Showing posts with label hal laboratory. Show all posts
Showing posts with label hal laboratory. Show all posts
Tuesday, December 24, 2019
Wednesday, May 23, 2018
Dedede's Drum Dash Deluxe
While we're questioning the eleven-year absence of Kirby spin-offs, we must also ask: why did it take it so long for King Dedede to get his own game? I mean, really, who doesn't love the gluttonous, self-proclaimed king of Dream Land? His plush design, self-centered antics, not-quite-a-good-guy but not-quite-a-villain morality and penchant for bugged-out eyes have won over many a Kirby fan, myself included, and it is simply ridiculous HAL Laboratory has not granted his own Popstar-trotting adventure to the gaming populace. No matter how you look at it, a downloadable rhythm game ain't gonna cut it!
Still, you could do with a lot worse than Dedede's Drum Dash Deluxe. Like its brother Kirby Fighters Deluxe, this spin-off is also based on a Kirby: Triple Deluxe sub-game by the name of Dedede's Drum Dash, wherein the penguin king hopped along on giant drums to reach the goal all the while clapping and bouncing to the beat of classic Kirby tunes (or perhaps not so classic: not many may recognize the secret Extra song was from Kirby's Dream Collection: Special Edition) Requiring careful precision of jumping, clapping, and navigating obstacles, these four levels were not only among some of the most difficult of Triple Deluxe’s trials, but introduced a welcome dosage of variety hardly explored in the series hitherto (that’s to say, rhythm; only one of Mass Attack’s mini-games springs to mind)
Labels:
2014,
3DS,
dedede drum dash deluxe,
good,
hal laboratory,
kirby,
nintendo,
rhythm
Wednesday, April 25, 2018
Kirby Fighters Deluxe
In retrospect, the absence of Kirby spin-offs following Kirby Air Ride is quite odd when considering how much of them populated the series' early life: nothing in the vein of Kirby's Dream Course, Kirby's Pinball Land or Kirby's Block Ball ever arrived in the DS era or even GBA. Perhaps HAL felt the sub-games found in Amazing Mirror and Super Star Ultra were enough, the mainline games being a priority as opposed to rebuilding a franchise empire. Whatever the reason may be, the eleven-year absence is evident, and so we must ask ourselves: what compelled HAL Laboratory to develop downloadable expansions on Kirby: Triple Deluxe's own brand of sub-games?
Thankfully, that's an easy one: because they're probably the best sub-games in series history. At the very least, Kirby Fighters Deluxe is a common-sense idea: the original Kirby Fighters was a slightly-altered tweak on Triple Deluxe's engine framed within Super Smash Bros. mechanics, complete with multiple Copy Abilities, stages, items and even its own little campaign. As opposed to the previous design rhetoric of Kirby sub-games -- little time wasters deviating our attention from the main game for just a teensy-bit -- it was the closest any mini-game had reached "game within a game" status within the series hitherto, and its addictive nature repeatedly kept fans coming back for more.
Labels:
2014,
3DS,
eshop,
fighter,
great,
hal laboratory,
kirby,
kirby fighters deluxe,
kirby triple deluxe,
nintendo,
spin-off
Monday, February 5, 2018
The Kirby Tier List
After years and years of gushing about how much I love Kirby, it's only natural I pit the games together to compile thoughts on which is better than which, and so I present to you Leave Luck to Heaven's very first Tier List; in other words, a list ranking the Kirby games. All games are ranked according to this accompanied by links to their respective reviews and brief blurbs detailing their majesty (or un-majesty, but in the case of Kirby, that's few and far between).
Do note, however, this list is subject to change over time, with the first update scheduled in March when I review Kirby: Star Allies for Hey Poor Player. I'm planning to embark on a 100% run of the Kirby series over the next year or so, so expect the first changes within that time -- the Great/Good categories are especially shaky, so you may see certain titles shift about.
Please also bear in mind the reviews for Kirby's Dream Land and Kirby's Dream Land 2 do not reflect my current writing standards, so expect updated versions in the future. Finally, spin-offs (Kirby Air Ride) and compilations (Kirby's Dream Collection) are not included; this is strictly for the mainline games, although the two remakes are included.
Do note, however, this list is subject to change over time, with the first update scheduled in March when I review Kirby: Star Allies for Hey Poor Player. I'm planning to embark on a 100% run of the Kirby series over the next year or so, so expect the first changes within that time -- the Great/Good categories are especially shaky, so you may see certain titles shift about.
Please also bear in mind the reviews for Kirby's Dream Land and Kirby's Dream Land 2 do not reflect my current writing standards, so expect updated versions in the future. Finally, spin-offs (Kirby Air Ride) and compilations (Kirby's Dream Collection) are not included; this is strictly for the mainline games, although the two remakes are included.
Labels:
hal laboratory,
kirby,
nintendo,
tier list
Tuesday, January 23, 2018
Kirby: Planet Robobot
I don't even know what else to say; I'm spent. Admittedly, I do find some enjoyment in the thought of Kirby adopting a "DESTROY THEM ALL!" glee within his shiny new mecha, but a smiling Angry Kirby brings horrid memories of 2011's Mass Attack, and that cover is never a pleasant thing to remember. Besides, why harp on it when Nintendo/HAL have just put the brakes on their terrible plans for homogenization and came to their senses with this joyous cover for Star Allies? Sure, maybe Angry Kirby will be back to his old tricks someday, but his cynical countenance has been repelled, and that is good enough cause for celebration.
And what better way to commend this occasion by talking about how great Kirby: Planet Robobot is? Actually, calling Planet Robobot "great" is doing it a disservice, for I daresay this is one of the finest Kirby adventures hitherto. None of the familiarity found in the otherwise excellent Triple Deluxe or even Return to Dream Land is present, which is all the more shocking considering this is the third consecutive Kirby sharing the same engine. After situating themselves on the 3DS via Triple Deluxe, HAL wisely took the next step by evolving the series in both gameplay and technical craft, resulting in a title just as ambitious as Return to Dream Land.
In other words, Planet Robobot fires on all cylinders from the very beginning, and that's mostly thanks to the Robobot Armor. Leftover mechs from a mechanical fleet's takeover of Popstar, Kirby's new rides imbue Copy Abilities and morph accordingly into radical transformations: Cutter equips massive sawblades, Bomb spawns miniature explosive robots, Mike produces amplified speakers, and Wheel upgrades into Kirby's own personal fortified motorbike.
It goes without saying they're massively fun to unleash, be it plowing through crowds of mechanized Dream Landers or wrecking the massive hazards (giant 8-balls!) that impede Kirby's path, but that's Unlike Return to Dream Land's Super Abilities and Triple Deluxe's Hypernova, the Robobots are constant forces in nearly every level as opposed to being reserved for the climax. No longer are we required to stop and witness the majesty of Kirby's newfound superpowers, either: as Kirby must obviously ride them, his robotic rampages actively engage both the players and the actual levels themselves.
Not that Super Abilities weren't immensely fun, either, but this means the levels continually incorporate Robobots within their actual design: we use them in everything from solving puzzles, engaging in shmup sections, and taking on mini-bosses echoing the grandeur of a Platinum Studios game, and it's never not thrilling. We witnessed Triple Deluxe tackle unique end-of-level mini-bosses as well, but I can't think of anything that was more exciting than the early-game Gigavolt fight, a giant robot flailing its springy arms about as you systemically unscrew its appendages. The Robobots aren't just exciting; they feel natural and organic.
Naturally, this sets the stage for experimentation -- we observe, for instance, the lead-ups to the lab levels involve a dynamic camera we haven't seen since Kirby 64, wrapping about their stairwells to successfully craft tension before reaching the labs' depths. Meanwhile, certain bosses shift the camera about to present pseudo-3D planes, also borrowing from Kirby 64 bosses (albeit pulling more creative tricks -- much as Whispy Woods reinvented his traditional battle there, the two iterations of Clanky Woods awes as much as Triple Deluxe's Flowery Woods in their early-game spectacle). When considering the presence of the Blowout Blast mini-game, it's clear HAL is inching ever-towards the idea of a 3D Kirby. We've been accustomed to Kirby's 2D-only adventures for so long that such an idea seemed like sacrilege, yet HAL's teases are growing ever more enticing...
Meanwhile, collectable stickers -- be they recycled Kirby artwork, crayon-scribbled characters, or even Kanji -- can be adorned upon Robobots. This is yet another evolution from Triple Deluxe, albeit yet in a "wow I never knew I wanted this" kinda way -- yes, chilling to the ever-swaying keychains was a hypnotic endeavor, but did we ever think to take them with us? While sadly the resolution of the 3DS screen obscures their presence a bit, it's still a delightful little touch; personally, I think Kirby would like to draw on the Robobots, so that's why I always went for the scribbles.
Copy Abilities are also largely winners this round. Jet and Mirror return for the first time since Kirby Super Star, and while Mirror more or less feels the same (which is welcome!), there's something about Jet that feels far more intuitive. Easily one of the wonkier abilities in Super Star, its movements feel snappier and more precise, be it the repeatable midair Jet Headbutts or the somersault spectacle of Rocket Dive. While not supplied with all sorts of new tricks in the vein of Stone or Needle, it's always humbling to witness an ancient ability upgraded for more convenient use.
