Author Topic: Donkey Kong Country Returns Review  (Read 12532 times)

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Offline NWR_DrewMG

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Donkey Kong Country Returns Review
« on: November 21, 2010, 12:12:14 AM »

The iconic mascot makes a triumphant return.

http://www.nintendoworldreport.com/review/24475

As the third major 2D platformer published by Nintendo in two years, Donkey Kong Country Returns from Retro Studios is a wonderful rejuvenation of a 16-year-old franchise, capping off a larger span of time between its entries than the original Donkey Kong Country shares with its 1981 arcade progenitor.

From the very beginning, DKCR stands out as an imaginative platformer, absolutely crammed to the brim with creative level design and classic Kong imagery.  The game shares a similar jungle setting to the previous Donkey Kong Country titles, but the set pieces that Retro Studios has strung together are among the best seen in any 2D platformer to date.  Moving platforms fall into each other as the foreground and backgrounds come together, with Donkey and Diddy Kong moving  among them with stunning fluidity.  While some of the levels have gimmicks like mine carts or rocket ships, most of the levels rely on rock-solid platforming skills and a mix of patience and fast reflexes.

Retro Studios has used a wide palette in making the art for the game, with a predictable but very well-executed art style.  A few stages really stand out, showing our heroes and villains as silhouetted figures against a cloud of smoke or a blazing sunset.  Retro shows an uncanny ability to create a living, breathing world without creating too much distraction from the task at hand.  Likewise, the music feels largely reminiscent of the previous games in the franchise, with some new remixes of classic songs.  Although nothing in the soundscape particularly stands out, the music lends to the exceptional atmosphere the game presents to players.

The game offers two control options: NES-style or Wii Remote and Nunchuk.  Although NES-style seems like the obvious choice for a side-scrolling platformer, the Remote and Nunchuk controls work just as well and are in some cases actually preferable.  The analog stick provides ample precision for the slightly slippery Kong.  Unlike in the first Donkey Kong Country, where it sometimes feel as if you hover over the scenery as you navigate the stages, in DKCR, Donkey Kong feels very much a part of what is around him, especially in  sections where you climb on grassy surfaces and leap vertically from wall to wall.  For the first time I can remember, Donkey Kong really feels like an ape.

The motion controls, required for the frequently-used ground pound and roll moves, are easily the game's weakest element.  A rolling jump requires both a shake of the Remote and a button press, a combination that requires some getting used to.  There were enough buttons on the controller to cover another control mechanic, so it seems as if the motion control was tacked on.  It doesn't add much to the general appeal of the game, except when you are required to pound away for five to ten seconds on an enemy or obstacle.  Even then, it only feels fun when using the Remote and Nunchuk option.  Shaking the controller while holding it NES-style is just plain awkward.

The basic game has eight worlds, each with around seven to eight stages.  Each of these stages has several collectables, including K-O-N-G letters, which make their return from the original Donkey Kong Country.  After collecting all of the letters from each stage in each world, an additional stage will unlock.  Completing all of these bonus stages and the main eight worlds reveals a new ninth world called The Golden Temple.  In addition, players can unlock art and music galleries by collecting  hidden puzzle pieces.  Representing the letters, puzzle pieces, and a time-attack mode, each stage in the game has three separate medals that can be earned. All of these are optional, meaning that there is a wealth of content to explore even after finishing up the initial campaign.  The time-attack mode, which will award you either a bronze, silver, or gold medal depending on your fastest time per stage, will definitely have players pulling their hair out trying to shave another few seconds off their best time.

The challenge in the game is worth noting; at its peak difficulty it is among the hardest 2D platformers I've ever played. The bonus unlockable stages in particular are very difficult, but do a good job of not making players feel cheated.  The difficulty really begins to ramp up in the sixth world, and the final Volcano world is a real challenge in the best possible way.

Diddy Kong acts as more of a power-up than an actual companion during the single-player game, giving the player an additional two pieces of health and a slight hover ability. When the game is played in two-player mode, Diddy finally finds his feet.  Diddy gets to use his peanut popgun and hover pack, while Donkey Kong plays the same as in single-player mode.  The two players normally won't interact with each other, but Diddy can hop on Donkey's back and ride him as in the single-player game, and the two players share the same pool of lives.  Keeping track of two players is a bit more difficult, but it's a lot of fun to navigate the beautiful landscapes with a friend.

Retro Studios has shown an uncanny ability to reinvent Nintendo franchises and adapt to a challenge.  In this case, they've shown real talent in the arena of the 2D platformer.  Donkey Kong Country Returns is hands-down one of the best Nintendo titles this year, and a real delight to fans of the Donkey Kong Country franchise.

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Offline Mop it up

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Re: Donkey Kong Country Returns Review
« Reply #1 on: November 21, 2010, 01:55:24 AM »
I haven't read the review except for the score and pros/cons list since I plan to buy the game anyway, so this question might be answered in the text: If this game didn't force motion controls, would it have gotten a 10?

