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Games

Kirby test and the forgotten world

Kirby and the forgotten world begins while a large part of the Kirby planet is sucked through a dimensional fault. If the first image of the planet on which the game takes place is a beach on which Kirby wakes up (which is a wink at the opening of Link’s Awakening, as free that pleasant), we are at a distance tutorial The real decor waiting for us: the ruins of a modern world with skyscrapers, cars, distributors of drinks, etc.

The DA is very successful. If in Mario Odyssey , I’ve always found that New Donk City was jurowdling with the world of Mario and did not drink, I never had such a feeling in Kirby and the forgotten world. They managed to propose a DA that the two universes get married very well, while preserving a more realistic aspect to this post-apocalyptic world that what Dreamland had us had. And this throughout the adventure and different regions (each with a clean atmosphere) crossed. There are even some moments when the proposed scene (decorations, light) made me make a small stop to contemplate.

Once past the tutorial, we discover that the waddle-dees, also transported in this world, are removed by the premises. We then jump on our faithful star and we leave all save them.

The selection of the level takes this time by an overworld in which one can walk around, closed on our star. Our exploration is limited to unlocked areas and there is not much to do apart from a mission, a challenge or, sometimes, search a place to find some pieces or unveil a hidden challenge. It is possible to go through a menu to select a destination on the map and teleports. But this one is accessible only from the map. Leaving the village, we necessarily arrive at the beginning of the last unlocked area.

Indeed, once the waddle-dees saved during a mission, they all head to a base camp they are building little by little, giving access to various mini-games, a arena, distributors of collection figurines, some services and especially a craftsman able to improve the powers, but we will talk again later. Some stages of construction are related to progression in history and others are related to the number of waddle-dees saved (the game is quite wide there and we save without forcing much more waddle-dees than necessary for everything unlock).

Contents

The waddle-dees to save are only in the missions: it must be saved 3 to simply end the mission, between 3 and 5 are hidden through the mission (the number is indicated at the beginning of the mission) and 3 others are released By fulfilling for everyone a secret goal undergoing mission. These secret goals vary not bad from one mission to another (find a hidden area, beat a mini-boss with a certain power, beat a boss without taking damage, etc.). For a goal asking to perform an action several times, it is enough to perform the action once for the objective to be unveiled. And if at least one objective has not been discovered at the end of the mission, the first unveiled Secret Objective is automatically unveiled to facilitate completion if you want to redo the mission.

Some mission passages with the car, the Deltaple or the Russian mountain wagon propose at the end of just starting this passage rather than imposing to redo all the mission.

If the missions are the content a little classic, the challenges are added to that. It is a relatively short content in which Kirby is tested on the use of power (allowing to discover unknown aspects of certain powers as this episode lacks a complete description of each power). There are different degrees of difficulty, but it’s usually quite feasible. The challenge occurs above all when you want to beat the proposed time goal. It must be generally necessary to regain several times to optimize its actions. However, achieving this additional goal does not have great interest: finishing the challenge reports, the first time, a rare star (necessary to improve its powers) and finish under this optional goal of time reports, the first time, 50 pieces, resource basic game that is found anywhere (for example, a mission with 2-300 pieces).

Précisons que le jeu propose de jouer dans deux difficultés, une plus facile et une plus difficile. La plus facile propose des ennemis légèrement plus faibles et donne plus d’objets de soin. La plus difficile propose des ennemis légèrement plus résistants et récompense de quelques pièces supplémentaires. La différence entre les deux est assez subtile et l’avantage apporté par le mode plus difficile n’est pas transcendant. Quelque soit le mode choisi, la difficulté est clairement surmontable (le contraire aurait été étonnant dans un Kirby). Avec une progression plus maîtrisée de celle-ci que dans d’autre opus.

Gameplay

Si Kirby évolue cette fois sur trois dimensions, le principe du jeu reste assez similaire : un bouton pour attaquer (aspirer ou utiliser le pouvoir), un pour sauter/flotter, un pour abandonner son pouvoir et deux (les gâchettes) pour parer (et faire un dash).

Malheureusement, le jeu ne laisse le choix qu’entre deux configurations de touches plutôt que de laisser les modifier librement. Et, étrangement, si tout le long du jeu les interactions se font avec un appui de bouton ou un maintien de bouton, il y a un moment à la fin du jeu où il est demandé de masher les boutons, ce qui n’est pas idéal en terme d’accessibilité.

