I haven't played this one, but I played a ton of Pikmin 3 on the Gamepad. It looked good, but there's definitely a lot lost. Unfortunately it's just the name of the game when it comes to playing games on the Gamepad - things are naturally going to be blurrier. There could even be more motion blur on the Gamepad compared to your TV, if you're playing on a plasma or something like that.
At times the 3DS screen feels a little more appropriate just because there's no resolution halving. Sure, the resolution on the 3DS is terrible, but it doesn't really feel like there are details lost or that a sharper image is being compressed or something.
Got the game on Monday and been playing it with Karen. Made it past three bosses so far, I think.
I really like it! I think many of the criticisms I've seen about the game are fair (GamePad doesn't show off the game's style well, levels are generally too long, which makes 100%ing them tedious), but if you can play with at least one other person, that can really diminish the impact of those "flaws". It makes it easier to collect everything the first time around, and you can swap roles for each level so that at least one person can enjoy looking at the TV.
Co-op is also why I think the game belongs on the Wii U and not the 3DS.
Yeah, the GamePad stuff is a huge turnoff for me, though I do want to play the game in co-op so maybe it wouldn't be too big of a deal. Still, I haven't played the original game yet anyway, so I can wait on this one.
Still havin' a good time with Kirby. I really appreciate the three categories of unlockables--they're the perfect way to wind down after a beefy stage. The Smash Bros-style trophy write-ups are fun, the secret diary is adorable, and the music is as jammin' as ever (nice touch to include a bunch of earlier game remixes as bonuses! That nostalgic element also feels very Smash Bros-esque)!
I'm having a good time as well, although I've only put a couple hours into the game so far so I'm still early. I thought I would miss the lack of power ups, but if anything, it's kind of nice not to have to worry about them. I was also concerned about playing on the tiny GamePad screen, but it's not as bad as I thought it would be, and the visuals still look nice.
And yes, the levels are pretty damn long, which will make going back to find missing treasures a bit of a pain. Kirby Mass Attack would allow you skip sections of levels you've already beaten, and I think this feature should've been included here as well.
Finally got started this morning, and...it's just okay. I don't think it's unfair to compare this game to Canvas Curse, and it's definitely coming up short for me in the early going. Rainbow Curse seems to have changed or outright removed a lot of little things from its predecessor that make it feel much slower and...well, less fun. I even played the first couple stages of Canvas Curse to make sure I didn't just have my nostalgia blinders on. I'm sure Rainbow Curse gets better as it goes, but it's off to a much slower start than Canvas Curse had. And the Challenge Rooms aren't really doing it for me, either. They certainly don't compare to their Rainbow Run counterparts from Canvas Curse.
On the bright side, the presentation is great. I love the little figures and their descriptions, and the music is pretty delightful.
I've made it through World 4. I still feel like it's a step down from Canvas Curse overall, but that's not too big a deal, and the game is coming into its own more as it goes. I guess that initial letdown was inevitable after I let my expectations get so high.
Yeah, I missed a couple diary pages. One was in the first world, where at least you can just rush right through the stage to try again. Might not be so quick in later stages with auto-scrollers and gimmicks and stuff slowing you down.
Finished the story and collected all the treasures. Fun game, for sure. I think I'll replay Canvas Curse next and see if I still think it's the better of the two.
But before that, I'll probably collect the rest of the gold medals in Story mode. And maybe go for the 1-minute challenges, too. Those challenges shouldn't take too long, and they won't waste my time quite like a handful of the treasures did.
EDIT: And I've finished everything in the Story mode! All treasures collected, all gold medals, and beat each boss without getting hit (which is a requirement to unlock some challenge rooms). So all that's left are the Challenge rooms now.
@TriforceBun Yeah, I'm definitely not crazy about the Survival rooms. They're basically designed to waste your time, and most of them are just tougher remixes of 1-minute rooms. That last one took me at least 30 minutes, most of which was spent replaying the earlier rooms I'd mastered just to get a whack at figuring out the later ones. It reminds me of that final Mystery House in Super Mario 3D World, where you have to do all those 10-second challenges. I hope this isn't an emerging trend for Nintendo's post-credits content.
In fact, if I have one major complaint about Rainbow Curse, it's that it's totally fine with making you replay things you've mastered in order to get a shot at what you're actually trying to complete. There's one chest in World 4-1 that you only get one shot at (literally) each time you play the stage. If you miss it, you have to play through several minutes of auto-scrollers and stuff just to get back to that spot. I must have spent 15 minutes going for that one chest.