By ViciousAnchovy 0 Comments
Since Dan made it clear in his review that he thought the controls in this game were frustrating, I thought I’d go into a bit more detail about the kind of problems you can expect to encounter if for anyone who may be on the fence. First off, you should know that I purchased this game before any reviews came out, and I’m also a huge fan of both Kirby and all things clay. I’ve also never played Kirby: Canvas Curse.
So, as the title says, for the most part I thought the game played perfectly fine. Having not played Canvas Curse or any other similar game before, I found learning how to best take advantage of the drawing mechanics really interesting. When I started playing, I had a tendency to draw lines that were too long, which would use up all my ink and produce a really crooked line. I would also try drawing lines close to where Kirby was, rather than where he would be, which wasted more ink in addition to plunking Kirby down on the ground.
As I progressed, I learned some more helpful techniques, partly through experience, and partly through the random loading screen hints. Unfortunately, since these tips only appear during loading sequences, it’s easy to play for a while without realizing a couple basic points that really help throughout the entire game. One, you can erase a line by drawing through it. And two, you can switch direction on the ground just by drawing a downward line.
I was able to play through the majority of the game without much trouble using the aforementioned techniques, but two of the game’s seven worlds have stages full of environmental hazards that will kill Kirby in one hit. These stages are also faster paced and more full of other obstacles as well. To be clear, these stages are in mid- to late-game worlds, but compared to what the worlds that came immediately before these had to offer, it’s a bit of a difficulty spike. The game’s final world actually feels like it would have been a better transition in difficulty from the early worlds to the problem ones.
And, just as there are two problem worlds, there are two problem bosses, one of which happens to be the underwater boss Dan mentioned in his review. These boss fights in particular have the same problem as the stages in that you’re expected to manage too much at one time. For said underwater boss, you have to dodge the boss while constantly compensating for the fact that Kirby is always floating upward. The experience isn’t terrible, but it certainly is tedious. As for the other troublesome boss fight, all I’ll say is that you have to use one of the game’s less implemented mechanics while also using some common mechanics in uncommon ways.
As a last note on difficulty with the controls, I don’t think I completed more than a handful of the game’s timed challenge rooms on the first try. Being challenge rooms, it certainly isn’t unreasonable to expect failure the first time around, but I seemed to fail a great deal of the rooms by only a second or two because the paths I drew weren’t quite right. But again, this is the first game of its kind I’ve played.
Despite the control issues, Kirby and the Rainbow Curse still has all the charm you could want from a Kirby game and then some. The claymation looks great throughout, and the figurines you collect throughout the game all have their own adorable flavor text. You also collect pages to a secret diary that provides some background on the story and characters through the magic of the epilepsy-inducing animations of illustrations that a child might draw, including what may be the best interpretation of King Dedede and Meta Knight yet. The game isn’t without its flaws, but if you’re a Kirby fan or someone who just wants the world to be made of clay, the $40 price tag should make this a pretty safe purchase.