Showing posts with label wii. Show all posts
Showing posts with label wii. Show all posts
Monday, April 30, 2018
Donkey Kong Country Returns
In retrospect, perhaps Donkey Kong didn't have it that bad following Rare's departure from Nintendo. An observation that may be heresy to some, but as I recall, the following output was hardly disposable: Donkey Kong: Jungle Beat was the stellar (2D!) debut of Nintendo's famous Tokyo branch, Mario vs. Donkey Kong was born in this era (although it had admittedly grown tired), the Donkey Konga games were entertaining spin-offs in their own right -- that they remain the only Nintendo-published products you'll ever hear Rock Lobster and songs from Bobobo-bo Bo-bobo surely counts for something -- and supposedly Paon's handheld action games were pleasant enough. On the downside, you had technically-inferior Game Boy Advance ports of the original Donkey Kong Country trilogy (albeit developed by Rare with new features), although only Donkey Kong: Barrel Blast drew particularly harsh ire; admittedly, having only been subjected to the abominable character designs from Super Smash Bros. Brawl's trophies, I suppose it was enough to taint the series’ image.
Regardless, fans demanded a true spiritual successor to the Donkey Kong Country trilogy, and our prayers were answered through a most unexpected savior: Retro Studios. Having wrapped up their own Metroid Prime Trilogy, transitioning from a series of highly-ambitious first-person shooters -- I'm sorry, first-person adventures – to a mere sidescroller may have seemed like a stepdown for some; true, Donkey Kong Country Returns is as much of a revival as Metroid Prime before it, but we had previously witnessed an unknown studio masterfully revive one of gaming’s most beloved franchises into practically another genre – certainly, a 2D Donkey Kong game would be beneath Retro’s talents, yes?
Monday, November 20, 2017
The Legend of Zelda: Skyward Sword
As this review's been nearly six years in the making, it's only fair I cut to the chase: I still intend to bury The Legend of Zelda: Skyward Sword. Admittedly, I embark on this task with some trepidation: it is not a game that is outright terrible, as I have implied in the past. This is not the so-called sorcery of the previously-discussed Zelda Cycle; a carefully-evaluated 100% run does reveal it is a professionally-designed title with your typical Nintendo polish and all that, and like Twilight Princess before it, there are some good moments I dare not wish to minimize.
That does not, unfortunately, dissuade me from believing Skyward Sword is possibly the most underwhelming output from Nintendo's own studios in their entire history of game development. This is not to say it is the worst -- Donkey Kong Jr. Math and Urban Champion have endured three decades of mud-slinging for a reason -- and this excludes second-party efforts and third-party collaborations (Metroid: Other M, being worse in every way that matters, would obviously be the runaway winner).
Sunday, August 20, 2017
The Legend of Zelda: Twilight Princess (Wii)
Note: While this isn't the original version of Twilight Princess, since the Wii version was the one released first and remains the only one I've played, this will serve as the "main" review of the game for this blog. Reviews for the GameCube version and the Wii U remaster are scheduled for the future.
Within the bowels of the The Legend of Zelda fandom lies a little theory known as the "Zelda Cycle," a belief pushed by those who cannot comprehend anyone not liking the newest Zelda game. The theory goes in how people will unreasonably lob hate against the latest Zelda title, comparing its mishaps to the impeccable heights of the previous entry despite that game suffering from the same treatment at release. No one quite knows why this cycle of people magically changing their minds takes place -- it may have to do with overzealous keyboard warriors unable to discern they're reading different opinions from different people over time -- but regardless, it's a rather pervasive theory, right down to being referenced by Nintendo's top brass themselves in an Iwata Asks installment.
If my biting sarcasm wasn't telling enough, I think the Zelda Cycle is a load of bollocks. The idea that Zelda games are prone to hosting some sort of nebulous hivemind is nothing less than fanboy drivel, and that aforementioned Iwata Asks thing is one of the more notable examples of second-hand Nintendo embarrassment. True, we could make an exception for The Wind Waker, but only in the case that people cooled on the controversial graphics switch over time; much as I love it, the game received plenty of legitimate criticism upon release.
And yet, I can't help but admit I've never been able to nail my feelings on 2006's Twilight Princess, the series' best-selling game despite being one of its more divided entries. Bear in mind this opinion has never fluctuated wildly, but...well, I'll let the evolution of my 11-year thought process speak for itself:
Upon Completion in 2006: "Well, that was pretty good, I suppose."
