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Review: Kirby Canvas Curse

Game reviews today focus on graphics, sound and story, and usually say very little about fun. Rarely is it possible to describe a game anymore as simply "fun", and to some extent that's a credit to the growth of the industry. Fun, though, is exactly what Kirby Canvas Curse conjures up. The first title to really capture the spirit of the Nintendo DS is a quick moving experience that's easy to pick up and put down, bite sized chunks of art and entertainment. Read on for my commentary on the latest imaginative HAL Labs game.

  • Title: Kirby Canvas Curse
  • Developer: HAL Labs
  • Publisher: Nintendo
  • System: DS
  • Reviewer: Zonk
  • Score: 9/10

When the DS was first released in November of last year, the initial game releases didn't quite grasp the essential nature of the console. Sure, Touch the Magic XX/XY let you reach out and touch people, and WarioWare Touched was an entertaining way to interact more with the odd mini-games, but nothing stood out as ground-shakingly new. Games released on the handheld since then have been mostly ports from older systems, some relatively competent and some teeth grindingly bad. This decision on Nintendo's part has diluted the enthusiasm that fans of the dual-screen idea initially possessed and squandered their launch momentum.

Thankfully, the vision that Nintendo has for the DS is beginning to become clearer. The release of Nintendogs in Japan has been a cultural phenomenon, spurring sales of the handheld to new levels and putting Nintendo's console well ahead of Sony's offering. Electroplankton and a slate of games with touch interaction are planned for release throughout the rest of the year, and are once again getting people excited about idea of two screens.

Kirby is the first title on the DS released in the states to really capture the essential different-ness of the handheld console. Kirby's normal bouncy, wind sucking adventures are brought to a halt by a witch that curses Dreamland with a powerful incantation. Colors are drained away and the realms of Dreamland are warped into art pieces full of monsters. Kirby gives chase to the witch as she flees, but to add insult to injury she transforms the already rotund little guy into a limbless ball.

That's where you come in. Kirby rolls along through the different levels, and via the stylus you assist him in giving the witch her comeuppance. By poking enemies with the stylus, you stun them and allow Kirby to safely knock them off the map. By poking Kirby you can make him execute a dash maneuver, which takes out Kirby's foes and causes him to speed along through the level. Like other Kirby games, the gelatinous blob of a hero absorbs the powers of the creatures he defeats. By knocking out enemies, he can gain fire powers, or ice powers, or the ability to turn into a rock. Powers are activated by poking him, and replace his normal dash attack. One power even allows him to inflate like a balloon, and additional pokes pump him up further and send him flying higher and higher.

This intuitive control scheme is extended through a clever continuation of the game's art theme. By drawing with the stylus, you can create lines of paint on the canvas world. They serve many purposes, allowing Kirby to avoid obstacles and projectiles and enabling you to change his path of travel. Like a velcro-surfaced ping pong ball, Kirby follows your trails exactly to avoid opponents and dive into the depths of watery levels. With all the poking and the drawing, the DS allows for a somewhat unique experience. While this idea was first implimented in Yoshi Touch & Go, the inking system's use here is so much more intuitive as to be a new way of play. Instead of manipulating Kirby directly you control the world around him to ensure your success.

And an interesting world it is. Every level in Canvas Curse is broken up into three areas, which are further subdivided into three maps. You'll tackle nine discrete maps before you've mastered a level, with a boss battle capping off the level's challenges. The maps begin with relatively simple plains and tunnels, and eventually see you working your way through lava filled volcanoes, watery seascapes, and high-tech factories. In each map you'll have three objectives, all of which are simple to grasp. Foremost, you want to keep Kirby alive. He can take a few hits (initially four) before his little ball body pops, but there are flashing pick-me-ups scattered throughout the game to recharge your energy. Secondly, you'll want to gather stars. Stars are strewn about every map and are an easy way of making sure that you're going in the right direction. The stars are just the dreamland version of coins or rupees, and in the grand platforming tradition 100 stars equals a 1up. Your tertiary objective on every map is to find the hidden Medal. There is one secreted away in each map, and collecting medals allows you to use the Dreamland version of the slot machine.

