After playing through the first two worlds in the new Kirby Wii, my biggest complaint is using the Wiimote as the controller. Thanks to this thread, I have now ordered that BOSS thing to put over it.
The game itself feels like Kirby, just as I was hoping. If you're expecting something novel and interestingly different, this probably isn't the game for you. The same goes if you're looking for some sort of hardcore platforming challenge. But, I just wanted some good, old-fashioned Kirby, and that's exactly what I have gotten so far.
The controls are simple, and the two new features (at least, I'm pretty sure these are both new) are the super powerup, which gives you screen-annihilating superpowers of various sorts for a limited amount of time, and a waggle-powered super-suck, which allows you to suck up larger blocks/enemies/large numbers of smaller blocks and then spit out a giant star that wrecks everything in its path until it hits terrain. Both of these mix it up a little bit, but aren't so overused that they get obnoxious, at least so far.
Many of the classic Kirby powers are here, as well as some others that I don't recognize, but it's been a long time. Each power has a set of associated moves, which are clearly documented on the "+" screen which you can pull up at any time. This is really nice for some of the less-often-acquired powers.
There are stars to collect, just like regular Mario coins, where collecting 100 gains you an extra life. Given the difficulty (or lack thereof), I had something like 17 extra lives by the end of the second world. There are also a certain number of harder-to-find energy orbs (glowy balls with gears inside of them) which you collect to unlock the mini-games, challenge levels and rooms that provide easy access to various Kirby powers. This gives you good reason to explore all of the levels and pay attention to the various powers you can get, since in classic Kirby style, sometimes secrets require holding onto particular abilities (such as cutter, fire, hammer, etc.).
I haven't tried the co-op yet, but this feels like a great game to play with your kids. Since I don't have any, I've still quite enjoyed it on my own, even though it's a bit of a breeze so far. I'm renting it from Gamefly, and I recommend renting it, since it feels like it will be over too soon to be worth MSRP.
Battle.net/SC2: Kwisatz.868 | Steam/XBL/PSN/Gamecenter: schmads | BattleTag/D3: Schmads#1144 | Hero Academy & * With Friends: FallenKwisatz | 3DS: 4356-0128-9671
I think it just got swallowed up by all of the other big releases.
I see what you did thar. its a real shame, this game is pretty great. All the old powers from Superstar that were good are now awesome, and all the bad ones are now good. The only power I don't like is Whip.
Since I'm going to be consumed by Skyrim starting next weekend, I'll be waiting on this for a bit it looks like. Probably just get it to play of Xmas break with the kids.
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The game itself feels like Kirby, just as I was hoping. If you're expecting something novel and interestingly different, this probably isn't the game for you. The same goes if you're looking for some sort of hardcore platforming challenge. But, I just wanted some good, old-fashioned Kirby, and that's exactly what I have gotten so far.
The controls are simple, and the two new features (at least, I'm pretty sure these are both new) are the super powerup, which gives you screen-annihilating superpowers of various sorts for a limited amount of time, and a waggle-powered super-suck, which allows you to suck up larger blocks/enemies/large numbers of smaller blocks and then spit out a giant star that wrecks everything in its path until it hits terrain. Both of these mix it up a little bit, but aren't so overused that they get obnoxious, at least so far.
Many of the classic Kirby powers are here, as well as some others that I don't recognize, but it's been a long time. Each power has a set of associated moves, which are clearly documented on the "+" screen which you can pull up at any time. This is really nice for some of the less-often-acquired powers.
There are stars to collect, just like regular Mario coins, where collecting 100 gains you an extra life. Given the difficulty (or lack thereof), I had something like 17 extra lives by the end of the second world. There are also a certain number of harder-to-find energy orbs (glowy balls with gears inside of them) which you collect to unlock the mini-games, challenge levels and rooms that provide easy access to various Kirby powers. This gives you good reason to explore all of the levels and pay attention to the various powers you can get, since in classic Kirby style, sometimes secrets require holding onto particular abilities (such as cutter, fire, hammer, etc.).
I haven't tried the co-op yet, but this feels like a great game to play with your kids. Since I don't have any, I've still quite enjoyed it on my own, even though it's a bit of a breeze so far. I'm renting it from Gamefly, and I recommend renting it, since it feels like it will be over too soon to be worth MSRP.
I see what you did thar. its a real shame, this game is pretty great. All the old powers from Superstar that were good are now awesome, and all the bad ones are now good. The only power I don't like is Whip.
Nintendo ID: Incindium
PSN: IncindiumX