A Year Later: "...you know, actually, that was kinda disappointing."
Upon Replaying it in 2009: "Hmm, actually, this is better than I remember it being."
Upon a 100% Completion Replay Last Year: "Eh, it's good, I guess."
So perhaps there is some mystical force responsible for my lukewarm feelings towards Twilight Princess, but regardless, that they exist at all is something I admit with the heaviest of hearts: can you imagine anything more soul-crushing than the game responsible for the greatest reaction in E3 history causing such a divided reaction? This is, after all, the Zelda game practically every Western fan wanted: a realistic Zelda echoing Lord of the Rings aesthetics and a brooding story, and for it to miss the mark still makes me feel...neutral? It's hard to describe.
Let us make this clear: any notions of Twilight Princess being "bad" should be immediately dispelled -- there is a considerable amount of things I enjoy about it, in fact, and I will absolutely call them to attention -- yet there are undeniably bad things in it that not only undermine what should be a legitimately spectacular game into merely a good one, but are largely embryonic in what would devolve into Zelda's worst habits. Much of Twilight Princess' strongest moments are isolated, surrounded by a sea of deafening bloat that smothers any ambitions it so rightly deserves.
There's really no better place to start than at the game's beginning, and it's here I ask the reader what comes to mind regarding Zelda's great opening sequences. Undoubtedly, you have the rainstorm prelude in A Link to the Past, the dreamy mystery of Link's Awakening, the giddy experimentation in Breath of the Wild, and Kokiri Forest's snappy introduction in Ocarina of Time. Majora's Mask and The Wind Waker likely wouldn't rank among said openings, as those were when Zelda began elongating intros for the sake of context, yet even those could be defended on the grounds that they're neither patronizing nor pointless.
Twilight Princess's opening is, sadly, both of those things, choosing to crank up its own beginning by forcing you to spend three days inside a sleepy little village and experience all of its mundane routines. It should be reminded that out of those three days, the first two bear little to no importance in how they force poor Link into herding cows, cat-searching, fishing, rescuing baby cradles, testing your new slingshot or solving monkey kidnappings.
Admittedly, not all of these are terrible -- herding cows while riding Epona makes for an entertaining mini-game, at least -- but they are only brief, faint flashes of enjoyment in a never-ending swamp of boringness. The duality of the cat-searching/fishing strikes as an immediate down-point: you have to fish for a cat to send it home, see, but the game neglects to mention you have to do this twice, and I still recall begging that cat to eat the greengill I'd just caught. As dedicated readers should know, if I am not enjoying anything involving cats, you are undoubtedly doing something wrong. (On a related note, as we're discussing the Wii version, this particular segment is compounded by awful, unintuitive fishing controls I still can't get the hang of a decade later, although thankfully it's the only time the motion controls reach such a nadir)
Needless to say, the Ordon Village segment is hardly anything more than a convoluted mess of errands and fetch quests -- would you believe the cat fishing thing concludes a particularly tangled order of events just to obtain a slingshot? -- and yet it's amazing how much of that seeps into the rest of the game. Even when stuff finally happens on the third day -- mainly Link's transformation into a wolf and the introductions of Midna and Princess Zelda -- it insists you partake on tedious bug hunts and the like.
Consequently, Twilight Princess' padding suffocates not merely the pacing but dulls the impact from what are incredibly effective moments. Take the meeting with Faron, the very first Spirit of Light you encounter: a chilling choir greets the Faron Woods' freedom from twilight, the camera panning over Link's granting of the iconic green garb we fell in love with all those years ago. Finally, we're about to dive into the sword-swinging action we've been craving since 2004...only to be deflated shortly afterwards when we enter the Forest Temple, which holds the honor of simultaneously being the first and worst dungeon in the game, largely not due to being anything more than hunting down monkeys.
The first entry into Hyrule Field also stumbles. While the kingdom is several times bigger than it was in Ocarina of Time, it cannot hope to emulate that awe-inducing feeling we felt back in 1998, as the grand scope is shortly cut off by another bug hunt, which I neglected to give context to before. See, much of Hyrule is drowned in Twilight thanks to the Twilight King's invasion, and only through destroying the Shadow Insects within can you obtain enough Tears of Light to dispel the shadowy fog plaguing Hyrule. A decent enough context, but it's married to gameplay not suited for Zelda: they're tedious, tiresome scavenger hunts that go on and on, and while Skyward Sword was the first Zelda advertised as having level-based progression zones and whatnot, these segments are embryonic of an overtly linear, railroaded system that doesn't match with Zelda's exploration at all (the worst being by far the one for the Lanaryu region; perhaps it's just me, but I've never been able to make sense of the interconnected mazes of rivers and lakes, and I always get lost).