Unlike your Vegas experience, though, Dreamland slots pay up. The "Medal Swap" selection from the main menu allows you to trade in your medals for stuff. While your initial booty (new music tracks in the sound test option) will make you question the need to collect these things, pressing on nets you some neat stuff. New colors for your ink trails are fun extras (including a zebra striped one I really like), and eventually your Medal search makes gameplay easier. Enough Medals turned in and Kirby can survive more hits.

While you can find one Medal in every map in the main game, defeating a level allows you to take on the maps you just cleared in the "Rainbow Run". The Run is where you'll be able to earn most of your Medals. When you choose an area in the level, you'll be presented with the option to do a time trial or a line trial. The two trials each use a map from the area you've chosen, meaning that in the Rainbow Run you can work through six of the nine original maps you defeated. The time trial is just that, a challenge to make it through the map as quickly as possible. Line trial requires you to work through the map using as little ink as possible. For both the ink and time trial there are is a first, second, and third place goal. By besting the first place goal on either of the trials you earn three medals, one for each goal surpassed. Each defeated level can therefore offer up 18 Medals in total if you best both trials in all three areas.

The challenge of defeating a level is not complete, though, until you've faced a boss battle. The boss battles, like the rest of the game, show off the unique gameplay possible on the DS in a fun and interesting way. In one game, Kirby rolls along through a tube while a skeazy sketch artist races ahead of you drawing Kirby-related shapes. In order to catch up with and defeat the skater you have to sketch out the shapes he drew, and quickly. Another boss battle is a form of Arkanoid, with Kirby climbing ever upward through destroyable block areas being bounced around by paddles you draw with the stylus. A third is a frenetic mining cart race against an angry penguin, where you use the stylus to direct Kirby's path of travel. To make him go faster, you make him plow into food. As one does.

The boss battles sum up everything that is great about Kirby Canvas Curse. The intuitive use of the stylus to manipulate the little pink puffball's environment is a wonderfully logical progression from the usual platforming schtick. The fast pace of the gameplay and the beauty of the environments ensure that the main game doesn't get old. Canvas Curse is the perfect handheld gaming concept. Discrete areas and the "hold" that the DS places on the game when you close the lid means you can pick up and put down the game with absolutely no regrets. If you want a quick fix and aren't currently in the middle of a main game area, you can work through a Rainbow Run map and earn some Medals for new ink patterns or main game loot. No matter how you're playing the game you'll appreciate the quirky enemies and the well done music. It's as simple as this: If you have a DS you need to try out Canvas Curse. This game is the reason you bought the system.

21 of 160 comments (clear)

  1. Growth? by DrEldarion · · Score: 4, Insightful

    Rarely is it possible to describe a game anymore as simply "fun", and to some extent that's a credit to the growth of the industry.

    Credit to the GROWTH of the industry? I, and a lot of people, would argue that it's indicative of the downfall of the industry.

    Also, add Katamari Damacy to the list of games that can just be described as "fun".

    1. Re:Growth? by IAmTheDave · · Score: 2, Insightful

      Rarely is it possible to describe a game anymore as simply "fun", and to some extent that's a credit to the growth of the industry.

      I would hypothesize that this is because games are much much more complicated than once they were. Pong, Breakout, and Jungle Hunt were easy to say "hell yes, this is fun." You have a singluar objective (Frogger, Asteroids) and spend the entire time focusing on that goal - and is that fun? Therin lies your answer.

      However, today's games are so much more complex. Games rarely have a singluar objective anymore - it's a series of puzzles to be solved while destroying an enemy while strategizing moves while battling/collaborating with other users online... There is no simplicity to be named fun here. Doom3 might be fun in its slaughter but is the gameplay and the plot solid?

      The more complex something is, the much harder it becomes to apply such a blanket adjective.

