juushika: Screen capture of the Farplane from Final Fantasy X: a surreal landscape of waterfalls and flowers. (Anime/Game)
[personal profile] juushika
One of Devon's Christmas gifts to me was (Poochy &) Yoshi's Woolly World on the 3DS. I intended to play Kingdom Hearts: Dream Drop Distance when I finished Kirby, and so complete all the side-games before KHIII comes out. And I will! ... After Woolly World. Chasing whims & deviating from my self-imposed requirements is more productive than doing something because I feel like I should, esp. in realms as frivolous as cute video games, esp. when immersed in the cold abyss of anxiety and grief and etc.

And it is a cute game! It's reminiscent of but doesn't hold a candle to Kirby's Epic Yarn—same basic aesthetic, but not (so far) as varied or as lovingly detailed. It's a simpler implementation of art design as level design, the way that the player's toolkit interacts with a world composed of craft supplies. But it's not really a fair comparison, because Epic Yarn is a genuine work of art. Woolly World has its own toolkit and design choices, and it's charming*, and the audio design is superb. The 3DS port also has the ability to customize your own Yoshi, with a skin tool similar to the clothing designer in Animal Crossing: New Leaf (and onward) in terms UI and level of customization. The pixels map on to actual knit stitches. I made a pumpkin-themed orange Yoshi. A+.

* I glanced at the other Yoshi titles to see if I might like them, and while the gameplay is almost identical, their oversaturated messy look is the aesthetic opposite; no, ty. (And I cannot overstate how much I don't want to escort baby-Mario.)

But what really impresses me is the accessibility. There's the option to switch between traditional and "mellow" play, the latter providing hints and endless ammo; Yoshi has a hover ability which is even more generous in mellow mode; levels can be customized with badges (which cost a nominal amount of in-game currency) to grant things like stronger attacks or invulnerability to voids. All of these things can be changed on the fly. I tried to play a hot 1.5 hours of Mario Galaxy a few months ago and I just could not with the platforming; it's a skill I don't have, an action I don't enjoy, and the presence of a health system when falling into a void is still a one-shot kill just. fucking. it's stupid. Yoshi's Woolly World is so aggressively accessible as to be too easy and, you know what? I don't mind. It's child-friendly in a way that a lot of these Nintendo games appear to be but, in gameplay, are not. It's disability friendly. If I find the void OHKO frustrating, I can just opt out of that bad and broken system. And it goes a long way towards making the soft, cuddly aesthetic transfer into gameplay; it feels like a more fully-realized self.

ETA: This would hold more true if they didn't keep introducing new one-shot mechanics which required new badges (which can only be acquired after the fact)!


* * *


hbomberguy's Speedrunning Is Awesome, And Here's Why doesn't directly address much of what makes speedruns awesome on a media criticism level* but is a love letter to how runs develop and how speedrunning interacts with intended gameplay mechanics/experiences, and it's that last point which I most enjoy. I wish he had slipped in something about TAS Bot when talking about the relationship between code/ideal runs/human runs/variety of gameplay experiences, but it is already a 40min video.

* Foldable Human's SGDQ2018 Amy run does! TL;DW: speedrunning makes us reexamine a game's win conditions, and therefore its implied rules, which helps us understand how games do what they do—and games as an interactive medium are primarily about how and do.

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juushika

March 2026

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