Kirby has always been a flexible little guy; from his humble beginnings as a placeholder sprite, he’s been moulded into a pinball, a golf ball, and an animate collection of yarn - not to mention the many hats he wears as part of his trademark copy abilities. Kirby’s workable versatility is a huge part of his identity as a character, and so it only seems appropriate that Kirby and the Rainbow Curse, announced during the Nintendo Digital Event at this year’s E3, finds him cast in that most malleable of materials: clay. We got to take Kirby’s latest out for a spin, and loved what we saw - sporting gorgeous graphics and building on the gameplay of 2005’s Canvas Curse, Kirby and the Rainbow Curse looks set to carry on the legacy of its DS predecessor in style.
The E3 demo we played featured three separate levels, labelled simply ‘Beginner Stage’, ‘Water Stage’, and ‘Tank Stage’. We jumped into the Beginner level first, and were greeted with gameplay that felt pleasantly familiar from Canvas Curse: Kirby took the form of a limbless clay ball, and it was our job to guide him through a side-scrolling world using only the stylus. Tapping Kirby gives him a little boost forward - which can also be used to attack - while sketching out lines on the GamePad's screen will create rainbow-braided paths of clay for him to follow; as soon as he touches a rainbow rope, he’ll roll along it in the direction you drew until he reaches the end. These lines disappear after a little while - gradually losing colour as they weaken - and you only have a limited amount of clay to work with on-screen at any one time. A meter on the top left of the screen keeps track of your reserves, and Kirby regains clay whenever he’s not actively riding a rainbow.
After spending the morning running around in Yoshi’s Woolly World, Rainbow Curse initially felt a bit slow - Kirby rolls along at a stately pace that seems to befit a ball of clay, and the opening stage was clearly designed to help players get used to the game’s stylus-based control - but it didn’t take long for things to get interesting. As in Canvas Curse, the level design revolves around the path-drawing mechanic, and even in this opening stage that led to lots of satisfyingly acrobatic artistic expression - we had Kirby arcing up and over enemies, circling around platforms, and looping backwards into hidden passages to pick up items. One new element in Rainbow Curse is Kirby’s super dash: collecting a hundred stars (placed generously around the levels) will fill a meter, and by holding down the stylus on Kirby for a few moments you can unleash a powerful forward dash that can bust through blocks, roll over massive enemies, and help Kirby reach otherwise inaccessible parts of the levels.
After getting to grips with the Beginner level, we dove into the Water stage next, and the challenge here jumped considerably. Even as clay, apparently, Kirby’s still full of air; he floats up to the surface if left alone, and the trick here was to paint in paths above him to help him dive. This led to an interesting variation on forced-scrolling, as we tried to balance our clay reserves while steering Kirby safely through underwater caves and enemy gauntlets - having an anchoring arc expire at the wrong moment would send him speeding upwards towards untold dangers, and we lost a fair few of his four hit-points to spiky ceiling-mounted Gordos several times before the level was through. This stage also featured strong currents, which all but overrode our rainbow routes - a Super Dash was the only way to break through the undertow. Between trying to keep Kirby at depth and out of danger, navigating the currents, and keeping our eyes peeled for secrets, there was lots to keep track of in this stage, and nabbing all of the collectables - many of which were placed just out of reach of an easy path - required speedy reactions and split-second decisions.
The final stage we tried was built around one of Kirby’s new clay transformations: the tank. Kirby morphed into an adorably armoured panzer-puffball, and rolled steadily rightward on his tiny treads of terror. This level reminded us quite a bit of the Kirby Tank sections in Kirby’s Epic Yarn, but instead of aiming shots by tilting a Wii Remote, we simply tapped where we wanted Kirby to fire. It worked wonderfully and felt great, like a touch-controlled on-rails shooter, and it offered a noticeably different challenge from the other two levels. Since accuracy isn’t an issue with stylus-based shooting, the challenge came from the timing instead; as in the water level, there were lots of collectables and paths that needed quick thinking to reach or open up, a feat made even tougher by the added complication of enemies approaching from all angles at various speeds. Luckily, Kirby has an ace up his non-existent sleeve: holding down the stylus on a particular point will charge up a super powerful barrage of missiles, accompanied by a fantastic animation of Kirby adding increasingly absurdly overpowered artillery to his body before letting loose.
