These guys know how to make a game feel satisfying to play. So many little features and mechanics have been woven in to turn otherwise frustrating or confusing situations into empowering ones. They're so subtle, thoughtfully designed, and cleanly executed that most people don't even think about them, and yet their impact is so strong.
The best thing of this talk for me is the stupid smile Kumazaki has during all this. You can see the guy love what he does. Also love his body language, he patting the plushies, and all that. He's a gem. Kamiyama is more reserved but he also did well!
Casually revolutionalizing 3d action with the sense of accomplishment not by a calculating corporate/commercial mind, but the mind of a child (in the best way possible)
@@lunathekuduruk1311 it's super adorable how he even does the hand motions while the translator is speaking. this man is so full of positive energy, it's no surprise the pink ball has rubbed some on him
Oh hey, we got ourselves a TH-cam video of this presentation! While I'm already aware of a bunch of stuff that was said here, it was still nice to hear Kumazaki and Kamiyama discuss their work on Kirby & The Forgotten Land and Kirby's Return To Dream Land Deluxe. So many interesting details here!
I was lucky enough to attend this talk in person. The line for this talk went from hallways all the way to the rooftop of Moscone Center, it was likely the most popular talk during the entire event :) Awesome talk!
I highly respect this talk. They even went to actually show how they did most of the things. It is also nuts how I didn't notice some of the gameplay stuff considering I actually play it. It felt good to play but for example I didn't notice the depth based collisio in attacks.
49:54 So it seems like HAL is very aware that certain boss attacks have blindspots, and inentional keep them in - I suppose this is part of the philosophy of being able to choose you own difficulty, with the players having the option to do a challenge run where they can't use these blindspots but let's be honest you came for 5:2427:1850:22
Finally got to finish watching this in full. Truly the devs at HAL have put and will continue to put all their Jamba Hearts and Soul bosses into their work! The Kirby series' future looks so bright! Man, this really makes me wish Nintendo would give Shinya Kumazaki a segment in their Directs where he talks about whatever Kirby news HAL wants to release. He's got real Masahiro Sakurai energy!
Simply fantastic, it is highly gratifying that kirby is currently a great representative of video games, and I am quite fascinated with everything exhibited at GDC.
Kirby and The Forgotten Land was a genius game. It was so stunningly made and so many clever tricks were used to make Kirby fun in a 3D environment. Of course I love the other recent Kirby games (Planet Robobot, Extra Epic Yarn, Return to Dreamland Deluxe), but Kirby and The Forgotten Land was a fascinating paradigm shift. I also want more Magolor games! His physics were so compelling, I'd be sad to see him confined to just a single postgame section.
The idea of having a fixed camera was a fantastic choice in keeping The Forgotten Lands level design in line with what makes the Kirby series so great. It's just like how Super Mario 3D World/Land keeps the spirit of SMB's 2D level design while giving us something fresh with what you can do with a 3D environment. However i must admit it would be interesting to see a 3D Kirby game where you can explore with a controllable camera, not that the Kirby series needs to go this route FAR from it. It's just that it would be beyond interesting to see how they tackle the level design and Kirby's abilities in this kind of environment while keeping it beginner friendly. This presentation was fantastic.
I think that Kirby has always benefited from feature framing, but it does a bit of the opposite if you're using 3D world as a comparison Mario has always been about closing the gap and spatial awareness. Kirby on the other hand is about dexterity over platforming Reason being is that by convention you're thinking about what he's doing with his mouth not his legs. Forgotten land pulls back on the reveal when it should actually focus in like Smash Bros Well it's a fact that both have the same creator. He likes to emphasize events and retooling. Forgotten land wants you to collect, the Dreamland games wanted to overcome puzzles or obstacles Pulling the camera back puts you in the headspace where all you want to do is glean over everything with a fine tooth comb. The compensate for this by having him use the mouthful ability, but this doesn't really incentivize you to experiment It's situational, now you're using it to find Clifford the big red dog. You're not exactly mobile so you can't really integrate it into your movement. And you can't hold onto it to be used where you please at different stages of the level Forgotten land is a bit like bowling. With proper form you can perfect your strike. The game populates events like pins for the player to knock them down. For people who like that sort of thing, I'm sure it's plenty enjoyable. It's just a shame that it's coming off the back of the 3DS games which seemed to really dive into Kirby's combat prowess
The simple magic of hal can not be understood by most... it's a art, a process fueled by a well-paced development schedule and devs that understand what makes games work.
