1:55PM

QCF: Kirby's Rainbow Curse

hile Nintendo has been praised for introducing weird concepts for video games that actually manage to be innovative in design, the company tends to still play it safe when it comes to the expected conventions of their iconic properties and franchises.

There’s been one exception to that trend though, and it’s not from the Italian Plumber or Hylian Hero; it’s the bulbous pink glutton that we all know and love, and this time around, Kirby comes out rolling with the spiritual successor to his cult DS debut, Rainbow Curse—the most deceptively enjoyable title to have graced the Wii U yet.

Now I’ll admit, the concept for this entry isn’t entirely new as the stylus-only control design was used back on one of the Nintendo DS’ earliest releases, Kirby’s Canvas Curse, but that’s ok, because thankfully, Rainbow Curse is much more than just a glorified DS successor.

The premise of Rainbow Curse is one that demands a level of engagement from its players that’s normally not offered from the Puffball hero’s more conventional affairs  due to the fact that fact that it’s in a constant state of agency.

Gameplay revolves around moving Kirby along sets of rainbow pathways that’re physically drawn within the course of a level via stylus input on the screen of the Wii U gamepad, and other than dashing roll attack that propels him forward; they’re the only means of travel the round-one can make. The mechanic itself is not only simple in concept, yet rich in complexity, but it’s totally flexible, as players are bale correct any misguided rainbow trace that they may have sketched by drawing a new path over it.

Aside from the ostensible upscaling of the same dynamics of the portable title that it’s loosely based off of, Kirby’s first foray on the Wii U delivers an assortment of improvements and style that effectively crafts a charmingly distinctive entry to the franchise than merely an upgrade to a prior one.

For starters, Rainbow Curse capitalizes on the larger sense of scale it offers with a level design that’s specifically engineered to captivate players into experimenting with what their stylus can do, and more importantly—how they should go about doing it.

In addition to it being the only way to guide Kirby through a stage, the rainbow lines you doodle will serve as means of interacting with several other contextual points of interest within the setting of a stage, all possessing a multitude of different functions and reactions that’re essential to progress to the end of each stage of the game.

Anything from blocking off the furious downpour of a waterfall overhead to bridged path that will push a ball towards an out-of-reach switch, or maybe you just need to deflect some lasers; playing through Rainbow Curse is a never-ending series of drawing the last effect necessary for a pseudo-Rune Goldberg that’s waiting to be activated.

Another addition to the formula that’s unique from the DS incarnation is the inclusion of cooperative multiplayer; and while it’s most certainly a welcome feature, it’s a bit awkward in this incarnation—almost hurting what makes the overall gameplay so unique in the first place.

Companion players will take on the role of Waddle-Dees that’re packing spears, much like the powers in the prior titles, and very much unlike Kirby, are free to run around and jump and such without the need for the rainbow paths (though they can make use of them as well.)  

Admittedly, the liberties the role offers may be ideal for anyone who may not have the skill or interest in Kirby’s unique control style, and Waddle-Dee characters can even help carry Kirby when the situation calls for it, but the majority of the chemistry on screen is largely imbalanced. Waddle-Dee players just have too many advantages to outpace the Kirby player at every step and turn, almost reducing them into being a burden to the adventure on screen.

Speaking of blemishes, the major hiccup that this Wii U games suffers from every now and again, are the points where Kirby transforms into an exaggerated vehicle of sorts, like a tank or submarine, shifting gameplay into a more traditional point-n-click scheme. While the concept sounds promising, the execution is mostly faulty because of poor choices in design. For starters, all of these segments are auto-scrolling, reminiscent of a shoot’em up, and while that may not sound like a bad thing, the point-n-click control style it operates under is just too clunky for it to be enjoyable. Ultimately, the vehicle sequences are just too busy with all of the enemy activity and obstacles that occupy the course from start to finish, making the experience a bit too obnoxious for any actual enjoyment to be had in contrast to the core setup of the title.

Annoying bits aside, the figurative frosting that really sweetens Rainbow Curse’s sugary package is the presentation itself, and believe me when I say that it’s a real testament to Nintendo’s impressive transition to high definition visuals—in fact, it may just be one of the best looking games you’ll see all year.

While we’ve seen this art-form used in games like Clayfighters and The Neverhood, the Claymation technique has never seen such fidelity before. Every frame of animation and motion beautifully highlights the meticulous detail of sculpting in the models and world of Rainbow Curse, conveying a whole new sense of whimsy that the Kirby franchise has yet to have conveyed before.

When it comes down to it, the charm of Rainbow Curse has this undeniable knack for surprising you with each level you roll though, even when you think that you have it all figured out—something weird and exciting will be thrown at you.  It can just take five minutes before the intuitive layout to Kirby’s colorful navigation can naturally resonate with anyone who picks up the stylus and gamepad, and may just arguably be one of the most engaging titles in the console’s library yet.

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