      --
      Excuse my speling.
      Making The Bar Project
    2. Re:Growth? by puppetman · · Score: 4, Insightful

      I think you miss the point of "fun".

      He's not saying, "It's a first person shooter that pushes the genre by adding bump-mapped surfaces that make the reflections in the water look amazing..."

      He's saying it's a game with no genre; it's not a "me-too, look what features we have if your computer sports a $400 video card"

      Revolutionary ideas can't be quantified into categories defined in the past. Evolutionary games can.

      This game is not the evolution of some other game with a few interesting twists.

      Again, you've missed the point.

    3. Re:Growth? by DrEldarion · · Score: 3, Insightful

      The problem nowadays is that games try to be so many things and get so much complexity, when it turns out that the simple games are sometimes the most fun ones.

    4. Re:Growth? by Osty · · Score: 2, Insightful

      Credit to the GROWTH of the industry? I, and a lot of people, would argue that it's indicative of the downfall of the industry.

      And here I just thought Zonk was trying to be a pretentious yap. "Look at me! I'm reviewing a game, and unlike all of those other reviewers, I'll tell you that it's fun!"

      Think about it. Would you want to read a review that consisted of two words? "It's fun." The end. Woo! I'm going to go buy it now! Reviews are one resource used to decide whether or not you're going to buy a game. I want a review that tells me what's good about the game ("It's fun" is a start, but I want to know why the reviewer thinks it's fun -- I may have a different perspective than the reviewer, so if I know where the reviewer is coming from I can judge better). More than that, I want to know what's bad about the game. When I'm spending $30-60 on a game, I want to know what I'm getting into. I'll read reviews and talk to friends. Applying those to my own preferences (eg, I like racing games and shooters, not so much RTS or puzzles), I will end up in one of three states: "Will buy it", "won't buy it", and "need to rent it or borrow from a friend to make up my mind". If reviewers only spouted off "It's fun", I'd end up in the third case way too often for my liking. (Note that I'm not saying I base my buying decisions solely on reviews. I use them as a source of information, nothing more, and generally will gather reviews from multiple sources by using a site like GameRankings.com to get an aggregated score and multiple review perspectives.)

      There's a reason why reviewers don't boil down a review to "It's fun" or "It's not fun" -- they'd be out of a job, because nobody would bother reading their reviews. You can attack the reviewing industry for taking payola, or for giving generous scores (how many times have you seen a review where the text of the review makes it sound like the game should've actually scored 2-3 points lower than it did?), but attacking it because they don't summarize with, "It's fun"? That's just silly.

    5. Re:Growth? by puppetman · · Score: 2, Insightful

      I wasn't saying anything about Katamari Damacy (never even heard of it). I was commenting on what he said about the inability to apply any adjective to a game other than "fun":

      "Credit to the GROWTH of the industry? I, and a lot of people, would argue that it's indicative of the downfall of the industry."

      In otherwords, the gaming industry is in decline because there are games out there that cannot be described by what's come before, and thus the only description you can use is "fun".

      I say that if a game is so unique that you can't talk about how it compares to other games in the genre (because there are none), then that's a good thing. The parent to my original post implied that it's a bad thing.

    6. Re:Growth? by random735 · · Score: 2, Insightful

      no, what i think the original poster meant was, it's not a good sign of the game industry health if it's unique to be able to describe a game as fun, rather than focusing on its great graphics.

      the fact that this is the first game in a while that's being described as "fun" instead of "looks awesome", is a sign of decline in the game industry...or at least that's what the original poster was trying to say. and i'd tend to agree with him.

      it had nothing to do with the ability/inability to classify the game, but rather that reviews are no longer focused on fun, but on flashiness.

  2. Initial reviews.. by pickyouupatnine · · Score: 4, Insightful

    Initial reviews of any game lately have always included and focused a lot on graphics and sound (among other things) because the developers spend a lot of time on them. But if the gameplay isn't right, then the game's longevity is severly hurt. After the first wave of buys and reviews, one gets a sense of how well the games (especially online games) by how many people are still playing it. .. Part of the reason why I like to wait a few weeks or even months before playing a game. If its good - then there's lots of people still playing it ;).