Like Yoshi’s Woolly World, Kirby and the Rainbow Curse uses its unique art style to its full potential, looking less like a clay-themed game and more like a playable piece of clay art. Lovingly-moulded imperfections make the character models, platforms, backdrops, and HUD elements all feel tangible and real, while background blur makes everything feel appropriately tiny, as if the whole game’s taking place inside a diorama box. The animations even have the stop-motion feel of claymation classics, all while the game itself runs at what looked to us like a silky-smooth 60 frames-per-second, using impressively fluid animation to emulate the look of substantially less fluid animation. It’s brilliant, and absolutely gorgeous in motion; while the effect is subtle at first, it’s stunning once you notice. The clay itself looks incredible, too, and we love Nintendo’s continued high-definition exploration of different materials - just as Yoshi’s Woolly World feels like a vibrant world made of fabric and thread, Rainbow Curse is a beautiful celebration of clay.
Our only real issue with this is one that stems from the handheld roots of its gameplay conceit: we found ourselves looking down at the GamePad the entire time we were playing, and even though the beautiful art tempted us upwards towards the television, the stylus-heavy gameplay made it tough to control Kirby without looking directly at the touchscreen. Of course, the demo we played at E3 was only a small (if remarkably polished) taste of a game that’s clearly early on in development, and we wouldn’t be surprised if HAL added in sequences and features which use both the TV and the GamePad in interesting ways by the time it sees release. Even if you do end up staring at the GamePad for most or all of your playtime, however, that’s not necessarily a problem; the demo was a blast, and we certainly didn’t mind looking down to play it. In fact, Rainbow Curse is a prime example of a console game that’s only possible thanks to the Wii U’s unique controller, and we loved getting to experience the mechanics of Canvas Curse with the higher resolution and increased real-estate of the GamePad.
Kirby and the Rainbow Curse was a wonderful surprise at this year’s E3. It’s stunningly beautiful, with a creative art style that stands with Paper Mario, Kirby’s Epic Yarn, and Yoshi’s Woolly World as a testament to Nintendo’s skills in both arts and crafts and aesthetic design, and it’s built on a solid foundation of stylus-based fun. We enjoyed our brief time with Rainbow Curse every bit as much as its DS precursor, and even in the three stages on offer in this demo, a Kirby-approved level of variety in the gameplay ensured that each level felt distinct. We’re excited to see how exactly HAL continues to mould Rainbow Curse leading up to its 2015 release, but from our early hands-on, it feels like it’s shaping up beautifully.
Be sure to check out our other hands on features from E3:
Comments 75
HAL is turning into Good Feel, lol. Anyways that clay just makes me...well, want that clay. xD
Paper Mario.
Kirby's Epic Yarn.
Yoshi's Wolly World.
And now this.
Heh, love the way Nintendo gets creative here.
I really dont like the art. It looks pretty bad to me, when i saw it I thought it was either a 3ds game or a virtual console release of canvas curse...
I love Canvas Curse and Power Paintbrush, probably my favourite Kirby game of the lot, and I think the art style for this is fantastic again. I'd prefer it on the 3DS, but at least it can sort of be played like a handheld game.
Good to see that the long-lost art of Claymation is back in the mainstream media.
I've never played any Kirby game to be honest. I'm still looking for Kirby's Epic Yarn new and below 20 euros though. I can't wait for Yoshi's Wooly World.
@Kodeen Little Inferno can be played with Wii remotes if I remember correctly. Maybe this one will support that as well?
Not sure how I feel about this one. I love the clay aesthetic but the gameplay looks Meh. I missed Canvas Curse and Power Paintbrush though so I have no reference point.
I'll give it a shot if it gets good reviews.