As for new abilities, considering my affinity with EarthBound, it's only natural I jump into ESP first. As the main combos revolve around teleportation and a PK Flash-inspired projectile, it's something that takes time in getting used to (particularly in gauging your teleportation distance), so it's not the most handy Copy Ability for just plowing through. When you just want to wreak havoc, however, you feel like a God as you zap about with your newfound psychic powers, particularly in dodging and countering with PK Insight's massive energy outburst. Given that it's the only new ability that has a Robobot form, it's clearly meant to be the highlight of the three, and is easily the funnest once you get the hang of it.
As expected, Doctor is adorable with its head mirror and glasses, and its inspired duality of the physical (clipboard attack!) and personalized tactics (Science Lab, which can unleash various effects) made me come back to it again and again. Meanwhile, Poison is the easiest to use, yet it's disappointing a number of moves are directly lifted from Return to Dream Land's Water, a Copy Ability cut from the 3DS games. Thankfully there's enough moves to differentiate it -- I enjoy the poison puddles that mini-bosses are so susceptible to -- but I wish it stood out more on its own.
But even if the new copy abilities aren't the most impressive bit about Planet Robobot, the Robobot abilities can certainly make that case, which brings me to the endgame: what begins as a mouth-dropping set-piece of fanservice jet-starts what is by far the most gripping, heart-pounding final boss in all of Kirby. I dare not spoil any of its callbacks or cinematics involved, so I can only claim it is everything Kirby and the Amazing Mirror's half-baked finale desired to be: framing the gameplay in a way that not only plays well, but fuels the narrative context in what may very well be the 3DS's finest technical showpiece.
Enjoy that final boss while you can, though: 100% completion is another matter, for I daresay Planet Robobot is only surpassed by Mass Attack in difficulty for that matter. Searching for all the stickers is no small feat, and I actually can't recall if I ever found the elusive HAL rooms containing the exclusive Smash ability. Still, even those are a cakewalk relative to the wrath of The True Arena: in itself, this may very well be the most difficult endeavor in Kirby history, as never before have spacing, dodging, when to attack have been more cutthroat. It is hair-raisingly difficult, right down to the surprise 1-hit KO of the final encounter, unleashing a never-before-seen string of swears from yours truly. So demoralizing was my experience that I had to write a guide to spare others of my fate, and that it actually aided players gives me great joy.
Thankfully, the rest of the modes aren't as burdening, although not without their own trials. Meta Knightmare Returns comes back as the "what if?" take on the main adventure -- a form of nebulous canon I've adored since its Nightmare in Dream Land debut -- and is home to much of the The True Arena's more aggravating bosses. Perhaps most impressive is how HAL took careful care in applying Meta Knight in what's originally a Robobot-focused campaign: puzzles being skipped or activated via a swing of his sword are nothing new, but that bosses are retooled and that he can still unleash similarly satisfying destruction via his Meta Point abilities perhaps renders it his most successful conquest yet.
Meanwhile, Kirby 3D Rumble ditches the 3D experimentation and alright plops Kirby in 3D as he Star-Spits across isometric environments (which perhaps echoes this cancelled version of what would eventually become Return to Dream Land). While not easy to 100%, its emphasis on combos instill an addictive desire to perfectly plow enemies with Blaster Bullets. Its relative brevity is all too bittersweet, but thankfully Kirby's Blowout Blast is a downloadable thing that exists.
It's only Team Kirby Clash, a take on Japan's beloved Monster Hunter, that may not be so difficult at all, and that's okay: whereas 3D Rumble has to prove its miniature worth through dedicated practice, the meatier of the two focuses on empowering the player through level-ups. Dividing Kirbys into four roles (Sword Hero, Hammer Lord, Doctor Healmore, and Beam Mage), it emphasizes progression through mission-taking: more Kirbys join your party upon reaching levels, and earlier missions. can be replayed for EXP. Obtaining Level 10's ultimate level of strength means the replay value is low, but that's the job of 3D Rumble; here, it's reaching the end of the journey (and, well, there's nothing stopping you from making another file to replay it, or you can just purchase Team Kirby Clash Deluxe, which still keeps me busy even today).
And now we come to the soundtrack, which lies within an...interesting predicament. It's not that series Jun Ishikawa or Hirokazu Ando lost their spark or anything, and yet, despite having recently obtained the official soundtrack, I have difficulty recalling too much of it. I suspect in their complementing Planet Robobot's central machine theme via techno and chiptunes and all sorts of "mechanical" sounds, it all kinda blurs together and consequently, it's difficult to mentally sift through individual tracks as standing out. (Canvas Curse took a similar approach as well, but I imagine that game's emphasis on remixes made it easier to remember)
It's a damned shame, too, because what we do have here is nearly just as excellent as Return to Dream Land and Triple Deluxe prior. The subdued adrenaline of the Robobot Armor theme successfully serves as a rousing introduction to its destructive debut (although I'm more fond of the guitar version that plays in the final battle), whereas the various takes on techno and whatnot forge new ground for Kirby: White Office March ominously treads within the inner recesses of Haltmann Company HQ, whereas familiar Kirby themes are retooled for the laboratory levels (the Float Islands remix being by far the best, echoing a desperate pursuit I can't say I've ever encountered in Kirby).
Of course, this is Kirby, so Ando and Ishikawa are careful in channeling Kirby's innocent and playful nature throughout. This is most evident in Lovely Yellow Va-Va-Vrooms, an actively gentle little theme accompanying a city constructed of juice cartons (with sippy straws as their chimpanzees) and Waddle Dees driving about. Meanwhile, the soothing Underwater Quarter accompanies some what's perhaps Planet Robobot's most stunning setpiece in underwater cities and chandeliers resting alongside glass bottle landmarks.
The Haltmann Company Theme -- the in-game main theme for the intergalactic company threatening to take over Pop Star -- is probably Planet Robobot's most well-known song in that it's Kirby's first vocal theme -- although as it's mostly synthesized gibberish, perhaps "sing-along" would be a more fitting take. Regardless, the presence of lyrics such as "Pay and ergonomic seating, give us favors such as these!" give me great joy, and I can't help but wonder if we'll be seeing more such songs for the future.
And that we even ask that is Planet Robobot's greatest strength: any missteps in homogenized music or level pacing don't discourage its identity as not a quick n' dirty title meant to capatalize upon the closing years of 3DS, but one that legitimately pushes Kirby forward in organic level design, technical achievement (seriously, look at the CGI below; Kirby looks like vinyl!), and even world. On top of that, it's the outright funnest title I played in 2016, and as far as Kirby goes, I can't ask for anything more than that.
And what better way to commend this occasion by talking about how great Kirby: Planet Robobot is? Actually, calling Planet Robobot "great" is doing it a disservice, for I daresay this is one of the finest Kirby adventures hitherto. None of the familiarity found in the otherwise excellent Triple Deluxe or even Return to Dream Land is present, which is all the more shocking considering this is the third consecutive Kirby sharing the same engine. After situating themselves on the 3DS via Triple Deluxe, HAL wisely took the next step by evolving the series in both gameplay and technical craft, resulting in a title just as ambitious as Return to Dream Land.
In other words, Planet Robobot fires on all cylinders from the very beginning, and that's mostly thanks to the Robobot Armor. Leftover mechs from a mechanical fleet's takeover of Popstar, Kirby's new rides imbue Copy Abilities and morph accordingly into radical transformations: Cutter equips massive sawblades, Bomb spawns miniature explosive robots, Mike produces amplified speakers, and Wheel upgrades into Kirby's own personal fortified motorbike.
It goes without saying they're massively fun to unleash, be it plowing through crowds of mechanized Dream Landers or wrecking the massive hazards (giant 8-balls!) that impede Kirby's path, but that's Unlike Return to Dream Land's Super Abilities and Triple Deluxe's Hypernova, the Robobots are constant forces in nearly every level as opposed to being reserved for the climax. No longer are we required to stop and witness the majesty of Kirby's newfound superpowers, either: as Kirby must obviously ride them, his robotic rampages actively engage both the players and the actual levels themselves.
Not that Super Abilities weren't immensely fun, either, but this means the levels continually incorporate Robobots within their actual design: we use them in everything from solving puzzles, engaging in shmup sections, and taking on mini-bosses echoing the grandeur of a Platinum Studios game, and it's never not thrilling. We witnessed Triple Deluxe tackle unique end-of-level mini-bosses as well, but I can't think of anything that was more exciting than the early-game Gigavolt fight, a giant robot flailing its springy arms about as you systemically unscrew its appendages. The Robobots aren't just exciting; they feel natural and organic.