    --
    _Vishal www.squad9.com
  3. Re:Adblock by TrippTDF · · Score: 3, Insightful

    It's a review. Arguably, any review is an advertisment. I like seeing in-depth game reviews on Slashdot, but keep them off the main page. That's what subsections are for.

  4. What if it's not so gimmicky, though? by Millennium · · Score: 4, Insightful

    Consider games like this, which could never have worked on any of the other systems. This is simply the continuation of something that started with Final Fantasy: Crystal Chronicles - the creation of games which wouldn't work well with only one screen per player. It's a new gameplay mechanic, and it's still being explored, so there aren't too many good games with it yet. This game, however, sounds like the latest in a handful of solid hits.

    Unusual? Yes. Gimmicky? I don't think so.

    1. Re:What if it's not so gimmicky, though? by EggyToast · · Score: 2, Insightful
      This isn't meant as a criticism, but we've had PDAs for how many years, and they've never seen any game like this come out. I imagine even after numerous DS games come out that show innovative uses of touch screen technology, we still won't see any games come out for the PDA format that are close in terms of gameplay, polish, and overall quality.

      Given the fact that the market for PDA games is essentially non-existent, I DO see the use of touchscreen on a handheld as a new and innovative interface for games. No other consoles have that. The fact that some computer technology also incorporates a touchscreen and has a game or two that use it in any new way (using a stylus to move cards for solitaire doesn't count) doesn't really make DS games less innovative or fun. After all, if they've had the tech available for so long, where are the games?

  5. Re:Adblock by Schlemphfer · · Score: 2, Insightful
    This isn't news, it's an advertisement.

    If it's a fun and innovative videogame for a new platform, I'd welcome a review. Unless there's evidence that Slashdot or the reviewer have a financial interest in selling this game, I'm not inclined to complain.

    Having said that, there have been loads of occasions on Slashdot when the submitted review is a thinly and ineptly disguised advertisement. It doesn't appear to me on first glance that this is one of those times.

    --
    I'm generally "Interesting," "Insightful," and even "Funny" here. What the hell happens to me at parties?
  6. Re:Best platformer ever by Justin205 · · Score: 2, Insightful

    It seems the second screen has become the gimmick that the touchscreen was thought to be. It's the superfluous thing, although it does make some touchscreen games easier. For example, you can keep playing while glancing at the map, instead of moving your hand from the touchscreen to hit the start button (or another button).

    --
    "Your effort to remain what you are is what limits you."
  7. Re:Best platformer ever by puppetman · · Score: 4, Insightful

    Interesting to see how the DS is going. I thought it was going to die a slow and painful death.

    Two small screens, and you can write on them? I got a PSP instead.

    The graphics are great, there are some great games, but it's all racing, puzzles and sports. It's a limited version of a PS2 or XBox.

    When I go to my local electronics warehouse, I've noticed that the PSP is being relegated to a crappy, out-of-the-way location. The DS is way more noticable.

    On the flip side, I'll be watching Battlestar Galactica episode 3, season 2, on my PSP on my train-ride into work on Monday morning.

  8. Re:Adblock by op12 · · Score: 2, Insightful

    What about a bad review? That could discourage someone from buying something, and that's not really advertising, where the intent is to sell the product. As long as the review is objective, reviewing and advertising are not necessarily synonymous.

  9. Why games aren't described as "fun" by Anonymous Coward · · Score: 2, Insightful

    Game review don't tell you if a game is "fun" because it is not a quantifiable term. Is Battlefield 2 fun? I think so, my friend doesn't.

    The simple fact of the matter is that in professional journalism (which game reviewrs are moving to, the days of Daily Radar are over) you can't communicate with your audiance using vague terms like "fun". You might as well tell me the game is also fuzzy.

