and it wants you to suffer.