Naturally, this sets the stage for experimentation -- we observe, for instance, the lead-ups to the lab levels involve a dynamic camera we haven't seen since Kirby 64, wrapping about their stairwells to successfully craft tension before reaching the labs' depths. Meanwhile, certain bosses shift the camera about to present pseudo-3D planes, also borrowing from Kirby 64 bosses (albeit pulling more creative tricks -- much as Whispy Woods reinvented his traditional battle there, the two iterations of Clanky Woods awes as much as Triple Deluxe's Flowery Woods in their early-game spectacle). When considering the presence of the Blowout Blast mini-game, it's clear HAL is inching ever-towards the idea of a 3D Kirby. We've been accustomed to Kirby's 2D-only adventures for so long that such an idea seemed like sacrilege, yet HAL's teases are growing ever more enticing...
Meanwhile, collectable stickers -- be they recycled Kirby artwork, crayon-scribbled characters, or even Kanji -- can be adorned upon Robobots. This is yet another evolution from Triple Deluxe, albeit yet in a "wow I never knew I wanted this" kinda way -- yes, chilling to the ever-swaying keychains was a hypnotic endeavor, but did we ever think to take them with us? While sadly the resolution of the 3DS screen obscures their presence a bit, it's still a delightful little touch; personally, I think Kirby would like to draw on the Robobots, so that's why I always went for the scribbles.
Copy Abilities are also largely winners this round. Jet and Mirror return for the first time since Kirby Super Star, and while Mirror more or less feels the same (which is welcome!), there's something about Jet that feels far more intuitive. Easily one of the wonkier abilities in Super Star, its movements feel snappier and more precise, be it the repeatable midair Jet Headbutts or the somersault spectacle of Rocket Dive. While not supplied with all sorts of new tricks in the vein of Stone or Needle, it's always humbling to witness an ancient ability upgraded for more convenient use.
As for new abilities, considering my affinity with EarthBound, it's only natural I jump into ESP first. As the main combos revolve around teleportation and a PK Flash-inspired projectile, it's something that takes time in getting used to (particularly in gauging your teleportation distance), so it's not the most handy Copy Ability for just plowing through. When you just want to wreak havoc, however, you feel like a God as you zap about with your newfound psychic powers, particularly in dodging and countering with PK Insight's massive energy outburst. Given that it's the only new ability that has a Robobot form, it's clearly meant to be the highlight of the three, and is easily the funnest once you get the hang of it.
As expected, Doctor is adorable with its head mirror and glasses, and its inspired duality of the physical (clipboard attack!) and personalized tactics (Science Lab, which can unleash various effects) made me come back to it again and again. Meanwhile, Poison is the easiest to use, yet it's disappointing a number of moves are directly lifted from Return to Dream Land's Water, a Copy Ability cut from the 3DS games. Thankfully there's enough moves to differentiate it -- I enjoy the poison puddles that mini-bosses are so susceptible to -- but I wish it stood out more on its own.
But even if the new copy abilities aren't the most impressive bit about Planet Robobot, the Robobot abilities can certainly make that case, which brings me to the endgame: what begins as a mouth-dropping set-piece of fanservice jet-starts what is by far the most gripping, heart-pounding final boss in all of Kirby. I dare not spoil any of its callbacks or cinematics involved, so I can only claim it is everything Kirby and the Amazing Mirror's half-baked finale desired to be: framing the gameplay in a way that not only plays well, but fuels the narrative context in what may very well be the 3DS's finest technical showpiece.
Enjoy that final boss while you can, though: 100% completion is another matter, for I daresay Planet Robobot is only surpassed by Mass Attack in difficulty for that matter. Searching for all the stickers is no small feat, and I actually can't recall if I ever found the elusive HAL rooms containing the exclusive Smash ability. Still, even those are a cakewalk relative to the wrath of The True Arena: in itself, this may very well be the most difficult endeavor in Kirby history, as never before have spacing, dodging, when to attack have been more cutthroat. It is hair-raisingly difficult, right down to the surprise 1-hit KO of the final encounter, unleashing a never-before-seen string of swears from yours truly. So demoralizing was my experience that I had to write a guide to spare others of my fate, and that it actually aided players gives me great joy.
Thankfully, the rest of the modes aren't as burdening, although not without their own trials. Meta Knightmare Returns comes back as the "what if?" take on the main adventure -- a form of nebulous canon I've adored since its Nightmare in Dream Land debut -- and is home to much of the The True Arena's more aggravating bosses. Perhaps most impressive is how HAL took careful care in applying Meta Knight in what's originally a Robobot-focused campaign: puzzles being skipped or activated via a swing of his sword are nothing new, but that bosses are retooled and that he can still unleash similarly satisfying destruction via his Meta Point abilities perhaps renders it his most successful conquest yet.
Meanwhile, Kirby 3D Rumble ditches the 3D experimentation and alright plops Kirby in 3D as he Star-Spits across isometric environments (which perhaps echoes this cancelled version of what would eventually become Return to Dream Land). While not easy to 100%, its emphasis on combos instill an addictive desire to perfectly plow enemies with Blaster Bullets. Its relative brevity is all too bittersweet, but thankfully Kirby's Blowout Blast is a downloadable thing that exists.
It's only Team Kirby Clash, a take on Japan's beloved Monster Hunter, that may not be so difficult at all, and that's okay: whereas 3D Rumble has to prove its miniature worth through dedicated practice, the meatier of the two focuses on empowering the player through level-ups. Dividing Kirbys into four roles (Sword Hero, Hammer Lord, Doctor Healmore, and Beam Mage), it emphasizes progression through mission-taking: more Kirbys join your party upon reaching levels, and earlier missions. can be replayed for EXP. Obtaining Level 10's ultimate level of strength means the replay value is low, but that's the job of 3D Rumble; here, it's reaching the end of the journey (and, well, there's nothing stopping you from making another file to replay it, or you can just purchase Team Kirby Clash Deluxe, which still keeps me busy even today).
And now we come to the soundtrack, which lies within an...interesting predicament. It's not that series Jun Ishikawa or Hirokazu Ando lost their spark or anything, and yet, despite having recently obtained the official soundtrack, I have difficulty recalling too much of it. I suspect in their complementing Planet Robobot's central machine theme via techno and chiptunes and all sorts of "mechanical" sounds, it all kinda blurs together and consequently, it's difficult to mentally sift through individual tracks as standing out. (Canvas Curse took a similar approach as well, but I imagine that game's emphasis on remixes made it easier to remember)
It's a damned shame, too, because what we do have here is nearly just as excellent as Return to Dream Land and Triple Deluxe prior. The subdued adrenaline of the Robobot Armor theme successfully serves as a rousing introduction to its destructive debut (although I'm more fond of the guitar version that plays in the final battle), whereas the various takes on techno and whatnot forge new ground for Kirby: White Office March ominously treads within the inner recesses of Haltmann Company HQ, whereas familiar Kirby themes are retooled for the laboratory levels (the Float Islands remix being by far the best, echoing a desperate pursuit I can't say I've ever encountered in Kirby).
Of course, this is Kirby, so Ando and Ishikawa are careful in channeling Kirby's innocent and playful nature throughout. This is most evident in Lovely Yellow Va-Va-Vrooms, an actively gentle little theme accompanying a city constructed of juice cartons (with sippy straws as their chimpanzees) and Waddle Dees driving about. Meanwhile, the soothing Underwater Quarter accompanies some what's perhaps Planet Robobot's most stunning setpiece in underwater cities and chandeliers resting alongside glass bottle landmarks.
The Haltmann Company Theme -- the in-game main theme for the intergalactic company threatening to take over Pop Star -- is probably Planet Robobot's most well-known song in that it's Kirby's first vocal theme -- although as it's mostly synthesized gibberish, perhaps "sing-along" would be a more fitting take. Regardless, the presence of lyrics such as "Pay and ergonomic seating, give us favors such as these!" give me great joy, and I can't help but wonder if we'll be seeing more such songs for the future.
And that we even ask that is Planet Robobot's greatest strength: any missteps in homogenized music or level pacing don't discourage its identity as not a quick n' dirty title meant to capatalize upon the closing years of 3DS, but one that legitimately pushes Kirby forward in organic level design, technical achievement (seriously, look at the CGI below; Kirby looks like vinyl!), and even world. On top of that, it's the outright funnest title I played in 2016, and as far as Kirby goes, I can't ask for anything more than that.
Labels:
2016,
2d platformer,
3DS,
hal laboratory,
kirby,
kirby: planet robobot,
near-masterpiece,
nintendo
Sunday, December 3, 2017
Kirby and the Rainbow Curse
Ah, now there's the smile we know and love! As expected, Kirby's preciousness shines especially well through clay, and there is perhaps no better representative to bear it than Kirby and the Rainbow Curse: a claymation-based title matched only by Kirby's Epic Yarn in sheer cuteness. Even now, we must continue cherishing this pure countenance, for it is the last time Kirby bared this visage for an international audience.
Anywho, Kirby and the Rainbow Curse is not only the one Wii U Kirby game, but is a sequel to 2005's Kirby: Canvas Curse, the one series entry notable for captivating non-fans. Hailed as Nintendo's first truly original concept for Nintendo DS, Canvas Curse remains the handheld's hallmark for touchscreen play: drawing rainbow strokes for Kirby to coast along played unlike anything else in the market, and combined with a techno soundtrack and mish-mash of abstract aesthetics so alien to Kirby, it's little wonder it succeeded as it did.
