

It’s not just about the difficulty level and the types of enemies they’re facing, but it’s also just the feel of the game world itself. As they’re learning the controls and having a good time, they are actually growing within the game, and the game sort of grows with them to match their increased comfort level with the game. And then as the game progresses, the player is moving through stages that become incrementally more difficult, they’re battling bigger bosses as they go on. Kumazaki: Paying attention to ease of play in the beginning and then the sudden increase in tension in the later half of the game, that is a philosophy we have kept in mind when we creating all the Kirby titles.Īt the beginning you have a wide open gate so the game is accessible to players of all skill levels and ages and interests. On how HAL eases in play in the first half and sudden increased tension in the second half with its games… The hypernova has allowed us to implement a technique or feature that we think is going to make the gamers really excited and pleased with what they’re seeing on screen. But we decided this time we’re going to go ahead and throw out those limits, and we were able to say, yeah, this time Kirby really is going to be able to inhale anything.īecause we have taken that catch phrase at face value and made it so that Kirby can actually accomplish what he says he can, you’re going to see some really over the top surprises and a lot of moments where the player will just sit back and go, “Oh my gosh, I can’t believe he just inhaled that thing.” However, in the games themselves, in accordance with what the system would allow, it just wasn’t possible for us to actually have Kirby inhale anything. But with Hypernova we really wanted to go back and take a look at the catchphrase we’ve had with Kirby from the beginning, which is “Kirby can inhale anything.” You would see in some of the marketing images Kirby inhaling a city itself, or Kirby inhaling a giant TV screen.
