Just this Friday, Kirby and the Rainbow Curse released in North America to general critical acclaim. We awarded it a 7/10; while praising the excellent art style, we felt there were underutilized gameplay applications of the clay theme.
As part of the buzz surrounding the game's release, GameSpot recently conducted an interview with seven key members of the development team to shed light on development. The team's responses to questions were interesting, if not a bit head-scratching.
First, GameSpot asked about the role that clay plays in the game. Kazuhiro Yoshikawa and Teruhiko Suzuki - the game's supervisor and art director, respectively - answered this question and the response was rather surprising. They stated that the clay style is merely surface level and that it's more of a way they wanted the player to perceive the world of Kirby in this iteration. This explains some complaints about the clay theme not being integrated into gameplay in any meaningful way; it apparently isn't meant to, as the world technically isn't made out of clay.
We weren't really thinking about Kirby being made out of clay in his own worldview, but rather, we're just using clay to express his softness and his ability to transform. So, you wouldn't actually see him picking up clay from the environment, in the same way that you wouldn't see him dissolve if he happened to fall in water in this game world. This was a very important idea that was defining some of the boundaries for designing the gameplay... We just wanted to find a way to bring some of the expressiveness of that clay animation and that stop motion animation style, not necessarily referencing the actual material. So you won't, for that reason, find Kirby mixing with other bits of clay in the game for various gameplay mechanics."
The next question was how the clay theme did impact gameplay and Kazushige Masuda - the game's director - answered this one. He said the main thing they focused on was transformations, as the clay theme would make Kirby appear more malleable.
When we were thinking about how to use clay as an art style for this game, the way that we were connecting it to ideas for gameplay was from the direction of clay being soft and mutable, something that you could shape into a lot of different forms, and so we had these ideas for Kirby molding himself into the shape of a tank or a submarine, and that these kinds of animations would be easy for him because he's made out of clay.
In response to this, Gamespot asked why transformations were limited and copy abilities were omitted. Hal Laboratory's Shinya Kumazaki answered this, saying that speed was a bit more of a focus in Rainbow Curse and that copy abilities wouldn't fit that type of gameplay as well.
I think you'll remember that in Kirby Canvas Curse, Kirby did have the copy ability, and that made sense in certain types of side scrolling action games, but it's something that we really use only when we think that it's really necessary. As you may recall in Kirby: Canvas Curse, there were only 10 copy abilities, whereas by comparison, a lot of the traditional Kirby platformers will have as many as 20 copy abilities. This time, in Rainbow Curse, because Kirby is rolling faster and that's a little bit more the focus of the gameplay, we decided that it wasn't as good a fit, you have a different function for the gameplay here, so the demands for gameplay mechanics were different. I feel like, in the kind of game this has become, this was definitely the right decision.
Masuda-san chimed in on this and noted the differences between Canvas Curse and Rainbow Curse, highlighting the distinction in size between the DS and GamePad screens and how that impacted the player's ability to move the stylus.
If you played the Nintendo DS game, Kirby Canvas Curse, you'll notice this game where you flick using the stylus on the touch screen to move Kirby through levels rather slowly. This time around, because the screen on the gamepad is larger than on the Nintendo DS of the time, the player can draw longer lines, and as a result of that, we can allow the character on screen to move faster, and we feel that really makes the gameplay feel a lot better. So this was something that was definitely on our minds as we designed gameplay and game worlds. You'll also see a lot faster stylus movement, and we also think this affected game design quite a bit.
If you're interested, the full interview can be read here. Do you agree with some of the design decisions, and what do you make of Kirby's latest adventure? Sound off in the comments below.
[source gamespot.com]
Comments 11
At the very least, its nowhere as horribly done as Mass Attack. The only personal issue I had with triple deluxe is that they never labeled where you got the rare keychains from or if its a level that has it or not.
@Artwark Mass Attack was a great game. What was your issue with it?
We've finished World 4 and everybody loves the clay look but nobody has mentioned it not being incorported into the world so I dont see why its even an issue. Mostly we just comment that this is Kirby in Donkey Kongs world.
Anybody know how to handle the flying attack hands w/ Kirby? Weve only been playing multiplayer so stabbing him isnt a problem, but we wonder what will happen when we play solo.
Got the "Would you like to skip this level?" screen twice but we havent used it yet. Still something Id like to see all games use by default, some levels just arent fun. Captain Toads method of needing a certain amount of stars works as well, I skipped the fast running level near the end, and don't even feel bad about it, b/c it had absolutely nothing to do w/ the primary game mechanics, its basically a twitchy runner.
@rjejr
So you're diggin the game huh? I like it too. I can't beat the tree boss though lol... Ya, the very first boss in the game- that's the one. Stupid bomb flowers keep blasting me, or spiked balls. I'm a beat him today though. Gonna draw on the power of the Amiibo for some some super dash action!
I personally didn't mind the absence of clay being used in the gameplay like yarn was used in Kirby's Epic Yarn. The world is beautiful enough and it's not like the gameplay is necesssarily lacking.
I quite enjoy it as a strictly relaxing game. The presentation is incredible too, but I wonder if it would have been better suited for the 3DS instead of the WiiU given that it's basically 100% played on the gamepad.
@JaxonH - "Gonna draw on the power of the Amiibo for some some super dash action!"
I don't know, sounds like cheatin' to me Maybe you can just kill some more bad guys and craft a bigger sword to defeat him, though you've probably tried that by now. I really don't know how your brain and fingers can keep all those control patterns straight, I have a hard enough time playing 1 PS3 and 1 Wii U game at the same time. Though of course a lot of that has to do w/ my own senility.
I finished season 5 of Sons of Anarchy last night, may hit up solo Kirby before starting season 6. I'll let ya know how it goes. Thanks to @Captain_Gonru now I'm not worried about the invulnerable hands. though considering how often they show up it's going to be weird w/o them. Better, but missing.
Kirby spinoffs have been better than the main games since Kirby's Fun Pak. Waiting for this...
I give this game a 10/10. It looks awesome, it controls good, and all of us can play it together, at our house! There is lots to explore in each level aswell as lots of surprises. A must have for people crying about games not using the gamepad enough. SUPER FUN!!
AND I give the review of this game on nintendolife a 7/10.
@beautifulstrong I completely agree, this game has everything you want in a video game like this! Gorgeous graphics, outstanding music, smooth-easy to use controls and not to mention the fact that it fully utilizes and shows the potential of the Wii U Gamepad, something that alot of people have been asking for! This game definately gets a perfect score in my opinion!
To me Rainbow curse looks pretty slow (but nice and fun all the same). Its a pity there are only 3 power-ups, but I heard they used the core-gameplay to the max. 3 isn't much, but at least people can't say "there aren't any power-ups". Well, they will say it anyway. They also said it about Epic yarn!
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