![]() Whilst exploring I tended to keep a balanced team, but then specialised to suit particular enemies and obstacles. You can make your team of Spritelings suit whatever obstacles you might find and this adds a nice dose of strategy and planning. First off you’ll find standard ones that are strong against poison and can activate bloom switches when thrown towards them, and you’ll later make friends with fire, ice, bramble, and lunar varieties and many puzzles will require you to make use of a balanced range of these little creatures. As with Pikmin these come in a variety of colours that you’ll unlock as the game progresses. Once reunited with Kirby the game takes on a more puzzle-based approach as you must use Wake and Kirby’s unique abilities alongside the Spritelings to work your way around the forest and collect the many objects you need to save the forest from the Never.Īlongside your trusty items, you’ll use the skills and abilities of the trusty Spritelings. Video posted online shows the moment an elderly woman seems to suffer a heart attack after grinding up against three half-naked men. You also eventually manage to meet up with Kirby, who brings along a magical lantern that works similarly to the vacuum, but is effective for different switches and objects. This mechanic works really well for the most part and is a great help when the sometimes fiddly aiming for throwing the Spritelings goes astray. This vacuum can be used to clear trash and obstacles (although it needs to be upgraded for the latter) as well as pull in your Spritelings when they get stuck. ![]() This is one of the two main Nintendo influences in the game’s design, with the other being your backpack vacuum cleaner relocated right out of Luigi’s Mansion. Upon finding the central hub of the game, The Grove, you unlock the ability to befriend Spritelings, little forest dwellers with more than a dash of Pikmin to their design. This Metroidvania design makes the most of a manageably-sized forest and encourages you to track back and open up areas as you go (although you can go back and collect all hidden items after the credits). As you locate the characters, though, you’ll come across many impassable areas which will require you to return later with new abilities. It’s easy to appreciate The Wild at Heart’s storybook art which has a colorful, slightly desaturated palette of earth tones, complemented by effective sound design and an understated musical score. The first half of the game sees you explore the forest to find all of these characters and reunite them in the central hub, a process that introduces you to both the mechanics and the layout of the forest. You first meet a shaman figure called Grey Coat, with other NPCs including Trash Heap, Toothpick and the unfortunately monikered Litterbox, so named because she asks you to find her missing cats. All of the characters are well designed with charming quirks and names to match. At times it reminded me of the similarly themed Knights and Bikes or Costume Quest, both great games from which you can take influence. The forest environment is really nicely depicted, with a detailed and distinctive cartoony style that has a real sense of individual character.
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