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Kirby and the Forgotten Land Discussion (Nintendo Switch) [game]
 
9.08/10 from 5 user ratings

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Posted: 03/25/22, 20:19:05
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Reviews are out! 84 from 67 reviews so far.

It looks like Kirby's first truly 3D outing is a great success! I enjoyed the demo and my wife likes Kirby games so she would probably play some co-op with me so this feels like an obvious get for me, though I might not get it right away.
Posted: 03/25/22, 20:19:54  - Edited by 
 on: 03/25/22, 20:23:01
What a charming and delightful game (so far)! This is the kind of thing that reminds me why I love Nintendo. My kids are having a blast as well.
Posted: 03/26/22, 03:32:54
I'm enjoying this game more than I've ever enjoyed a Kirby game before and I'm not even through World 1. That's a good sign for me.
Posted: 03/26/22, 16:15:44
This game is fun! Very charming. Very simple.

...except for the extraneous elements that detract from the elegance! There's a Waddle Dee in town that you give a code to in exchange for coins. And you get the codes by finding these secret walls that have the codes written on them. But wait, at that point, why not just have the coins spawn when you find the secret wall? And at that point, why are we even messing with clicking on walls in the first place? Why not put the coins in a chest at the end of an optional platforming challenge? You know, like the rest of the game already does?

It's like a lot of teams at Nintendo are losing confidence in their ability to make a solid... wait, hold on, this sounds familiar...

Secret_Tunnel said:
The postgame vending machine stuff feels a little gacha-ey. The WarioWare and Rhythm Heaven team is one of my favorites at Nintendo, but they seem to have lost some confidence in their ability to make a solid game with no story or experience points or meta stuff. Rhythm Heaven Megamix had way too much fluff.

What's with all the vending machines and figurines lately!? Paper Mario's been doing this stuff too. Nintendo needs to cut it out before we lose the only remaining developer capable of making a game without any addictive nonsense injected into it.
Posted: 03/26/22, 22:06:05
I donít know if itís Nintendo thinking that people LIKE a the gatcha style collection from mobile games or whatever, but yeah, Iím not a fan of the figurine collecting stuff.

I have $30 in credit at Best Buy and I think Iíll be putting it towards Kirby. Iíve just been a little torn on whether I want this digitally or not now that we have two Switches.
Posted: 03/27/22, 18:29:54
This is the perfect "chill" game, especially with a family ravaged by covid right now. We're all sort of rolling around the house in a daze.

It's been fun playing on my own and doing co-op with my boys. I hope 3D adventures become more common for Kirby in the future.
Posted: 03/31/22, 05:11:15
BTW what is the co-op like in this game? Are both character fully playable characters or is it more like an assist mode or something?
Posted: 03/31/22, 23:29:10  - Edited by 
 on: 03/31/22, 23:29:20
Wooooow, I've really been loving this game. Trying to take it slowly and really savor each level. It's all about the vibes, you know?

Something I really appreciate about this game (and Kirby 64, for that matter) is the variety of contexts each level takes place in. Kirby, among tons of other series, is guilty of doing samey levels. You've got your grass world, your desert world, your water world. And the levels within those worlds seem to be interchangeable and lacking in context.

But then you've got games like this and Kirby 64. In Kirby 64 you still got a water world. But one level might be a beach, the next a reef off the coast, and the next a running river in the woods. Same with Forgotten Land. Each level in each world feels distinct while sticking to an overarching theme. For the most part, the environments are diegetic. Rarely do levels feel like a collection of floating platforms or some themed tileset that the level designers threw together without considering that this is supposed to be a world characters live in. I'm sure most people don't care about this kind of stuff, but for me it makes a huge difference.
Posted: 03/31/22, 23:43:25
@Hero_Of_Hyrule
Agreed on all counts. Goddamn the level designs in this game are good. I've only just reached Winter Horns, and not having learned my lesson from all the previous worlds and their levels, I assumed it would be a pretty standard snow world. But of course it wasn't. It was its own brand of melancholic post-apocalyptic atmosphere combined with the intense saccharin cuteness of all things Kirby, just like everything before it. Same theme, but still its own thing.

People can scoff at the game for its low difficulty, but they're gonna be missing out big time. What a lovely, lovely game this is.
Posted: 04/07/22, 20:49:49
@r_hjort

Yeah, I think the Waddle Dee hunt gives the come enough friction to be interesting. But for me, part of the appeal of Kirby games is their breeziness. You can sail through the main game without much trouble, but there are collectables to focus on if you want a bit more to think about.

At this point, I got all of the waddle dees and have kinda fizzled out in the post game. I've replayed almost every level in the game at least once looking for Waddle Dees, so reused content like the Arena doesn't do it for me. I'm happy to call this one done.
Posted: 04/07/22, 21:57:53
Hero_Of_Hyrule said:
fizzled out in the post game

It's funny that you use this phrasing, because I was just thinking about this exact phenomenon a bunch this morning. You get to a game's final boss, beat it, see the EPIC CONCLUSION, roll credits, you're feeling satisfied, the game is done... AND THEN it eggs you on into trying out the postgame content, and then your interest kinda just... fades...

