For some reason I missed the original Wii release of Donkey Kong Country Returns. I’m not sure if it just released at a really busy point in time, of it I was broke, or if it was some other reason, but despite loving Rare’s Super Nintendo trilogy, I skipped the reworking of the classic formula.
So I’m back to remedy that with the 3DS release of the game, and I’m probably one of the few critics reviewing this game as the first time I’ve played it.
The good news is that the game is undeniably brilliant. From start to finish this new adventure tracks the fine line between nostalgic indulgence and modernisation perfectly. The music is the most immediately noticeable way in which the desires for the old and the new balance out perfectly. Many of the tunes are familiar, yet remixed to not feel dated. The new music tracks are thematically spot on and help break up a soundscape that could have otherwise felt uncreative.

The game’s levels are challenging (even with an ‘easy mode’ for the less experienced gamers); another nod to the crushing difficulty that the original SNES games were able to provide at times. But at the same time Retro Studio’s difficulty seems somehow fairer – testing a player’s skill more than his/ her ability to react to sudden hazards. It’s also quite generous in dishing out the lives, so players will feel challenged to progress through the game, but they won’t feel under pressure of the ‘Game Over’ screen; another nice concession to the new without forgetting the old.

The not-so good news about this game is that it doesn’t really belong on the 3DS. The characters are much too small on the 3DS’ tiny screen and though the 3D effect looks good, it’s an eyestrain as a result. I’ve noticed in some other reviews a criticism of the framerate – this isn’t a problem I felt as there was no actual slowdown while playing, but what was harder to reconcile is the limited controls. The Wii game was built to be played with just the Wiimote, and so everything is done with just the two face buttons. This set-up works, but it’s a waste that, for instance, Donkey Kong’s puff of breath command to blow away a plant and perhaps reveal a treat wasn’t mapped to another button.

Collectibles are fine to throw in for OCD people, but here there are constant reminders to players that they haven’t really finished a level in the game until they’ve found everything. End-of-level screens tell players what they managed to find, the overmap highlights levels that have been “completed” and the main screen itself has that big percentage marker next to it – a percentage marker you’re not going to make a big dent in without finding all the hidden objects.
The puzzle pieces are often incredibly-well hidden. Which would be fine if the game wasn’t perfectly satisfactory without drilling into people that these pieces needed to be found. It’s a sour note to finish with and disappointing because the game is otherwise truly brilliant, but those collectibles are largely why I have given up on the platformer genre. Whatever happened to the idea of building a game where it is fun just to go from one end of the level to the other, and still feel validated that, yes, I’ve finished the game at the end of the last level?
– Matt S
Editor-in-Chief
Find me on Twitter: @DigitallyDownld
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