Kirby is such a classic game that seems super fun and makes you wanna join in as you watch your friends play. This talk was really insightful and I really appreciate how GDC is featuring epic speakers of other languages
Absolutely fascinating video! Super enjoyable and such a treat to get a more in depth look at the process behind making these games that we love. I hope we get more of these kind of videos in the future with the next Kirby games!
i pray at this people, they've been involved in my life since air ride, one of my first games of all time, and having to know how much they've have working on it its super amazing❤❤❤
Yeah I guess I don't understand the philosophy of have a spatial problem, but then adding water wings so that the engine reduces agency from the player, curbing failure out of convenience What would have made sense is to make the enemy a key focus between segments. I doubt a player would be as disoriented if they understood the attack pattern as they observed it And since I played Forgotten Land I feel that I can safely say, saturating enemies was the wrong course for this game. It would have been 1000 times better if the only enemy to do that were the waddle dee. And that when they show up, it be spontaneous and intrusive. That kind of event gives the game sort of a bungie-tether feel, like progress is your mission if you choose to accept it My point is, it takes away from the game to de-emphasize fail states. You should be allowed to miss, it indicates that you are paying attention. And if the point of Kirby is to "send it right back at ya" then you would be playing the game if you learned the most effective way use each weapon It's strange, old Kirby seemed to be more intuitive about this. You would get locked in Poppy Bro's chamber and be subject to his attacks. You could use star spit, his bombs proper, or you could exhale. Then you'll see other non boss poppy's in subsequent levels. What you do with them is up to you- you completed the prerequisites I just can't get behind a game that makes an already padded game more handholdly. Where are the moments in a title like that?
This presentation was held real-time. The 'dubbed audio' is actually the voice of the interpreter translating Japanese to English. If you cannot tolerate this small inconvenience, I wonder if you can even travel to any non-English-speaking countries lol.
4:58 HE PATS KIRBY SO GENTLY
Kirby’s future is so bright with devs like these 😭 they get it.
These guys know how to make a game feel satisfying to play. So many little features and mechanics have been woven in to turn otherwise frustrating or confusing situations into empowering ones. They're so subtle, thoughtfully designed, and cleanly executed that most people don't even think about them, and yet their impact is so strong.
The best thing of this talk for me is the stupid smile Kumazaki has during all this. You can see the guy love what he does. Also love his body language, he patting the plushies, and all that. He's a gem.
Kamiyama is more reserved but he also did well!
Casually revolutionalizing 3d action with the sense of accomplishment not by a calculating corporate/commercial mind, but the mind of a child (in the best way possible)
Hello Gigi
Truly the perfect man for the job, voicing the already-perfect King of Dreamland!
Europeball Friends's First Appears 3:00
Shinya Kumazaki is an absolute treasure and gift for this series. It's so nice to see him again
He is 100% better than miyamoto
@@lunathekuduruk1311 hey both are good
@@lunathekuduruk1311 it's super adorable how he even does the hand motions while the translator is speaking. this man is so full of positive energy, it's no surprise the pink ball has rubbed some on him
The camera in Forgotten Land is one of the best I have ever witnessed, it was so smooth and never showed what is outside the playing area.
Tbf the area's usually very open but agreed
Until you hammer jump glitch. But that's using a glitch to make another glitch, so yeah.
42:55 The sound Kumazaki made was pretty funny, He always did good on King Dedede.
