Game: Kirby's Epic Yarn
Ranking: 12/100
Score: 89.31%
Everyone's favourite compulsive eater Kirby finds himself sucked into Patch Land, where he has to help Prince Fluff find the magic yarn to stitch the land back together and stop the evil Yin-Yarn from trying to take over the world! Oh, and in the meantime, help make people's new flats look fabulous! Just... just go with it.
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| Kirby grabs a cute critter and mercilessly flays it alive. Squee! |
Intro
The manual is designed to completely reflect the yarn and
patchwork world of the game, which makes it tie in nicely. The game allows you
to start a save file, but doesn't force you to. The introduction animation is
suitably cute and the narration alone made me smile; the whole tone transported
me back to being six and watching 'Mr Men' on TV with jam and toast. I first
thought it somewhat unusual that the makers had chosen to get a British voice
actor to narrate the game... then I noticed that Quilty Square had flats and
not apartments. A quick bit of research showed that this game was deliberately
localised, so the European version used British English and Paul Vaughan's
vocal talents (curiously, most well-known for narrating the terrifying
eighties' mockumentary 'Threads', which is about a nuclear attack on the UK -
assuming it's the same gentleman). I happen to think this is a really awesome
touch - I can only assume that whoever narrates the other versions embodies
nostalgic kids' TV as well.
Although amusing to me, the narration and written style of
the story strongly suggest that nobody involved in this game takes it remotely
seriously. That in itself is very funny, but the premise is that a giant pink
blob with an eating addiction sucks up a magic tomato and is turned into yarn
by a magic sock. You have to really sell that, otherwise people are going to
think the game is stupid before they even start. Also, the navigation options
aren't really intuitive. You have a directional button to scroll through
options, but you have to press '2' to agree. Fine, but pressing '1' makes you
agree to the one you haven't highlighted (if there are two options). A bit weird.
Oh, and why does Prince Fluff look so evil? Is this meant to be a plot twist?
You have an 'A' button that isn't doing anything. Why not
just use that? Or at the very least, only have one select button and make the
others do nothing. Also, with a story this daft, don't act ashamed of it. Play
it straight. Humour will come from the ridiculous plot.
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| "Button it, Fangora!" Because that's its name, and its weak spot is a button. Geddit? |
Getting Going
The game has the obligatory training level before you can
start properly, but it's nice and short. This initial level does a good job of
showing you the basics, then as the levels progress, you get variations on
these which are not spelled out. It's nice to be able to play around and
actually discover how you can interact with the environment - some enemies
won't actually damage you, and you can use them to climb levels. Nothing tells
you this, but the way the levels are set out make it apparent that you have to
do this. For example, there's a beanstalk level where you cannot reach any
platforms, but there are non-hazardous enemies continually respawning and
floating up on balloons; it's not an enormous stretch to work out you can jump
on them and ride them upwards. The
difficult curve is gentle, but definitely present - it strikes a nice balance
of being a little challenging without being cheap. Kirby also has lots of cute transformations
that completely change the gameplay style, but these are illustrated nicely so
you get a feel for what you can do in these different forms.
A few things stand out as being a little unusual from your
platform game standards - there isn't an obvious health bar, there doesn't
appear to be a life system and you don’t have a specific restart point when you
die. All of this is fine, except it isn't really made clear in the game. I
found the only way to work out if I had infinite health or if I could die was
to literally just walk into an enemy or a bottomless pit to see what would
happen - and you don't get these sorts of hazards until later on in the game.
It can be a little confusing first time around trying to figure out the
boundaries, as there's nothing on the HUD to make it obvious what damage you
can take.
It wouldn't hurt in the first training level to spell out
the health system a little bit via a hint or making the 'bead' counter flash
when you take damage. Actually having some hazards that can hurt you in that
first level would help you to distinguish this earlier on.
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| Oh no! It's a sad teddy bear! Watching a teddy bear cry is genuinely the worst thing in the world. Fortunately Kirby's a dab hand with a knitting needle... |
Fun
The cuteness of each level will bring a smile to your face,
along with the ingenuity of creating all the various hazards in wool form. The
learning curve is gentle, but present. The earliest levels provide very little
in the way of hazards; even the enemies only nudge you and make cute noises.
You can die from being crushed or falling into bottomless pits, and later
levels exploit this by putting these hazards in places where the environment
forces you towards them, thus reducing your thinking time drastically and
making things feel a bit worrying. The emphasis on collecting beads and
treasures is enforced from as early on as the training stage, so you'll find
yourself getting a little stressed if an enemy or spike hurts you and rushing
around trying to pick up the jewel beads you've dropped. The game really taps
into your inner magpie as you search for hidden routes to obtain anything shiny.
There is a point to all of this kleptomaniacal behaviour, too; the more beads
and treasures you collect, the more flats your landlord can build, the more
properties you can decorate and the more friends you can move in. Friends will
offer you the chance to play bonus levels where you can win extra decorating
items. So, you have dual objectives - save Patch Land, and carve out a career
as an interior designer.