Kirby Canvas Curse was one of my all time favorite DS games, totally freaked out when I saw this announced. With how often they switch up Kirby's gameplay, I didn't think they'd ever revisit the Canvas Curse style, and I looooove the claymation look!! Still hoping that one day we'll see a Tilt 'n' Tumble 2...
@Falchion
Hey, to each their own, but it's just an art-style. This is subjective of course, though I certainly wouldn't call it ugly, just different. Some of my favorite movies are done in claymation, so I'm very excited it transition to a HD Kirby game.
Really don't understand why they would put this on Wii U instead of 3DS. Wii U is all about couch multiplayer and Wii U is currently set to get a similar game in Yoshi's Wooly World. There was a time - everything before May 30, 2014 - when the Wii U needed games more than 3DS, but this should be 3DS bound next year. Or a $15 DL.
"Our only real issue with this is one that stems from the handheld roots of its gameplay conceit: we found ourselves looking down at the GamePad the entire time we were playing, and even though the beautiful art tempted us upwards towards the television"
I was wondering how this game would work on Wii U. Most of the time, I'd just want to look at the TV for HD graphics.
To be honest I thought it was iced cake.
@nintendolife : do you have lossless pictures available ? because the jpeg screenshots compression artefacts dont render the clay that "incredible" :/
@MoonKnight7 Very true. I just wonder why they chose to put this on the wii u. It seems to just be lacking a coat of luster. Yoshi's wooly world takes a simple art idea and makes it look endearing yet this games graphics just look plain to me. But if the game is good, the graphics dont really matter.
This game is amazing!!! I want to play it all on the gamepad, no TV! Cannot wait! Best surprise of E3 for sure
Looks great! I love the clay look of the graphics. On a not so related note, they need to bring back Clay Fighter on Wii U!!!
Nintendo always knows what they are doing when it comes to making beautiful games. Love how they are staying away from realistic graphics
@Kodeen i agree w/ you on this. i felt this way about a lot of the nintendo land games. what's the point of having it hooked up to a TV if you're just looking at the game pad screen the whole time? we need more games that make use of both in a worthwhile way.
Maybe they could implement Wii Remote controls for tv play. Control the rainbow with the Wii Remote.
@rjejr You're out of your mind if you think this game is remotely similar to Wooly World. Seriously, the similarities are they're both 2D and they both have art styles not employed in a lot of games and also have mechanics based on their aesthetic, that's about it.
Maybe not all of the levels will use the gamepad/stylus combo?
@rjejr
Dude, no way. 3DS just got a Kirby game. Wii U does not have one yet. And just because Wii U is known for couch multiplayer, doesn't mean that every single game MUST be that. PS3 and 360 were known for shooters, but could you imagine if that's ALL they had? Wii was known for party games, but certainly that wasn't ALL it had. Wii U is known for couch multiplayer, doesn't mean the console's library should be limited to only those types of games.
Now I don't know about you, but Canvas Curse was one of the best games on the DS> there's a reason it's selling for over $100 new and $40 used right now, while the other 3 Kirby DS games are like $10. It's a great game, and a perfect candidate to answer the cries for Wii U titles that utilize the gamepad. This is not a $15 eShop game. Even Canvas Curse was AND STILL IS selling for full MSRP. And this game looks SO much better than Canvas Curse.
And just for the record, there is no such thing as a game that "doesn't belong" on Wii U as opposed to 3DS, or visa versa. And trust me when I say that you would most likely fall in love with this game, if I'm judging your taste correctly (and I think I am). Don't dismiss this one.
PSS This game is nothing like Yoshi's Wooly World. They're both colorful, that's about the extent of their similarities.
@JaredJ @parkerjames @geozeldadude
It's just one game. Scram Kitty was a game playable only on the gamepad. The new stylus control update for Pikmin 3 works the same way- you really need to play on the gamepad for it to work properly. The majority of games using stylus control will require the gamepad as the main screen, instead of visa versa. But the gamepad picture looks good enough- I play games on it all the time in fact and it doesn't bother me. It's not like you won't be using both screens- it's just that the gamepad will be your main and the TV your secondary. Now, if all games were like that I'd agree 100%, but again, it's just one game. And it's a sequel to one of the funnest games on DS too.
