OnePotWonder
Inkling Fleet Admiral
- Joined
- Jan 31, 2024
- Messages
- 974
- Location
- Canada
- Pronouns
- He/Him
- Switch Friend Code
- SW-2068-8904-6306
I'm going to preface this briefly and bluntly. Once the hype for Side Order died down, I only found it more and more disappointing. It barely feels like a full gamemode at this point, being comparable to Tableturf Battle in a lot of ways. This disappointment stems from several issues, including the low difficulty of the post-game, repetitive bosses, and the final palette, but nothing is more heinous than the lackluster story.
Even if you think Side Order is already great, I recommend reading my vision. I think you'll find it enjoyable.
Side Order's story is extremely bland. Think about it. The main story is as simple as meeting Pearl and Acht, ascending the tutorial spire, fighting Marina, getting introduced to Order and flung out of the spire, only to ascend it again (and again, possibly) in order to defeat Order once and for all immediately thereafter. Seriously?
The main antagonist has roughly two minutes of screen time overall, not counting its boss form.
Order has to be the weakest villain in any Nintendo game, ever. I will be fixing this.
The main problem with Order is that it's too developed as a character by the time Eight meets it in the control room. It's already completed its master plan and set it into action, which is a problem, because its plan must ultimately fail for the story to work. What I think they heeded to have done with Order is stall its development.
-=-=-
When Eight defeats Marina Agitando, Order has already developed enough to no longer be in need of a host. Scratch that, instead of launching Marina out of the spire with Eight, Order snatches her back before upgrading the difficulty of the spire. It still needs her.
Marina throws Eight a locker key before being dragged away, and her laptop is stowed in the first locker. This gives Eight access to some of Marina's hacks without Marina needing to be present.
Without Marina, most of the mode's lore remains shrouded in mystery. The confusion aspect of the tutorial tower remains intact for the first part of the story, already a marked improvement over already knowing literally everything other than the villain's motive.
Upon reaching the Control Room of the 30 floor spire, Eight is met by a buffed Marina Agitando. This is, of course, a fake-out final boss. After Marina is rescued from the machine, Order reveals itself, now fully realized, and transforms into Overlorder for the boss fight proper.
Instead of Order's plot being ready at this point, the boss needs more time to prepare. After the Overlorder's final phase is defeated, Order will resume its gaseous form and retreat into the grate floor in the middle of the stage, not before threatening Eight and the others one more time. As Order has not yet been defeated, Inkopolis Square won't become accessible. Not yet.
Now, the post-game becomes integrated into the main story. Order still lurks in the control room, and with Marina freed from its grasp, we learn about its master plan and how to stop it. Recalibrating all of the palettes cuts off Order's power and prevents it from being able to execute its grayscaling.
Order is fought in the control room every subsequent run of the spire until all of the palettes have been reconfigured. Each time, Marina tries a different approach to calming it down, and Order shares the lore that would normally be revealed when battling Smollusk during the post-game.
When the player gains access to Eight's palette and reaches the control room with it, Order becomes more desperate. After being defeated, its plan goes off, and the climactic final battle occurs. Then after Order is destroyed once and for all, the elevator appears, the credits play, and Inkopolis Square finally becomes accessible.
-=-=-
I will admit, there are a few holes and issue with this altered story. First is making Inkopolis Square take far longer to access, a necessary change if Order is to remain a threat after being defeated for the first time. Smollusk's notes on each palette have to be revised, as does the character itself, it still being the boss for subsequent runs of the spire after the first clear with Eight's palette. Then, since the post-game is integrated into the story, there's kind of no post-game left; outside of encountering every floor, maxing out every Jelleton Field Guide entry, and collecting every Color Chip.
Still, I think my version works a bit better.
I encourage you to comment on my retelling of Side Order, your feedback would be greatly appreciated.
I may follow this up with another post detailing a few gameplay changes I'd like to see made to the mode, them combined with the story changes transforming the mode from pallid to perfect.
Thank you for taking the time to read this, and have an absolutely wonderful day!
Even if you think Side Order is already great, I recommend reading my vision. I think you'll find it enjoyable.
Side Order's story is extremely bland. Think about it. The main story is as simple as meeting Pearl and Acht, ascending the tutorial spire, fighting Marina, getting introduced to Order and flung out of the spire, only to ascend it again (and again, possibly) in order to defeat Order once and for all immediately thereafter. Seriously?
The main antagonist has roughly two minutes of screen time overall, not counting its boss form.
Order has to be the weakest villain in any Nintendo game, ever. I will be fixing this.
The main problem with Order is that it's too developed as a character by the time Eight meets it in the control room. It's already completed its master plan and set it into action, which is a problem, because its plan must ultimately fail for the story to work. What I think they heeded to have done with Order is stall its development.
-=-=-
When Eight defeats Marina Agitando, Order has already developed enough to no longer be in need of a host. Scratch that, instead of launching Marina out of the spire with Eight, Order snatches her back before upgrading the difficulty of the spire. It still needs her.
Marina throws Eight a locker key before being dragged away, and her laptop is stowed in the first locker. This gives Eight access to some of Marina's hacks without Marina needing to be present.
Without Marina, most of the mode's lore remains shrouded in mystery. The confusion aspect of the tutorial tower remains intact for the first part of the story, already a marked improvement over already knowing literally everything other than the villain's motive.
Upon reaching the Control Room of the 30 floor spire, Eight is met by a buffed Marina Agitando. This is, of course, a fake-out final boss. After Marina is rescued from the machine, Order reveals itself, now fully realized, and transforms into Overlorder for the boss fight proper.
Instead of Order's plot being ready at this point, the boss needs more time to prepare. After the Overlorder's final phase is defeated, Order will resume its gaseous form and retreat into the grate floor in the middle of the stage, not before threatening Eight and the others one more time. As Order has not yet been defeated, Inkopolis Square won't become accessible. Not yet.
Now, the post-game becomes integrated into the main story. Order still lurks in the control room, and with Marina freed from its grasp, we learn about its master plan and how to stop it. Recalibrating all of the palettes cuts off Order's power and prevents it from being able to execute its grayscaling.
Order is fought in the control room every subsequent run of the spire until all of the palettes have been reconfigured. Each time, Marina tries a different approach to calming it down, and Order shares the lore that would normally be revealed when battling Smollusk during the post-game.
When the player gains access to Eight's palette and reaches the control room with it, Order becomes more desperate. After being defeated, its plan goes off, and the climactic final battle occurs. Then after Order is destroyed once and for all, the elevator appears, the credits play, and Inkopolis Square finally becomes accessible.
-=-=-
I will admit, there are a few holes and issue with this altered story. First is making Inkopolis Square take far longer to access, a necessary change if Order is to remain a threat after being defeated for the first time. Smollusk's notes on each palette have to be revised, as does the character itself, it still being the boss for subsequent runs of the spire after the first clear with Eight's palette. Then, since the post-game is integrated into the story, there's kind of no post-game left; outside of encountering every floor, maxing out every Jelleton Field Guide entry, and collecting every Color Chip.
Still, I think my version works a bit better.
I encourage you to comment on my retelling of Side Order, your feedback would be greatly appreciated.
I may follow this up with another post detailing a few gameplay changes I'd like to see made to the mode, them combined with the story changes transforming the mode from pallid to perfect.
Thank you for taking the time to read this, and have an absolutely wonderful day!