Monday, April 25, 2011

Donkey Kong Country Returns Review

Donkey Kong Country Returns (Wii)

Beginning with the SNES, the Donkey Kong Country franchise has had its fair share of ups and downs. From the phenomenal DKC to the less than mediocre DKC 3, the series is in need of a reboot. Thankfully, our friends at Rare answered that prayer (rhyme?), and Donkey Kong Country Returns delivers a fantastic platformer for the Wii to call its own.

The story in DKCR is short and simple, and that's a good thing. Instead of an over-complicated story like some games have, DKCR keeps it to the point. Basically, a tribe of tiki monsters steal Donkey Kong's coveted stash of bananas, and, with Diddy Kong in tow, Donkey Kong gives chase. The game is split up into a world map, very similar to New Super Mario Bros, with various levels scattered around 8 worlds. Each level has collectibles to capture, like K-O-N-G letters and the very difficult puzzle pieces. Collecting these unlocks special temple levels and collectibles in the menu like dioramas and music. These collectibles, unlike many from other games, are actually worth getting, as they offer a lot of incentive to replay. It's a shame then, that that's all the game has going for it. Its presentation is amazing, but it feels too similar to previous titles for me to notice any difference, and while it may sound cool, it doesn't give off a vibe that DKCR is anything new.

You control Donkey Kong as he chases through all eight worlds to get his banana stash back. You use the Wiimote for his basic actions, like run and jump, and shake it to pound the ground or roll. Diddy Kong is scattered around some levels, and he gives you extra hearts as well as a greater jump distance. Donkey Kong Country Returns is difficult, and I mean it. It starts out easy, and the difficulty quickly ramps up for the final 3 or 4 worlds, and you'll definitely find yourself hurling your Wiimote at your television, and pounding in frustration. But, once you do finish these levels, the sense of accomplishment is profound, and gives you an incentive to continue and beat the game.

There are a variety of levels, and this is what makes the game great. From swinging on vines to invading a factory, DKCR never fails to impress in level design. In addition to your simple run-and-jump, there are mine cart levels, as well as new rocket barrel race levels. These are a blast, and you might expect them to feature tacked-on motion controls. That's not the case here, as each level uses traditional button pressing. These levels are among the hardest in the game, and will really test your skill. Kranky Kong has also set up shop in each world, and he helps you get through each world with a host of items, such as extra lives and Squawks, who helps you find those darn puzzle pieces. Rambi the rhino is also back, and, though he isn't found often, it's still a lot of fun to rampage through the level on the back of a rhinoceros. Co-op play also makes an appearance, although the levels don't seem that they were designed to be played in co-op mode, which is a shame. I prefer New Super Mario Bros Wii's style of co-op play, but it's still fun to play here with your friend as Diddy Kong.

The visuals in DKCR are good, with simple 2-D textures and such. The whole game is really colorful, and the visuals really pop with added flair like moving platforms and triggered events within the levels. The soundtrack in DKCR is also stunning, with remixes of old school tunes like Jungle Hijinx, as well as all-new tunes that are really fitting to each world's theme.

Donkey Kong Country Returns is a welcome return to the DKC franchise, and though it's not perfect, it still offers a lot of nostalgic fun with its phenomenal level design and great, challenging gameplay.

Pros:
Amazing Level Design
Very Challenging
Great Visuals & Soundtrack

Cons:
Very Similar to Previous Games
Decent Co-Op
TOO HARD! (jk)

Overall: 9.0/10.0

3 comments:

  1. Did you get to try out the co-op any? I still need to go back and finish the game by myself, but my wife and I beat it back in January(or February) together.

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  2. I tried the co-op a little, but it wasn't a main selling point for me. I like NSMB wii's co-op better, because it doesn't seem like DKCR's levels were made directly designed for co-op as well as NSMB's levels are.

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  3. Ah, my wife and I played through New Super Mario Bros. Wii, same as Donkey Kong Country Returns.
    Each game resulted in lots of yelling/screaming, and great gaming times together.

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