Entre la 3D et l’environnement de ruines de monde moderne, on a le droit à des niveaux assez intéressants, avec une construction de ceux-ci qui change pas mal des opus précédents. Et ce de façon plutôt positive. Avec notamment des secrets suffisamment cachés pour qu’on voit que c’est sensé être caché (et qu’on puisse parfois en rater), mais suffisamment visibles pour qu’on puisse les détecter en faisant un peu attention et sans avoir à se reposer sur un guide pour compléter le jeu.

Les espaces sont également plus larges, plus ouverts. Une solution assez élégante pour éviter de casser le jeu est de limiter l’altitude maximale du vol de Kirby en fonction de celle de son point de départ : il peut atteindre un endroit en sautant du haut d’une caisse, mais ne vole pas assez haut pour l’atteindre en partant du sol par exemple. Par contre, on a également régulièrement des murs invisibles, modélisés par des obstacles que Kirby pourrait aisément passer, mais qu’il ne peut pas surmonter.

Avec des zones plus ouvertes, le risque de chute est plus présent. Notamment lorsqu’on utilise le transmorphisme, pendant lequel on ne saute pas de la même façon et surtout pendant lequel on perd le vol. Heureusement, le jeu se contente de nous remettre sur le dernier endroit solide sur lequel on s’est tenu et de nous faire perdre un peu de vie (mécanique classique dans pas mal de jeu, mais dans les Kirby, la chute est généralement fatale). La mort n’arrive que lorsqu’on perd tous ses points de vie. Là encore, le jeu n’est pas très punitif puisqu’il nous fait perdre 100 pièces et ne nous fait pas recommencer depuis le tout début du niveau, mais au début de l’endroit où on est mort.

Là où le bat blesse avec cette évolution en 3D est qu’il n’est pas toujours évident de se rendre compte de la profondeur. Il faut prendre l’habitude de regarder l’ombre (si elle est présente). Mais il n’est pas toujours simple d’utiliser certains pouvoirs.

Passé le tutoriel, il est possible de jouer à deux en coop locale. Le second joueur est cependant limité à l’utilisation de Bandana Waddle-Dee qui ne peut pas avaler d’ennemis et donc utiliser les divers pouvoirs que propose le jeu ; il est à la place limité à l’utilisation de sa lance. Je n’ai pas eu l’occasion de tester ce mode de jeu et je ne peux donc malheureusement pas m’exprimer sur la gestion de la caméra à deux joueurs.

Powers

Kirby and the Forgotten Land - Full Game 100% Walkthrough
Là où tout le monde attend un Kirby, c’est sur les pouvoirs. Kirby et le Monde Oublié nous propose les pouvoirs habituels (Kirby avale un ennemi pour récupérer le pouvoir associé), le transmorphisme (Kirby met un objet dans sa bouche et débloque ainsi de nouvelles capacités) et un système d’amélioration de pouvoirs. Bref, une proposition qui fait rêver sur le papier. Mais qui n’est pas si riche que ça dans les faits.

On the side of the powers, there are two new power improvements (the hammer simply after the end of the game, the sword after the new missions) and the possibility of strengthening the powers. Each version of a power can be strengthened independently. Each reinforcement increases the power of power. Each reinforcement costs parts and rare stones (at this stage of the game, it implies Farmer the arena in a loop to be able to do) for a cost that seems indexed to the power of power. Which implies that I have not experienced enough with this new mechanics.

Conclusion

On one side, Kirby and the forgotten world does not fill all my expectations. I would have liked to find more powers and that they are a little more involved (a more advanced adventure dimension). As a result, I have trouble being convinced by this transmorphism that takes the place of powers that I would have liked to use. Even if, honestly, the phases with the car, the distributor and the ring are fun.

Then, although this 3D game area falls out quite well, it is not perfect and could be improved. As a result, for a new opus, I do not know if I would like a return to a 2D evolution or a new attempt in this direction that could achieve a more successful experience. We are not going to lie, although I wish this game more likes to have previous opus in some aspects, it’s not a good thing that a license stagnates too much and tubing habits to try new things is always Something to encourage (as long as they do not get lost).

