Kirby Superstar Ultra
You know, I haven't played a traditional Kirby platformer since the original Kirby's Dreamland (played and loved Kirby's Canvas Curse, though). So far...I'm not really feeling this one, actually. I mean, the first thing it does is a very easy shortened remake of Kirby's Dreamland, one where my AI partner was soloing the bosses. Way to crush my childhood memories.
I dunno, I guess so far I'm not sold that adding 6 or so new mechanics really improves the original Kirby's Dreamland. I'm really suspicious of blocking in...a lot of games, to be honest. What's wrong with just dodging? Next mechanic...AI buddies? Wow, so about half your firepower is out of your control. AI buddies who transform into a different AI buddy right before they're about to die if they get hit by the right boss move? Hypothetically you can control this, but it feels random to me. Special swallow powers? Fine on paper. Secrets that require a specific swallow power? Very hit and miss--sometimes it's obvious "I need to go back and eat that enemy" but sometimes it's just "yeah, I'm not sure what power I'm supposed to use here, and trial and error will take half an hour running back and forth through the rooms." Next mechanic: Megaman kick slide. Nothing wrong with this mechanic, although it is pretty underwhelming. Next mechanic: doubletap to run. Die in a fire. Geez, I think I like this mechanic less than "hold down the run button." What is with game designers thinking we don't want to run all the time, seriously?
I dunno, maybe my opinion will change in the last half of the game, but it's just...I've played through the original Kirby's Dream Land on hard mode with my health meter customized down to 1 HP. I can't imagine playing through this game like that; right now it just seems too chaotic and determined by elements outside of my control. And to be fair, maybe further exposure will illuminate order in the apparent chaos; then again, maybe it won't--AI buddies are AI buddies.