Kirby: Triple Deluxe

Kirby: Triple Deluxe review

The same caveat applies to just about every mainline Kirby game, but it's worth repeating for those who've never had the pleasure of his company: if you're looking for a challenge, you've come to the wrong place. Triple Deluxe has its moments, but the kind of player who believes that the greatest rewards come from conquering the steepest hurdles probably won't be tickled pink. If, however, you don't happen to mind easy games as long as they've got enough going on elsewhere to compensate, then read on.

Happily, there is plenty going on in Kirby: Triple Deluxe, and it starts with the use of 3D. Recently, of course, Nintendo's been trying to downplay the importance of what was first pitched as the 3DS console's main point of interest, but HAL was evidently having too much fun with the possibilities of autostereoscopy to listen. So tough luck if you own a 2DS, or you're one of the 12% who can't see 3D properly: Triple Deluxe is a demonstrably better game when you push that slider all the way up.

You'll have seen most of these visual tricks before, but you can sense the enthusiasm of HAL's artists and level designers in the way they're employed. This isn't the first 3DS game to squash enemies - or its protagonist, for that matter - against the screen, like a toddler pulling silly faces against a glass window. It isn't the first 3DS game to have objects rattling from background to foreground, to make it appear they're coming out at the viewer. There's nothing especially exciting about Kirby grabbing warp stars to move between layers, and enemies similarly shifting between planes, though the effect is very nicely done. But the total absence of subtlety or restraint is strangely infectious. It's doing one or more of these things all the time.

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