To summarize, it's all blatant, exhaustive padding that not only deters replays but undermines the introductions of their respective locations (and not just because they're all drowned within a boring aesthetic, but we'll get to that later) . I won't deny there are highlights -- the grim sheltering of the survivors of Kakariko Village in twilight is appropriately chilling, and the Goron sumo-wrestling bits, sabotaged as they are by all the backtracking, are joyfully absurd to watch and engage in, not the least in how they come out of nowhere -- but that even awesome moments like the Bridge of Eldin duel are clumsily inserted within all this backtracking is just all the more frustrating.
The point isn't to say Twilight Princess isn't utterly blameless outside of its padding -- we'll get to its other mishaps as we go along -- but the deluge of tutorials and handholding and whatnot make it a lot harder to appreciate what it does do right. The swordplay, for one; while hardly a difficult game, I can think of few Zelda games on par with or surpass Twilight Princess in terms of quality sword control. There's a great heft to every slice, and that I say this despite the presence of Wii controls is something of a miracle. Not that I'm opposed to motion controls or anything, but a gyro-based control scheme from 2006 is hardly going to be as impressive in 2017, and make no mistake: it does feel a little clunky by today's standards (and the less we say about the "thank god I can turn this gimmicky shit off" in the form of Midna's cackling from the speakers, the happier I'll be), but the distinct pleasure of moving your arms around to initiate sword slicing and shielding is undeniable. Even the Navi pointer on-screen is surprisingly unobtrusive, and it too can be turned off.
Really, when you're not being bogged down by worthless drivel, Twilight Princess does feel great to play. Look no further than horseback riding: Twilight Princess's iteration of Epona remains the series highpoint, surpassing the acceptable clunkiness, Ocarina of Time and avoiding the surprising stiffness of Breath of the Wild. The controls are on point, the horse feeling substantially weighty and thrilling horseback sword battles abound. (I only just wish the Horse Call came far earlier than it did; as anyone who's played the game knows, relying on stray patches of Horse Grass to summon your horse is hardly ideal)
This also extends to the items, although the missteps are present here as well. Not because of any motion control mishaps, mind; if anything, I suspect the comparisons to Spider-Man via the Double Hookshots come from all the manual pointing and aiming. But as cool as new items like the Ball and Chain and the Spinner are, Twilight Princess makes the mistake of only utilizing them within their respective dungeons as opposed to rendering them as organic tools that continually complement the world around Link. Yes, there are quick puzzles decorating the overworld here and there, but they're more or less dumped after their respective dungeons.
But those dungeons! Those are where Twilight Princess is at its A-game. Forest Temple aside, much of the dungeons evoke the best of the organic Zelda dungeon design and "wow" moments, be they the gravity-defying magnetism of Goron Mines, the "oh, wait, this is a dungeon?" for a certain location in Snowpeak or the nostalgia-fueled setting behind the sixth dungeon. Most feel appropriately huge, and with how often these dungeons bank themselves on awe and surprise, it's wonderful how often it genuinely, honestly works.
One example from the sandy depths of Arbiter's Grounds readily comes to mind. Hailing from my first playthrough, I was navigating a room impeded by falling chandeliers, with one particular road obstructed by a chain-activated candelabrum. Pulling the chain to raise it up, I quickly dashed across the bridge before it fell down, but it was too late: I yelped as the rickety structure came crashing down...yet I wasn't dead. Spotting a small indent on the floor, I deduced that since it was too quick otherwise, the entire point was to let it fall around me. A more observant player might've figured that out ahead of time, but I can hardly recall any other puzzle that so quickly shifted fear into an "aha!" moment.
In terms of general engrossment, however, Lakebed Temple and City in the Sky are the obvious highlights, what with how they engage the player in gradually shifting their geography through waterslides and falling towers. All are initiated through the Clawshot, which have Link zipping across both dungeons and instill a true "hands-on" sense of satisfaction in altering your surroundings. And let us not forget their thrilling boss fights of giant eels and armored dragons, which have you riding for dear life within deep watery grottos and treacherous rainy skies.
