Kirby and the Forgotten Land
game
7/26/2026

Kirby and the Forgotten Land

byHAL Laboratory
8.7
The Verdict
"HAL Laboratory pulled off the hard part. The jump to 3D — the thing that has broken better-resourced franchises — is handled with such quiet confidence that you barely notice it happening. The stages are shaped to be explored rather than survived, the art direction turns a well-worn ruined-world setting into something genuinely affecting, and the hidden-mission structure is a small piece of design cleverness that more games should steal." "What holds it back from greatness is a refusal to serve two audiences at once. The main campaign is a ten-hour victory lap, and the excellent, demanding content that follows is sequenced behind it rather than offered alongside. For the family audience this game was built for, that's the correct call and the reason it became the fastest-selling entry in the series. For everyone else, it means the best version of Kirby and the Forgotten Land only starts after most players have already put the controller down." "Buy it for the household. Stay for the Colosseum. Just know you have to earn the good stuff."

Gallery

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Key Features

Mouthful Mode: Kirby engulfs oversized objects — a car, a vending machine, a staircase, a lightbulb, a traffic cone — and becomes a temporary bloated hybrid with a bespoke moveset. Each is a self-contained puzzle toy, used for a few minutes and retired before the joke wears thin.
Upgradable Copy Abilities: The classic inhale-and-copy loop returns with Sword, Fire, Ranger, Drill and Hammer, but abilities now upgrade at Waddle Dee Town using Rare Stones and blueprints hidden in the field. Volcano Fire and Gigant Sword aren't cosmetic — they change reach, hitboxes and pacing.
Hidden Mission Objectives: Every stage conceals Waddle Dee cages plus a set of secret objectives that only reveal their text after you complete them. It's a deliberately perverse design choice that turns a linear level into a second, invisible level.
Waddle Dee Town: Rescued Dees physically rebuild a hub, unlocking shops, minigames, a fishing hut and a coliseum. Progress you can see, in a genre that usually settles for a percentage counter.
Drop-In Local Co-Op: A second player joins at any moment as spear-wielding Bandana Waddle Dee. No menus, no lobby, no ceremony.

The Good

A near-flawless 2D-to-3D transition, achieved by knowing exactly what not to attempt
Mouthful Mode is a genuine visual and design invention
Hidden mission objectives make 100% completion feel like discovery, not chores
Copy ability upgrades finally give Kirby's core mechanic a progression arc
Best-in-class drop-in local co-op with a genuinely useful second player
Melancholy post-human art direction and an outstanding HAL soundtrack

The Bad

Main campaign is extremely easy; real challenge is locked behind ~10 hours of post-game
Mouthful transformations are one-note set pieces, never a combinable system
Locked 30fps on original Switch hardware is felt in later boss fights
Camera fights you in enclosed arenas
10–12 hour main story is short for a full-price release
Wild Mode difficulty option does almost nothing

In-Depth Review

Bottom Line: HAL Laboratory's first fully 3D mainline Kirby is a small miracle of design confidence — inventive, gorgeous, and relentlessly generous — but its main campaign is so gentle it treats challenge as an optional download you unlock after the credits.

The Gameplay Loop

The structure is old-fashioned in the best way: world map, discrete stages, a boss at the end of each region. What HAL layered on top is a completion economy that's smarter than it looks.

Each stage hands you three overlapping incentives. Rescue the caged Waddle Dees, because they're the hard currency that gates world progression and rebuilds the hub. Find the blueprints, because they upgrade your abilities. And complete the secret missions — which you cannot read until you've already done them. That last mechanic is the design pivot the entire game rests on. If the missions were listed upfront, you'd play a checklist. Because they're hidden, you play curiously: you shove the camera into corners, attack scenery, try the dumb idea. Most reveal themselves as "defeat the mini-boss without taking damage" or "find the hidden Waddle Dee behind the billboard," and the reveal lands as a small, well-timed reward. It converts the tedium of 100% completion into something closer to play.

The moment-to-moment combat is where the extra dimension pays off. Copy abilities that felt like reskins in 2D become spatially distinct in 3D — Ranger turns Kirby into a third-person shooter with lock-on, Drill makes him a burrowing threat that attacks from below, Hammer is a slow, committed windup that demands you read enemy telegraphs. The upgrade system gives these abilities a progression arc that Kirby games have historically lacked, and the Rare Stone economy is tuned tightly enough that you're always one or two upgrades short of what you want. That's good scarcity design.

Mouthful Mode, and the Problem With Great Ideas

Mouthful Mode is the marquee feature and the most-quoted thing about this game, for good reason. Watching Kirby engulf a sedan and waddle around as a horrifying pink car-creature is the kind of image that sells a console. Mechanically, each transformation is a single-use puzzle verb: the vending machine fires cans as projectiles, the staircase lets you build bridges, the water balloon irrigates dead ground.

Here's the honest critique. Mouthful Mode is a spectacle system, not a mechanical system. Each transformation appears in a curated stretch of level, does its one trick, and disappears. You never combine them, never carry them into open problem spaces, never discover a use HAL didn't author. It's Odyssey's capture mechanic with the improvisation surgically removed. That's a defensible choice for a game designed to be played by children — it's legible and impossible to fail — but it means the game's headline feature is also its most disposable. The transformations delight you and then leave.

Difficulty, and the Elephant in the Room

The main campaign runs roughly 10–12 hours and is, bluntly, very easy. Kirby has a health bar that regenerates from food dropped constantly, floats indefinitely, and takes hits like a pillow. Deaths in the main story are more likely to come from accidentally walking into a pit than from any enemy encounter. There is a Wild Mode difficulty option, and it barely moves the needle.

The real game — the one with teeth — is post-credits. Isolated Isles: Forgo Dreams remixes stages with meaningfully harder layouts and enemy placement, and the Colosseum stacks boss gauntlets that will actually kill you. That content is excellent. It's also locked behind ten hours of tutorial-adjacent platforming, which is a genuine barrier for an experienced player evaluating whether this is worth full price. HAL made a deliberate choice to sequence the challenge rather than let you select it, and I understand the logic — the family audience never needs to see the hard version. But an unlockable difficulty toggle from hour one would have cost nothing and served everyone.

Co-Op and the Interface

Local co-op is a triumph of low friction. Player two picks up a Joy-Con and exists — no menu, no interruption. Bandana Waddle Dee is a competent spear fighter, not a hollow escort, and the game scales health rather than punishing you for bringing a less-skilled partner. It's the best implementation of "play with your kid" I've seen on the platform.

Waddle Dee Town is the connective tissue. Watching a barren field fill with shops, a fishing hut, minigames and a movie theater as you rescue more Dees gives progression a physical shape. Menu design throughout is clean, readable at a distance, and mercifully free of the tutorial popups that plague modern Nintendo titles.

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The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.