Labels:
2015,
action platformer,
great,
hal laboratory,
kirby,
kirby and the rainbow curse,
nintendo,
wii u
Sunday, September 24, 2017
Kirby: Triple Deluxe
My friends, as you all certainly learned back in 2014, we lost the Angry Kirby war. What you see above is not just the cover for American audiences, but for worldwide consumers; sadly, this includes Kirby's native homeland of Japan. Whether it be HAL's belief that this was the best way to show off the new Hypernova power or them being sick of adjusting the cover nearly every time Kirby leaves his Eastern shores, it proves he's not safe even in his home country. While the above cover is hardly among the worst Angry Kirby offenders -- that it's at least designed from the ground up renders it not nearly as awkward-- what it represents proves it won't be going away anytime soon.
Let it be reminded that Angry Kirby is an aesthetic paradox at odds with the presentation and spirit of Kirby, yet I can't think of any case more true than Kirby: Triple Deluxe, which is such a downright pleasant game that very nearly reaches the heights of Epic Yarn, Dream Land 3 and Rainbow Curse. This is not an exaggeration; every time we start the game, the main menu greets us with an assortment of blue skies, vines hosting collectible keychains of old Kirby sprites dangling accordingly to the 3DS's gyroscope, and a mandolin-accompanied arrangement of the gentle Save Hut theme from Kirby Super Star. Coaxing us into that warm, heart-gooey nostalgia that traps us into reverie, we're immediately at home.
Labels:
2014,
2d platformer,
3DS,
hal laboratory,
kirby,
kirby triple deluxe,
nintendo,
really great
Thursday, November 3, 2016
Ten Years of Kirby ~Final Reverie~ Kirby's Dream Collection: Special Edition
Our final retrospective brings us to a turbulent 2012. While 3DS never gained its predecessor's sales momentum, its constant, ample support from Nintendo and web of third-parties kept players invested. Masahiro Sakurai's Kid Icarus: Uprising wasn't without its critics, but its dense cohesion, witty script and loving reiminaging of a cult classic rendered it another Sakurai masterpiece. Meanwhile, Fire Emblem: Awakening's Japanese release would set the seeds for the cult-favorite strategy series to finally emerge as a landmark Nintendo franchise; seeds that wouldn't fully blossom until its Western release a year later, but the series' vindication would finally arrive after nearly twenty years and thirteen entries.
But to the surprise of no one who'd been following Nintendo home consoles for the past twenty years, Wii was left in the dust in the advent of Wii U. Stragglers like Rhythm Heaven Fever and Mario Party 9 could only do so much to slow the console's death, and had it not been for the late localizations of Xenoblade Chronicles and The Last Story, America may've shared the even direr release drought of Japan.
Cue the ensuing E3 frustration: yet again, Nintendo fumbled on their Wii U presentation. It had all the trappings of a boring conference: the lack of any attention-grabbing surprises, forced comedy and banter, dreadfully dull, prolonged multiplayer sessions that undermined the title on display (Nintendo Land), and one or two interesting titles quickly swept under the rug (the long-awaited Pikmin 3, which came and went right as the show began). It was an omen of things to come: the Wii U would massively underperform in its November launch, all thanks to poor marketing, the lack of compelling software, and the presence of a screen controller...thing that no one, not even Nintendo themselves, knew what to do with.
But even before that failure became reality, Nintendo had already recognized the detriments of their awkward conferences and began taking countermeasures nearly a year prior. Launched in late 2011 were digital presentations dubbed "Nintendo Directs," designed to present concise information for upcoming releases with none of the fat and potential screw-ups common in live presentations. And what better representative to reach out to the people than the president of Nintendo himself: Satoru Iwata.
The Directs gradually caught on: the exclusive announcements guaranteed fans would tune in, but there was something humbling in how a company president dedicated himself for broadcast, all for the sake of consumers. Watching Iwata's affable, eccentric demeanor introduce and interact with the likes of Shigeru Miyamoto, Reggie Fils-Aim, Bill Trinen and even a bunch of bananas won the hearts of viewers.
One particular antic was a cryptic announcement: in April 2012, Iwata was spotted carrying Kirby plushies and beanbags. Initially considered a hint for a new Kirby game, it wasn't until that month's Direct that the meaning would be unveiled...
It was Kirby's 20th anniversary.
------
To speak about Kirby's Dream Collection: Special Edition without any sort of bias would be impossible; granted, personal subjectivity is the whole point of reviewing, but never before had a game touched my heart this way before its release, and it's vital I bring that into the open
The whole reason I'd started Ten Years of Kirby was to celebrate my own anniversary with the franchise: a series designed so anyone could clear it, but just deep enough that even the most hardened of gamers can enjoy its adventures. Having grown up with 3D platformers, the likes of Super Mario Bros. and Sonic the Hedgehog were far too difficult for me, great as they were. As opposed to the free-roam nature of three-dimensional movement, their flat planes required precision and accuracy I lacked.
And yet as a series entirely framed within two-dimensional play, Kirby felt custom-made just for me. Never was it patronizing, but instead just demanding and compelling enough for a player learning the ropes: leaps of faith were rendered null due to Kirby's infinite floatiness, and it was never not interesting in seeing what Copy Ability I would command next. As a budding player, I was empowered by how much it respected me; as a young romantic, I was driven to reverie by dreamy visuals and music.
In what I can't assume to be anything but the designs of the cosmos, Kirby's Dream Collection, created to celebrate Kirby's 20th anniversary, was released on my own tenth year with the franchise (2012). An anniversary within an anniversary! It was nothing less than a dream come true, and so what better way to hold my own celebration by reviewing the entire series?
When regarding all that, reviewing the six games contained within Dream Collection--the Kirby's Dream Land trilogy, Kirby's Adventure, Kirby Super Star and Kirby 64: The Crystal Shards-- would prove insufficient; all six games have been reviewed extensively, and I see little value in repeating my opinions here. It's far more imperative that I evaluate Dream Collection on its own merits -- how is the package as a whole? How are the games preserved? Does it pay proper tribute to Kirby? Would a first-time Kirby player feel at home with its offerings?
All reasonable queries, but there is nothing to fear, for Kirby's Dream Collection is one of the very best compilation/re-release packages Nintendo ever produced. Perish the thought of this being anything like the insanely lazy Super Mario All-Stars Limited Edition; HAL decided if this is going to be an anniversary package of Kirby, then it won't just feature the old; after all, the philosophy of jamming Kirby games with content must stand, so new content shall supplement their legacy. This is an anniversary of what rose HAL to stardom, after all, so there's no choice but to celebrate it with the utmost prestige.
Packaged with an anniversary booklet and soundtrack, Kirby's Dream Collection itself is divided into three modes: naturally, the Classic Titles are front and center, but complementing them are Challenge Stages, based off the addictive time trials found in Return to Dream Land just the year prior, and Kirby's History, which takes an interactive tour over the past twenty years of Kirby.
Borrowing the look and feel of 2011's Kirby Return to Dream Land (with a touch of Kirby's Adventure sprites), Kirby's Dream Collection is as plush and delectable as can be. A compilation of this caliber must enforce nostalgia at every corner, and so the luxurious graphics must be accompanied by sound cut from the same cloth.
Hence the intense euphoria greeting our ears upon reaching the menu. Series regulars Jun Ishikawa, Hirokazu Ando and Shogo Sakai contribute to several new tracks across Dream Collection, their highest point being an arrangement of Bubbly Clouds. A veritable lullaby, it is as sugary sweet as the earliest of childhood memories, and I was especially moved they took this much effort to cozy ourselves into our nostalgia. It's impossible not to melt, and they ensure that by seguing it over to the Classic Titles menu.
Diving into six legacy titles is as magical as can be, but a similar effect is found within Kirby's History. Echoing that of a dignified museum, a moderate take on Castle Lololo plays before unexpectedly shifting into the grand Cloudy Park from Kirby's Dream Land 2. A slower reader who isn't clicking on everything in sight may easily stumble upon this, but that it arrives after no less than three loops renders it something of an easter egg. Just like the original song, it envelops you in the awe-encompassing majesty of its setting.
(As a brief aside, it was particularly mystifying as someone who wasn't intimately familiar with Dream Land 2; I knew I recognized it from somewhere, but I couldn't figure it out no matter how hard I racked my brain. While I'd discover its origin shortly afterwards, it turned out the answer lied in a remix from a Kirby doujin album I purchased over a year earlier.)
Kirby's History takes an unexpected direction with how it chronicles our favorite marshmallow. As opposed to just limiting the relevant timeframe within Kirby or even just Nintendo, real-world events are cited alongside the release of Kirby games. Did you ever stop to think about how Kirby's Dream Land came out the same year as Bill Clinton's inauguration into office? How about the world's population reaching six billion the same year Kirby entered Super Smash Bros.? Granted, I'm not sure how my childhood self would've dealt with not one but two Harry Potter references--he had an irrational hatred for the boy wizard, you see--but it's not like the two entities hadn't crossed paths before.
But apparently even Kirby can't let go of an old grudge, as seen above by desecrating this poor Meta Knight statue. One day, we'll move past this hurdle. Someday.
