Kirby and the Forgotten World: 3D and developmental difficulties, reveals the developers behind the scenes

Play news Kirby and the Forgotten World: 3D and developmental difficulties, reveals the developers behind the scenes

Kirby and the Forgotten World was released last Friday and marks a turning point in the franchise that was created thirty years ago. A turning point in three dimensions that involved many adjustments: exploration, difficulty and design … The developers go backwards behind the scenes in production.

Summary

  • A change in three dimensions
  • Matches need to be re-evaluated
  • Gameplay at the service of the forgotten world

A change in three dimensions

Released on March 25, Kirby and the Forgotten World is a real revolution for the license, created in 1992 on Game Boy by the now famous Masahiro Sakurai (Smash Bros.) from HAL Labatory. A revolution in two levels. First of all, in terms of sales, which will be interesting to follow in the coming weeks: in the UK, Kirby and the Forgotten World ranks first in physical sales and makes up the 5th Kirby game to have been sold across the Channel. .. only three days after release. An observation that we may be able to observe in France next week with the statistics for SELL

Clearly, the second major revolution in this Kirby and the Forgotten World is on par with the gameplay: it’s the first time a Kirby game has been played in 3D. It would therefore have been necessary to wait thirty years to see such a development. A significant lapse of time, which turned out to be much more difficult than expected. In a lengthy interview published on Nintendo’s website, Kei Ninomiya (associate producer), Shinya Kumazaki (General Manager), Tastua Kamiyama (Game Director) and Yuki Endo (Level Design Manager) talk best about these difficulties:

The very first challenge that we identified from the start is that the visual aspect of Kirby is not fully optimized for a 3D game. Because Kirby is perfectly round, it can be difficult to immediately see which direction he is facing when the camera is placed behind him. -Kamiyama

Image Credit: Nintendo.

Matches need to be re-evaluated

In the rest of the interview, the interviewees explain how to adapt the game’s difficulty level In addition to the spirit of the license, which has always been childish and can be played by everyone in the family, the difficulty level had to be adapted to 3D:

In 3D games, it is often difficult to accurately assess the distance between elements from the camera and therefore to correct them. However, I think in this title we have managed to ensure that the players do not have to worry about missing their goal. – Ninomiya

Always in this philosophy of making the game accessible and of “reduce the stress that can be felt by playersThe Nintendo and HAL Labotory teams are making camera adjustments. These allow players to plan their actions thanks to the indications of this:

The camera always shows points of interest in the direction they need to follow, so players always know where to go to continue the adventure and do not accidentally return to the start of the stage after exploring the surroundings. It’s our way of telling players, “This is the way to go!” -Endo

Gameplay at the service of the forgotten world

Kirby and the Forgotten World: 3D and developmental difficulties, reveals the developers behind the scenes

At the end of the interview, we learn that it is the gameplay that served as the basis for the construction of the decor. It is worth remembering that in Kirby and the Forgotten World, the little pink ball is adept at transmorphism: it absorbs objects and lends their shape, thus gaining additional abilities. An ability that allows her to travel the forgotten city that she failed after being sucked into a vortex:

We wanted to use objects known to all but which are foreign to Kirby, such as a common means of transport such as a car, or objects that we can easily imagine as pipes. I thought we were going to incorporate gameplay where Kirby sucks up these objects to animate them. This is where the idea of ​​a world that hosts a forgotten civilization and where it would be possible to find such objects came from.. – Ninomiya

If the development of Kirby and the Forgotten World had its share of difficulties, the developers of Hal Labatory and Nintendo could be relieved today. Released on March 25 exclusively on the Nintendo Switch, the title is marked with the score 85/100 on metacritic after 73 tests: a score synonymous with 17/20, the score awarded by JV.


Source: nintendo


Kirby and the forgotten world

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