(Originally posted on May, 2013)
(Wii, 2010)
I originally bought Donkey Kong Country Returns upon its release in 2010 but hardly touched it due to general busyness. After years of hearing how the game has stood the test of time, along with the release of DKCR3D and unveiling of Tropical Storm on the Wii U, it was time to give the original a full play through!
Developed by Retro, DKCR is very similar in design to Rare’s Donkey Kong Country series on Super Nintendo. In the first SNES game, I can still remember feeling wonderfully confused by stage 2’s abrupt change in setting and dealing with the difficult task of swinging and jumping from vine to vine. Returns seems to pay homage to this, immediately going from the previous standard jungle setting, to a claustrophobic forest centered on a clinging mechanic that takes some practice to get fluid at. Although huge commercial successes, the SNES games were often criticized for their bland and repetitive level design. This is the last way I can imagine Donkey Kong Country Returns being remembered…
I’ve never played, or even heard of another 2D platformer where each individual level is like a world in itself. Stuffed with unique graphical assets, gameplay ideas and style, each stage within the game’s 8 worlds completely differentiates itself from the others. In the “beach world” for instance, you’ll progress from running along the wood boards of a fishing harbor, hitching a ride on a whale, dashing down ocean side cliffs at dusk, to navigating a stormy lagoon and so on. All while doing this; I often stopped just to observe the endless background scenery, whimsically imagining scenarios of what could be happening miles in the distance.
Retro was seemingly given all the money and time they could wish for in realizing their vision for each stage. One of the most impressive moments came after firing DK into a pirate ship via barrel cannon. For a location you’re only viewing for a minute, Retro could have designed a fairly basic interior. To my amazement, it was full of provisions, freshly caught fish, weaponry; all floating over the scenery of a beautiful coral reef. This made no sense from a pure business standpoint, but they went through all that work anyway. My jaw dropped, all I could eventually say to myself was “…are you kidding me or what?! Tremendous!”
Beyond just the work put into the visuals, the crafting of the stages heavily reminds of other Nintendo classics such as Super Mario Brothers 3. Each stage introduces a novel idea that’s large enough to make you think “what could be in the next stage?”, yet small enough to feel like the developers were not straining at the attempt, instead in a wonderfully playful and relaxed state of mastery during the game’s creation. As you scale to the summit of Donkey Kong’s island, you’ll always be required to adapt to completely new situations, not just a mere increase in general difficulty.
Besides having a comparable amount of levels to previous games, each one feels wonderfully long, often taking several minutes even after mastering it. Like trekking through a forest or mountain in real life, taking just a few steps without caution can bring an instant death. The game has an amusing, devilish habit of leaving you awestruck by an event, then immediately placing a simple enemy or obvious trap to punish you for not collecting your wits right away. In order to beat some levels, I had to completely block out all thoughts, forgetting I was even holding a controller or looking at a screen, gaming at its finest. One of the most strange and wonderful moments came from causing an endless wave of destruction on Rambi The Rhino in level 3-6, all while being pulled into a deep sense of relaxation from the music, colors and camera panning. Typically, many of the stages are extremely tense in their difficulty, though always fair. 8-3, in particular, nearly had me in tears from the tension.
Having beaten DKC, DK Jungle Beat and progressed though DKC2 to a large extent, I easily consider Returns as the greatest among them. Outdoing the earlier games, DKCR still does such a great job at honoring its past that I feel enticed to start or revisit all of Donkey Kong’s previous adventures. While Returns is incredible when judged strictly on its own merits, many may run into some feelings of longing for experiences that aren’t re-imagined. Particularly, the omission of the series’ excellent underwater stages and the removal of Diddy Kong from single-player mode were noted. In one more comparison, the music, a mixture of excellent remixes and new compositions, supports the game quite well. However, I could only find it doing just that, supporting the game, whereas the music of the SNES versions often captivated me more than the revolutionary graphics. Additionally, the motion controls used for blowing, ground pounding and rolling are more of a distraction than an enhancement.
Going all the way back to dragon coins in Super Mario World, I’ve never been a fan of collecting items. All the puzzle pieces and K-O-N-G letters in DKCR instantly struck me as a bother. This feeling changed as I progressed through the game. Satisfied with having passed the many insane challenges without using the in-game “Super Kong” cheat, I now feel compelled to revisit and explore at a more relaxed paced. Normally this isn’t what I look for in a 2D platformer, but the game is just that good. Before writing this review, I did not unlock the hidden stages via collecting all the K-O-N-G letters. I did, however, purchase all the additional stages from Cranky Kong’s shop and beat the final boss to view the surreal and hilarious ending. I see myself purchasing the 3DS version in the near future and giving the game a 100% completion.
Aside from the slightly annoying motion controls, the only other disappointments I have with the game require drawing comparisons to others in the series. Even those who’ve grown up playing all the platformers of the 80’s and 90’s will be overjoyed with the refinement, replayability and effort that went into Donkey Kong Country Returns, assuming they’re up to the challenge!
(Originally on posted October, 2014)
(3DS, 2013)
(Note: This brief review mostly highlights how the game plays on the 3DSXL and it’s differences from the original version. For my thoughts on the game itself, I encourage you to read the review of the Wii version.)
Having quite enjoyed Wii version (while not even unlocking the temple levels and what comes after), I wanted to completely clear the 3DS port of the game, giving it a more thorough play before beginning Tropical Freeze. Since the portable release has extra levels, I couldn't resist essentially rebuying the game. For me, it turns out the 3DS version is a mixed bag, bringing some rhino-horned flaws along with the new content.
A list of issues:
- While it’s nice that the “waggle” controls are gone, for me, the 3DSXL’s uncomfortable ergonomics (d-pad placement especially) did not make for a much better replacement.
- The 3D is so well implemented that the game looks like it was built especially for the 3DS's stereoscopic effect. However, playing it on the XL with it’s delicate 3D “sweetspot”, I often turned it off, as the reduced image clarity was too much of a distraction during such a tough game. Plus, the lowered FPS, resolution and smaller screen makes the game even more difficult (in original mode), for all the wrong reasons.
- The added new levels are just as well designed as the originals, with the new factory stage being particularly charming. However, coming off the very tough challenge to unlock them, the levels feel rather underwhelming by the time you get to play them. With each of the 8 new stages being based on an area of Donkey Kong’s island, I would have much rather slowly unraveled them from within the main map.
Setting aside comparisons, between the tough (but mostly fair) challenge and all the effort that went into the stage design, I once again had an incredible time with the game just a year after the first go. If you're not into brutal platforming, but still want to experience Donkey Kong’s unforgettable island, go for the 3DS version. The New Mode (featuring a larger health bar, and new, very helpful powerups) would be well suited to those who can't stand dying dozens of times per level. For everyone else, I’d recommended buying the slightly cheaper, overall better Wii version first. You may even become a banana fiend like me, willing to give Nintendo your money all over again just for 8 new levels. A shame they’re not available as DLC on the Wii console.
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