It's a shame Twilight Princess only shines in segmented locafions, too, as I do like what this iteration of Hyrule is trying to do. Yes, it is rather empty, but let us not dismiss its more inspired concepts; namely, the labyrinths. Interconnected throughout Hyrule, these mazes are blindingly dark, haunted by Skulltulas and endless pits, and only through careful use of your lantern will you successfully navigate their depths. It's the one element of the overworld that comes across as an organic component, and I'd certainly would've liked to experience more challenging terrain akin to those.
And yet, I can't help but notice just how lame the civilizations are. I'm not going to sit here and pretend the likes of Goron City or Dragon Roost Island were accurate depictions of lived-in cities, but surely they were better than the one-room circles that house the Gorons and Zoras! This game's iterations of Kakariko Village and Hyrule Castle Town might provide better arguments here, but the former remains its most dismal iteration to date: a boring, dusty canyon town that, context aside, is utterly lifeless.
There lies the source of Twilight Princess's sluggishness. I cannot claim it is entirely full of ugly sights -- the towering emptiness of Morpheel's lair after its' defeat, for one, or the gloomy melancholy of the Lost Woods -- but so much of the game's aesthetic lies within dull, washed out colors that often settle for hues of brown, and it's never very enthralling to look at. While it's understandable that bold colors wouldn't be emphasized within a realistic-driven title -- it's not as if Ocarina of Time or Majora's Mask were particularly colorful, either --- it's hard to get caught up visually when so much of it looks this inert, and I figure this is why the Twilight Realms feel as sluggish as they do.
The character designs also suffer in their attempt to carry over Zelda-esque figures. Consider how we've had some goofy-looking designs in the past (with occasional missteps; look no further than the portly women NPCs in Ocarina of Time), but they generally served the purposes of their respective artstyles; namely, Tingle in Majora's Mask and the snot-filled Zill in The Wind Waker. Twilight Princess forgets that if you just carry this on within a realistic direction without a hint of irony, you're going to have some real grotesque-looking figures.This isn't to say there aren't some inspired concepts -- that the Goron Elders house steaming miniature volcanoes on their backs is too cool -- but it's not that uncommon encountering characters which look like this:
or run across critters that I cannot imagine were created as anything but the most eye-burning of nightmare fuel, as evidenced by Link's expression at meeting Ooccoo.
Really, it's hard not to see where one's distaste with the artstyle would hail from. It wouldn't be until Breath of the Wild that Nintendo would find a nice middle ground between colorful fantasy and grounded character design, but alas, that took some eleven years...
Even the music is only memorable in fragmented occasions, and it kinds of breaks my heart to say that. Toru Minegishi heads the soundtrack with Asuka Ohta -- and the legendary Koji Kondo supervising -- and when they do nail it, they nail it: the utter despair of Midna's Theme/Midna's Lament, the chilling power of the Light Spirit theme, and the heartpounding finale of the Final Boss theme. (I'd also cite the sheer adventure of the Hyrule Field theme, but as evidenced by the Wii U remaster and Super Smash Bros. Brawl's rip, it was obviously constrained by system limitations)
But they're surrounded by songs that don't evoke much of anything. I have earlier praised atmospheric songs in Zelda, but the problem with Twilight Princess it focuses too much on that particular direction and not many of the songs stick to memory. One can see this in, say, the dungeons: the previous Zelda games interchangeably used atmospheric and songs with a stronger melody to create a stunning ear-grabbing blend of ambience. Compare the haunting hypnosis of Ocarina of Time's Forest Temple to Twilight Princess's iteration and note which one absorbs you more. Only City in the Sky matches this quality very late into the game, and it's disappointing nothing else even so much as echoes this quality.
It's all enough to make one walk away from Twilight Princess not feeling much of anything, even when considering all the good things it accomplishes. Running around in the wolf form is cool, for instance, and I like the attacks involved with it, but that so much of it is associated with the boring Twilight Realms renders it "eh". Even the story falls into this trap, as what should otherwise be a strong tale is imbalanced through the strength of its characters. I enjoy seeing Colin grow via his admiration for Link, for instance, but I struggle in recalling the names and personalities of the Resistance members. The yetis are adorably hilarious and absolutely make the fifth dungeon, but I care not for the Zora prince Ralis and his grief, which can be chalked up to his precious little screen time.
