Preview: Donkey Kong Country Returns
54
Donkey Kong Country Returns is a return to form. Instead of reimagining Rare's classic SNES series, as it did Metroid in its Metroid Prime trilogy, developer Retro Studios is creating a game that's a lot more, well, "retro." DKC Returns appears to erase the 14-year gap since DKC3 -- really, it has been that long -- doing its best to fit in with a series that was designed for a console benchmarked by "bit."
DKC Returns does employ modern platforming design and technology, like 3D environments with playable foreground and background areas, but it does so subtly, as not to stray far from an authentic feel -- how we might remember DKC on the SNES. And, truly, I had forgotten that the original DKCs were not fully co-op. Oh right, I'm remembering, the SNES games had that tag-in/tag-out multiplayer. So, as I demoed DKC Returns at Nintendo's E3 booth with Joystiq's own JC Fletcher, it was actually a new Donkey Kong Country experience that felt just like something I'd enjoyed many years ago.
The least authentic part about DKC Returns is the control scheme. The demo required that both the Wiimote and Nunchuk be used, and it was unclear if the final game would allow for other schemes. The combination worked fine, as the gameplay is not overly complicated (nor dependent on highly specific motions), but I would have preferred to play with the Nunchuk detached and Wiimote flipped on its side -- or even with the Classic Controller, gladly sacrificing the waggle-to-slap command.
Like its predecessors, DKC Returns is a platformer focused on collection: Donkey Kong's stolen bananas are littered everywhere. Progression through the relatively straight forward side-scrolling levels can be slow, especially if you've got a partner determined to reclaim every last banana. Plus, both players have to stay relatively close together, as the screen doesn't pan out very far should they separate. The two characters, Donkey Kong and Diddy Kong, have the same basic functionally, though Diddy wisely brings along his jet pack, which can give him a jump boost, and Peanut Pop Gun, which fires a bouncing, rather large peanut projectile.
Enemies tend to be more nuisance than challenge, and it's only when timing elements are introduced into the levels that the difficult really ramps up. It's possible to navigate the really treacherous sections as two players, but Diddy can also ride on Donkey Kong's back, forming a single unit controlled by one player. I assumed we'd breeze through the chasm-infested mine cart level in a couple of tries, but after failing for like the fifith time, JC and I just bowed our heads and selected "quit."
The demo's boss battle almost ended as shamefully, as we were trampled, chewed up and spit out by the giant horned toad-like beast. We'd all but emptied our generously endowed pool of lives (if one Kong dies, he floats back into the screen trapped in a balloon-propelled barrel that must be burst by the surviving player), before one of us delivered the final stomp. This was relief more than victory.
While there's still a world of Donkey Kong Country Returns left to explore, from what Nintendo has revealed thus far, Retro Studios' sequel is not "New Donkey Kong Country" -- it's old Donkey Kong Country. There's an obvious nostalgic draw to the game, but its ability to recapture your imagination beyond the first few delightful moments looks to vary depending on how authentic an experience you truly seek.
DKC Returns does employ modern platforming design and technology, like 3D environments with playable foreground and background areas, but it does so subtly, as not to stray far from an authentic feel -- how we might remember DKC on the SNES. And, truly, I had forgotten that the original DKCs were not fully co-op. Oh right, I'm remembering, the SNES games had that tag-in/tag-out multiplayer. So, as I demoed DKC Returns at Nintendo's E3 booth with Joystiq's own JC Fletcher, it was actually a new Donkey Kong Country experience that felt just like something I'd enjoyed many years ago.
The least authentic part about DKC Returns is the control scheme. The demo required that both the Wiimote and Nunchuk be used, and it was unclear if the final game would allow for other schemes. The combination worked fine, as the gameplay is not overly complicated (nor dependent on highly specific motions), but I would have preferred to play with the Nunchuk detached and Wiimote flipped on its side -- or even with the Classic Controller, gladly sacrificing the waggle-to-slap command.
