Tuesday, November 29, 2011

Kirby: Canvas Curse (2005)

I really like Kirby games.

For me, Kirby has always been the perfection of "casual action."  You don't play Kirby to be stressed out, but instead to get slackjawed and murder waddle-dees or some shit.  There's that pink puffball, wonder what wacky adventure against dark matter or another forgettable monster boss he's going to get into.  Oh great, got the sword ability, time to beat the game.

With that purpose of these games in mind, it makes sense why so many Kirby games seem to revolve around villains gimping Kirby in one way or another.  We, the audience playing, don't want to be concerned with a whole lot of unrealized potential in our playing, so thank you Dark Poopsock for making Kirby into a golf ball now I just have to hit him into holes.  Oh great, Kirby is yarn, so much for worrying about copy abilites and and floating, wow these graphics are soooo preeeeettyyyyy.  So on and so forth.  The day that Kirby has upgrade points and combo actions is going to be the day we see a massive commercial failure for HAL.

So roughly six months after the DS launched, we got Kirby: Canvas Curse.  A villain transforms Kirby into a literal ball, and HE NEEDS YOUR HELP.  No, don't touch those complicated buttons or d-pad, this is stylus only.  Just lay the DS down on your desk, and use your free hand for some cookies or something.  Aw yeah.

The big control scheme in Canvas is that, as Kirby is a ball, he cannot move on his own.  You can make him dash by tapping on him, but more convenient and versatile is the ability to use the stylus to paint lines on the screen, which Kirby can ride upon, regardless of height or angle.  The only limitation is that you have a limited paint gauge which refills when you're not drawing, but you will virtually never be in danger of running out of paint unless you're making Kirby ride up 30-feet phallic symbols (hint: this is the best part).  There are also enemies, but they  can be simply tapped on to stun for easy pickins' by Kirby, so they exist entirely as moving power-ups.  Unfortunately, all ability changes do is replace your dash ability with some other sort of vague mobility power that you use maybe two or three times in contrived puzzle sections, some of which involve you not being about to use your paint ability.  I could give you a precise rundown of every ability in Kirby Superstar, but I cannot remember what any ability in Canvas Curse does.  Maybe fire gives you a horizontal fireball??  Ultimately, running completely contrary to previous Kirby games, powers are too lame and useless that unless the game forces you to grab one, you're going to be best off with regular Kirbs.  What a depressing situation!

On the other hand, the painting ability is a wonderful.  Almost all DS games with lots of touchscreen control are pretty awful, or at best suffer in quality due to said touchscreen gimmicks.  Canvas Curse, especially for being released so early in the DS's lifecycle, has the perfect sort of touch control, with only a few points  where I recall going "I didn't touch the screen I did not this is bullshit."  For like half of the game it was like being on a magical cruise where despite some kind of obnoxious guests and a table with a short leg, you still loved every minute.

But then you slowly realize that, while the sights are magical, it's all sort of the same sight and why am I on this boss minigame again.    The touch control is great, but when the entirety of your roughly 8-10 hour gameplay revolves around "draw line, watch kirby roll on line, occasionally draw other line to block enemy shot," boredom crawls in and will not leave your basement.  The environments do basically nothing to liven things up, with you visiting thrilling locales such as "ice stage with ice spikes that fall from ceiling" and "fire stage where lava rises from the floor."  The game rarely adds anything to spice up the formula, so you're stuck gawking at the touchscreen and little else.  There are collectable medals and time trials and "conserve your paint meter" trials, but winning the trials are largely a matter of trial and error, with the hardest stages forcing you hope the camera doesn't lurch out of control and cost you another restart, which I guess invalidates my previous complement about the regular game not having any control issues.  The unlocks are mostly total garbage, with the best things being a few extra stages and having balls of King Dedede and Metaknight, the latter could be fun to play around with if the stage design wasn't so goddamned boring in the first place.

Canvas Curse isn't a bad game, and in the context of a stylus-only near launch game for the DS, it's also pretty good.  Unfortunately, there just wasn't enough content to manufacture a great title.  Would Kirby find his way and not release a game that I had to add a million provisos to?

Eventually.

2 comments:

Cordwainer said...

You seem interesting. I've skimmed over some of this blog but I'm not going to read it thoroughly (in any haste) as I consider a blog to be the least functional form of communication. Do you post on any forums?

I mean, I wouldn't want to have a discussion with you in a tiny comment box having to fill out captchas and waiting for you to approve each and every individual message :S

Yer_Sinia said...

I've always been a pretty hardcore lurker on forums. I've toyed around with NeoGAF, since it seems to be the only large scale gaming forum that isn't glutted with giant manbabies who take vidya games seriously, but for now, this echo chamber is my only serious form of communication.

Also, glad you enjoy the blog.