In particular, I can't help but note the balance between the two Twili. Anyone can agree Midna is a fiercely engaging sidekick to the extent one could even say she's the true protagonist of this Zelda, yet I cannot help but feel Zant is wasted as a villain. Unlike many, I'm actually rather fond of the personality shift in his last appearance, but only in concept; juxtaposed with the calm ruthlessness displayed beforehand, it's far too abrupt and I've never been convinced it was a facade all along. Had there been some effective foreshadowing beforehand, I'd likely think differently. (That he gets sidelined by a certain other villain is also unfortunate, but I'm already too deep in spoiler territory as it is)
There are other things I enjoy in isolation. Naturally, I enjoy the emphasis on cats being Hyrule's animal of choice this time around, and take great amusement in one particular sidequest involving a wild west showdown. Despite what I mentioned previously about the realistic style not meshing with more absurd Zelda character designs, Malo -- the shrewd toddler who discovers the joys of capitalism -- is the one delightful exception, and I can't help but notice how he expertly dodges sword swings should the player swing their sword in his vicinity. Seeing as how he opens his own market empire (complete with theme song!), perhaps he's the true villain of this tale.
More than anything, however, Twilight Princess feels tired. While not without merit, even underneath all its successes lies a tired familiarity, a fatigue that makes one go "I've done this before." When married to bloated padding, dismal aesthetics and handholding and all, it culminates into this bizarre paradox of being too much Zelda and yet not very much like Zelda all. It certainly looks like Zelda, what with Link and Princess Zelda and the first three dungeons being forest, fire and water, and even before we groan at the same tired twists and formulas, the actual look for it is as tiring to watch as being reminded you've picked up a blue rupee every time you start up the game. Sad to say, any ambitions it has are quashed underneath this crushing misdirection, one that would come to erroneously define the next few years of Zelda.
Within the bowels of the The Legend of Zelda fandom lies a little theory known as the "Zelda Cycle," a belief pushed by those who cannot comprehend anyone not liking the newest Zelda game. The theory goes in how people will unreasonably lob hate against the latest Zelda title, comparing its mishaps to the impeccable heights of the previous entry despite that game suffering from the same treatment at release. No one quite knows why this cycle of people magically changing their minds takes place -- it may have to do with overzealous keyboard warriors unable to discern they're reading different opinions from different people over time -- but regardless, it's a rather pervasive theory, right down to being referenced by Nintendo's top brass themselves in an Iwata Asks installment.
If my biting sarcasm wasn't telling enough, I think the Zelda Cycle is a load of bollocks. The idea that Zelda games are prone to hosting some sort of nebulous hivemind is nothing less than fanboy drivel, and that aforementioned Iwata Asks thing is one of the more notable examples of second-hand Nintendo embarrassment. True, we could make an exception for The Wind Waker, but only in the case that people cooled on the controversial graphics switch over time; much as I love it, the game received plenty of legitimate criticism upon release.
And yet, I can't help but admit I've never been able to nail my feelings on 2006's Twilight Princess, the series' best-selling game despite being one of its more divided entries. Bear in mind this opinion has never fluctuated wildly, but...well, I'll let the evolution of my 11-year thought process speak for itself:
Upon Completion in 2006: "Well, that was pretty good, I suppose."
A Year Later: "...you know, actually, that was kinda disappointing."
Upon Replaying it in 2009: "Hmm, actually, this is better than I remember it being."
Upon a 100% Completion Replay Last Year: "Eh, it's good, I guess."
So perhaps there is some mystical force responsible for my lukewarm feelings towards Twilight Princess, but regardless, that they exist at all is something I admit with the heaviest of hearts: can you imagine anything more soul-crushing than the game responsible for the greatest reaction in E3 history causing such a divided reaction? This is, after all, the Zelda game practically every Western fan wanted: a realistic Zelda echoing Lord of the Rings aesthetics and a brooding story, and for it to miss the mark still makes me feel...neutral? It's hard to describe.
Let us make this clear: any notions of Twilight Princess being "bad" should be immediately dispelled -- there is a considerable amount of things I enjoy about it, in fact, and I will absolutely call them to attention -- yet there are undeniably bad things in it that not only undermine what should be a legitimately spectacular game into merely a good one, but are largely embryonic in what would devolve into Zelda's worst habits. Much of Twilight Princess' strongest moments are isolated, surrounded by a sea of deafening bloat that smothers any ambitions it so rightly deserves.
There's really no better place to start than at the game's beginning, and it's here I ask the reader what comes to mind regarding Zelda's great opening sequences. Undoubtedly, you have the rainstorm prelude in A Link to the Past, the dreamy mystery of Link's Awakening, the giddy experimentation in Breath of the Wild, and Kokiri Forest's snappy introduction in Ocarina of Time. Majora's Mask and The Wind Waker likely wouldn't rank among said openings, as those were when Zelda began elongating intros for the sake of context, yet even those could be defended on the grounds that they're neither patronizing nor pointless.
