Kirby and the Forgotten Land Might Be the Best Kirby Game Yet
It’s pretty easy to make the argument that there has never been a bad mainline Kirby game. The series, which sees its 17th entry with the brand new Kirby and the Forgotten Land, has a base level of quality so consistent that even the many spinoffs are (almost) universally worth checking out. Must-play titles are another story, though: for sickos like myself, they’re all must-play, but more generally, there are only a handful that you’d throw up against the very best of Nintendo’s impressive catalog if you were going to try to convince the unconvinced to spend time with the pink puffball. I bring all of this up not just to reinforce that the following praise is not the kind I’d heap on any old Kirby title, but also to tell you that, if you have not been sold on the idea of Kirby yet, Kirby and the Forgotten Land is maybe the best chance you’ve ever had of changing your mind.
Forgotten Land promised change for a series that has somehow never gone fully 3D before, and yet, it was also stuck with shouldering the burden of celebrating 30 years of that same franchise: Forgotten Land was the first—and only—significant announcement from Nintendo regarding recognition of that anniversary. The franchise rarely has this level of attention on it: Kirby isn’t Mario nor Zelda as far as the masses are concerned, and isn’t critically beloved in the way that the adventures of Samus Aran are. No other core Nintendo franchise has a mainline release until whenever Splatoon 3 arrives this summer or Xenoblade Chronicles 3 lands in September. So Kirby and the Forgotten Land is carrying the weight of expectations of both past and present, which is not how things usually go for the little guy’s games.
And yet, in this moment in the spotlight Kirby usually doesn’t have to itself, developer HAL Laboratory delivered what is, if not the best outing in the series, at least the greatest of this century we’re now 22 years into. And did so by showing great care and obvious love for what Kirby has been for 30 years now, as well as what it can still be, now and going forward—and in full 3D for the first time. Whether Forgotten Land sells the way Nintendo hoped it would when it was entrusted with this spring slot is immaterial to this discussion or its quality, but as far as from where we’re sitting in the critics chair, HAL crushed it.
Mouthful mode. That’s Kirby’s new power, the one in all the trailers, the one that lets him inhale a car and then go vroom vroom down the road. Unlike Nintendo’s mildly dishonest marketing with Super Mario Odyssey’s dinosaur, the car is something you will go to often. You will go to all of the Mouthful copy abilities often, as they’re not just a little gimmick, but an integral part of the game’s design. They are treated like any other copy ability, in that you can miss picking one up and therefore the opportunities to benefit from having it, in the same way that you might see a stake you could hit if you had only picked up that hammer ability earlier. They’re more baked into the required parts of the game than the standard copy abilities, however, so they aren’t exactly the same: you will drive around as a car, you will sail a boat, you will generate wind to move windmills, you will inhale a vending machine and start firing sodas at enemies and obstacles alike, and you will often have to do these things in order to make it through the ruins of whatever world you’re in.
The Mouthful copy abilities also have their own Thunder Road stages—more on those in a moment—of varying difficulty, and are as useful for defeating foes as any other copy power. They require more finesse and deployable skill than Kirby’s Return to Dream Land’s Super Abilities, which—I’m admittedly flattening things here—made your sword bigger so it could break more stuff. There is more variety and fun to be found with Mouthful mode, and better design around its use, to the point that even calling it a gimmick feels wrong.
Just how much of the series’ past was pulled from to create Forgotten Land is impressive when you consider that it still all feels new thanks to the changed perspective and the occasional design tweak or refitting. The semi-optional Thunder Road levels that test your skill with specific copy abilities are basically a combination of the overhead Kirby’s Blowout Blast level design and Return to Dream Land’s challenge rooms that similarly forced you to master specific powers as a clock ticked down. Collecting resources and upgrading your abilities to unlock new skills and strength is basically all you do in the Kirby Clash spinoff titles. The postgame unlockable mode where you play reimagined, tougher versions of the game’s worlds as lengthy, singular levels loaded with necessary and hidden collectibles and challenges? Every Kirby game where you get to play as Meta Knight in the postgame is designed this way.
In its adaptation of these ideas from the past, Forgotten Land adds a richness and depth that transcends that inspiration. In Kirby Clash, leveling up your gear is the entire point, but in Forgotten Land, it’s an integral part of a larger whole, of a game that is much more than just its boss fights, but will eventually require you to have moved on from the basic copy abilities in order to take on its greatest challenges and challengers. Thunder Road’s stages could be their own game, if HAL wanted to beef up the number of copy abilities and give the world more of that design in the future, as they’ve done on more than one occasion with Kirby’s side hustles. And the postgame with the redesigned levels is the best version of this that Kirby has ever featured: whereas previous forms of this kind of postgame content were focused on how quickly you could complete a streamlined (but more difficult) version of the game with Meta Knight, Forgotten Land forces you to slow down and explore every nook and cranny of the stages you’ve played before to collect around 50 MacGuffins on each stage, all while dealing with new challenges, and more of them, as you do so. Fewer recovery items, more and tougher foes, more obstacles, enhanced bosses, lengthier stages—and it’s all necessary in order to unlock the most challenging version of another classic Kirby feature, The Arena, here dubbed The Colosseum.
There is challenge to be found in Forgotten Land if you’re looking for it. That’s almost always the case with Kirby, but it’s maybe truer here than it’s ever been. Instead of unlocking a hard mode after completing the game once, Forgotten Land gives you the choice of playing “Wild Mode” or “Spring Breeze Mode” from the start. Wild Mode features more resilient foes and less health for you, as well as additional bonuses for completing Thunder Road stages and such because you chose to make life harder for yourself and deserve a treat. Spring Breeze is the version of Forgotten Land that my five-year-old is playing, and it should be noted that it has allowed her to play Kirby longer, and more enjoyably, than she has ever been able to in the past.
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