It's good to mix it up I think. Not every game should be like this, or even most of them, but one here and there, that's cool. At least I think so anyways. Variety is the spice of life! Many DS games used the lower resolution bottom screen for the main, with the larger, higher res top screen for the secondary. No big deal. As long as the game is fun, I'm personally not bothered with that kind of stuff.
Just read some of the comments here from people who played Canvas Curse. Pretty unanimous consensus that the game was utterly brilliant- once you start playing the game, I don't think you're gonna care about anything other than how fun the game is. Besides, the gamepad screen is much larger, with much better graphics and resolution than a 3DS has- even if the gamepad isn't full 1080p, it will still dwarf the experience that it would be on a handheld.
@Luffymcduck
It's simple, having the stylus always touching the gamepad screen and using ZR/ZL to activate some magic clay star dropper or something like that. That way the gamepad screen could even be turned off all the time.
I am happy that this is coming, as I could never play Canvas Curse but I heard great things about it.
And about watching the Gamepad instead of the TV, I am the opposite. I look at the TV as I never had a handheld until the 3DS so I favor the big screen. If what I do in the touch screen is reflected in the TV, it is just a learning curve.
@JaxonH
Don't know about you, or not sure if I got you, but I played all Scram Kitty by switching to the TV screen and using that as my main display.
@sinalefa
Oh really? Huh, I actually didn't know you could do that. Well that's cool, although I think I'd still rather play it on the gamepad. It just seems to fit it better imo...
@JaxonH
Whenever you start a game and pause it, there is some text at the bottom that says that if you press Select (or minus button) you can switch the screens.
BTW, I will take your recommendation and try Fractured Soul now that it is on sale.
@sinalefa
Good move, Fractured Soul is a great game. And a very creative gameplay premise. It was originally planned as a retail DS game, so the production value is pretty high. Action platformer with a Mega Man feel to it, but split across both screens with alternate versions of the same stage. Might have a platform on the bottom but no platform on the top screen version of the stage. Lower stage might be underwater (which slows your speed), while the upper stage might have normal air. Might have alternating ladders from top to bottom stages, so you have to jump from ladder to ladder but switch dimensions mid-jump, stuff like that. TOTAL awesomeness.
I think this is going to be the best platformer on the Wii U for me, wish it was this year.
@Daisaku36 - "the similarities are they're both 2D and they both have art styles not employed in a lot of games."
Then yes, I am out of my mind, b/c I would classify them as "remotely similar" based on those 2 similarities alone.
@JaxonH - Hey Jax, been awhile, you must be back to playing games after your E3 news break.
"doesn't mean the console's library should be limited to only those types of games."
No, the Wii U should not soley b elimited to 2D couch side scolling co-op games. But if Nintneod is goin to make a 2D side scrolling game fo rWii U it should be co-op. This isn't exactly a FPS or sports game, it's a 2D side scrollin gplatormer for crying out loud. I'm vry excited to see different types of games, Splatoon, SSB, Hyrule Warrios (though only b/ ci thas couch co-op) Bayonetta. So it isn't about Wii U havin gdifferen ttypes of games, it's about 2D sidescrollers on Wii U ben gco-op.
Though in your defense I COMPLETELY forgot about Kirby Triple Deluxe, so that's my fault. And now I really want to play that Canvas game. But it will be a long while before I get a Wii U single player game that isnt adult, still dont have Lego City Undercover.
@NintendoLife OFF TOPIC: the final Mario Golf DLC is available. I just dl'd it. Let people know. Later!
Edit: I live in Los Angeles so I don't know if this includes all territories
I've played Kirby's Canvas Curse and it was a fun experience. I can't wait to try this out once it releases.
@Gen0neD
Great, at last!
