Recapping and reacting to the kirby airriders direct - quick take #18
Ever since the announcement of Kirby AirRiders back in early April, I've begun each day by checking the Nintendo Today news app for any sort of follow-up information regarding the game. I fully expected the next update to share space with other first-party Nintendo titles as part of a Nintendo Direct, so imagine my surprise when the headline update from the Nintendo Today app on August 18th was not only regarding a Direct, but a full 45 minute presentation dedicated to JUST Kirby AirRiders. So, I blocked out my morning on the day of the presentation, got my notepad ready, and kicked back for what would surely be a monumental presentation all about my most anticipated game!
Director Masahiro Sakurai began his presentation by giving a detailed lesson on how the riding mechanics work. As a long time fan of Kirby AirRide, I was overjoyed to see that the basic, yet distinct drifting, boost, and glide mechanics that made AirRide such a unique feeling game make a return in the sequel. They aren't just returning though, they're being iterated upon! Much to Sakurai's dismay it seems, he's added a second ability to the famous one-button formula featured in AirRide -- special abilities. These are build up attacks that can be used to derail the momentum of other racers, and it looks gloriously chaotic.
Speaking of races, I went into this presentation not particularly interested in the AirRide racing mode, as the original never really captured my interest. However, what was shown in this showcase really turned me around. So far, each course looks vibrant, full of personality, and like a perfect battle-ground for chaos. Near the end of the racing section of the presentation, Sakurai took us on a lap of the Ocean track, which begins with the sea parting in two as you dart from the start line. From there, the track winds with sharp twists and turns complimented by violently splashing waves and crazy obstacles that beg the question: Am I supposed to be able to survive my way through this track? The lap went by in what felt like a single second, and I was left desperately wanting more of the action. Thankfully, there was indeed much more to come.
Following the racing demonstration came what Sakurai recognized as the "main event" -- City Trial! In my "Hopes and Dreams For Kirby AirRiders" Quick Take, I said that I would love to see City Trial return with multiple maps and online play to complement its battle-royale style design. When Sakurai unveiled Skyah, the new, singular map where each City Trial match would take place, I instantly let go of my dream for multiple City Trial maps. Not only is Skyah bigger than the original City Trial map, it's absolutely loaded with intriguing areas ride through -- both open and hidden. From the urban district, to the underground mall, the forest, and everything in between, each area felt like a thoughtful upgrade from the original. The biggest new addition to the City Trial formula are the two in-match events -- Dust Up Derby and Short Race. Sakurai explained that taking place in these mid-match events is a risk you'll have to weigh the cost and benefits of, as they could result in a handsome stat boost reward or in the destruction of your machine. I absolutely love the inclusion of these mini games and the level of tension they'll add to the already chaotic formula. Making a welcome return are in-match events, a popular dustup from the original game that added tons of spice to the gameplay loop. During Sakurai's play through, we got to experience the Gordo meteor shower, where the deadly and giant spike balls that caused endless amounts of fear in me as a child gamer fall from the sky, and you have to do your best to avoid them or risk the total and instant destruction of your machine.
Perhaps one of the biggest quality of life updates in this new iteration of City Trial comes in the form of machine hopping. In the original game, if you wanted to swap machines, you'd have to stop your machine, hop off of it, run to the new one, and hop aboard. Now, your rider has the ability to target an unoccupied machine, and quickly hop from your machine to the new one in one smooth motion. This mechanic makes use of the newly added special abilities function that Sakurai seemed hilariously reluctant to add.
Beyond that, the core gameplay loop of City Trial looks absolutely magnificent. Riding around collecting items, smashing into other riders, and contending with the in-match events looks better than ever, and I absolutely cannot wait to spend the next two decades of my life playing in this new sandbox, just as I did with AirRide. Speaking of the welcome return of the original gameplay loop stadium events have also returned -- but with a twist! In AirRiders, you now have the ability to choose from four randomly selected events, rather than being forced to play through whatever the game randomly decides. This is an absolute game-changer, as having the ability to choose the stadium event that aligns with how you've built your machine seems like tons of fun.
All in all, Kirby AirRiders is shaping up to be a masterful follow-up to the original. With a bigger roster of characters to choose from, fun new abilities, online play, amazing looking-race courses, and a City Trial mode that seems to be keeping what works and making it better, I find it hard to think of a scenario where I am let down by this game. I was actually in disbelief when at the end of the presentation Sakurai remarked that there were still many aspects of the game that he had not discussed in that 45 minute presentation. What more could there be? A story campaign? Entirely new game modes? My anticipation could not be higher, and November 20th cannot come soon enough. Are you excited for Kirby AirRiders? Did you find yourself surprised by anything shown in Sakurai's presentation? Leave a comment below and let me know!