Regardless, Kirby games naturally get top billing. Each makes an appearance through special menus, trailers and 3D models of their respective box art, although the game list varies upon region: for instance, it only makes sense you won't spot the JP-only Kirby Super Star Stacker in the NA release. A shame, but we Americans (and Europeans!) can solace in the fact we have an exclusive spin-of of our own: the Puyo Puyo-inspired Kirby's Avalanche. (Squishy!)
Even peripheral media like the the 2001 anime makes an appearance in its localized Right Back at Ya! state; coincidentally, Dream Collection arrived on the 10th anniversary of that particular adaption. While full thoughts on the anime will be saved for a later date, viewers can witness 4Kids' amateur dubbing practices in all three episodes, not the least which are the embarrassing theme song and clumsy voice editing for Kirby himself. (Sadly, none of the previews for the three manga adaptions made it into the American release. While understandable since they were never localized, it brings back bitter memories of Viz's cancelled license for Hirokazu Hikawa's version.)
.
Kirby's penchant for orchestral performances isn't forgotten, either: at the end of the tour lies behind-the-scenes look for the Gourmet Race to Green Greens chamber orchestral, present on the accompanying soundtrack. Can you spot which of Dream Collection's three composers makes a cameo? The hint lies in how he was involved with orchestras before signing on with HAL...
All delicious, educational treats for even the most diehard of Kirby fans, but how about some actual game? It'd be a waste to simply borrow Return to Dream Land's engine just for a compilation, so why not expand on an addictive component everyone loved? The Challenge Stages return with an even wider variety than before; dare I say they're even harder than what's found in Return to Dream Land?
And perhaps even better? It's the variety that sells it: not only are there different Copy Abilities from last time, but HAL devised new types of Challenge Stages as well: the Magolor Races, which pits Kirby in a time trial against the cloaked troublemaker, and Smash Combat Chambers, where the Smash Ability is unleashed at enemy hordes.
It's the latter that proves HAL's dedication for this compilation. While the rest of the Challenge Stages feature abilities already developed for Return to Dream Land, Smash was built from the ground-up just for an extra mode (complete with its own pause menu instructions: we learn that Kirby's neutral aerial attack--an adorable spinning maneuver--is given the fitting name of "Twinkle Star"). Super Smash Bros. is an extremely vital piece of Kirby's history, so it's only fitting such a tribute was forged.
But as exciting as new content is, the main attraction for the young and the nostalgic are the Classic Titles. The selection is particularly interesting not just for being the first six mainline Kirby titles, but that two directors were responsible for three of each: creator Masahiro Sakurai and level designer Shinichi Shimomura. While Sakurai's efforts are undoubtedly superior, newcomers should delight in highlighting their respective differences: Sakurai's fast-paced, action-packed sugar rushes and Shimomura's slower, leisurely jaunts.
As expected, Dream Collection's games are based on the Virtual Console versions. While switching between the games and Dream Collection is a tad unorthodox (you have to pause and click on Reset), that they include save states--barring Kirby 64--is a blessing.
Games are presented accordingly to match their original size ratio: for instance, the two Game Boy games (Dream Land and Dream Land 2) only take up maybe half the screen, being perfectly squared. Meanwhile, the console games naturally take up a a wider space. While the Kirby's Adventure sprite frames can be turned off, the Game Boy games must have them attached. A fair trade, though they're hardly imposing at all.
Kirby's Dream Land 3 and Kirby 64 (pictured above) are perhaps the best preserved. There's no loss of color in sight, and the size ratio doesn't tamper the display. Both games, alongside Super Star, are particular marvels in that the Wii Remote was incompatible with their downloadable versions, and yet here they fit like a glove.
Dream Land and Dream Land 2 are interesting cases: as mentioned earlier, special care was taken to ensure they match their original, tiny Game Boy displays as closely as possible, so their display is hardly as large as the other games. It's impossible to fully translate a handheld experience into a home console one, so any slight blurs and blown-up sprites and the like are easily forgiven. (Besides, it was the first time Dream Land 2 was officially emulated for American audiences!)
Alas, Kirby's Adventure and Kirby Super Star suffer the most. The nasty darkened filters installed into their Virtual Console versions remain present, and while they're hardly game-ruining, the games' trademark brightness renders their taint a bad aftertaste. Furthermore, they expose Dream Collection's one mark of sloppiness: the preview videos found in Kirby's History are in their original, brightened versions.
For better effect, above is a comparison between the original Kirby's Adventure and its Virtual Console counterpart. They speak for themselves; there's just no getting around the original version serving the game's world infinitely better. Adhering to today's epilepsy measures is a noble cause, but that it's at the cost of game quality leaves a bittersweet taste. When considering they're easily the best games in the package, it's a shame such blemishes left a black mark on not just two of Masahiro Sakurai's masterpieces, but on a glorious celebration of Kirby.
While disappointing, it's hardly enough to dismiss the compilation. And why should it, when it comes with such delightful supplements? The 45-page Collectible Book alone is an amazing treasure trove of concept art, historical context and creator commentary for every Kirby game. Not every title is given the same amount of coverage, but there's enough background development detail to keep things interesting.
With it taking a playful, informal tone throughout, it's an especially fun read. Can you believe that ribbon at the bottom is a game in itself? I consider myself a Kirby superfan, but even some of the trivia questions threw me for a loop, and that's not even considering my shock at some of the cut game content (how about Kirby almost driving a tank in Dream Land 2?). Waddle Dee fans take note: there's a page practically worshiping Nintendo's most adorable goon, and a mention of his ill-fated attempt as a playable character in Kirby 64.
Rounding it out is a beautiful soundtrack comprised of famous songs throughout the series. Much of the selection is expertly picked: Epic Yarn's Green Greens arrangement and Nightmare in Dream Land's Rainbow Resort make for immensely nostalgic choices, while the fan-favorite final boss themes are much appreciated. Only the super-short boss themes stand out as odd choices, although given quantity of songs alongside their lack of loops, it's possible they wanted to conserve space and decided to round things out.
It appears these songs were ripped straight from the source, so as warned in the booklet, the quality varies. While the post-NES console games sound flawless, the 8-bit and handheld games have some audible static fuzziness. Some are better than others: you can hardly detect any air in the Kirby's Adventure tracks, while the muffled filter of Super Star Ultra's Helper's Rest is rather head-scratching when no such thing was present in that game's official soundtrack.
Still, they hardly matter when it comes to the three unique arrangements rounding out the soundtrack. While Gourmet Race to Green Greens once again showcases Kirby's innate talent for orchestra, Dream a New Dream for Tomorrow's piano/recorder medley of ending themes is so profoundly heartfelt, so gently nostalgic you cannot listen to it without a dry eye. With how its rendition of Kirby's Adventure's ending prods at our heartstrings, I cannot think of it as anything but intentional.
The amount of love put into Kirby's Dream Collection renders it one of the most dedicated, genuine titles to be ever released by Nintendo. It's not without its missteps, but that it has not a cynical bone in its body instills it only the purest of joy into the player. It's by no means rushed for that quick buck, but instead an authentic celebration meant for both that longtime fan and that fledgling gamer.
Such a work cannot be produced by anything by developers who not just adore crafting Kirby, but who eagerly wish to share their passion with the world. As Nintendo's final game for Wii, that is the utmost honor.
Monday, October 3, 2016
Ten Years of Kirby ~Reverie 16~ Kirby's Return to Dream Land
I can't. I just can't. Look at the Japanese box art for this game. Look at that glorious Nippon representation of Kirby, and then look upwards for we got for America. I've never felt more insulted by Angry Kirby, and yet I can't go on anymore. Is there any further point in discussing the fallacy of presenting your adorable pink marshmallow as a super bad-ass despite his being an adorable pink marshmallow instantly rendering him, uh, adorable? And that's not even mentioning how much time he spends in the game either smiling or using blank expressions, as he does roughly 70% of the time in nearly every one of his appearances. It's not fair, but I can't go on. I'm spent. Way to go, NOA.
Anyway, like the rest of the industry in Fall 2011, Nintendo was draining the wallets of hapless gamers with a populated release schedule. From the first semi-new Star Fox game in five years in Star Fox 64 3D to the still-popular Mario Kart 7, it was Nintendo's busiest holiday season in over half a decade...and their most acclaimed, at that.
Let us set aside any "real 3D Mario" arguments and my own dismissal of Zelda: Skyward Sword: every member of their holiday 2011 output was a million-seller, captivating the Nintendo gaming public at large, with Star Fox 64 3D paving the way for a series reboot, Mario Kart 7 set to emulate its DS predecessor's sales records, and Super Mario 3D Land and Skyward Sword sweeping perfect/near-perfect scores across the critical board.
Relative to its peers' praise, Kirby's Return to Dream Land sticks out like a sore thumb. As seen on its Metacritic page, the game was in no shortage of criticism directed its way. This came at the surprise of no one: deviations like Canvas Curse and Epic Yarn have always caught the attention of media and gamers alike, while traditional entries tend to be dismissed as safe, far-too-easy affairs regardless of whether or not they've succeeded in maintaining Masahiro Sakurai's original goal for the series: easy to play, hard to master.