Twilight Princess's opening is, sadly, both of those things, choosing to crank up its own beginning by forcing you to spend three days inside a sleepy little village and experience all of its mundane routines. It should be reminded that out of those three days, the first two bear little to no importance in how they force poor Link into herding cows, cat-searching, fishing, rescuing baby cradles, testing your new slingshot or solving monkey kidnappings.
Admittedly, not all of these are terrible -- herding cows while riding Epona makes for an entertaining mini-game, at least -- but they are only brief, faint flashes of enjoyment in a never-ending swamp of boringness. The duality of the cat-searching/fishing strikes as an immediate down-point: you have to fish for a cat to send it home, see, but the game neglects to mention you have to do this twice, and I still recall begging that cat to eat the greengill I'd just caught. As dedicated readers should know, if I am not enjoying anything involving cats, you are undoubtedly doing something wrong. (On a related note, as we're discussing the Wii version, this particular segment is compounded by awful, unintuitive fishing controls I still can't get the hang of a decade later, although thankfully it's the only time the motion controls reach such a nadir)
Needless to say, the Ordon Village segment is hardly anything more than a convoluted mess of errands and fetch quests -- would you believe the cat fishing thing concludes a particularly tangled order of events just to obtain a slingshot? -- and yet it's amazing how much of that seeps into the rest of the game. Even when stuff finally happens on the third day -- mainly Link's transformation into a wolf and the introductions of Midna and Princess Zelda -- it insists you partake on tedious bug hunts and the like.
Consequently, Twilight Princess' padding suffocates not merely the pacing but dulls the impact from what are incredibly effective moments. Take the meeting with Faron, the very first Spirit of Light you encounter: a chilling choir greets the Faron Woods' freedom from twilight, the camera panning over Link's granting of the iconic green garb we fell in love with all those years ago. Finally, we're about to dive into the sword-swinging action we've been craving since 2004...only to be deflated shortly afterwards when we enter the Forest Temple, which holds the honor of simultaneously being the first and worst dungeon in the game, largely not due to being anything more than hunting down monkeys.
The first entry into Hyrule Field also stumbles. While the kingdom is several times bigger than it was in Ocarina of Time, it cannot hope to emulate that awe-inducing feeling we felt back in 1998, as the grand scope is shortly cut off by another bug hunt, which I neglected to give context to before. See, much of Hyrule is drowned in Twilight thanks to the Twilight King's invasion, and only through destroying the Shadow Insects within can you obtain enough Tears of Light to dispel the shadowy fog plaguing Hyrule. A decent enough context, but it's married to gameplay not suited for Zelda: they're tedious, tiresome scavenger hunts that go on and on, and while Skyward Sword was the first Zelda advertised as having level-based progression zones and whatnot, these segments are embryonic of an overtly linear, railroaded system that doesn't match with Zelda's exploration at all (the worst being by far the one for the Lanaryu region; perhaps it's just me, but I've never been able to make sense of the interconnected mazes of rivers and lakes, and I always get lost).
To summarize, it's all blatant, exhaustive padding that not only deters replays but undermines the introductions of their respective locations (and not just because they're all drowned within a boring aesthetic, but we'll get to that later) . I won't deny there are highlights -- the grim sheltering of the survivors of Kakariko Village in twilight is appropriately chilling, and the Goron sumo-wrestling bits, sabotaged as they are by all the backtracking, are joyfully absurd to watch and engage in, not the least in how they come out of nowhere -- but that even awesome moments like the Bridge of Eldin duel are clumsily inserted within all this backtracking is just all the more frustrating.
The point isn't to say Twilight Princess isn't utterly blameless outside of its padding -- we'll get to its other mishaps as we go along -- but the deluge of tutorials and handholding and whatnot make it a lot harder to appreciate what it does do right. The swordplay, for one; while hardly a difficult game, I can think of few Zelda games on par with or surpass Twilight Princess in terms of quality sword control. There's a great heft to every slice, and that I say this despite the presence of Wii controls is something of a miracle. Not that I'm opposed to motion controls or anything, but a gyro-based control scheme from 2006 is hardly going to be as impressive in 2017, and make no mistake: it does feel a little clunky by today's standards (and the less we say about the "thank god I can turn this gimmicky shit off" in the form of Midna's cackling from the speakers, the happier I'll be), but the distinct pleasure of moving your arms around to initiate sword slicing and shielding is undeniable. Even the Navi pointer on-screen is surprisingly unobtrusive, and it too can be turned off.