I enjoyed Canvas Curse and it was great game! I hope it looks even better though
looking forward to play it with nunchuck & wiimote
@JaxonH - Some excellent points.
I get so tired of hearing people get bent out of shape over how much the gamepad must or must not be used for every game like there is a council on gamepad usage with strict guidelines sitting somewhere...
It's actually kind of infuriating, because it's an incredibly versatile controller and every game should utilize it as much as it needs and no more or no less.
Last gen everyone whined about motion control being shoehorned in or no used after the fad waned, but now everyone wants game pad features shoehorned in or abandoned...ugh.
The gamers of today both old and new are killing my hobby...they want everything to conform to a narrow set of arbitrary rules and specs, and despise it when artists and programmers try to create anything cool.
There's just something about Yoshi and Kirby that just makes me turn off. They always look too easy. Meh
When I first saw it, I wondered if Aardman Animations had been involved in any way.
I owned Canvas Curve (my 2nd non bundled DS game after Another Code) but eventually traded it in as after finishing it and collecting a lot of the collectables, I no longer really enjoyed playing it. Still it was a fun game and I look forward to this; although I'm kinda hoping for it being a downloadable or budget release.
Why not on 3DS? That problem with watching the screen vs. TV seems a major issue.
This isn't the final game people so everyone needs to relax. They can still change some things. Personally I prefer playing on the gamepad because then I can concentrate on not letting my character die. I see this game working better on the Wii U than the 3DS. The 3DS already has a Kirby game.
This is a game specifically designed to make use of the Gamepad. This first impression review actually increased by interest in this game quite a bit.
"The animations even have the stop-motion feel of claymation classics, all while the game itself runs at what looked to us like a silky-smooth 60 frames-per-second, using impressively fluid animation to emulate the look of substantially less fluid animation. It’s brilliant, and absolutely gorgeous in motion"
I love how they are using HD graphics to make it look intentionally choppy. Awesome art style using clay.
I LOVED kirby canvas curse on DS and this will be perfect for Wii U gamepad.
Nintendo does HD graphics correctly - yarn, clay, ink!
@rjejr Yah I've been playing Pushmo World, best $10 I've spent in a long time.
Keep in mind that just because a game is in 2 dimensions, that doesn't mean it's designed for 2 players. Some games work well with co-op, some don't. Could you imagine rainbow strands intersecting each other, getting in the way, whole screen just one big colored rainbow mess? Not all 2D gameplay works for co-op. Not all games are co-op. This one just happens to have single player gameplay.
But yes, if you every get the chance to play Canvas Curse, let me know what you think. It's expensive, but maybe it'll get a VC release to promote Rainbow Curse, who knows...
looks like a remake to me, like nightmare in dreamland is a reamke of kirbys adventure, this is a remake of canvas curse
@IRNBRU115
And many of them are. However, Canvas Curse was not one of them, so I don't think you need to worry about Rainbow Curse.
Epic Yarn was WAY too easy, but I'm relieved after seeing gameplay from Yoshi's Wooly World. It has the Epic Yarn aesthetic, but looks to be faster paced akin to DKC, with more action platforming akin to NSMB, with traditional Yoshi's Island gameplay (but without Baby Mario), with a few gameplay elements borrowed from Rayman Legends. And Nintendo has even confirmed it will not be easy like Epic Yarn was.
So I'm not too worried about it...
If anyone has an issue playing a game using the second screen on the gamepad, they probably shouldn't have been asking for games that use the gamepad more.
With that said, why would anyone want this game on 3DS if they're not even satisfied with the Gamepad? At least the gamepad yields visuals equivalent to Wii U games on TV, just with a lower resolution. 3DS yields visuals equivalent to a Nintendo 64. If the gamepad doesn't "look good enough" why on Earth would 3DS be a better choice? That's actually WAY worse. And not just resolution either.
This game isn't possible on the TV using the Gamepad (well, it's possible just not optimal), and people DID say they wanted Wii U games that were only possible with the Gamepad.
This is why I say a lot of fans don't actually know what they want. They think they know, but when they get it they say, "well on second thought I DON'T want games only possible with the Gamepad".
