In an effort to persist in the calendar of what is now its eighth year, Nintendo 3DS continues its work as a drag car, a survivor based on reruns. On the platforms, first it was Poochy & Yoshi’s Wooly World, then came Captain Toad -also on Switch- and now it is the turn of More Kirby in the Kingdom of the threads, which surely was the test ground for the first. It was 2010 and Wii was beginning to give its last throes, although there was still room for experimentation. Because that’s what Kirby knows for a while .

In the friendly spirit of graceful welcome that all their games have, you also perceive a persistence in innovating, in trying new things. Here that translates not only aesthetically, through a world of cloth and thread that falls in love from the first blink, but also through a character who no longer absorbs his enemies as is usually the case; Now he disarms them and unties them. And, believe me, for someone accustomed to the adventures of the iconic creation of Masahiro Sakurai, we are talking about a considerable break. That Kirby does not aspire is like Mario does not jump .

Kingdom of Threads

More Kirby in the Kingdom of the threads is, honoring the adverb that heads his name, an adaptation with additions to the original formula . Now our protagonist can transform and make use of new powers (throwing bombs, using the wind, brandishing a sword, etc.) that add variety to the set, although they do not end up taking advantage of the fact that they are not part of the original design. They are a plus, a power-up that is never necessary to follow, and it shows when you see that the set works more balanced when you handle Kirby ‘bareback’.

But it is not a novelty that comes alone, it is also accompanied by two additional modes , similar to those we can find in Star Allies. In one we handle Meta Knight in a circuit that encourages us to get gems and eliminate enemies, in another we jump with Dedede in an obstacle course trying to get the best score. As an interlude or stop in the story mode, they are additions that work well, but do not give for more, nor do they pretend.

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The Ghost Mode – Chicha

Chicha for those who defend face more challenging shmup franchise because there, this time as shown by reinventing every level in their ‘ Ghost Mode’ . Theirs in this variant is to survive until the end while you pursue an imp who always reappears although defeat. At the same time, Kirby happens to have five blocks of life, which shakes the formula a little more and gives you that extra spicy sauce that is never over.

However, everything continues to be garnishes to a raw material that was already well greased nine years ago. Kirby’s Epic Yarn dazzled with a classic exploration through different themed worlds, with their secret collectables, their hidden screens and their final bosses. That is still there. In that sense, we are facing one of the most vindicating Kirby of the decade , both for its approach to the genre fleeing from its usual recipe -then return to Dream Land to return to the path- as for its more than obvious legacy in Yoshi’s Wooly World and the imminent Crafted World, which undoubtedly drink from its aesthetic originality, changing the fabric for the cardboard.

Kirby’s in 3D

Sadly, the arrival to 3DS comes with cuts that do not do justice to the original Wii . Here the cooperative is lost, crucial if we consider the potential of the title as a family game, and the decline in the scale of resolution also suffers. The thread, the fabric and the cotton require a screen greater than that of 3DS, and although the game of 2010 did not arrive in high resolution, it was easier to appreciate and enjoy the details. Little can do the news to make up for it, although they appreciate it, because in the end this jump to the portable makes this Kirby a more intimate game, less showy, and that weighs when it is clear that screaming calls for a bigger stage.

Although the sensible and deserved thing would have been a rerun at Switch , it is worth getting back this great work of Good Feel with the supervision of HAL. Returning to the kingdom of the threads after almost a decade serves to corroborate that this is a game that, within the classic, knew how to bring interesting ideas and dress them in a style that made school, which lasted. Today, both their discovery and their reunion are justified, and it is always better that the opportunity exists than it is wasted. Although here is a little second, once you get into the game you forget. In the end this is still a Kirby, and our friend never disappoints.

Fall of Light is a dark and difficult isometric action title that does something curious: that ICO and Dark Souls come together. There are video games that take one or two things from the playable system, from the lore or from the way of presenting the challenges of Miyazaki’s work. In the case of Fall of Light, almost, almost, it seems an attempt to adapt the title to a new perspective of the game . What contributes is that we take a girl from the hand that sheds light, having her always carry us in our adventure.

Fall of Light has not been developed by a large studio, it is the work of a very small team that shows great affection for the work of From Software. The match point of the Lore of this adventure is practically identical, they even refer to the age of darkness as the age of men. Here there are no bonfires in which we are resurrected, but the idea of ​​Salt and Sanctuary to reappear in the altars in which we have prayed. With each death, the enemies are resurrected and the lady dies, becomes ashes. She works like the bunch of souls that we drop in Dark Souls when we die, we have to bring her back to life.

The Concept: The girl and a warrior

The concept of combining a girl and a warrior, an element to protect with an element that defends, is not a bad idea; In fact, it is original and risky. To make this combination demands a sovereign care at the time of proposing mechanics, dynamics, design of scenarios and combat rhythms. Unfortunately, perhaps because it is a small development study, the battles are not well resolved.

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The Dark Souls

The fun of Dark Souls and Bloodborne is that the difficulty of situations is equal to the quality and possibilities of our interactions; this is not fulfilled in Fall of Light: the actions have a strange delay, there are not enough weapon options to configure our build and rolling is not satisfactory, nor is it covered. Good blame for this is an isometric perspective too far from the player that prevents us from calculating well the range of our weapon, if we really have the shield raised or where we will land after rolling.

With a mechanical basis that does not honor the very difficult situations that the game poses, what we are left with is its artistic section and the tribute that is made to Miyazaki with this game. The story also works interestingly. With Fall of Light, the idea of ​​adding an NPC that accompanies us, that is weak and that adds more difficulty to the experience remains on the table. The problem is that this requires a tremendous effort in the development of situations that are generated to take advantage of it and that is not at all well developed here.