I'm really not sure how I feel about this whole flat
decorating sub-area of the game. It doesn't really fit with the rest of the
gameplay style, yet the whole element of danger in each level is solely
dependent upon it. For example, if I get hit in a level, I drop beads. I want
to collect beads so I can obtain more fabrics and furnishings. If I don't obtain
more fabrics and furnishings, I can't decorate my flat and... oh, wait - I
don't care. However, I think you have to care, because I've a suspicion you can
only unlock everything in the game by collecting all the available fabrics -
which you can only do by collecting all the treasures to unlock the friends,
and by collecting the beads in the post-boss levels. In other words, there's a
stupid sub-element to this game that you're forced to endure to fully complete
it.
The interior design sub-element isn't a deal-breaker, but I
think less emphasis should be placed on it. Keep the idea of needing to collect
a certain amount of beads or treasures to open up extra levels, because you
want to make getting hurt and dying something that's relatively imperative to
avoid. However, leave the flat decorating and housewarming parts as something
separate that you can do if you fancy, but you aren't blocked from accessing
game content if you don't.
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| ...And now he's happy! Yay! And everyone knows happy teddy bears give you lollipops made out of beads... This is so cute it makes my teeth hurt! |
Visuals
The visuals are cute and original - everything looks so much
like a patchwork felt world, right down to the bosses and even the water lines.
True, it reminds me of the fabric softener adverts where everyone is made of
cloth, but it looks great. It's like playing in a Fuzzy Felt world, and enough
tricks are used with the lighting and bright colours to make characters who are
made with a piece of yarn stand out against the background. The bosses have a
distinct colour scheme and manage to look both cute and threatening. Even the
enemies are adorable.
Sometimes, the stages in each world feel a bit thrown
together, aesthetics wise. For example, Hot World contains a desert level and a
lava level - fair enough. However, this world also features an ice cavern and a
dinosaur jungle; at this point it feels as though the makers are slightly
reaching to fit the theme of the world. I have some tiny niggles with Prince
Fluff - to distinguish him from Kirby, he is made of blue wool and had a crown.
He also has some very evil-looking eyebrows that make him look permanently
angry and plotting; which doesn't match the character you're introduced to in
the narrative.
All the stages look great and distinctive, and I think it
might have paid to have a few extra worlds and separate out some of the levels
into clearer themes. Oh, and sort Prince Fluffs eyebrows out!
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| Seriously, what's up with Prince Fluff? He looks like he's plotting to destroy the world. Or he's escaped from Tracey Island. |
Intelligence
There is a good variety of enemy styles; some rush towards
you, some aim projectiles at you, whereas some shoot aimlessly around and
others will just walk into you and do no damage. You can attack armed enemies
in such a way that you steal their projectiles, which gives you more power when
faced with a stream of attackers. The bosses are very unique - one of them is
an evil pumpkin magician who uses a one-armed bandit to select what conjuring
trick it's going to attack you with, and you can only deal damage during one of
them. You are definitely can't just defeat them by hitting them with your magic
string.
There's such a wide variety of enemies, and most of them are
in keeping with the world you are in. This is all brilliant, but the way the
game is set up means that they really aren't a threat. They can't really kill
you, and you'll just lose some beads.
Perhaps some enemies that really impeded you - for example,
a creature that can gobble you up and spit you back out near the start of the
level. I think this game needs a few enemies that can really mess with your
mojo.
Immersion
The tremendously cute environment and the fact that you have
lots of short levels (I don't think any of them took longer than five minutes)
make it quite easy to keep on playing without noticing the time. There will be
a lot of, 'Oh, just one more,' moments as you play this game. There are lots of
nooks and crannies to explore to obtain treasures, and sometimes if you do
something wrong, you won't be able to reach them. For example, there is one
section where you transform into a digger to carve a path into some candy
floss, but you need to ensure you do so in such a way that you can jump up the
remnants to a treasure. Get that wrong and you won't be able to reach it.
Things like this make it more absorbing than a simple 'get to the goal'
objective.
You do feel as though you're going through the motions a
little, though. The game mostly manages to make each level suitably different,
but there are sometimes when you're glancing at your watch hoping the end of
the level will bring you the boss fight and, ultimately, a new world.
There are bonus levels you can access when you find friends
to move into flats in Quilty Square; some of these solely involve a transformed
form of Kirby. It might be nice to break up the level structure by having
levels that are solely based on a unique transformation between more standard
levels.
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| Every natural history museum in the world knows dinosaurs are awesome; they don't know that the only way to make dinosaurs even more awesome is to make them look like Fuzzy Felt. |
Cameras
The camera simply follows Kirby around a 2D world and
doesn’t lose track of him. There's really not a lot you can do wrong with this.
Having said that, this game has quite the emphasis on
exploration, but very little ability to view the level beyond Kirby's
character. This can make finding treasures a little frustrating.
I think that having the ability to look up and down would be
rather helpful; neither of these actions cause Kirby to do anything which this
would impede, especially if you only look up or down if the directional pad is
held for more than a few seconds.