Kumazaki using the stuffed Kirby & Magolor as part of the presentation is so wholesome
Oh hey, we got ourselves a TH-cam video of this presentation! While I'm already aware of a bunch of stuff that was said here, it was still nice to hear Kumazaki and Kamiyama discuss their work on Kirby & The Forgotten Land and Kirby's Return To Dream Land Deluxe. So many interesting details here!
I was lucky enough to attend this talk in person. The line for this talk went from hallways all the way to the rooftop of Moscone Center, it was likely the most popular talk during the entire event :) Awesome talk!
Well deserved, this was great. We miss those kind of devs.
Can also confirm. The line for this talk is the biggest I've ever seen at GDC.
I second this, I was in that line for nearly an hour. Unfortunately got booted because I didn’t have the right level of pass :(
@@TheOrian34 devs are still very awesome wdym
A NUTURAL PLAINS A BASED BY TEXAS, ESTADOS UNIDOS
So much goes on behind the scenes. One of the most passionate game development teams ever.
I highly respect this talk. They even went to actually show how they did most of the things. It is also nuts how I didn't notice some of the gameplay stuff considering I actually play it. It felt good to play but for example I didn't notice the depth based collisio in attacks.
49:54 So it seems like HAL is very aware that certain boss attacks have blindspots, and inentional keep them in - I suppose this is part of the philosophy of being able to choose you own difficulty, with the players having the option to do a challenge run where they can't use these blindspots
but let's be honest you came for 5:24 27:18 50:22
ash parrish brought me here
Kudos to the translator for this one! It’s so smooth and as time goes on you really forget it’s there. Excellent work!
Finally got to finish watching this in full. Truly the devs at HAL have put and will continue to put all their Jamba Hearts and Soul bosses into their work! The Kirby series' future looks so bright! Man, this really makes me wish Nintendo would give Shinya Kumazaki a segment in their Directs where he talks about whatever Kirby news HAL wants to release. He's got real Masahiro Sakurai energy!
Simply fantastic, it is highly gratifying that kirby is currently a great representative of video games, and I am quite fascinated with everything exhibited at GDC.
36:20 Every day we get closer to an official Kirby maker becoming a reality
Kirby and The Forgotten Land was a genius game. It was so stunningly made and so many clever tricks were used to make Kirby fun in a 3D environment.
Of course I love the other recent Kirby games (Planet Robobot, Extra Epic Yarn, Return to Dreamland Deluxe), but Kirby and The Forgotten Land was a fascinating paradigm shift.
I also want more Magolor games! His physics were so compelling, I'd be sad to see him confined to just a single postgame section.
Finally, it's here, the greatest video of all time.
This is great! It's amazing to hear insights into the development of the Kirby series.
53:00 Kumazaki, this is why we love you
The idea of having a fixed camera was a fantastic choice in keeping The Forgotten Lands level design in line with what makes the Kirby series so great. It's just like how Super Mario 3D World/Land keeps the spirit of SMB's 2D level design while giving us something fresh with what you can do with a 3D environment. However i must admit it would be interesting to see a 3D Kirby game where you can explore with a controllable camera, not that the Kirby series needs to go this route FAR from it. It's just that it would be beyond interesting to see how they tackle the level design and Kirby's abilities in this kind of environment while keeping it beginner friendly. This presentation was fantastic.
Could turn into a third-person shooter perspective game if you know what I mean...
I think that Kirby has always benefited from feature framing, but it does a bit of the opposite if you're using 3D world as a comparison
Mario has always been about closing the gap and spatial awareness. Kirby on the other hand is about dexterity over platforming
Reason being is that by convention you're thinking about what he's doing with his mouth not his legs. Forgotten land pulls back on the reveal when it should actually focus in like Smash Bros
Well it's a fact that both have the same creator. He likes to emphasize events and retooling. Forgotten land wants you to collect, the Dreamland games wanted to overcome puzzles or obstacles
Pulling the camera back puts you in the headspace where all you want to do is glean over everything with a fine tooth comb. The compensate for this by having him use the mouthful ability, but this doesn't really incentivize you to experiment
It's situational, now you're using it to find Clifford the big red dog. You're not exactly mobile so you can't really integrate it into your movement. And you can't hold onto it to be used where you please at different stages of the level
Forgotten land is a bit like bowling. With proper form you can perfect your strike. The game populates events like pins for the player to knock them down. For people who like that sort of thing, I'm sure it's plenty enjoyable. It's just a shame that it's coming off the back of the 3DS games which seemed to really dive into Kirby's combat prowess
For those of you who don’t know about it, please look up “Shinya Kumazaki art”.