    Instead, most professional reviwes describe the gameplay in detail, drawing reference to similar games so that readers can make connections. (ie- I liked Counter Strike, so I will probably like Battlefied 2 also.)

    It's disenginious to accuse reviewrs of not being interested in communicating the entertainment value of a game; it's just that they have become good enough at it that using vague terms like "fun" are no longer necessary.

  10. Re:Best platformer ever by GFLPraxis · · Score: 3, Insightful

    Disappointed Nintendo is making it?
    Less than a month till Metroid Prime Hunters, a FPS, comes out.

    Splinter Cell and GoldenEye already came out.

    "I do wonder why they even bothered with the second screen - I haven't seen many games that justify the expense of even having it."

    It's pretty simple when you think about it. If it only had one screen, when you play an FPS game, your stylus or finger would cover whatever you are aiming at. Therefore you need one screen for the view and one for the touch sensitivity, like in Metroid Prime Hunters.

  11. Re:It's ok... by Max_Abernethy · · Score: 3, Insightful

    I'd rather have gimmicks than ultra-high-quality graphics. Nintendo's past gimmicks have pleased me pretty well - Everyone said Kirby Tilt and Tumble's tilt sensor was a dumb gimmick, I had a good time. They said the same about GBA connectivity, I thought Four Swords was a great game and couldn't have worked otherwise.

    It's a matter of personal taste. I'm sure the maturing of the new handhelds and the next generation of consoles will bear plenty of new iterations of classic games, and they'll be tons of fun and great looking and everything. No doubt Halo 3 will make a substantial contribution to my academic ruin. I don't think there's anything wrong with inmproving on existing formulas, a lot of people say the industry doesn't innovate enough but I'm certainly not bored of video games yet. Still, variety is fun too, and I like that there are people working on finding new ways to entertain me - shallow as the mechanisms they come up with may seem to you.

  12. Re:Best platformer ever by Magnusite · · Score: 2, Insightful

    The second screen isn't a gimmick. When you are playing games which require an analog control stick (such as Mario 64 DS), you need to use the touch screen with your thumb. If this was the same screen you were looking at, your thumb might cover up a useful door, or a threat. In that case, you would be screaming "why didn't they add a second screen!".
    That's not gimmicky, that's Good Design.

  13. Need more imagination by PeelBoy · · Score: 5, Insightful

    What's up with peoples lack of imagination these days?

    It's fucking down right PATHETIC.

    When I was younger I played the hell out of every NES game I could get my hand on and there was TONS of variety. It was great!

    There is so much cool shit you could do with a game system that has 2 screens, a touch screen, A MIC!!! AND Wireless!! The possibilities are endless.

    I swear to god though there are too many unimaginative people these days. You could stick them all in a room and tell them to brainstorm cool ideas for the DS and they'd be like "uhhhh.. uhm..... uhhh...hmmm... can it play grand theft auto 3: another fucking city?"

    Seriously when you have sex do you ever try another position other than missionary?

    Do kids these days decide they want to be a game developer NOT because they want to think of cool new games, but because.. well...fuck.. err.. is there any other reason? I mean.. Shit.. Making games these days must be as exciting as working on a fucking assembly line screwing the tops on bottles.

  14. Re:It's ok... by seebs · · Score: 3, Insightful

    Not a bad OS at all, but I think it's limited by the gimmicky nature of the command-line interface and the quirky insistence on "open source".

    I got a DS for stuff like this. Is it "gimmicky"? Maybe it is. Paddle games were "gimmicky" too, but it turns out that there are games that are playable with a paddle or trackball, and annoying with a mouse or joystick.

    I already have a handheld with a single screen and some controls and buttons. A faster one is not a big deal to me. A handheld with a touchscreen, a microphone, and a dual display is awfully neat.

    I got a DS because there are games which are possible on a DS, that simply cannot be implemented playably on anything else. Canvas Curse is an excellent example.

    --
    My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/