On the other side, Kirby and the forgotten world offers a very complete and especially pleasant game experience, thanks to its universe and construction. The different objectives in the missions and challenges in parallel (sometimes frustrating if you want to do a good time) are particularly positive points.

Finally, the possibility of improving powers has a big potential. I wanted more powers so the fact that the improvement is as shyly disappointed me. But I also admit that it’s been a long time since I thought it would be interesting to have a more advanced customization for a gradual unlocking of new capacities for each power. So, a dream cut in his momentum. In addition, I am not a fan of being limited in its activities to strengthen the powers (but it is certain that this aspect is intended for the most enthusiastic players and especially very optional).

In short, even if it was not exactly the game I wanted, I could not help but spend a good time on it. I can not deny the obvious qualities of the title and can only recommend it.

_Test made on Switch by pertur from a version provided by the publisher.

Categories
Destiny 2

Destiny 2 Witch Queen: The best way to increase power to the limit rapidly; More efficient methods

Destiny 2: The Witch Queen has been launched and in addition to adding a new history, incursion, kind of weapon, you know, the usual. What is also coming back, of course, is the new annual expansion of great powers. Virtually the only time of the year in which the blues sees some love and we are struggling to reach at least the mild limit so that we can begin to interact with more difficult content. In this guide, we will review the best methods for raising your level of power to the limit quickly at Destiny 2: The Witch Queen & Season of the Risen as fast, fun and without stress.

The best way to increase the power to quickly cover in Destiny 2: Witch Queen

Avoid all weekly activities at the beginning to the minimum limit

What you will have to resist at first is the temptation to perform any activity that rewards you with powerful grams or, God does not want it, pinnacle. Desperately want to save them, if you can, until you reach the Soft Cap. It is quite easy to get to the Soft Cap without having to resort to wasting your powerful droplets of enramrs.

That said, if you are delaying, the week is about to restart and is still below the soft limit, of course, be sure to get all powerful rewards to accelerate things. What you do not obtain before the restart will be completely wasted.

This is the key: _Is always, hold on to your highest power equipment in each slot. Do not disassemble even if it is a blue. Its falls are always based on your highest possible power level combined in your inventory, regardless of what you have equipped. This applies all the way until you reach Pinnacle Cap.

Also a quick tip: Your season rewards, such as free armor sets, can be used to complete some areas of your computer that are behind your computer to increase your Soft Cap score.

Once you reach the minimum limit of 1500, you will be ready to go to other activities.

Raising the power beyond the soft cover

Once you reach Soft Cap, you will want (and you will need) to start carrying out activities that reward powerful grams. However, there is an order, do not do anything.

Ideally, you will first want to perform activities that reward level 1 and then progress to level 3 rewards to reach the fastest power limits. This is because level 3 rewards offer you greater power jumps that you want to save for the end. Then, in other words, start with things like Gambit, Crucible and Strikes and then collect their Rewards clan and then end up with level 3 as Nightfall.

After you have done Tode of your powerful scripts activities for the week, Lede is allowed to immerse yourself in your maximum reward activities. Pinnacles are the only rewards that can break 1550 Hard Cap and push it to the territory of Pinnacle Cap that ends in 1560 (the hard limit, duro hat for the resurrected season).

Pinnacle falls for the last time

Then, again, unless his pinnacles are going to be wasted, do not do them until he has done everything else. Once you are in 1550+, the only thing that can increase your power will be those pins drops.

That and the increases of power of your artifact, of course. For the activities in which the power limit of its artifact increases the count (which is most things), you can get more simply by getting XP. Try to make sure you take as many rewards as you can before leaving, comply with them, ideally, with the advantage of active shared wisdom while playing with another player with the advantages of active shared wisdom.

Increase the power limit quickly at Destiny 2: The Witch Queen

  • Hit Soft Cap first, avoid claiming powerful falls or pinnacle.

  • After reaching 1500, start making powerful reward activities, starting with lower levels.

Ideally, level 1 grams are the first.

  • Perform pinnacle activities after reaching 1550 or once you have done everything else.

That’s all you need to know for the the best way to increase your power limit fast in the witch queen and the resurrected season. To get more tips, tricks and answers to frequently asked questions, check our useful wiki guide for the year 5 of Destiny 2.

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