Sunday, December 5, 2010

Review: Donkey Kong Country Returns (Wii)

Starring in his first platforming game in five years, Donkey Kong…well…RETURNS to try and dazzle audiences once more. Does Retro’s latest collaboration with Nintendo impress? Or is it one banana short of a bunch?
If you’re not familiar with how Nintendo platformer plots work, here’s a brief overview: something of value gets stolen from the hero, and they set out on a barrel-busting, platforming-jumping, head-stomping quest to get it back. Donkey Kong Country Returns is no different, as the massive monkey is out to retrieve his stolen hoard of bananas from a group of mysterious mind-controlling Tikis. Like previous games in the series, the plot serves little purpose other than to give a reason for the game’s existence, and in that respect, it does its job. One thing that the “Country” series has been known for, however, is its cutting-edge graphics, but while the watercolor world is easy on the eyes, it’s also plain to see that none of the Wii’s processors are getting pushed to their limits running this game. There are exceptions, though. The presentation is at its best when the background, foreground, and the scenery itself are all playing a crucial role in how you get to that next platform, not to mention the stunning “silhouette” levels, where you can only make out the outline of everything on screen. It’s a shame that these concepts weren’t used more often or at least in more creative ways.

Nobody comes to a Nintendo party for the atmosphere, though. They come for the booze (the gameplay) and the chicks (the fan service), and this bash does not disappoint in either of those areas. Moving Donkey Kong around is easy and responsive. If you ever wondered how they could improve the controls of the original, this is it. Little things like automatic running and lightning fast barrel-tossing fit this game snugly into the “easy to play, difficult to master” mantra, with an emphasis on DIFFICULT. Like its predecessors before it, this game demands lightning-fast reflexes and impeccable skill if you want to make it past the sonic-spewing bats, turbulent tidal waves, and monkey-munching spiders. This is especially true if you try to collect all the 'KONG' letters in each stage, which, by the way, are needed to access the extra stages in each world, which in turn all need to be beaten to open-up a special bonus after the final boss is introduced to your fist. Add this to time trials, hidden puzzle pieces, and even boss challenges, and it all means that if you plan on collecting absolutely everything, you’ll be spending more money on parrots than a pirate with a hoarding complex. Where this is most frustrating, however, is in the “on-rails” sections of the game, which would be an absolute blast if not for the collectibles slowing you down. Take my advice and forget about the extras the first time through so that you can realize how awesome these sequences are BEFORE becoming incredibly frustrated with them.

Retro proves once again that they know what made Nintendo characters famous to begin with, and that they embrace it wholeheartedly. This may come as no surprise, but look past the shallow setting, and you’ll find a fun, challenging experience that keeps giving and giving for a long time. If that sounds like your cup of tea, then swing by Donkey Kong Island, and tell Cranky I said “Hi”.

Submitted By: WhatTheFnu (Customer)

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