Offline NWR_DrewMG

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Re: Donkey Kong Country Returns Review
« Reply #2 on: November 21, 2010, 02:00:04 AM »
I didn't explicitly say as much in the review, but that's a fair guess.
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Offline Killer_Man_Jaro

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Re: Donkey Kong Country Returns Review
« Reply #3 on: November 21, 2010, 04:29:58 AM »
Some people obviously take to the NES-style controls differently. I have read other reviews that expressed a preference for them over the Remote and Nunchuk option. I'll have to see what works for me.

Anyway, thank you for reaffirming this game's overall greatness. I was going to get this anyway, of course, but still, it's always nice to hear. Although if the difficulty is as such, getting someone to play co-op with me might be out of the question. A lot of people I've played New Super Mario Bros. Wii have had a hard time, and that's clearly a more easygoing platformer.
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Offline NWR_Lindy

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Re: Donkey Kong Country Returns Review
« Reply #4 on: November 21, 2010, 09:46:41 AM »
Yep, NSMB Wii is a tough game for non-gamers. But will DKCR appeal to non-gamers more due to its aesthetic? Those adorable monkeys.
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Offline ThomasO

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Re: Donkey Kong Country Returns Review
« Reply #5 on: November 21, 2010, 11:20:25 AM »
In terms of difficulty, where is it relative to SMB2J or Yoshi's Island DS?

Offline KDR_11k

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Re: Donkey Kong Country Returns Review
« Reply #6 on: November 21, 2010, 12:11:08 PM »
Yep, NSMB Wii is a tough game for non-gamers. But will DKCR appeal to non-gamers more due to its aesthetic? Those adorable monkeys.

Mario is a human, he's instantly approachable and even non-gamers know who Mario is (he's one of the most well known characters on the planet, in gaming he's second only to Pac-Man). I don't think an ape (don't call him a monkey!) has as much appeal.

Offline jam6212

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Re: Donkey Kong Country Returns Review
« Reply #7 on: November 21, 2010, 12:19:17 PM »
Out of every piece of information and every review I've read, nobody says anything about bonus levels. Those were a huge part of the original three DKCs. Does DKCR have bonus levels too, or has the emphasis just been placed on collecting K-O-N-G letters and the like?

Offline jimwood27

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Re: Donkey Kong Country Returns Review
« Reply #8 on: November 21, 2010, 01:31:12 PM »
there are definitely bonus levels.  you unlock them by collecting the KONG letters in the levels

Offline jam6212

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Re: Donkey Kong Country Returns Review
« Reply #9 on: November 21, 2010, 01:36:51 PM »
there are definitely bonus levels.  you unlock them by collecting the KONG letters in the levels

Right, I get that there are extra levels, but I'm talking about the little bonus levels. You know, like "find the coin" or "collect the stars". Those bonus levels.

Offline MegaByte

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Re: Donkey Kong Country Returns Review
« Reply #10 on: November 21, 2010, 02:14:20 PM »
There are tons of bonus levels as well... mostly they're like the "collect all of the bananas in X seconds using blast barrels."

I would say that this game isn't great for multiplayer with inexperienced players because of its difficulty -- stick to Kirby.  It's definitely in the SMB2J/YIDS realm in the later levels.
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Offline Halbred

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Re: Donkey Kong Country Returns Review
« Reply #11 on: November 21, 2010, 06:17:36 PM »
Did anyone notice that last month's Nintendo Power (that reviewed DKCR) came with an NES controller cling for the Wii Remote? I'm surprised they didn't do that way back for New SMBW given the sheer number of first-party software that's come out since that have NES controls.

I plan on either getting this game for my birfday or Christmas, and I'm super excited.
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Offline greybrick

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Re: Donkey Kong Country Returns Review
« Reply #12 on: November 21, 2010, 06:27:00 PM »
Did anyone notice that last month's Nintendo Power (that reviewed DKCR) came with an NES controller cling for the Wii Remote? I'm surprised they didn't do that way back for New SMBW given the sheer number of first-party software that's come out since that have NES controls.

I plan on either getting this game for my birfday or Christmas, and I'm super excited.

I've also got a birthday close to Christmas, basically I need to decide if I want this or GT5 first.
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Offline Halbred

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Re: Donkey Kong Country Returns Review
« Reply #13 on: November 21, 2010, 07:33:55 PM »
Aren't GT games mind-numbingly boring?
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Offline Retro Deckades

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Re: Donkey Kong Country Returns Review
« Reply #14 on: November 21, 2010, 07:59:05 PM »
There are tons of bonus levels as well... mostly they're like the "collect all of the bananas in X seconds using blast barrels."

Don't know if this has been mentioned or not, but you still must seek out these hidden areas if you want to 100% the game, because you have to complete the challenges in order to receive puzzle pieces. There are about two hidden areas per level.

Aren't GT games mind-numbingly boring?