In retrospect, it's a miracle Kirby's Return to Dream Land succeeded at this as well as it did; after all, it'd been in development for roughly seven-to-eleven years. Indeed, Return to Dream Land was, more or less, the fabled Kirby GCN game that up and mysteriously disappeared back in 2005, having been relegated to development hell and renovated no less than three different times before HAL Laboratory doubled-down on the final product.
Whatever the reasons were for the games' cancellations (Kirby GCN was vaguely dismissed with an imbalance between solo/multiplayer play), the eleven-year wait for a true-to-form Kirby console game was well worth it, for Kirby's Return to Dream Land was arguably Nintendo's finest 2011 entry.
Such a claim appears heresy in the face of ambitious efforts like Zelda: Skyward Sword, Super Mario 3D Land or even the competition's Elder Scrolls VI: Skyrim, particularly since the game lacks any ambitions of its own.
But that's because it didn't need any, instead staying true to its name by returning to 1996.
-----------------
Let us bask in that title for a moment: Kirby's Return to Dream Land. Doesn't that feel so good? And it's not because it bears any context on the game's narrative; after all, that's just the name exclusive to American audiences. No, it's what it stands for the game itself that matters. For all the ups and downs Kirby had over the past decade, he's given the chance to properly return to his roots. Here, there are no more half-baked gimmicks and level design devaluing the brand, no--however successful--ambitious deviations from the tried-and-true formula, and no retreads on beloved adventures of days past.
In other words, it's a return to the Dream Land created so long ago by Mr. Sakurai. He may've not laid a finger on the game's design, but the philosophies from Kirby's Adventure and Kirby Super Star blossom from every design choice: plush aesthetics framed within dreamy fantasy, a plethora of multi-fledged copy abilities, numerous avenues for multiplayer play and content upon content upon content.
If you're paying attention, you'll recognize several of the aforementioned features were exclusive to either Adventure or Super Star. The beauty of Return to Dream Land is that it's not satisfied with just blending them together; it wants to surpass where Sakurai left off back in 1996. For all its new ideas and embracing of series history, at its core Return to Dream Land feels lifted right from the 90's.
In an era where New Super Mario Bros. Wii sought to bring audiences together and Donkey Kong Country Returns awed players with its level design, this could result as disappointingly safe, and yet it's something of a miracle Return to Dream Land is not that. It strikes a wondrous balance with the old and the new, all the while borrowing the ideas of its sidescrolling peers to translate the Kirby brand for Wii.
This isn't a dig against Kirby's Epic Yarn, by the way; if pressed between the two, I'd pick Good Feel's effort as being the stronger title. And yet, there's just no denying the gradual ascension of excitement that opens Return to Dream Land: we spot this firsthand when we're given control, when game starts out in a Kirby's Adventure-styled hub where players new and experienced can feel out the controls.
But by the first level's end, we're blown away by a whirlwind of new mechanics and design. By shaking the Wii Remote, Kirby's gusty inhale becomes a ferocious cyclone that swallows multiple enemies at once. The Super Abilities, amplified versions of certain Copy Abilities obtained through glowing enemies, rampage through levels in a ferocity never seen before in Kirby. At the end of Kirby's killing spree, we uncover dimensional warpholes that thrust our hero into a mad escape from an ominous anti-matter scrolling screen.
The momentum successfully carries throughout the rest of Cookie Country. For the first time since Kirby's Dream Land, items appear to aid Kirby and co. on their quest. Crackers shoot bombs while the Stomper Boots provide some addictive timing via bouncy acupuncture footwear. Entertaining as they are on their own, all are expertly designed around puzzles to nab the game's collectibles (Energy Spheres).
As opposed to an overhaul of the mechanics ala Epic Yarn, Return for Dream Land opts for building upon the core mechanics. That the showstopping likes of Super Abilities and Dimensional Holes compose the game's organics render it not a Squeak Squad misfire, but allow it to sit comfortably alongside the evolutionary achievements of Adventure and Super Star. Granted, that the game arrives after years of mixed efforts and remakes leaves a stronger impact, but that it's this good is what makes it go above and beyond.
In particular, the evolution of Copy Abilities are on a level not seen since Super Star. The new powers--Water, Leaf, Spear and Whip--all echo that game in their flexibility, be it the delightful excess of Spear/Whip maneuvers or going a step beyond with environmental effects (Water automatically surfs on, well, water). We've seen occasional winners in the years since Super Star-- notably Smash, Missile and Squeak Squad's version of Magic--yet hardly any scratch the depth and personality found here.
Meanwhile, one-trick ponies like Stone or limited efforts like Ninja always stood out in Super Star's plethora of powers, but you'd hardly recognize their transformations here. Stone, Needle, Hi-Jump and Tornado are now fully-fledged behemoths, whereas Ninja is complete with all sorts of ninja tropes. The lengths of HAL's polish know no bounds, for even 1-hit wonders like Mike and Crash or the adorably useless Sleep are supplied with new tricks (Mike being a animation standout solely for the visual of a headbanging Kirby--all the while sporting a 90's mohawk).
With such care given to the Copy Abilities, it's no surprise they don't forget to design the levels around Super Abilities. As fun as it is to scorch landscapes with Monster Flame and slice the opposition with Ultra Sword, the Wii Remote-shaking thrill of Grand Hammer and Snow Bowl render them the most involved, and therefore, the most exciting. The latter in particular recalls the best of the Giant Snowball from Kirby 64 in how it not only absorbs everyone in your path (the hapless Dream Landers!), but with the added bonuses of demolishing giant sandcastles and bowling pins.
This emphasis on environmental destruction breeds new territory for Kirby, one that would be expanded upon in Return to Dream Land's successors. On a thematic level, it places a humorous spotlight on the senseless devastation often sugarcoated by Kirby's dreamy sweetness; on a gameplay level, there's nothing funner, and the way it makes room for even the little things is impressive. The Star Spit, once Kirby's only attack, can be upgraded relative to the number of enemies that fall victim to the Super Inhale. The potential result is a massive star cluster that plows through baddies, blocks and bosses alike; in that sense, I guess they're not little things after all.
I mentioned earlier about Return to Dream Land being a blend of Super Star/Adventure design philosophies, which is best described as the game possessing Super Star gameplay with Adventure level design. While Super Star's gameplay dominates over Adventure, the latter's emphasis on a sole campaign allowed for a consistent level progression aimed for beginner/expert audiences (not that Super Star didn't appeal to the same audience, but the sub-games aren't exactly sequels to one another).
Return to Dream Land takes this design philosophy to heart, even so much as lifting sequences straight from the NES classic, all the while tuning it to the multiplayer experience. Super Star was the first Kirby game to feature multiplayer, but this takes more pages from GBA games, where different-colored Kirbys could join in on the fun. More parallels still can be drawn from its Nintendo Wii contemporaries, where players can hitch a ride via stacking, perhaps screw each other over via Super Inhale, and control unique characters in the form of King Dedede, Meta Knight, and Bandanna Waddle Dee (all of whom had me frothing at the mouth following E3 2011).
Kirby isn't as physics-bound as Super Mario, so it's something that cannot fully mimic the innate hijinks of New Super Mario Bros. Wii; however, that plays into its strengths. Kirby doesn't emphasize platforming perils ala NSMBWii and Donkey Kong Country Returns, so anyone can keep up with the action (and in rare case you can't, you can always count on stacking onto a good player). In addition, the presence of items can either emphasize teamwork or brew chaos depending on their properties.
It's certainly one of the finer examples of Wii's later emphasis on co-op play--the convenience of simply jumping in via Wii Remote puts it a step above most--and yet it doesn't reach the perfection of Super Star's two-player. The one oversight lies in what's carefully crafted for single-player play: Super Abilities. Their function requires one person doing all the work, while the others sit around reduced to trailing behind whoever's a superhero. I imagine mileage on this has varied; it never ruined my couch multiplayer sessions, yet I could feel my companions growing a tad listless as I razed hill after hill.
This isn't a problem with every power--Snow Bowl saves the day by also scooping up players--and Dedede, Meta Knight, and Waddle Dee at least alleviate the problem somewhat in how they perform certain moves that Kirby cannot with their respective weapons (Hammer, Sword, and Spear). So while every not player is treated as an equal, it still remains a great co-op romp; actually some may raise credible arugments that the importance placed upon player one--such as he or she burdening the team's lives--may be beneficial for newer players as well as further emphasizing teamwork to protect that player. To HAL's credit, they were also very open on their struggles with the multiplayer design.
Do the accompanying aesthetics and sound make any missteps of their own? At the very least, I cannot even begin imagining criticizing the former: Dream Land is as plush and delectable as it was in the 90's, with squat, expressive roly-polys hopping about in environments bursting with such delicious, mouth-watering color. Once again, I can safely say I would like to nibble on the world of Kirby.
But it's not all about eye candy. Backgrounds like the enigmatic ice ruins of White Wafers make us want to know more, while Nutty Noon's soaring ribbons and overhead views may be just as cathartic and calming as the best of Sakurai's Kirby. It's perhaps the last of Nintendo's Wii games that maintains not just a consistently vivid look, but builds a compelling world to house it all in.
