So with that legacy in mind, it might come as no surprise that Donkey Kong Country Returns is a hard game. And while I never thought of them as overly difficult, the Donkey Kong Country series on SNES did ramp up to a decent challenge on later stages. That first game was such a beast, it’s where the phrase “it’s on like Donkey Kong” derives from. Since the original arcade game hit in the 80’s, the name Donkey Kong has been synonymous with difficulty. And by “very challenging”, I mean it’s hard as f#$k. Still-stupid or not-Diddy’s jetpack is a welcome support, because DKC Returns is a very challenging game. Though useful as it may be, it also makes bouncing off enemies’ heads for bonus height tougher in many instances, since both actions are performed by pressing the jump button whilst airborne. That jetpack admittedly does come in handy, taking the edge off of the precision-demanding platforming with a little hovering. I know, I ’s from Donkey Kong 64 and the little guy even has it in Smash Bros, but it’s too over-the-top for my tastes. While we’re discussing Diddy Kong, I have to say this: the inclusion of a jetpack in this game is pretty stupid. In fact, Diddy Kong is arguably more a power-up here, clinging on to Donkey’s back, allowing him to hover briefly thanks to Diddy’s jetpack. Diddy is there too, but playing solo, you never control him alone. Unlike in the original DKC, where you can swap between controlling Donkey and Diddy at pretty much anytime, you only control Donkey Kong in Returns’ single-player game. Each victory was my own, as was each failure. At times, I wished DK was a bit lighter on his feet, but the game’s controls are precise enough that I never felt like he was letting me down. When you get the big ape galloping swiftly through a level, the inertia of DK’s weight is palpable, making him wild and destructive, but not necessarily easy to accurately maneuver. Donkey Kong himself feels legitimately heavy this time around, with every jump and landing carrying the heft of his 300+lbs. The controls of Donkey Kong Country Returns are tight and super responsive, exactly what a demanding platformer requires. Especially for DK’s classic roll maneuver, the accuracy of a button press would have been preferable, but the shaky motion controls get the job done. Honestly, I'm never very keen on the motion controls, but after taking some time to acclimate to shaking the Wiimote to preform a roll, ground pound, or blowing out a candle (seriously), I suppose it’s not actually that bad here. This means you are limited to the D-pad and two buttons, plus-of course-a jolt of motion controls. There is an option to use a Wiimote-Nunchuk control scheme, but I don’t see how that would be superior to just holding the Wiimote sideways. The Wii Classic Controller is not supported. And while I had thought I'd be a SNES purist and play using a Classic Controller, this was not an option. In presentation, Retro strikes a delicate balance between homage and technical advancement, arguably nailing exactly what a DKC revival should look and sound like.Īs a Wii game, Donkey Kong Country Returns' controls are made for the Wiimote. The visual style is consistently clean and colorful, and all the characters and locales look right at home. The first thing you’ll notice is that much of the stellar music from original returns, sometimes seemingly unchanged, other times noticeably remixed, instantly making the soundtrack a hit and lending the game a welcome familiarity. Retro Studios has captured so much of the magic that made the original Donkey Kong Country amazing. The short answer is, “Yeah, pretty much.” But could a fresh Country adventure possibly live up to legend of the original SNES series? So when it was announced that Retro Studios-the solid developer behind the Metroid Prime series-would be bringing the classic gaming ape back to his side-scrolling golden years, I couldn’t wait for the revival. And for me personally, the game remains a powerfully nostalgic games to revisit. The game came out of nowhere to deliver a platforming experience that rivaled the best of the Super Mario series. (Check out our retro review of that game if you haven’t seen it.) The music, the tight gameplay, the innovative 3D-wireframe-to-2D-sprite visual style: DKC was the total package. The original Donkey Kong Country, released in 1994 for the Super Nintendo, holds a special place in my heart.
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