Really, when you're not being bogged down by worthless drivel, Twilight Princess does feel great to play. Look no further than horseback riding: Twilight Princess's iteration of Epona remains the series highpoint, surpassing the acceptable clunkiness, Ocarina of Time and avoiding the surprising stiffness of Breath of the Wild. The controls are on point, the horse feeling substantially weighty and thrilling horseback sword battles abound. (I only just wish the Horse Call came far earlier than it did; as anyone who's played the game knows, relying on stray patches of Horse Grass to summon your horse is hardly ideal)
This also extends to the items, although the missteps are present here as well. Not because of any motion control mishaps, mind; if anything, I suspect the comparisons to Spider-Man via the Double Hookshots come from all the manual pointing and aiming. But as cool as new items like the Ball and Chain and the Spinner are, Twilight Princess makes the mistake of only utilizing them within their respective dungeons as opposed to rendering them as organic tools that continually complement the world around Link. Yes, there are quick puzzles decorating the overworld here and there, but they're more or less dumped after their respective dungeons.
But those dungeons! Those are where Twilight Princess is at its A-game. Forest Temple aside, much of the dungeons evoke the best of the organic Zelda dungeon design and "wow" moments, be they the gravity-defying magnetism of Goron Mines, the "oh, wait, this is a dungeon?" for a certain location in Snowpeak or the nostalgia-fueled setting behind the sixth dungeon. Most feel appropriately huge, and with how often these dungeons bank themselves on awe and surprise, it's wonderful how often it genuinely, honestly works.
One example from the sandy depths of Arbiter's Grounds readily comes to mind. Hailing from my first playthrough, I was navigating a room impeded by falling chandeliers, with one particular road obstructed by a chain-activated candelabrum. Pulling the chain to raise it up, I quickly dashed across the bridge before it fell down, but it was too late: I yelped as the rickety structure came crashing down...yet I wasn't dead. Spotting a small indent on the floor, I deduced that since it was too quick otherwise, the entire point was to let it fall around me. A more observant player might've figured that out ahead of time, but I can hardly recall any other puzzle that so quickly shifted fear into an "aha!" moment.
In terms of general engrossment, however, Lakebed Temple and City in the Sky are the obvious highlights, what with how they engage the player in gradually shifting their geography through waterslides and falling towers. All are initiated through the Clawshot, which have Link zipping across both dungeons and instill a true "hands-on" sense of satisfaction in altering your surroundings. And let us not forget their thrilling boss fights of giant eels and armored dragons, which have you riding for dear life within deep watery grottos and treacherous rainy skies.
It's a shame Twilight Princess only shines in segmented locafions, too, as I do like what this iteration of Hyrule is trying to do. Yes, it is rather empty, but let us not dismiss its more inspired concepts; namely, the labyrinths. Interconnected throughout Hyrule, these mazes are blindingly dark, haunted by Skulltulas and endless pits, and only through careful use of your lantern will you successfully navigate their depths. It's the one element of the overworld that comes across as an organic component, and I'd certainly would've liked to experience more challenging terrain akin to those.
And yet, I can't help but notice just how lame the civilizations are. I'm not going to sit here and pretend the likes of Goron City or Dragon Roost Island were accurate depictions of lived-in cities, but surely they were better than the one-room circles that house the Gorons and Zoras! This game's iterations of Kakariko Village and Hyrule Castle Town might provide better arguments here, but the former remains its most dismal iteration to date: a boring, dusty canyon town that, context aside, is utterly lifeless.
There lies the source of Twilight Princess's sluggishness. I cannot claim it is entirely full of ugly sights -- the towering emptiness of Morpheel's lair after its' defeat, for one, or the gloomy melancholy of the Lost Woods -- but so much of the game's aesthetic lies within dull, washed out colors that often settle for hues of brown, and it's never very enthralling to look at. While it's understandable that bold colors wouldn't be emphasized within a realistic-driven title -- it's not as if Ocarina of Time or Majora's Mask were particularly colorful, either --- it's hard to get caught up visually when so much of it looks this inert, and I figure this is why the Twilight Realms feel as sluggish as they do.