...end your game on a high note! Don't lead directly into completionist gobbledygook! A fakeout ending that continues into a "second phase" of the game is fine, but the stuff in that second phase better be really good too!

Kirby's long reused postgame levels didn't do it for me, so I put the game down after playing through the first one. I looked up what comes at the end of those extra levels, and it actually is really cool.

I enjoyed the main game a lot though! The combat was actually really fun; I was getting sick of mini-bosses by the end, but then realizing that you do way more damage as Normal Kirby just returning enemies' attacks to them made the combat more complex AND way faster. I wish they'd taught that earlier in the game. But the powerups were a ton of fun too.
Posted: 04/08/22, 00:51:59
@Secret_Tunnel

I feel this a lot. It's an interesting thing where adding content decreases value. I wish more games left me wanting more. I haven't quite finished Elden Ring once, but I don't know if I'll ever replay it. Meanwhile, I've beaten Bloodborne 4+ times and still think about replaying it every couple of months.
Posted: 04/08/22, 20:09:10  - Edited by 
 on: 04/08/22, 20:10:47
Just beat the final boss. That shit was fucked up. What kind of LSD-fueled-John-Carpenter's-The-Thing-ass-eldritch-horror-bullshit is HAL subjecting our children to?! Was this pitched to Capcom as a Resident Evil entry at some point? I love it.
Posted: 04/10/22, 20:51:05
@r_hjort So the Kirby trend holds huh?

Posted: 04/10/22, 21:32:56
@Zero
I guess so! Don't remember them being quite this...body horror-ish, though.
Posted: 04/10/22, 22:16:42
Beat the last boss yesterday and this may be the best Kirby game behind only Super Star and maybe Adventure. It just feels like a ton of love and effort was put into it.
Posted: 04/18/22, 00:22:31  - Edited by 
 on: 04/18/22, 00:22:48
Played a lot over the weekend. I'm a couple levels into the 4th world (Winter Horns) and I'm really liking this so far. For people who like to do everything (i.e. me!), there's a lot of game here. As I'm going along I've been fully completing each level's side objectives, doing all of the treasure stages/hitting the target times, and exploring the town hub. File % says I'm only a third of the way through, so yeah, the amount of good stuff here feels pretty substantial.

Secret_Tunnel said:
...except for the extraneous elements that detract from the elegance! There's a Waddle Dee in town that you give a code to in exchange for coins. And you get the codes by finding these secret walls that have the codes written on them. But wait, at that point, why not just have the coins spawn when you find the secret wall? And at that point, why are we even messing with clicking on walls in the first place? Why not put the coins in a chest at the end of an optional platforming challenge? You know, like the rest of the game already does?
I like the Waddle Dee Town, but yeah...it's got a lot of the Animal Crossing: New Horizons "slow, extra dialogue for dummies" stuff going on.

The worst offender for me is when you find an upgrade blueprint. Elfilin tells you to return to the town to bring the blueprint to the weapon shop. When you return to the town there's always this short cutscene where the camera pans over and focuses on the weapon shop, in case you forgot where it was and that you needed to go there. Then when you give the blueprint to the Waddle Dee blacksmith, it doesn't actually upgrade the weapon, it just puts an arrow sign next to the weapon in the shop so now you know you can upgrade it! Then you can go select the weapon yourself and - if you're finally ready to upgrade that weapon(!) - now you can actually use the blueprint. Now you get a cutscene where the blacksmith crafts the weapon, though thankfully this is skippable. At a minimum, why can't you just hand over the blueprint and do the upgrade as part of the same process?! I've had a few moments of returning to the world map and being like "Oh, I didn't actually upgrade the weapon yet."
Posted: 04/18/22, 16:24:44  - Edited by 
 on: 04/18/22, 16:27:25
100%'d this over the weekend. Overall I had a really fun time with this over the last week & change.

I definitely get what @Hero_Of_Hyrule was saying about burning out on the post-game content. I almost walked away too, but I had come so far and the completionist in me took over, so...that said, it was certainly a choice to (in the post-game) have some of Leon's soul orbs be missable, and to go back and get them you're forced to replay the entire level over again even if you only missed one orb in the first area. Especially when the levels are more-or-less levels that you've played through at least once already. It's not that it takes a particularly long time to run through the rest of the level, but still...WHY? Why is it better the way they implemented it?

Also, as someone who did all of "hit the target time" challenges for all of the Treasure Roads, I'm not sure why those didn't have better rewards. They weren't factored into the 100% completion, but I just enjoyed doing them as they were some of the toughest challenges in the game, but 50 coins is nothing. I think had you gotten something like an extra Rare Stone for completing those, the post-game could have been much less of a grind than it was. Instead, I spent a lot of time doing the same colosseum battles over and over. Again, it's not too time consuming after a certain point, but it's one of a few very curious design choices in an otherwise really well-made game.

r_hjort said:
Just beat the final boss. That shit was fucked up. What kind of LSD-fueled-John-Carpenter's-The-Thing-ass-eldritch-horror-bullshit is HAL subjecting our children to?! Was this pitched to Capcom as a Resident Evil entry at some point? I love it.
Haha, for real, I said the same thing! The last level was basically the last level from most RE games.
Posted: 04/25/22, 18:39:21  - Edited by 
 on: 04/25/22, 18:40:30
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