Which is all the better that Return to Dream Land embraces series lore. It's not that Kirby hasn't ever relied on plot and the like, but this is the first time Dream Land has been granted this level of a "lived-in" world, let alone a canon (this is present in Epic Yarn, but much of it surrounds Patch Land). Be it the pause screen descriptions of bosses or cryptic conversations with the mysterious wayfarer Magolor, it functions not on the level of Zelda world-building, but on a Mario level of "Oh, that's how that works"(or, in the case of the latter, "they're referencing THAT?").
Naturally, a return to Dream Land requires the musical presence of Jun Ishikawa and Hirokazu Ando, the original composers who introduced the music of Kirby's dreams to the world. Putting aside their large rate of success here, even if Return to Dream Land wasn't actually designed as Kirby's return, I can't help but feel that theme's reflected through the soundtrack.
I mean, it can't be coincidence it's there right when the game starts, right? This joyous song immediately greets us at the title screen (and later as the hub theme for Cookie Country), while seguing to a parade of trumpets and chimes in The Adventure Begins. It all signals a grand return to the world of Kirby, and as I always take the time to observe game title screens, that this pulled me in straight away was a great sign (and if you don't laugh at Dedede making faces at Kirby...well, there's just no hope for you).
The aforementioned ascension of that first level is effective primarily because of the Super Ability theme: Bring On The Super Ability. An orchestral theme of passionate valor, the way it accompanies Kirby's wrath injects such intense invigoration that it's impossible not to smile when in control. Truly, it operates on a level of incitement never before seen in Kirby.
Which is vaguely echoed by Looming Darkness, which plays during our peek into the realm of the Sphere Doomers. It signals that of desperate survival, urging the player desperately onward with its otherworldly instruments and sounds. It's the perfect complement to the grayscale dimension, full of passing solar systems and constellations.
But let us not forget that Kirby is home to the wistful and the melancholy, and Return to Dream Land turns to those themes in its later stretches. Aurora Area concludes the chilly recesses of White Wafers, bringing a touch of mystery and awe at the ruins. While it may be populated with the likes of Galbos and Chillys, the cold, windy howls of its accompanying theme instill an ever-present lonely ambiance.
However, such melancholy does not hold a candle to the pure joy of my favorite song: Sky Waltz. A mix of recorders and violins greet Nutty Noon as players fly over Dream Land and witness a wondrous view of the landscape below. Borrowing a page from Epic Yarn, it purposely elicits a sense of nostalgia that easily meshes with our wonder, rendering its accompanying level the very best in the entire game (which, when considering it has no Super Abilities or dimensional rifts of any sort, is no small feat).
Really, there's so many strong songs that I feel guilty about not sharing, be it all the rousing boss themes or an especially dreamy take on a Kirby's Adventure song. The entirety of the game's soundtrack successfully hits all the best of what makes Kirby,well, Kirby: orchestral triumphs, techno rhythms and sweet, soft nostalgia.
...which renders it all the more bizarre whenever it misses the mark. There's a number of real average tracks that either border on the overt childishness that Kirby's supposed to avoid (Walking in the Sea, as well as, disappointingly, the level-ending version of the *Kirby Dance theme) or serve to undermine their scenic set-pieces (the Caving song above). These misfires aren't enough to knock the game down from the upper echelons of Kirby soundtracks--let alone diminish its incredible highs--but its lack of consistency makes it miss the very top.
If I must continue harping on flaws--much as it pains me to do so--the lack of Dedede, Meta Knight and Bandanna Waddle Dee in single-player may also be a missed opportunity. While I understand the levels are designed around Kirby, only having them playable in The Arena feels like a waste. I can't help but imagine it could've made for some fun 100% goal completion (a 2D precursor to Super Mario 3D World, perhaps?)
But my hopes for Return to Dream Land weren't about whether or not it could succeed Adventure or Super Star; it all hinged on whether or not it successfully revitalized and built upon the Sakurai-era Kirby games for a modern age. This review should speak to its achievements at doing so, but I cannot speak highly enough at what it does surpass: the multiplayer mini-games, most notably in how Scope Shot far surpasses most console Kirby efforts even on a solo level; the Extra Mode, absolutely the series' most complete, fulfilling and even unpredictable since Kirby's Dream Land; the balance of difficulty for players new and old, as I still haven't obtained all the Platinum Medals for the addictive, hair-raising Challenge Rooms.
Fellow Kirby megafan Jim Sterling once said "video games simply do not get any more pure" than Kirby's Return to Dream Land. How delightful that in a sea of open-worlds and motion-control, HAL Laboratory found it necessary to give us a title that stood up and declared "I am from the 16-bit era." That it has since initiated and set the example for the current Golden Age of Kirby is of the highest honor.
*On the flipside, I should mention the boss version of the Kirby Dance theme more than makes up for the regular one if only because it's clearly based on the GBA games. Ah, the warm scent of 2002's holiday season!
Sunday, July 31, 2016
Ten Years of Kirby ~Reverie 15~ Kirby Mass Attack
2011, where--No. NO. NOOOOOOOO. Oh, real funny NOA; way to build me up and knock me down with a dreadful one-two Angry Kirby combo. I mean, good god, this is easily the worst offender yet; just look at Kirby's uncharacteristic expression. I'd say this is one of this rare instances where the Japanese cover probably wouldn't gel with Western shelves, yet Europe seemed to deal just fine with it. Granted, they also got Freshly Picked Tingle's Rosy Rupeeland, so I suppose us Yanks have to deal with our violence-appealing culture and Kirby's attempts at the DreamWorks eyebrow.
But I digress. Anyway, 2011 brought the first of many problems that would plague Nintendo over the next half-decade: how to properly promote their new hardware. In this instance, the 3DS's March release was diluted by the annual iterations of the DS and DSi; unfortunately, this meant consumers couldn't tell it was actually a brand new console (that, and why would parents buy a new handheld when their kids received a DSi XL the previous Christmas?). Combined with how it was clearly rushed for launch--mainly with the weak launch line-up alongside the unavailability of the eShop--and the impending threat of mobile gaming, it was a rough start for the successor of the world's greatest-selling handheld.
Cue the following summer, which brought more confusing announcements in the form of Wii U and what is perhaps the quickest turnaround apology in video game history. Apologizing profusely for the 3DS's slow sales, president Satoru Iwata announced a price-cut that would not only halve his salary, but would offer twenty free downloadable games from NES and GBA libraries for those who had already bought the handheld. Alas, it would prove not to be the last of Iwata's miscalculations, and one thing was coming clear: Nintendo's dominance over the casual market was starting to wane.
Let it be known that while 3DS is undoubtedly yours truly's favorite handheld console of all time, the DS was in no rush to be replaced in early 2011. Pokémon Black and White was released just before the successor's release in all territories, and our favorite pink puffball wasn't ready to make the jump, either. The DS had served him quite well, and while HAL suggested otherwise, perhaps he felt it owed the handheld one last hurrah.
The ensuing title, Kirby Mass Attack, is something of an anomaly. It was the first mainline Kirby game to completely abandon the series' trademark Copy Ability in favor of an entirely new mechanic, one that transforms the game into something hardly resembling Kirby at all. We can trace elements of more offbeat entries like Epic Yarn and Canvas Curse back to the source material, but Mass Attack operates on a completely different scale barring its 2D gameplay. This, along with how more eyes were on Wii's Kirby's Return to Dream Land--which would release only a month later in most territories--led to Mass Attack having a muted launch...or did it?
As we'll learn in the next Reverie, fall 2011 was a jam-packed season for games, with The Legend of Zelda Skyward Sword and The Elder Scrolls V: Skyrim leading the pack. However, just like 2002's miraculous one-two Metroid revival, two back-to-back Kirby games somehow survived unscathed with a million copies under their respective belts. The new era of Kirby kickstarted by Super Star Ultra was about to transform again, and it would take one final push from this experimental title to launch it.
---
If you're not familiar with Kirby Mass Attack, you've probably guessed that the related horde of Kirbys running around is why the game functions so differently. After being split into ten bodies by the nefarious Necrodeus, only one escapes his wrath to stumble upon the star-shaped embodiment of the original Kirby's heart. The heart is what the player controls via stylus, as the Kirbys--who grow in number by collecting food--follow wherever it goes.
Needless to say, it's an innately adorable concept that gels perfectly with the cuddly-cute image of Kirby. The enigma of Kirby's sweetness cancelling out its basely horrifying concept--a pink blob swallowing everything in sight--is channeled properly here, as the ten Kirbys rampage about in their efforts to put themselves back together. Its execution brims with ideas, hardly any of them having much to do with Kirby's original concepts. Mechanics like the Copy Ability and Kirby's infinite floatiness were designed primarily to help anyone reach the goal, and with those stripped away, there's no crutch for beginners to rely on. It takes raw skill to overcome its trials.