Like its predecessors, DKC Returns is a platformer focused on collection: Donkey Kong's stolen bananas are littered everywhere. Progression through the relatively straight forward side-scrolling levels can be slow, especially if you've got a partner determined to reclaim every last banana. Plus, both players have to stay relatively close together, as the screen doesn't pan out very far should they separate. The two characters, Donkey Kong and Diddy Kong, have the same basic functionally, though Diddy wisely brings along his jet pack, which can give him a jump boost, and Peanut Pop Gun, which fires a bouncing, rather large peanut projectile.
Enemies tend to be more nuisance than challenge, and it's only when timing elements are introduced into the levels that the difficult really ramps up. It's possible to navigate the really treacherous sections as two players, but Diddy can also ride on Donkey Kong's back, forming a single unit controlled by one player. I assumed we'd breeze through the chasm-infested mine cart level in a couple of tries, but after failing for like the fifith time, JC and I just bowed our heads and selected "quit."
The demo's boss battle almost ended as shamefully, as we were trampled, chewed up and spit out by the giant horned toad-like beast. We'd all but emptied our generously endowed pool of lives (if one Kong dies, he floats back into the screen trapped in a balloon-propelled barrel that must be burst by the surviving player), before one of us delivered the final stomp. This was relief more than victory.
While there's still a world of Donkey Kong Country Returns left to explore, from what Nintendo has revealed thus far, Retro Studios' sequel is not "New Donkey Kong Country" -- it's old Donkey Kong Country. There's an obvious nostalgic draw to the game, but its ability to recapture your imagination beyond the first few delightful moments looks to vary depending on how authentic an experience you truly seek.
Reader Comments (54)
Posted: Jun 18th 2010 8:18PM Digital Viking said
@Killerlampshade This actually got me more hyped than the new Zelda. This came as a total surprise, and I loved the old games. So I am hyped!
Reply
Posted: Jun 19th 2010 1:37PM Ranus Studios said
@Tre Right on. I've becoming an increasingly cranky (hurr) and critical gamer, and DKC2 is still in my top five favorite games.
Reply
Posted: Jun 18th 2010 9:36PM Special Agent Bob said
@Foetoid
Me and my wallet are still going through the papers.
Reply
Me and my wallet are still going through the papers.
Posted: Jun 18th 2010 8:26PM SmashZilla said
@cyco
I've thought about doing the same, but I've come to the conclusion that the $250 was worth it just to fuel my Nintendo obsessed addiction to their first party titles, which have all been worth the money/wait. At least imo.
Reply
I've thought about doing the same, but I've come to the conclusion that the $250 was worth it just to fuel my Nintendo obsessed addiction to their first party titles, which have all been worth the money/wait. At least imo.
Posted: Jun 18th 2010 8:05PM Measlesopolis said
i don't plan on getting it, I'd rather not taint the good memories of playing Donkey Kong Country on my snes
Reply
Posted: Jun 18th 2010 8:14PM Killerlampshade said
@imeNrique
I wouldn't say "only", but definitely one of the few.
And Rare owns the rights to Banjo Kazooie so I doubt we'll see it on a Nintendo console any time soon.
Reply
I wouldn't say "only", but definitely one of the few.
And Rare owns the rights to Banjo Kazooie so I doubt we'll see it on a Nintendo console any time soon.
Posted: Jun 18th 2010 8:14PM Tre said
@imeNrique Banjo-Kazooie is a Microsoft property now because of Rare getting bought by them, so that's not going to happen. Sorry.
As for the whole DK 64 thing, I don't know, but Metacritic says it was good, so maybe your prayers might be answered after this.
Reply
As for the whole DK 64 thing, I don't know, but Metacritic says it was good, so maybe your prayers might be answered after this.
Posted: Jun 18th 2010 8:16PM TheMichaelJackson said
@imeNrique
"Can I know why we are going back to a 2D platformer of DK instead of a more polished and redefined expierence of Donkey Kong 64(3D)?"
Because Donkey Kong Country is the shit.
Reply
"Can I know why we are going back to a 2D platformer of DK instead of a more polished and redefined expierence of Donkey Kong 64(3D)?"
Because Donkey Kong Country is the shit.
Posted: Jun 18th 2010 10:11PM ch3burashka said
Same here. I remember when I was 10 or 11, I was feeling too cool for video games which gave my mom a reason to give away my SNES, all three DKC games and Killer Instinct to some snot-nosed kid I barely knew. I agreed, thinking it would be 'mature' of me. I regret that decision every day now.