If a person has no issue with playing this game on a tiny, low res handheld screen, then they shouldn't have issue playing it on the gamepad, which is twice as large, more comfortable, has more buttons, renders Wii U graphics and has better resolution. Think about it.
@JaxonH
"3DS yields visuals equivalent to a Nintendo 64."
Sorry but that is an exaggeration and a huge diservice to 3DS, that has 3D Land, Kid Icarus Uprising, MK7 and Smash Bros certainly does not look like the N64 original.
Your point still stands, though.
I am in love with this art style
I've not really enjoyed the look of the few clay themed games I've seen in the past but I frikin love the entire look of this game and the gameplay looks really solid too.
Nintendo has done a really great job of realizing some unique and beautiful art styles in quite a few of it's games over the years, such as Yoshi's Island, Paper Mario, The Wind Waker, Kirby's Epic Yarn, Skyward Sword, Kirby: Triple Deluxe (not really a specific visual "theme/style" but just a gorgeous example of 2.5D graphics), Yoshi's Woolly World and now Kirby and the Rainbow Curse, oh and the new Zelda too (beautiful toon-shading there), to name a few of the stand out examples that come to mind.
I don't think there's any other video game companies that have mastered this kind of approach to unique visual themes and styles so well in general actually.
Even though I never played Canvas Curse myself, I have heard nothing but good things about it and am looking forward to being able to play its successor!
@Kirk True that. Art style for me has always trumped more polygons and Nintendo's teams are the masters of that craft!
@JaxonH I would say the 3DS has graphics more along the lines of a slightly less powerful gamecube, but I get your point.
Oooooo this looks pretty good!
@JaxonH
I'm not saying you're wrong in this particular case but don't confuse what 'every' fan is asking for with your subjective interpretation of what they are asking for.
For example: If I were to say "I want games that are only possible WITH the GamePad." that does not mean I specifically want games that I can only play if I'm looking directly at the GamePad the whole time or something. It just means I want games that justify having a touchscreen or UFC or whatever on the subsequently high cost controller and ultimately justify having the Wii U GamePad in the first place.
You're doing exactly the same as when someone claims "You asked for a new Star Fox game [as one other example that's currently relevant] and Nintendo gave you a new Star Fox and still you aren't happy. Nintendo simply cannot please you." which is total and utter bullsh*t. If I asked for a new Star Fox game then what I mean is a proper sequel in the main Star Fox series, that would be the SNES and N64 games as far as I'm concerned, and not some prototype proof of concept that is nothing like any previous Star Fox game turned into a full game with the Star Fox name slapped onto it.
Nintendo doesn't get away with just chucking out whatever random game or service, putting a 'label' for some popularly requested game or service on it and claiming it's giving fans like me what they are asking for and neither do you. That's the exact opposite of satisfying people like me. In fact, it's probably worse than not doing anything at all because now they/you can claim they've done what we asked for and not actually give us what we want for another generation which just exasperates things even further.
This Kirby game looks very cool imo but to even remotely claim this is an example of Nintendo delivering on the requests for games that take full advantage of and indeed justify the existence and inclusion of the GamePad with all Wii U's isn't even remotely close to reality. It's just one game that uses one of the Wii U GamePad's features in a novel way but it isn't exactly a perfect shining example of the whole Wii U concept being perfectly realized and executed to it's full potential.
Just saying.
@Kirk And I get what you're saying, but as you just stated there are many uses for the Gamepad. Some games take advantage of NFC, some will use gyro, some will use stylus. This game just happens to be the one that will use the stylus. And any time you use stylus, you're gonna want to look at the Gamepad. Comes with the territory.
When everybody cried about wanting more Gamepad use, they meant all its features, as you correctly pointed out. And many, if not most, are happy to see this game. So it really just boils down to people getting upset that this isn't one of the specific Gamepad features they PERSONALLY wanted.
Every game isn't gonna satisfy everyone's specific checklist of demands. Too many fans want too many different things
Kirby has become nintendo's gimmick franchise.
