I feel bad that my first experience with modern 2D Kirby was Star Allies. While that game has its moments, it totally pales in comparison to this. First of all, running at a consistent 60 does wonders for bosses in these games, and second of all, there's actual level design. Levels aren't just a series of hills and enemies, there's shit to do! I really felt like I finally got a good grip on how to play these games, and I understand why the majority of Kirby fans nowadays are so content with where the series has been going.

Also, the bonus Magolor Epilogue is nothing to sleep on. The way the levels in that mode are based on maintaining a combo may seem odd at first, but as you unlock more of Magolor's moveset it all comes into place. Each development feels fun and substantial, and every level feels extremely well tuned to compliment the combo-based system.

This game in general does a really good job of encouraging mastery by giving you lots of little opportunities to hone skills with moves and copy abilities. Little sections in levels are all about understanding certain abilities and what they can do, and the challenge levels in Magolor's ship are all about understanding the little nuances of abilities you may not have recognized before. It's no wonder this became the Kirby formula back when this came out on the Wii, it's all done just right.

Even the side mode Merry Magoland, a collection of really solid mini-games, has this aspect of encouraging mastery through its achievement list for every mini game, as well as the super-satisfying stamp rally system. This is just an incredibly solid package, and as someone who hadn't played the original I was constantly delighted.

Reviewed on Jul 14, 2023


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