They say you can always go home, but for Kirby, the return wasn’t that simple.
In fact, it’s a trip that began eleven years ago as a GameCube follow-up to a Nintendo
64 game, but that road was a bit bumpier than anticipated.
One proverbial flat tire led to empty tanks of gas, busted headlights and eventually the
entire car bursting into flames.
This game had so many confirmations, repudiations, demonstrations and cancellations, it seemed
like Kirby would never get back home.
But after eleven years and three separate trips to the drawing board, it’s here.
The Nintendo equivalent to Chinese Democracy has finally been unleashed in all its pink
and fluffy glory.
It’s Kirby’s Return To Dream Land...and it’s about time.
Of course, in a sense, Kirby couldn’t have picked a worse time.
Released this week exclusively for the Nintendo Wii, Kirby’s Return to Dream Land is only
the third game Nintendo has published on its own console this year.
Needless to say, a desperate fan base can be a cranky fan base, and especially in the
wake of the fantastic Epic Yarn, starved Wii owners have very high hopes for Return to
Dream Land.
Unfortunately, it’s more a hearty dinner than a five-star meal.
This is not the best Kirby game of all-time.
This isn’t even the best Kirby game on Wii, but despite its tumultuous history and the
fabric shadow looming over it, it’s still a return worth celebrating.
Return To Dream Land takes Kirby back to his roots.
Gone is the yarn whip and the Kirby clusters that have defined recent adventures and in
their place is the puff ball’s most trusted weapon—his appetite.
This is a Kirby release in the vein of the classics, mixing traditional 2D platforming
with the ability to inhale enemies and absorb their abilities.
And in that respect, Kirby is better than ever in Return To Dream Land.
Old favorites such as the Cutter, Fire and Beam are here, as well as a slew of new abilities.
In fact, Kirby can even absorb Super Abilities, which are like the Kirby equivalent to Mario’s
Mega Mushroom...allowing him to reach massive sizes and massive damage.
Speaking of Mario, this game is exceedingly familiar to play.
It feels right at home alongside games like New Super Mario Bros. and Donkey Kong Country
Returns in terms of its gameplay and design, perhaps best described as “modern retro.”
Those games take a new look at old ideas, and Return To Dream Land does the same.
Of course, the trade-off is in originality.
Nintendo has flexed more creative muscle with the Kirby series than any other in recent
years.
The recent Mass Attack game for Nintendo DS and especially Kirby’s Epic Yarn are definitely
old-school in approach, but they use that as a platform for serious creativity.
Return To Dream Land does not.
Super Abilities are a nice touch and some of the stages are clearly influenced by the
Mario Galaxy titles, but the ratio of old and new feels like it’s leaning to the former
in Return To Dream Land...whereas in Nintendo’s very best “modern retro” platformers,
it’s leaning to the latter.
But again, the flaw is only in contrast.
On its own, this is a very good platformer with plenty of content and gameplay.
There are 120 Energy Spheres hidden throughout the game, not to mention challenge rooms,
surprisingly robust minigames to unlock and a four-player multiplayer mode in which Kirby
and King Dedede finally join forces.
I never thought I’d live to see the day.
Of course, I never thought I’d live to see this game either, but has it been worth the
wait?
Well, that depends.
If you’re expecting another creative Kirby title, you might be disappointed.
But if you’re interested in revisiting your roots, Kirby’s Return To Dream Land is a
trip worth taking...and a refreshing sip of quality for a very parched system.