Review of Kirby and the Forgotten Land – Don’t Come Back: Carby Has Stopped

Can anyone not love Kirby? I fully understand that some gamers might be bored, or simply uninterested, but I can’t imagine a situation where someone would tell me, in a completely serious way, that they are actively desecrating the games of pink balloon. I don’t think you’d expect to see that, especially with the unmistakable adorability of the Nintendo mascot, but better with the fact that in most cases there are titles designed to avoid, as far as possible possible, friction with the player. Games for those that don’t frustrate us, for those that we feel we’re making progress on, for those that almost nothing is permanent and that we can always try. Little remnants of peace that respond to our every effort with prizes and surprises and sometimes feel like giving a little space to a child for the chance to win at play. Titles that aren’t difficult, nor tampoco don’t need it, because its goal is on the other side: doing things, feeling good and having fun without doing things.

It is precisely because of this that I did something strange that the first compasses of Kirby and the Forgotten Land disappointed me a little. Nothing tragic, nothing dramatic: very beautiful but very simple levels, in which practically everything is at your fingertips and impossible to lose. I realize now that this Kirby has a slightly different position within his franchise: that of advancing to a completely separate place, one in which one abandons – most of the time – his characteristic lateral movement to face a world in 3D in that of the fights. and the platforms work differently. Some first trackers showed us a game that seemed to us, a priori, much more free and open to us with some initial worlds, notably linear and where the new techniques do not particularly shine. However, given a little patience, the title should break with its own tradition and start thinking differently, offering new things, and making them realize that this is the path they have decided to take now.

And it is, in fact, a good way. The premise of the game is that Kirby is transported to a universe in which the Waddle Dees have been captured, and which we tend to explore to rescue them all. The aldea Waddle Dee will serve as the focal point of the adventure, and this is where we will start the game and where we will return again and again when we want to improve our skills, recover life or just relax a bit and play with it. some. Then we can access the main map, divided into six worlds with a variable number of phases and small counters. Not all phases are mandatory, but to access the final master of each world we will need to have at least a minimum of Waddle Dees saved, so we will surely want to do them all (or review very, very well what we have already played to make sure of not habernos saltado ningún bichillo).


At the beginning of each phase, we will be offered the two main objectives of each: first, to overcome the phase, and second, to save as many Waddle Dees as possible. In addition, there will be three other objectives – which will also serve us to obtain more Waddle Dees – and which will, at least in principle, be haunted. We will know when we complete the level or when we start to complete them. Some of the secondary objectives are to be seen by collecting collectibles, or approaching officials using concrete transformations, solving puzzles, or finding and visiting secret areas. So we want to explore each level well and cover everything, because everything can potentially be a secondary objective that will give us a reward for completing it.

The own levels, especially when going through the first worlds, have a more or less spacious and free structure, but are thought to be linear. Also, they will stop us, from time to time, separating us from the main road to do puzzles or side sections. Hardly any of them will take us more than a minute, or two as long, but we try to maintain the feeling of discovery, so we have to look at the screen for a few seconds before “clicking” on the path to solve the rompecabezas . In that sense, I think the objectives are useful enough to guide our exploration. We pay attention to things we don’t normally notice, and we serve to notice if we’ve skipped a section or secret, prompting us to come back later to find out. In general, Kirby and the Forgotten Land doesn’t want us to lose anything, and that involves relative permission to go back and repeat sections. I almost never missed all of a phase’s objectives in the first, but I rarely made more than two or three attempts.


Obviously, that is, everything works pretty much the same way it always has. Kirby can absorb certain enemies and expel them as a projectile; when we absorb determined concrete enemies, we copy their abilities. Here we have all the usual suspects: the sword, the bombs, the fire, the ice, etc. I don’t particularly miss any of the classic skills, other than the feeling that they’re fewer in number than what’s offered as Planet Robobot. At the same time, Kirby and Forgotten Land are able to introduce more dynamism into their combat with the enhanced skill system. With the objectives that we will achieve to overcome the optional counterattack phases, and with the plans that we will achieve as a reward for solving secret rooms or breaking the rules, we can go to Waddle Dee and improve our skills in weapons . Each ability can be upgraded up to three times more than maintaining a few similar moves and then adding new functions that make you learn how to get emotional again.

The great novelty of this delivery are the transformations, which differ in copy skills in that they are adapted to concrete areas and in that they allow Kirby to transform, temporarily, into objects. An idea with what the saga took from me from Epic Yarn and which, in fact, it works very well. It is certain that what we have to do with them is quite obvious: knock down a wall with a stairwell, climb high with a ladder or rake a floor or a pipe with a cone, for example. But they are satisfying in use, visually very graceful, and always enlighten us a little when we see the opportunity to use them. Quizás you could hinder the game that the sections in which they appear are quite short: usually the design of each phase will be broken so that we cannot advance very quickly with them, we will build barriers that only you can overcome with Kirby. For example, if we take the Kirby refresh machine, we will find an area where only we can access by stairs because in this way we cannot go up, so we tend to repeat the transformation and continue walking normally. In addition, the best parts of the game are undoubtedly those in which the game already allows us to experiment a little more with transformations, either because we already use them during longer tracks than normal, or because they are part of complex puzzles.


Beyond that, it is certain that the visual aspect of the game is also a constant source of surprise. Not to be particularly fine technically – at levels with a lot of enemies we will note, especially in the extreme mode, so much the ratio of photographs flakes off a bit – the game has a very fine artistic distinction and is defined at close range and, above all, a great lover of ideas to be explored and then almost constantly subverted. In this sense, my favorite world, for its variety, is the one inspired by an amusement park, in which we will find roller coaster kart races or a level of the house of terror that otherwise my favorite level in the saga, because minimal is in the top three.

Admittedly, what surrounds Kirby and the Lost Land is not necessarily the levels, but the way in which we understand that the best games in the history of the character come out of the hands of a mezcla of minigames, optional stuff, boss rush and more little things. As we move forward and past the main levels, with the Waddle Dees rescue taking place, the Aldea Powerhouse will open up new facilities. From the fishing minigame or the cafeteria to a coliseum where you can face all the finalists followed, different types of collectibles and options to return to listening to music and cinemas. Every time we return to Aldea and something new is unlocked, we can’t avoid going for it a bit and, what we want to realize, it’s been half an hour. The gigantic variety of the game, in which one can jump from one activity to another, from a figure to a counterattack, from a level or a boss to a hunt for collectibles, from hunters with Meta Knight to catch a rat, it feels like a celebration of all that is and all the reasons we love Kirby.

So while there’s definitely unexplored potential in this Kirby and the Forgotten Land, I think its arrival is good news: all of its elements have established a new direction for the saga that seems more lonely. only to catch a good delivery. Besides, I didn’t even know what to do with it! – after completing the main story, we can enjoy a post-game expansion enough that it inevitably recovers a large part of the levels that we already know, but which crashes like a slightly more uncomfortable add-on and difficult to complete for those who want to live a little more in his world. A more noteworthy brochure for a 3D jump that doesn’t fill all its gaps, but still has exactly the way we like Kirby in mind: smooth, soft and beautiful, without tension.




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