Let's start by the intro before the core gameplay, it's quite standard. One thing to note, it took me a long time before getting the pun with pillow...,blame that apostrophe.
I'm first going to bring something which I heard A LOT of complain, tutorial. Let me say honestly, NO THEY ARE NOT THAT ANNOYING, the game is bloated with them however. I would wish the game took a more discrete approach like paper mario loves to do, but it's just not very annoying.
Now, the story is....well, just don't expect deep love story with a computer, expect more basic plot that alone doesn't make you want to play. I think it's clear that it wasn't the focus here.
What I will bring however is the humor. This has now became clear to me how m&l is vastly different than paper mario in that regard. While TTYD will try to break the fourth wall often, the main charm of its humor is that the humor is very silly, but presented with a deep connection to the real world. Ch 3-4 from spm and the credit card fraud from TTYD are great examples, it's silly, but reflects something that happens in real life, kinda like what the series mother tries to do (the series actually revolves on that).
m&l will not try this however, its main focus will try to push the humor to the farthest boundary possible resulting in blowing things out of proportion and so, it becomes so absurd that it become funny, but you won't really have the connection with the real world.
The French text mix as well as the "hoo" are great example.
And this is why I didn't laugh much in dream team, there's not much connection with the real world. The jokes might be funny if I took them from another angle, but I'm a logical guy, for me, pointing out silly logic which the contradiction in real life is clear will make my brain react, but I'm not one of those guys that would laugh when the salad gif on this thread happened, It just makes me question what is so funny about it? There's nothing wrong with it...That's the same thing that happens when I play m&l. I don't just laugh at randomness or weird things, I laugh at logical humor that is meant to not make sense because I would get it instantly.
The thing that proves my point is there's actuallysome part which I laughed that are more closer to the paper mario philosophy. The part when the badge shop guy goes from 1000 coins before giving the badge for free was funny, the fade out + music when the boss in the desert is hurt, the dream you have when drinking the fountain (that game over screen, lol) and the fake killing bowser (this is genius because for a split second you see the hud).
But these are logical, I laugh because something was wrong in the logic. The rest of the game was just not very funny to me and the text became bland to me. some are even hard to read with how they try to mess up the English to have weird stuff, but I didn't find any enjoyment to read them, my brain had trouble to read actually.
As for the graphical design, it is gorgeous, but variety isn't a focus unlike paper mario. Sure, there's variety between the world (unlike sticker star), but the variety inside an area feels repetitive at one point. It just doesn't have as much effort in the charms of them and I think it's because paper mario has to try variety with how unconventional the artstyle is, m&l feels more standard and thus, it doesn't really need variety or that much charms. I still think it's a flaw in the prsentation of m&l because it just doesn't make me stop and admire, it just passes and it goes away once I'm done, it doesn't leave much memories.
As for the dream world, same thing, but I praise the 2.5d design. It's messed up with the background and foreground reflecting how random is a dream. there's unfortunately less variety inside worlds however.
As for music, some left a slight mark of memory. The minigame music, the weird dialog music and kinda the boss music mainly, but the best music by far is the dreamy pillow castle music. It's so much happy, it felt like the first village music in smrpg, it tries to push happiness constantly. Unfortunately, not much were THAT good and it has to do with how I enjoy music. I suck at multitasking, decoding multipledistinct complex sounds at the same time is harder for me than decoding a main track with the background following with simple sounds. The dreamy castle music is a great example, the sounds are very simple and the background is quite merging with the track. This is why I love so much the ttyd ost, it's 8 bit style, simple, but can go very well.
As for the logistic OH NO! THERE WAS ONE ERROR AHHHHHHHHHHHHH!!!!!!
Lol, it's minor though. the room before fighting giant bowser has a canon that shoots ball down. You need to spring jump while they go down to destroy them, but nothing tells you it's possible, it took me a quick internet to find it. however, the rest was flawless making it a non frustrating experience.
About giant battle, I have a mixed opinion, sure, they look gorgeous (especially the wakeport one), but they just felt like QTE instead of strategic battle with action command. The flow is very restrited and I honestly think more effort have been put in the strategy.
A quick note on the gyroscope, I loved to use it. it just works well unless you didn't get that the picture of the guy looking at its 3ds meant to allign the console so the screen faces up. It took me a game over on the zeekeeper to get that.
Let's finally get to gameplay, the overworld, I honest still think it's flawed like pressing 2 buttons to jump and the frequent modes switch, but it's actually decently playable. In fact, these flaws played a very minor role, it lead to some confusion and mistakes, but it wasn't near as bad as superstar saga.
Let's finally get to the core of the review, battle gameplay. This is where the line between paper mario and m&l thickens, it's not similar in practice at all, only in theory. M&l requires you much more practice and handling than paper mario, it revolves a lot more on the execution than strategy while it's the opposite for paper mario. In fact the most obvious thing with m&l is how that unless you're a ninja, some attacks are near impossible to dodge without knowing the signal beforehand (seriously, it's sometime unfair). Paper mario, you can "feel" the signal because it's always when you are about to get damage. A very short statement would be m&l requires you to use the cue the games gives while paper mario, just create your personal cue, the timing is constant when you get or give damage unlike m&l.
And this actually gives a nice challenge, it sometime is hard for the wrong reasons: it's so unforgiving. Messing the timing of dodge can cost you a game over and for messing the attacks, you get more chances to mess up the dodge. Yes, the dodge is in order of magnitude MMMMMMMMUCH harder than attacking. Some attacks are SO LONG that it actually made me flee every battle in bowser's castle and the summon woods, it's just so annoying to deal with, it feels like a punishment to get into a battle with how long a very simple attack can last, it became frustrating.
But this system brings one flaw that I think is the main reason why I don't like this system, the lack of strategy. Interestingly enough, this is actually similar to smrpg where the bosses are so long that it becomes an endurance battle instead of a strategical one, So, even though I felt a similar enjoyment when fighting bosses, it had a lack of strategy. You only have a single jump, a single hammer and max 5 bros attacks PER TURN! Paper Mario has....well, the one you wants! the difference is huge between having very basic strategy options and having diverse one with MANY expansion possible. Again, I'm a logical guy, focusing on execution is just not my tastes. I did like the challenge of the bosses however.
As for why I didn't beat the final boss, I beat antasma fine, but the final boss would require grinding, I fled too much, and I just don't want to deal with so long attacks to grind myself, it'll take too much time for what it's worth.
There was some surprise of the game that were appreciated, the minigames as well as the artwork puzzle gave charms to the game. I cared at the beginning for the expert challenge, until it became insane to not care much.
The big question: was this game worth 40$ after all?
Yes, but not as much as I would want to. The overall experience with all like and dislikes was....average. it's the type of game that I would play once.....and that's it. there's not much memorable part, nor something that made me react that much that I would recall next month. Some parts worth mentions, but not as much as I would want to. It does worth 40$ but it's far from what I qualify as masterpiece. paying the game 28$ however was a bright decision, excellent value for 28$.
lastly, the demo was really weird. they show scattered part of the game, beginning and even getting a part of the ultibed leading me to believe that what we saw of paper jam will likely turn out that way.
Speaking of paper jam, this is where the experience can change drastically for the best. If this game had a system that was average to me and you had another system that was awesome for me, the slightest addition would make the game much better for me. My only complain is it's still lacks strategy, but 3 characters means more options which means it's more complex. Not to mention that paper jam would fix everything else from overworld diversity and even humor as we saw in the intro, both style feels merged.
Basically, it still depends on what paper mario will bring BUT IT IS NOW LIKELY THAT I BUY THE GAME!