
I've been a huge fan of the Donkey Kong Country series since I first played the first game on the SNES so I was delighted to hear the series was returning and felt it was safe in the hands of Retro Studios, the people who brought us the Metroid Prime trilogy. Having played and enjoyed the game I've been surprised to hear a few people say "it's not really Donkey Kong Country". I don't agree with that sentiment so I've decided to review each area of the game and put my thoughts on the matter into words:
Graphics - It goes for a more colourful, cartoony style than the more realistic style of the original trilogy, which is a big change but not a major problem as far as I'm concerned. It still looks gorgeous and most importantly, manages to create a sense of atmosphere, with special mention going to the silhouette levels. I'd love to watch someone else play the game sometime just so I can take in the backgrounds.
Sound - I really can't fault it on this, it stays faithful to the original by including the main theme and a few other remixes while also having an excellent soundtrack all of it's own. I particularly like the hypnotism song.
Story - DKs bananas are stolen again but at least they try to explain why they were taken this time, even if it doesn't make sense. The lack of K.Rool is a disappointment I admit, Donkey Kong has lost his arch-nemesis. The Kremlings were also a bit more menacing than the Tikis so I agree this is one aspect where it loses a little "DKCness". But ask yourself, are crocodiles really what Donkey Kong Country was all about?
Controls - This is the main problem area, as it lacks the precise controls of the original trilogy. Shaking the remote and nunchuk to pound the ground is fine, satisfying even, but rolling with a remote shake is problematic. Fine 99% of the time but that 1% when it fails is very annoying, especially if you were intending to roll-jump over a bottomless pit. Shaking while holding down to blow is also a bit awkward and potentially dangerous if you forget to actually hold down as I did a few times. If there was an option to roll using B or Z and the shaking was optional it would have been a lot better, but that's obligatory unnecessary Wii controls for you.
Gameplay - This is the big one, as always, and I will admit there are some issues. It walks a very fine line between challenging and frustrating a lot of the time. An entire mine cart world is a bit much all at once and creates a pronounced difficulty spike about halfway through. Having to stop to investigate every bush and flower for hidden items can become a bit tedious and sometimes breaks the flow of a level. Multiplayer is generally awkward, 2 players simultaneously can get in each others way and losing 2 lives a pop is ridiculous. It would have been nice if they'd also included the take turns co-op and competitive multiplayer modes from the old games.
Those issues aside, it's got all the elements I expect from a Donkey Kong Country game: themed levels, hidden bonus stages, collectible items, barrel blast sections, animal buddies, tricky platforming challenges, gimmicky set pieces and a special set of extra hard levels. Previously mentioned Wiimote niggles aside, the Kongs control in much the same way as before and are fun to play as. The levels are clever and I get the same feeling of satisfaction from clearing them 100% that I used to get from the old DKC games. It's pure fun! Even with the high level of difficulty, I never felt there was any obstacle that a bit of perseverance couldn't overcome. Sure, there are some big changes, but a lot of them are for the better in my opinion and provide a fresh take on the DKC formula. If the series is to continue I'd rather see it develop than stay the exact same as it was back in the 90s, even if there's the odd slip along the way.
When I was playing the game I felt like I was playing a new DKC game so as far as I'm concerned Donkey Kong Country
has returned, and it's been a triumphant return indeed.