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When Nintendo released the DS system, one of the main selling points
for its innovation above previous portable gaming systems was the
touch screen. Through use of a stylus pen, new forms of handheld
gameplay could be developed and fresh ideas could be brought to
life in ways that were impossible on other systems. Yoshi
Touch & Go was Nintendo's first stab at innovating the side-scrolling
genre through touch control, but ultimately only teased gamers with
its hollow, one-horse show. Kirby: Canvas Curse (known as Power
Paintbrush in Europe) followed from HAL Laboratory, with the
intent to demonstrate what that type of game could accomplish. While
they did succeed in creating a game that achieved a new form of
console gameplay coupled with some fresh ideas, repetitive level
design and the underutilization of the game's artful direction keep
it from being a DS masterpiece. Think of it more as a Thomas Kinkade
painting (same thing, different background) instead of a Claude
Monet (masterpiece after masterpiece).
Starring
Kirby, one of Nintendo's more popular (and fluffy) mascots, Canvas
Curse sees our pink hero saving Dreamland from an evil, art-loving
witch. Not only has she cast a spell that changed the world into
a painting, but she has also cast a spell that changed Kirby into
a ball! But she must be new at this evil witch bit, as she also
left behind a difference maker for him; a magic paintbrush. Obviously
a much better plan would have been turning him into a painting or
just offing the little guy - but I guess there would be no game
that way, so I'll have to leave her poor judgment be.
With
the help of the magic paintbrush, wielded by the player, Kirby must
roll his way through eight worlds, three boss stages and a ton of
extra levels in his quest to return Dreamland to its non-framed,
non-hangable form. Canvas Curse's biggest departure from most Kirby
games to come before it is that you have no direct control over
Kirby himself. Instead of directly moving Kirby, using the magic
paintbrush (which is represented in the real world as the stylus)
you draw paint lines that guide him throughout each level to the
goal. Most of your maneuvering results in drawing lines for him
to follow, like a car on a track, though you can also use lines
to stop, redirect and slow him down. You have free range of where
you draw your lines and how long they are on the screen (as long
as you have paint in your paint meter), but drawing pictures will
most likely lead to Kirby rolling off a cliff or getting thrashed
to death by enemies.
Kirby
gains special powers by running over certain enemies (just like
in previous games, where he typically inhaled them), which are activated
the same way you make Kirby dash, by tapping him. These range from
turning him into a wheel to giving him lasers, but for the most
part they add very little to the game itself and could have been
left out. This is the fault of the level design, as there are rarely
any places that force you to use them throughout the main game,
except for the extra levels based on each power. Special moves like
these are staples for a Kirby game and it's a shame to see them
so haphazardly implemented.
Musically,
this game makes excellent use of the stereo capabilities of the
DS. The songs bounce right out of the speakers, proving to be a
nice compliment to the colorful levels. None of the tunes are overpowering
or annoying; I found that they melted into the background, which
is what good platforming tunes should always do. Although nothing
special, the sound effects do their job and will be familiar to
Kirby veterans.
Each
of the eight worlds consists of three levels, each with its own
unique artistic theme. The backgrounds and levels look awesome on
the DS screen (even more so if you own a Lite).
Each world is bright and imaginative, representing many different
types of art, and it's obvious that a lot of care went into bringing
these levels to life. It is a shame, however, that the same cannot
be said for the characters and enemies; apart from Kirby, who has
a very fluid, though unspectacular, rolling animation, every other
enemy and object set within the levels look like they were ripped
straight from the previous Game Boy Advance and Super Nintendo games.
Not only does this mean that they appear stale and lazily rehashed,
but it also means that the character designs take nothing from the
artistic pizzazz of the levels. Kirby and company could and should
have changed with each world, adapting different art genres into
their character designs to give them a fresh look each time. Nintendo
and HAL really dropped the ball byjust importing tried and true
character designs into this game; what could have been just as inventive
and special as the gameplay turns into nothing but only wasted potential.
While
the gameplay doesn't fall under the category of wasted potential,
it does eventually fall into a rut; though far deeper and engaging
than the previously mentioned Yoshi Touch and Go, which really only
has one level to speak of, as Canvas Curse progresses it falls prey
to the same repetitive nature of Yoshi. The first half of the main
game is thoroughly engaging and has more than enough variety to
keep you interested - especially the awesome boss battles, each
of which has its own twist. One has you playing a Kirby-themed Breakout,
another is a food-powered race and the last one is a connect-the-dots
battle. But after those are finished and the second half of the
game begins, it loses steam, as each new level begins to feel like
the same thing with a different background. Guiding Kirby away from
spiked floors and ceilings, over and over again, had me wanting
to just turn the game off - and a few times I did, only playing
a level or so before becoming bored out of my mind. I saw the game
through to the end, but it became an unnecessary chore to do so.
Thankfully,
Canvas Curse is saved by a robust set of extras, including different
paint colors and two extra modes. Nearly everything is unlocked
by meeting simply requirements, many of which consist of nothing
more than cashing in the medals found throughout the game. These
modes include a boss mode, where you can replay all three boss stages,
and Rainbow Run, which includes both a time trial and a paint trial
mode (where you try to finish a level using as little paint as possible)
for each of the worlds in the main game. I love Rainbow Run, especially
when I tired of the main game, as the levels were new takes on those
I'd already played. What seems like a short game is nearly tripled
after adding all these features in and this brings the playing time
to around fifteen to twenty hours for 100% completion. While the
game stands well as a solo affair in the short term, adding some
sort of two-player could have really lengthened the staying power
of the game. At the very least, time trial races could have been
a blast, especially with the ability to draw quick lines to halt
or misdirect your opponent. Or boss battles, where one person was
the boss and the other was Kirby (though this wouldn't have worked
with the Breakout game). But, alas, no such luck.
Despite
my eventual boredom with Kirby: Canvas Curse, as a game played in
spurts it can be quite entertaining. The levels are fairly short
and progress is saved after every one, making this a perfect game
for that short bus ride or lunch break. However, sitting down with
it for a couple hours will let the monotony creep in, as the repetition
slowly numbs your brain. With better character and level designs,
Canvas Curse could have been a contender for best DS game at the
time of its release, but instead it glides nonchalantly across the
finish line somewhere in the crowd of runners-up.
Reviewed by Tony Peters for AceGamez (All Rights Reserved).
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