I've never played one, but that's always been my perception, too. I've never felt the least bit enticed to play one. Is it an acquired taste? I always thought instead of playing a driving sim you could, you know, go for a drive. I suppose the illusion of speed has something to do with it.

Offline Shorty McNostril

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Re: Donkey Kong Country Returns Review
« Reply #15 on: November 21, 2010, 11:05:59 PM »
While I'm a Forza man myself, I do find them quite enjoyable. I still very fondly remember the first time I took the Veyron over 400kph. The thrill I felt was awesome.

Offline Kytim89

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Re: Donkey Kong Country Returns Review
« Reply #16 on: November 21, 2010, 11:21:12 PM »
I would really like to see Retro Studios take on Star Fox, so is the quality of this game good enough to warrant them develpment duties of another Star Fox?
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Offline broodwars

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Re: Donkey Kong Country Returns Review
« Reply #17 on: November 21, 2010, 11:24:51 PM »
I would really like to see Retro Studios take on Star Fox, so is the quality of this game good enough to warrant them develpment duties of another Star Fox?

Hmm...I dunno if Retro has the experience to do a Star Fox (though I'd be onboard if they did), but yeah this game is awesome.  They're more than welcome to do a DKCR 2 if they want.
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Offline NWR_insanolord

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Re: Donkey Kong Country Returns Review
« Reply #18 on: November 21, 2010, 11:40:21 PM »
I would really like to see Retro Studios take on Star Fox, so is the quality of this game good enough to warrant them develpment duties of another Star Fox?

Hmm...I dunno if Retro has the experience to do a Star Fox (though I'd be onboard if they did), but yeah this game is awesome.  They're more than welcome to do a DKCR 2 if they want.

I wouldn't have thought they had the experience to do Donkey Kong Country, but they managed to hit that one out of the park. I'd still rather they get to do their own IP, but if they're doing another Nintendo IP I certainly hope it's Star Fox.
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Offline Mop it up

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Re: Donkey Kong Country Returns Review
« Reply #19 on: November 22, 2010, 12:09:38 AM »
Did anyone notice that last month's Nintendo Power (that reviewed DKCR) came with an NES controller cling for the Wii Remote? I'm surprised they didn't do that way back for New SMBW given the sheer number of first-party software that's come out since that have NES controls.

I plan on either getting this game for my birfday or Christmas, and I'm super excited.

I've also got a birthday close to Christmas, basically I need to decide if I want this or GT5 first.
Add me to the list of December birthdays. Unlike you guys though, those cheapskates never buy me birthday presents! I'm not sure if I'll be getting this game soon because I've got a pretty long list of Wii games I want, and I still need to finish up Donkey Kong Country 3 anyway.

Offline greybrick

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Re: Donkey Kong Country Returns Review
« Reply #20 on: November 22, 2010, 12:10:46 AM »
Aren't GT games mind-numbingly boring?

Not for me, but I guess its fine if you go ahead and write them off like that.
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Offline greybrick

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Re: Donkey Kong Country Returns Review
« Reply #21 on: November 22, 2010, 12:12:08 AM »
Did anyone notice that last month's Nintendo Power (that reviewed DKCR) came with an NES controller cling for the Wii Remote? I'm surprised they didn't do that way back for New SMBW given the sheer number of first-party software that's come out since that have NES controls.

I plan on either getting this game for my birfday or Christmas, and I'm super excited.

I've also got a birthday close to Christmas, basically I need to decide if I want this or GT5 first.
Add me to the list of December birthdays. Unlike you guys though, those cheapskates never buy me birthday presents! I'm not sure if I'll be getting this game soon because I've got a pretty long list of Wii games I want, and I still need to finish up Donkey Kong Country 3 anyway.

I'm actually an early January birthday, and yes, I am well acquainted with the "combo gift." Most of the time it is just a regular gift hyped up to combo levels.
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Offline Halbred

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Re: Donkey Kong Country Returns Review
« Reply #22 on: November 22, 2010, 04:29:05 AM »
Hey man. I played GT3 and Tourist Trophy. I fell asleep at the wheel. Sorry.
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Offline TJ Spyke

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Re: Donkey Kong Country Returns Review
« Reply #23 on: November 22, 2010, 10:43:14 AM »
Sim racing games are boring to me, the only reason I even played any of Forza Motorsport 2 (which was part of a combo pack I bought to get Marvel: Ultimate Alliance) was for the easier trophies like finish a lap without taking damage (which is easy when you drive like 10MPH and stay out of the way).

KDR, I would argue that Mario is slightly more well-known than Pac-Man nowadays.

brood, remember that technically Metroid Prime was Retro Studios' first game, I have no doubt they could make a great Star Fox game.
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Offline KDR_11k

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Re: Donkey Kong Country Returns Review
« Reply #24 on: November 22, 2010, 01:15:20 PM »
KDR, I would argue that Mario is slightly more well-known than Pac-Man nowadays.

AFAIK the statistics actually show Pac-Man is more famous.