Sunday, July 21, 2013

Away game special: What makes it "Epic"

Maybe I'm not great at holding a Wiimote steady. Maybe my sense of what's flat doesn't jive with the Wii's. Maybe Kirby's Epic Yarn just has levels where the difficulty spikes.

Considering that the rest of the game sets the difficulty bar pretty low, it's probably that last one.

Having just played through the level in Cake Land where you need to be train Kirby/Fluff, this so-called easy game has taken on a new face.

The level in question (Cocoa Station) doesn't have a lot of enemies or pitfalls. If it did it would be all the more infuriating. Why? Because you control train Kirby/Fluff by drawing tracks with the Wiimote.

These tracks technically don't have to be perfectly flat, but make them too rocky and train Kirby/Fluff will fall right off. This is especially enraging when you're trying to reach a platform or get to a speed boost on the way to a yarn wall. Thankfully, the game shows a small mercy in the "B" button. Pressing it flips you around.

Truth be told, at this point in the game (halfway through), every world has one challenging level. This level is always one unlocked after beating a world's boss, as is to be expected. But the challenge never lies in getting to the level's goal. Instead, if lies in getting enough beads to earn a shiny gold medal.

Such a completionist concern might seem a strange reason to deem a level challenging. However, any old school hardcore gamer will be able to appreciate a game that ratchets up the difficulty every now and then; it's a quality that made Super Mario World and Donkey Kong Country classics.

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