{"id":1466,"date":"2009-06-25T03:31:23","date_gmt":"2009-06-25T03:31:23","guid":{"rendered":"http:\/\/danielprimed.com\/?p=1466"},"modified":"2012-03-10T11:21:32","modified_gmt":"2012-03-10T11:21:32","slug":"play-impressions-kirbys-dream-land-2-and-half-life-2-episode-one","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2009\/06\/play-impressions-kirbys-dream-land-2-and-half-life-2-episode-one\/","title":{"rendered":"Play Impressions: Kirby’s Dream Land 2 and Half-Life 2: Episode One"},"content":{"rendered":"
Kirby’s Dream Land 2<\/h3>\n
There’s honestly very little to say about Kirby’s Dream Land 2<\/em>. All you need to know is that it’s a black and white skinned Kirby title using the same template as Kirby’s Adventure<\/em>. Because of this Kirby’s Dream Land 2<\/em> feels more like a sequel to the polished NES classic than the Game Boy original, and manages to individualize itself well by introducing three peripheral characters. Those characters – Rick the Hamster, Kine the Ocean Sunfish and Coo the Owl \u2013 cut in and out of the adventure and work as appropriate substitutes for a number of consumable abilities absent from Kirby’s Adventure<\/em>. Since your animal friends layer on top of whatever ability Kirby has on hand they do add another tier of complexity to the title. Team this with a series of hidden rainbow pieces in each level (which open up an alternative ending<\/a>) and despite it’s loftier hardware, Kirby’s Dream Land 2<\/em> is expanded enough to form a more than competent sequel to Kirby’s Adventure<\/em> which, considering the polish of Kirby’s Adventure<\/em>, says a lot. Other familiar tropes of the series are kept in tact such as the wonderfully characterized introductions preluding each world and mix of familiar characters.<\/p>\n <\/p>\n The one thing that Dream Land 2<\/em> lacks (colour) can be compensated for on the Super Gameboy. Like Pokemon<\/em> and Donkey Kong<\/em>, whacking Kirby’s Dream Land 2<\/em> into your Super Game Boy will give the game a unique colour scheme different from the default swatches. Supposedly there’s some added spiff elsewhere too, not a bad deal if you prefer playing it on a TV. I played it on both.<\/p>\n Lastly, it’s nice to see Nintendo fix the disparity between the boxart graphic and in-game designs with this title. Kirby’s Dream Land 2<\/em> in this regard matches the game wonderfully<\/a>, instead of appearing like an attempt at realistic<\/a> abstract<\/a>.<\/p>\n If Half-life 2<\/em> were put to VHS, then Episode One<\/em> would be the extended long-play. In a nutshell it’s more of the same gameplay from Half-life 2<\/em>‘s later half, delivered in a remixed fashion with greater emphasis on set pieces and Alyx who now accompanies you throughout the 5-6 hour experience.<\/p>\n One might think that her part as a co-operative buddy might work in as another gimmick to colour the vanilla base of the series – in the same way that vehicles, ant lion bait and the gravity gun operated in Half-life 2<\/em> \u2013 unfortunately her presence surprisingly affects the core gameplay very little. You don’t need to babysit her much at all. She rarely dies, always follows you and can hold her own in a gun fight.<\/p>\nHalf-Life 2: Episode One<\/h3>\n