The simple magic of hal can not be understood by most... it's a art, a process fueled by a well-paced development schedule and devs that understand what makes games work.
I fucking love Shinya Kumazaki so much, man.
Yeah, he doesn't get enough love and attention, right?
Kirby is such a classic game that seems super fun and makes you wanna join in as you watch your friends play. This talk was really insightful and I really appreciate how GDC is featuring epic speakers of other languages
that camera was soo good! and the designs ,how deep they are XD i love it!
I knew forgotten land had hurdles to jump through but its nice they finally went into depth about those hurdles as well. Great presentation!
Absolutely fascinating video! Super enjoyable and such a treat to get a more in depth look at the process behind making these games that we love. I hope we get more of these kind of videos in the future with the next Kirby games!
36:20 Is that a real time level editor?
Welp, I know what I'm watching over-analyzing and enjoying on loop for the next few days...
DAaaaaamn that "unique system" it's crazy
having the goal be, making a game which is intuitive to beginner players creates for such wonderful and elegant engineering solutions
I like how for rtdl deluxe they wanted all of the playable characters to fell like superheroes
Very Interesting! Thanks for sharing it
What an amazing presentation :)
Simple but brilliant.
Brilliant stuff here, every 3D game designer should take notes.
i pray at this people, they've been involved in my life since air ride, one of my first games of all time, and having to know how much they've have working on it its super amazing❤❤❤
Kirby: deeper than you think.
Thank you HAL Laboratory for sharing this with us ! :D
43:03
Kirby best chessboard piece
OHMYFUCKINGGODIMCRYING
we don't deserve the kirby development team
Imagine what they could do if they made a Kirby game like Mario odyssey!
🔥🔥🔥
Why not use motion controls for aiming the Star Spit? Like Yoshi in Galaxy 2.
This girl sounds like Certain Voice in the game.
Martinez Sarah Jones John Thompson Thomas
18 minutes
All I hear is: I'll make you bisect god, again, in the next game!
Yeah I guess I don't understand the philosophy of have a spatial problem, but then adding water wings so that the engine reduces agency from the player, curbing failure out of convenience
What would have made sense is to make the enemy a key focus between segments. I doubt a player would be as disoriented if they understood the attack pattern as they observed it
And since I played Forgotten Land I feel that I can safely say, saturating enemies was the wrong course for this game. It would have been 1000 times better if the only enemy to do that were the waddle dee. And that when they show up, it be spontaneous and intrusive. That kind of event gives the game sort of a bungie-tether feel, like progress is your mission if you choose to accept it
My point is, it takes away from the game to de-emphasize fail states. You should be allowed to miss, it indicates that you are paying attention. And if the point of Kirby is to "send it right back at ya" then you would be playing the game if you learned the most effective way use each weapon
It's strange, old Kirby seemed to be more intuitive about this. You would get locked in Poppy Bro's chamber and be subject to his attacks. You could use star spit, his bombs proper, or you could exhale. Then you'll see other non boss poppy's in subsequent levels. What you do with them is up to you- you completed the prerequisites
I just can't get behind a game that makes an already padded game more handholdly. Where are the moments in a title like that?
dude i cant watch this who the f. thought to put original and dubbed audio together video must be at most half time 😢
This presentation was held real-time. The 'dubbed audio' is actually the voice of the interpreter translating Japanese to English. If you cannot tolerate this small inconvenience, I wonder if you can even travel to any non-English-speaking countries lol.
Dude just discovered translation exists 💀
What the hell is there to reimagine about the world's most boring game hero? He's a freaking blob ffs.