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Kirby’s new Switch 2 expansion adds just the right amount of challenge

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So I heard you want to play Kirby on hard mode: tough bosses, tricky platforming, complicated puzzles, hidden collectibles, and maybe even punishments for failing. The Star-Crossed World expansion in Kirby and the Forgotten Land’s Switch 2 edition certainly introduces new challenges. There’s pressure from time constraints and consecutive platforming sequences, multistep puzzles, and bosses have more health, varied attacks, and phases. In Star-Crossed World, the promise of a more difficult Kirby game reaches its conceptual limits. But how hard can a game built around pressing one button to obliterate the problems in front of you get?

Kirby games are easy and sometimes monotonous because answers almost always precede their questions. To keep things simple, almost every action that Kirby can take requires one button. Vacuum up an enemy or object and shoot it out, or copy its ability and replace your vacuum with whatever new power-up you have. These new verbs are often used to solve puzzles, such as burning a fuse, so they have to be given out to the player ahead of time. Forgotten Land kept things interesting by arranging its questions and answers in a 3D space and blending more clues to hidden collectibles into its various apocalyptic environments to obscure everything just enough.

In Star-Crossed World, 12 levels have been reshaped by the crystalline powers of a legendary meteorite, introducing alternate routes and areas. Each of these levels is stuffed with little puzzles and platforming challenges like the base game and filled with environmental clues to new hidden collectibles. It keeps you engaged, never giving away its secrets too easily. It’s more Forgotten Land, but Forgotten Land had some good ideas to expand on, like its signature gimmick, Mouthful Mode.

Mouthful Mode adds a little bit of friction. Instead of powered-up versions of other abilities, it introduces entirely new verbs that are incorporated into puzzles and set piece moments: drift, illuminate, glide… vend? Three new Mouthful Modes are mixed into Star-Crossed World’s levels: slide, gear, and spring.

Slide is used for bespoke skiing sections that contain collectibles in hard-to-reach places, and you’ll find yourself replaying these sections at least once if you’re concerned with getting everything. Gear lets Kirby climb up walls, introducing entirely vertical platforming sections with a satisfying haptic feeling in the hand. Spring is the most used, and for good reason. It emphasizes jumping and — consequently — falling. Unable to hover, spring plays a bit more like Mario, with moving platforms, timed paths, and the specter of starting a section over if you fall. Over five hours of gameplay, I was entertained by the new ideas and puzzles presented in these levels.

Image: Nintendo

Star-Crossed World also expands on Kirby and the Forgotten Land’s optional endgame, the Colosseum boss rush mode. It’s made challenging by endurance — many fights, limited healing. The game’s true final boss is waiting at the very end of the new Ultimate Cup Z EX, and it’s been supplanted again with a new entity to join Kirby’s pantheon of cute, eldritch, and cute eldritch demons that bow to the pink puffball.

Combat in Forgotten Land is built around another new verb introduced in the base game, dodge, and Colosseum squeezes everything out of Kirby’s few actions. Much like Link in The Legend of Zelda: Breath of the Wild, closely evading an enemy’s attacks slows time, allowing Kirby to get hits in with vacuumed up stars or whatever copy ability is on hand. Star-Crossed World’s additional bosses add some new mechanics to the base game’s already powered-up variants of its original bosses.

And it all feels balanced around revisiting my old, near 100 percent save with leveled-up copy abilities that resemble demigod-like powers. Tornado turns from a gust into a hurricane, burn from a flame to purple dragon wings of fire. I mostly used my overpowered sword, which was drawn from the grim reaper that multiplies in size and crashes down with fiery tornadoes. Against even powered-up versions of basic bosses, it takes just two hits to deplete entire health bars.

Toward the end of the Colosseum, however, bosses get more health bars and more phases. They also deal out enough blows that losing all of Kirby’s health becomes an inevitable threat. Twenty minutes into the final fight, game over means restarting the run entirely.

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