The Nintendo Direct presentation has revealed several great titles available now and in the near future, and a surprise among them all was the new Super Kirby Clash, which is being labelled as “Free to start.” While the game itself looks to be fun for a group of players, this new label is potentially worrisome for the long-term monetization of the game.

When one hears the term, it sounds similar to Free to play, which often means that a game requires no purchases to be played. Purchases are often available in the game to varying degrees of necessity to access all of the content. Games that do this will often only provide access to cosmetic items, similar to how Warframe operates. The worst types of games are labelled free to play, but are actually pay to win, meaning that those who spend money in the game will have access to more powerful items than those who do not spend. So, where does Super Kirby Clash fall within the spectrum?

Via: youtube.com (GameTrailers,)

For now, it is hard to say exactly. The game looks like a free to play title, and the term free to start is still a bit confusing. Players will need to keep an eye on two resources in the game: Vigor and Gem Apples. Vigor is akin to stamina, which is needed to play the actual game. Once used up, it recharges over time on its own. Alternatively, one can continue playing through the use of Gem Apples, which is the premium currency that can be purchased in the eShop or earned slowly through gameplay. Gem Apples will also be used in the acquisition of new weapons, armor, support items, and stickers.

As such, the term free to start is simply an odd choice. This is simply a free to play game that allows for resources to be acquired at a slower pace than one would through paying up front, like most games in the category.

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For those who do want to access everything the game has to offer through purchase, it seems that $40 will net you everything outside of grinding and time gates. If this remains accurate, then Nintendo may simply be dabbling in newer methods of monetizing its games outside of the traditional demos we see on the eShop right now. Those game often allow for a few levels to be played and then end, whereas one could experience the entirety of Super Kirby Clash for free, but most who enjoy it will likely spend some money.

The release of the game in this way feels like the logical progression from the mobile game Super Mario Run, which offered a few levels for free to all players and then required a one-time purchase to unlock everything. Surprisingly, this proved unpopular with users and the game sold well below expectations. This is likely what has driven Nintendo towards something that is more a mix between a full purchase and small, infinite microtransactions.

As such, we will be following the success, or failure, of Super Kirby Clash with keen eyes, because it is always fascinating to see how video game companies will evolve in the future as the market becomes saturated with not only AAA titles, but more and more well-made Indie titles, and free to play games.

Source: Nintendo.com

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