DAE think Kirby's Air Ride would be a better/more successful game if the control scheme was different?
Air Ride was a beautifully detailed, challenging, clever racing game that was, in my opinion, marred by the unorthodox control mechanic. HAL designed the controls for "simpler" gameplay, though I assume they also didn't want to just rip off the typical Mario Kart control style. While I respect the thought behind this decision, I strongly feel Kirby's only GC title could've been an all around better game with a traditional control scheme.
The most obvious flaw lies with a lack of acceleration button, opting instead for a vehicle in constant forward motion. Contextually, it makes sense. You are essentially controlling a shooting star, not a go kart. However, in execution, it makes for a clumsy, uncomfortable racer. Instead of an accelration button, the A button is assigned to three essential functions; braking, precise turning, and inhaling/power usage. Usually, these three functions are excuted simultaneously. HAL's intent was simplicity, but what's so simple about a one-button control layout that limits you from making specific, calculated functions? This scheme also makes for a wacky difficulty curve as some races can be completed with one hand and no use of the A button, while other seemingly basic tasks are frustrating to accomplish due to the player's inhibited control.
My question to HAL and Nintendo is, why design a detailed controller, only to make a game that uses one button and the control stick, and why a racing game? I understand simplicity, but Air Ride is a damn difficult game, with challenges that take hours upon hours to complete. I believe such challenges would be far more entertaining and satisfying if I had a more solid scheme to work with.
Posted Nov 7, 2011, 8:10 PM UTC