Controls
The controls are very simple - Wii Remote on its side, and
you use the direction buttons and the '1' and '2' buttons for jumping or
attacking. This is probably the best set up for using the Wii Remote in this
way; it avoids using awkward to reach buttons. There are also stages that
utilise the Wii Remote sensors, by allowing you to draw tracks directly on
screen when Kirby transforms into a train, as well as in the flat decorating
parts. These add some nice variation to the standard joypad gameplay.
The menu navigation does use the more awkward buttons, and
it's a little fiddly. Also, when you switch between using the Wii Remote as a
pointer and on its side, it does feel clunky. In the flat decorating bits, it's
not so bad as you're in no hurry, but when you're actually on screen it feels a
bit slow having to switch.
I'd consider just avoiding using the Wii Remote as a pointer
in levels. for those certain transformations where you need to do so, always
making them separate levels would make the transition feel less messy.
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| Danger! Danger! That swordfish critter could make you lose some of your beads! Then you'll have to pick them up again! Which will be a mild inconvenience! |
Ideas
The fact that the game has been localised for the European
release is a really nice touch and helps create a nostalgia-tinged environment.
The whole artistic design of the world in very unique and consistent; every
little thing is in keeping with this quilting and knitting theme. There is a
definite replay value, too, as you can redo any level to hunt for items you might
have missed, or to reach sections that might have led to you blocking yourself
off from certain treasures. Level progression is very linear, and this allows
the game to be set up in such a way that you are slowly introduced to new
concepts without ever having them explained to you; the progression feels quite
organic and it's relatively easy to grasp each new challenge in the game. The
game also has a very unusual mix of platforming and… interior design. Yes, you
read that right. Throughout the levels you can collect 'treasures' which have a
nice little description about how fetching it would look in a flat, and when
you return to Quilty Square, you get to decorate not only your own flat, but
that of prospective neighbours, too. It's... odd. Cute, but odd. Lord Kirby and
Prince Fluff appear to be considering going into business together.
The natural, organic feel of progression means there are no
obvious help facilities. I would argue that this presents a bit of a problem
for casual gamers who might need more in the way of cues; especially when the
lack of permanent death and the cute little 'play house' areas lend themselves
to attracting such players. Also, we
have to face facts – as much as it made me smile, the localisation for the
European release is a localisation that will only mean something to UK players.
I would think an optional 'help' facility would be a useful
thing to have - something that can be switched on for new or younger game
players to give them a bit more handholding when required.
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| Unzipping buildings. Because using doors is so passe. |
Memory
The main thing that makes this game stand out is the unique
art design and the attention to detail in ensuring every tiny little thing
looks like it should have been dug out from your gran's quilting kit. Each
level manages to bring something unique and interesting, making the many stages
per world a different experience from the others. The touching tale of
burgeoning friendship between Kirby and Prince Fluff is also very adorable (and
also sad, considering Kirby presumably has to return to his own world at some
point). In fact, one of the interesting aspects of this game is that there is
such an emphasis on friendship, even in the gameplay; your side 'quests'
concerning decorating the flats in Quilty Square all lead you to make new
friends who you can play with. The sound effects and music really ramp up the
cute factor; even the enemies make adorable noises when they fall over, and the
nursery-rhyme theme that ends each level appears to be seared into my brain.
Oh, and I am never going to forget the shift from cutesy platforming into some cutesy
'Home Makeover' show.
The level diversity isn't always perfect, and the fact that
some of the levels in each world feel like they've been thrown in as an
afterthought, art-wise, is a bit of a shame (Cool Caverns in Hot World?
Really?). There's also no real threat; If Kirby falls down a bottomless pit and
drops a load of beads, it's an irritation, rather than a worry for the player.
I'm also quite conscious that the very people who this game seems geared
towards - younger players and players who are not used to video gaming - would
feel a little lost at sea at times. Also, without the sub-activity of flat
decorating and playing with your friends, the game would actually be pretty
short; the DP challenge suggests playing for two hours to get a feel for the
game, but I’ve found you generally need to play around twice that time to get
past the tutorial style levels. Four hours of gameplay in ‘Kirby’s Epic Yarn’ got
me half-way through the game.
I think the game could stand to have a few more threatening
hazards; I appreciate that not having a system of limited lives encourages
exploration and putting yourself in potentially stupid situations to see what
happens (I also recognise that it's a bit silly when you can constantly save
the game anyway), but as it stands you never feel in any danger of anything.
Even just creatures or objects that force you back to a particular point would
give you a slightly frustrating consequence to messing up, and thus make you
want to avoid doing so. I also think that a help option, or even just a page of
hints you can access from the in game menu, would be beneficial for new game
players so they don't feel thrown in at the deep end; the gameplay is very
natural once you get the hang of it. The only other thing I'd like to see is
more obvious definition of levels between worlds. I expect deserts and lava
levels in Hot World; I'd expect Cool Caverns in somewhere called Ice World.
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| Kirby isn't just an adventurer; he's a killer interior designer. This dinosaur-meets-Queen's-guard look is totally on-trend. |
Overall, this is a simply charming game with great attention to detail, but will be quite a quick experience unless you're willing to play house and collect furniture.









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