I absolutely love the visuals! I hope Nintendo utilizes this style for more games. A fully 3D Kirby game with these types of visuals would be awesome!
they should have made the stylus line carve into the "clay" screen like a strata-mation cartoon.
Well even though that I did not play Canvas Curse at all or like it as much as the other games, this game looks very promising for itself and can't wait to play it.
What I like about the graphics of this and Yoshi is that they show that a much greater leap forward can be with a creative artistic approach, rather than mere technological progress. It's true that almost all AAA games these days pay much attention to their art style, yet in more than 9 out of 10 cases they arrive at a good-looking yet totally unoriginal "mainstream" look.
Edit: To be precise, Nintendo's approach to graphics (another example was by the way Skyward Sword's look) is not only a creative and interesting from an artistic perspective, but also because it entails simultaneously interesting technical twists, as one can see in the simulation of clay or yarn – substances that have not been simulated so often before.
The rainbow drawing reminds me of Ivy the Kiwi for the Wii.
@JaxonH 3ds has visuals comparable to the GameCube and in nicer 3d effect too. Revelations to me looked like an HD platform game so yeah N64 makes no sense.
@JaxonH
I guess the point then is that it's Nintendo's job to satisfy all those fans at some point, multiple times over, in one way or another to really justify their purchase of the console and indeed the Wii U GamePad. This would also be true in terms of trying to get all those people that haven't yet bought a Wii U on board too.
I'm certainly happy to see this game on Wii U though and I'd be happy to see 20 more DS/3DS games done specifically for Wii U too because many of them are perfectly suited to the GamePad. I mean it would be cool if along with the DS VC games they're now releasing on Wii U they also made fully HD updated Wii U versions of games like Brain Training, Nintendogs, Rhythm Heaven, A Zelda game along the lines of Phantom Hourglass/Sprint Tracks, A Wars game, Wario Ware Touched, etc, even if they were all just eShop titles.
To be clear though; none of those games should come at the expense of the big AAA first party franchise titles, as well as a couple of entirely new AAA games, that Nintendo also needs to keep releasing on a regular basis too imo.
@Kirk
I think it all comes down to just making good games. Just making games that are fun. Give me fun games and forget the rest. Use the gamepad, don't use the gamepad, whatever. Just make sure the games are fun and I'm happy!
@JaxonH
Well exactly. I personally don't really care if they even use the GamePad that much to be honest. As long as there's a whole bunch of genuinely great fun games. I'll take awesome new games in the Star Fox and F-Zero franchises that basically don't even use the GamePad but just deliver fully on the legacy of those games/franchises for example.
@Dpishere @dumedum @sinalefa
Yes, I suppose you're right.
@Kirk
Yeah, I mean don't get me wrong, I do like the gamepad. I really do. And I take no issue with games using it. That's fine, in fact I would encourage it. But in the end, I'd rather take a fun game without gamepad integration than a dull game using all it's features. And I'm sure you would too. But some people, for example they passed up on DKC just because it didn't use the pad, and I'm thinking, "Who cares about the pad! This game is UBER fun!" ya know?
@JaxonH
Totally agree.
@JaxonH - "It's expensive, but maybe it'll get a VC release to promote Rainbow Curse, who knows..."
I'm going w/ option B.
hmm I've found that after a few minutes of playing (usually about 15) I become accustomed to the dimensions of the game pad and I don't need to look down. Perhaps that is what they are aiming for in this game? That after a point your brain keeps track of how the gamepad dimensions correlate to the tv screen and you'll stop looking down?
I play pikmin and w101 using the touch screen and I only look down when required (like the indoor sections of w101).
So far this sounds like a cheaper eShop only release to me. I'm not willing to pay a lot for a game that i can only play on the GamePad with no opportunity to look at the TV at all.
Looks nice but I didn't like Canvas Curse so I won't be getting this one. It's not a big deal having Yoshi, Guacamelee, Shovel Knight, Rayman Legends on my to play list.
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