Thanks to the power of the dollar/yen exchange rate, I’ve been experimenting with a bunch of different long-running Nintendo franchises, and everyone’s favorite pink Devourer of Worlds is the latest.
No, I’ve never played a Kirby game before. Well, technically I owned Kirby’s Avalanche on the SNES, but that was just a reskinned Puyo Puyo. This is the first Kirby platformer I’ve played, anyway, and apparently I picked a good starting point because I had a lot of fun.
I did find SOME things to complain about, and I’ll do that later, but let me start by gushing a bit about the things I liked.
My understanding of Kirby lore, before starting this game, was that he’s a generally nice guy who has cute friends and goes on cute adventures where he eats things to gain their powers and his nemesis is a giant penguin.
My understanding of Kirby lore, now that I’ve finished, has been amended with the information that sometimes the penguin isn’t really an enemy? Like they seem to have a complicated but occasionally friendly relationship.
Or, to put it another way, I don’t think Kirby really HAS Deep Lore.
I kept being reminded of the Klonoa series while playing, and not just because they’re adjacent on the games shelf. The reaction I had to the main characters from both is nearly identical – they both are just fundamentally likable because they’re genuinely nice dudes who do the right thing because that’s what they do.
In another similarity to Klonoa, it’s very very cute. One of the activities you can do in the game is collect little toys of all the world assets and it’s the greatest thing because it lets the designers show off how many little pieces they use to make up the world and you can put them on a little table in your adorable dome house and gaze at them lovingly.
Since Nintendo platformers are, arguably, defined by the Mario series, I was pretty interested to see how this differentiates itself. What I found was a game that emphasizes exploration and combat and is pretty light on the actual platforming. There are a few segments, mostly in the DLC, where I found some genuine joy from traversal, but it’s not a game that asks a lot of you there.
Exploration is great, though. I spent a lot of time finding little secret passages, including a few that rewarded walking PAST the end-of-level goal which is a game design that makes me happy when I see it.
Another thing that consistently put a smile on my face was using Kirby’s “Mouthful” forms, where Kirby swallows something massive like a car or sewer pipe and uses it to smash things.
Well, mostly smash things. Some of the Mouthful forms are used for stuff like cleaning up puddles of muck. But smashing things is deeply satisfying. Sure, sometimes you swallow a car and all you do is run around a track to hit a timer, but a lot of times the car sequence ends with hitting a ramp to smash through a concrete wall to solve a puzzle and if enjoying that is wrong then I don’t want to be right.
Honestly, it is a shame that “Appetite for Destruction” was taken as a subtitle somewhere else because it would be the perfect subtitle for a Kirby game.
The combat, though… it’s OK, but I felt the game fell down a bit when it came to bosses, especially considering that there’s a long sequence where you just fight all the previous bosses over again, and it took me a while to understand why I thought they were kind of meh.
Consider, for example, the average video game that decides that one of the bosses needs to be a Big Dang Spider. These are so common in games that you can practically tick off the attacks and weaknesses of whatever Great Value Shelob you’re going to run into. It’s going to have a venom attack. It’s going to have some sort of web attack. It’s going to be repulsed by fire. A lot of them have adds during the fight. And so on.
More critically, on your way to its lair you’re going to run into lots of little versions of it, and you’re going to get used to dealing with venom, or webs, or whatever. By the time you saunter into its lair, you know what you’re getting.
This sort of thing, where the lead-up to a boss gives you an indication of what you’re fighting and how to fight it, is pretty common. I should probably write a post about it someday, because I don’t think it gets enough appreciation.
This game doesn’t have the same sort of signposting. At one point you fight a giant gorilla, and to be fair there is a big stack of bananas in one of the rooms leading up to the big gorilla, but that’s really the only hint of an approaching simian antagonist. It’s also just, I mean, it’s a gorilla. There’s not much to say about him, or the leopard, or the armadillo or any of the other end-level bosses until you reach the last one, which I thought was a pretty fun fight even if it does have annoyingly small vulnerability windows. Pet peeve, there.
I do NOT have kind words for the final boss of the DLC, which is a reskin of a previous boss with annoyingly small vulnerability windows AND a DPS check in the form of a shield break phase. It’s a bit of a difficulty spike, and I hit it at a point in my day where I’d already stayed up too late, had work in the morning, and did not want to retry a fight as many times as I did.
I think the issue with it is that, if you finish the base game and then go through its post-game content, you get a really overpowered item at the end of it and this item trivializes the last boss of the DLC, but you can go directly from end credits of the base game into the DLC without the side trip through the post-game. That’s a balancing act that’s difficult to pull off, and I don’t think the developers quite stuck the landing there.
Nonetheless, I beat my adorable pink face off its knuckles until it got tired of winning and got to watch some credits scroll, so that’s all good.
I’m not sure I’m going to look up past entries in the series. A lot of the glee of this one came from the Mouthful abilities, and those are new to this game, and while I really enjoyed the vibes of four of the six worlds, especially the one that sent you through all sorts of creepy fiery industrial buildings…
…the obligatory “desert” and “ice” worlds were putting me to sleep before I got through them. And neither is very long!
I think I’ll content myself with looking forward to the next entry, which I understand has already been announced.


