The implications are clear in that Kirby Mass Attack is the hardest game in series history. We've had rough patches in outliers like Kirby's Dream Land 2, but none have demanded such constant focus and demand as managing up to ten separate Kirbys at once. Even the generous compensations it makes for the series' intended audience aren't easy hurdles; for instance, take the way it handles damage/revival. Each Kirby can take two hits before it floats up to the afterlife, but a carefully-aimed Kirby fling via touch screen will send the soul crashing down to earth fully revived.
A fair enough trade, but not one that's guaranteed. As the game progresses, the Kirbys will be inundated with projectiles, enemy hordes and moving screens of death to the extent where it's nearly impossible to multitask. That's not a mark on the game; after all, it's the only way the game can raise the stakes. Mass Attack is not overtly difficult by itself, but I can certainly imagine a child struggling with the concept far more than the likes of Kirby's Adventure or Kirby's Epic Yarn, and it's in an entirely different league should you aim for 100% completion. This should go against the very grain of the series--and as explained with the difficulty, it does--but it's actually quite fascinating to witness how far HAL's willing to stretch the series' goals and conventions via such an oddball concept.
Let us not mince words: much like the days of Shinichi Shimomura, Mass Attack is a B-Team effort made by HAL's B-Team. Unlike Mr. Shimomura's works, however, I struggle in pinpointing any specific design flaws in Mass Attack. I mean, I guess I could, but most of its drawbacks result from the more overt shortcomings of its producers than anything else. I say this with no offense whatsoever; I'm more than willing to be lenient with an experimental Kirby (I mean, it's hardly the first), and that I cannot pick apart specific flaws as a functioning game speaks to Mass Attack's quality.
Really, I guess what I'm trying to say is...well, let's just start with the gameplay. Naturally, the first question that arises from such a concept is that "Is it hard to control?". Not at all, and considering the disorderly Kirby horde I'm actually surprised the touch controls register so smoothly. Most, if not all, of the Kirbys were felled due to my error as a player, not from any misguided controls or slacking AI. They quickly react to the stylus and loyally follow the star wherever it goes.
That, and it's great fun. Copy Abilities may be sitting out again, but who cares when you have an army of Kirbys ready to swarm and piledrive everything in sight? Be it meticulously aiming for airborne enemies or simply swarming helpless Beanbons, Mass Attack operates with such vigorous, calculated chaos that could very well be the side-scrolling lovechild of Kirby and Pikmin. (In fact, I'd even say for fans of the latter like me, it leaves us wondering how a 2D Pikmin would operate...)
Adjectives like "meticulous" are interesting here since they provide such an intriguing contrast to Kirby's core. Make no mistake: this is just as much of a sugar-rush as the rest of the series, but that it's underscored by constant micromanagement provides not just a gripping challenge, but a different level of engagement we've never seen before from Kirby. For instance, levels are gated according to the number of Kirbys you possess, so letting KO'd Kirbys go or passing by food is not an option.
Furthermore, the concept demands objective-based level design, and Mass Attack delivers. As mentioned previously, where Mass Attack does succeed is its progressive ascension. Simply observe how the game is bookended: the opening levels have the Kirbys working together to pull out giant radishes to scrambling around an alien spaceship for blueprints of their extraterrestrial vehicle by the game's end. The latter concept is particularly inspired by how open-ended it is: you don't have to get all the blueprints if you don't want to, but you'll hardly have enough manpower for the inspired shoot-em'-up section at the end (not to mention your chances for earning medals).
It's not that the instances of semi-regular sidescrolling greatly pale in comparison or anything, but the problem is that there's an awful lot of it. Levels tend to go on far longer than they should, and unless they break convention like the aforementioned UFO level, the game gets a little long in the tooth. This is especially troubling considering Mass Attack's abnormally large level-to-world ratio: each typically features 11 stages, and with only four worlds to venture--with a final one that's essentially a boss rush--the presentation of a confined, yet bloated context paves the way for some troubling flaws.
As already mentioned, the game does succeed in building upon ideas as it goes: Dedede Resort is a boon of mini-games and some great ice-related levels, and I dare not spoil the rest of Volcano Valley's surprises. No, Mass Attack's issues lie in how they're all framed. The "B-team" qualities are never stronger than they are in the accompanying visuals and sound, which rank among the lowest in the Kirby canon. They're hardly enough to cripple the game on its own terms, mind, but that they're this forgettable is a betrayal to the game's wondrous concept.
Case in point: the backgrounds. It's worth reminding 2D Kirby games have blended sprites and CGI in their backgrounds for a decade prior to Mass Attack. Here, the entirety of Mass Attack is sprite-based, with not a speck of pre-rendered models to be found. I can only imagine this was done in regards to the game's overabundance of sprites, hence the relative lack of detail.
About the only inspired setpieces lie in the Dedede Resort, home to fun imagery consisting of pineapple islands and puzzle-piece domes. Not pictured are the Dedede-shaped funhouses, which always delight in their signalling of an upcoming mini-game (and further displaying the narcissistic ego of everyone's favorite royal penguin).
I must also call attention to the world map, which has never made an ounce of sense to me. For the uninitiated, Pop Star is supposed to be yellow, as stars typically are in children's properties; here, it's blue. I can only assume they're emphasizing the ocean surrounding the Popopo Islands, but it's rendered all the more bizarre since you witness Pop Star in all its yellow brightness during the ending.
For the record, I can't say I attribute Mass Attack's aesthetic issues entirely within its sprite-based confines; after all, the sprite animation works just fine (just watch the idle Kirbys!) with plush characters that easily fit within the world of Kirby. It's really more the art style that disappoints, as its limited detail cannot pick up the slack of the low world count. The game tries to subvert this by cramming numerous environmental tropes within each one, but even the likes of haunted graveyards and icy caverns beg the question if they didn't deserve worlds of their own.
Then there's the matter of music, which does break my heat a little. Look, let's be absolutely reasonable here: Shogo Sakai is not, in any way, a B-level composer, as attested by his work on Mother 3 (his masterpiece), Kirby Air Ride and the Smash Bros. series. Unfortunately, his first solitary Kirby work in Mass Attack is up there with his Squeak Squad collaboration as the weakest of his Nintendo output. While thankfully there's not a trace of GBA recycling to be found, the soundtrack's something of a mystifying mixed bag.
Which is all the more disappointing when considering how the game's main themes initially promise great things. Kirby Collecting is a joyously bombastic mix of percussion and vocals that greets the player at the title screen, instantly guaranteeing earworm hell over the ensuing week. The in-game variation, Meadow Breeze, carries the title's momentum with a lighter tone, as banjos and accordions come together to encapsulate the game's active energy.
An energy that, sadly, isn't consistently carried throughout the soundtrack. It's not so much terrible as it is forgettable; so forgettable, in fact, I struggle in highlighting any one weak track over the rest (and I have the game's Sound Player right in front of me!). It comes across as Sakai recognizing the concept calls for overtly-peppy, vigorous tracks that rouse the player into action, but fears of treading too much on that line in the event of carbo-loaded burnout.
This isn't to say there aren't such tracks in Mass Attack's repertoire, and as expected, they're the soundtrack's standouts. There are excellent Kirby Air Ride cameos, for one, but we must not lose focus of what's actually new. Snowy Zone and Ruins Ahead, the former as featured above, are genuinely spirited representations of their respective environments, and Fetching Fruit is undeniably the driving force of what makes its respective sections so fun.
The problem here lies in balance. Such fun bombast is far too few and between, and when that a) directly correlates with the theme behind the game and b) is drowned by tracks that don't stir much emotion at all (let alone evocative of Kirby), that's something of a shame.
But let us not be too harsh on Mass Attack. Any failures in visuals or sound cannot override its solid foundation in gameplay, and I ultimately forgive its missteps thanks to its one upholding of a certain Kirby creed: it remembers that Kirby games must be stuffed full of content; specifically, the mini-games. Mass Attack presents no less than six of the little buggers, and even then I pause at labeling them all as "little".
To the point, the volume of function and eye candy found in the likes of Kirby Brawlball (Kirby's second take at a pinball venture), Strato Patrol EOS (a multi-pronged shoot-em'-up) and Kirby Quest (a pseudo-RPG filled to the brim with fanservice) are particularly impressive. Much like how Kirby Triple Deluxe's sub-games would go on to be eShop purchases, it's very easy to see these three games polished up for digital release, and that's not even getting into how the latter two expertly weave the main game's ten Kirbys mechanic into their own domain.
This is not to sweep the other three mini-games under the rug; as a matter of fact, I appreciate Kirby Curtain Call's hilarious efforts to screw over the player (think about it: why does it have peaches mingling with the crowd?) as well as Field Frenzy's difficulty options offering a compelling crutch for its simple concept. It's an incredibly well-rounded selection of extras, enough to possibly render it the strongest mini-game collection in Kirby history.
Labels:
2011,
2d platformer,
angry kirby,
ds,
great,
hal laboratory,
kirby mass attack,
platformer,
reverie,
ten years of kirby
Subscribe to:
Posts (Atom)


























