The character designs also suffer in their attempt to carry over Zelda-esque figures. Consider how we've had some goofy-looking designs in the past (with occasional missteps; look no further than the portly women NPCs in Ocarina of Time), but they generally served the purposes of their respective artstyles; namely, Tingle in Majora's Mask and the snot-filled Zill in The Wind Waker. Twilight Princess forgets that if you just carry this on within a realistic direction without a hint of irony, you're going to have some real grotesque-looking figures.This isn't to say there aren't some inspired concepts -- that the Goron Elders house steaming miniature volcanoes on their backs is too cool -- but it's not that uncommon encountering characters which look like this:
or run across critters that I cannot imagine were created as anything but the most eye-burning of nightmare fuel, as evidenced by Link's expression at meeting Ooccoo.
Really, it's hard not to see where one's distaste with the artstyle would hail from. It wouldn't be until Breath of the Wild that Nintendo would find a nice middle ground between colorful fantasy and grounded character design, but alas, that took some eleven years...
Even the music is only memorable in fragmented occasions, and it kinds of breaks my heart to say that. Toru Minegishi heads the soundtrack with Asuka Ohta -- and the legendary Koji Kondo supervising -- and when they do nail it, they nail it: the utter despair of Midna's Theme/Midna's Lament, the chilling power of the Light Spirit theme, and the heartpounding finale of the Final Boss theme. (I'd also cite the sheer adventure of the Hyrule Field theme, but as evidenced by the Wii U remaster and Super Smash Bros. Brawl's rip, it was obviously constrained by system limitations)
But they're surrounded by songs that don't evoke much of anything. I have earlier praised atmospheric songs in Zelda, but the problem with Twilight Princess it focuses too much on that particular direction and not many of the songs stick to memory. One can see this in, say, the dungeons: the previous Zelda games interchangeably used atmospheric and songs with a stronger melody to create a stunning ear-grabbing blend of ambience. Compare the haunting hypnosis of Ocarina of Time's Forest Temple to Twilight Princess's iteration and note which one absorbs you more. Only City in the Sky matches this quality very late into the game, and it's disappointing nothing else even so much as echoes this quality.
It's all enough to make one walk away from Twilight Princess not feeling much of anything, even when considering all the good things it accomplishes. Running around in the wolf form is cool, for instance, and I like the attacks involved with it, but that so much of it is associated with the boring Twilight Realms renders it "eh". Even the story falls into this trap, as what should otherwise be a strong tale is imbalanced through the strength of its characters. I enjoy seeing Colin grow via his admiration for Link, for instance, but I struggle in recalling the names and personalities of the Resistance members. The yetis are adorably hilarious and absolutely make the fifth dungeon, but I care not for the Zora prince Ralis and his grief, which can be chalked up to his precious little screen time.
In particular, I can't help but note the balance between the two Twili. Anyone can agree Midna is a fiercely engaging sidekick to the extent one could even say she's the true protagonist of this Zelda, yet I cannot help but feel Zant is wasted as a villain. Unlike many, I'm actually rather fond of the personality shift in his last appearance, but only in concept; juxtaposed with the calm ruthlessness displayed beforehand, it's far too abrupt and I've never been convinced it was a facade all along. Had there been some effective foreshadowing beforehand, I'd likely think differently. (That he gets sidelined by a certain other villain is also unfortunate, but I'm already too deep in spoiler territory as it is)
There are other things I enjoy in isolation. Naturally, I enjoy the emphasis on cats being Hyrule's animal of choice this time around, and take great amusement in one particular sidequest involving a wild west showdown. Despite what I mentioned previously about the realistic style not meshing with more absurd Zelda character designs, Malo -- the shrewd toddler who discovers the joys of capitalism -- is the one delightful exception, and I can't help but notice how he expertly dodges sword swings should the player swing their sword in his vicinity. Seeing as how he opens his own market empire (complete with theme song!), perhaps he's the true villain of this tale.
More than anything, however, Twilight Princess feels tired. While not without merit, even underneath all its successes lies a tired familiarity, a fatigue that makes one go "I've done this before." When married to bloated padding, dismal aesthetics and handholding and all, it culminates into this bizarre paradox of being too much Zelda and yet not very much like Zelda all. It certainly looks like Zelda, what with Link and Princess Zelda and the first three dungeons being forest, fire and water, and even before we groan at the same tired twists and formulas, the actual look for it is as tiring to watch as being reminded you've picked up a blue rupee every time you start up the game. Sad to say, any ambitions it has are quashed underneath this crushing misdirection, one that would come to erroneously define the next few years of Zelda.
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.
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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.)
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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.
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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!
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