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Saturday, April 15, 2017

How Team Kirby Clash Deluxe Takes Inspiration From Monster Hunter

This week, HAL Laboratories and Nintendo released an expanded version of the Kirby: Planet Robobot minigame Team Kirby Clash, creatively titled  Team Kirby Clash Deluxe, as a Free-To-Play game on the 3DS eShop. This game, for those who have not figured it out, is heavily inspired by Capcom's Monster Hunter series, which is gut-explodingly popular over in Japan. This can be seen in various ways.
  • The whole setup of the game (both the original and Deluxe) has four adventurers teaming up to travel to various locales to take down giant monsters, accepting repeatable quests from a board.
  • You use items obtained from fallen monsters to obtain equipment, though the premise is a bit different here.
    • In Monster Hunter, you carve parts off of the monsters and pray that you will get the item you need this time. You can also get several of these items as quest rewards, which are also determined by RNG.
    • Team Kirby Clash Deluxe gives you a fixed amount of certain kinds of "fragments" as a quest reward. No RNG.
  • Both involve a heavy amount of grinding. In the case of Monster Hunter, it is so you can get that one monster part you need. In Team Kirby Clash Deluxe, there is traditional level grinding. Either way, the player will be grinding a lot.
  • In Monster Hunter, each Hunter Rank (up to a certain point, at which time the mechanics for Hunter Rank change) has a selection of quests to tackle. Once certain quests among these are completed, an Urgent Quest is unlocked. Once this Urgent Quest is completed, the player's Hunter Rank increases, and with it comes a new set of quests. Team Kirby Clash Deluxe does pretty much the same thing, except without showing Hunter Rank, Urgent Quests are called Ordeals, and as far as I can tell, every quest is needed to unlock the Ordeal.
  • Monster Hunter divides quests into Low Rank, High Rank, and in the Ultimate re-releases (because Capcom), G Rank. In each of these, in addition to new monsters, you can face old ones, except buffed (and with new, better drops). So far in my playthrough of TKCD, every new quest after a certain early Ordeal has been prefaced with "Tough", and many have featured returning, harder opponents.
  • Equipment is given a "Rarity" value in TKCD, like all items in Monster Hunter. Though in TKCD it only really indicates what equipment set it belongs to.
    • Also, there are armor sets.
  • Before quests in TKCD, you can use Stamina and Attack Potions to boost those respective stats. Monster Hunter has similar stat-boosting potions, though they are used during Quests rather than before. You can, however, get stat boosts at the kitchen before a quest. 
    • These boosts have been far less necessary in TKCD than in Monster Hunter, however, where they can mean the difference between life and...getting carted. Of course, Kirby games are generally on the easier side of things (certain side content notwithstanding), so...
  • In multiplayer in Monster Hunter, only the "host" of an Urgent Quest (though not of the current group as a whole) gets credit for completing it (quest rewards aside). I have been unable to play multiplayer in TKCD because it is local-only, but according to the manual, it has a somewhat similar system. However, it does this for every quest, and even for many heroic missions, which are pretty much the game's achievement system (and one of two ways to get gem apples for free). Also, TKCD applies this restriction to the host of the group as a whole (though presumably the host is the only one who gets to pick quests in TKCD). I am not a fan of such systems.
Overall, the latest game starring The Pink Sphere of Adorableness (aka Kirby) is heavily inspired by Monster Hunter (though it is far from the first game in the Monster Hunter "genre"). It is interesting to see how developers take inspiration from one another.