The one thing I absolutely hate about what I've heard of the game is that Nintendo gives us what we want (a continuation of a franchise we know and love) but still has the gall to pretend their motion controls are superior to the standard controller. I don't wanna wave hands to ground-pound; I wanna press a damn button! And for God's sake, sell a SNES controller that works with the Wii! I'll buy it!
Also, I'm absolutely terrified that this game will turn out bad. This preview has expressed concerns, and GamesRadar gave it a preemptive 7/10. Granted, 7/10 is good, but it's not nearly good enough to live up to my expectations of what is essentially DKC4.
Also^2, crocodiles have been confirmed to be absent. NO!!!!! The only enemy we've seen so far was the yellow frog (and the orange boss bullfrog), and I don't like their cutesy look. I think I recall the bees, though, so that's good.
They've mentioned Retro is working on the music as well, but they haven't confirmed that D.W. (David Wise, not Arthur's sister!) won't be. That would be a killer announcement down the line. I hope they do get him...
By the way, have I mentioned I love Donkey Kong Country?
Reply
The one thing I absolutely hate about what I've heard of the game is that Nintendo gives us what we want (a continuation of a franchise we know and love) but still has the gall to pretend their motion controls are superior to the standard controller. I don't wanna wave hands to ground-pound; I wanna press a damn button! And for God's sake, sell a SNES controller that works with the Wii! I'll buy it!
Also, I'm absolutely terrified that this game will turn out bad. This preview has expressed concerns, and GamesRadar gave it a preemptive 7/10. Granted, 7/10 is good, but it's not nearly good enough to live up to my expectations of what is essentially DKC4.
Also^2, crocodiles have been confirmed to be absent. NO!!!!! The only enemy we've seen so far was the yellow frog (and the orange boss bullfrog), and I don't like their cutesy look. I think I recall the bees, though, so that's good.
They've mentioned Retro is working on the music as well, but they haven't confirmed that D.W. (David Wise, not Arthur's sister!) won't be. That would be a killer announcement down the line. I hope they do get him...
By the way, have I mentioned I love Donkey Kong Country?
Posted: Jun 19th 2010 2:10AM ZaxCG2 said
Same here on the DKCR > Zelda: Skyward Sword thing... mainly because I have much fonder memories of DK than Zelda.
It looks like this is pulling a lot of visual inspiration from Jungle Beat... which I think people overlook. It was the last 2D DK game... the controls were different, yes, but if you got used to them the game really shined. The main problem with the game, though, is the length. I've been wanting a sequel for a while... but Retro doing DK is 10x better.
Reply
It looks like this is pulling a lot of visual inspiration from Jungle Beat... which I think people overlook. It was the last 2D DK game... the controls were different, yes, but if you got used to them the game really shined. The main problem with the game, though, is the length. I've been wanting a sequel for a while... but Retro doing DK is 10x better.
Posted: Jun 18th 2010 8:20PM Yezzir1128 said
I like how they're keeping it true to the original, but adding just a splash of new ideas... After all, if you want the EXACT original game, all three DKC's are on the virtual console ; )
Reply
Posted: Jun 18th 2010 8:29PM CaptainProtonX said
This just shows how far ahead the SNES, RARE, and Nintendo were at the time.
The DKC character models look far more detailed then even these models.
Reply
The DKC character models look far more detailed then even these models.
Posted: Jun 19th 2010 8:26AM KenobiEagle said
@CaptainProtonX I thought the same thing! Ugh, this game could turn out to be a huge disappointment. I'm already glad they didn't choose to name it DKC4. At least we can say it's a "spin-off" or something if it turns out to be partial fail.
Reply
Posted: Jun 18th 2010 8:45PM TheMichaelJackson said
@imeNrique
Do you have any proof that I'm dead?
Pay attention get with the times, I'M NOT DEAD!
Reply
Do you have any proof that I'm dead?
Pay attention get with the times, I'M NOT DEAD!
Posted: Jun 18th 2010 9:34PM BPMOmega XBL PSN Steam said
@imeNrique
Just throwing it out there as a possibility...
Mario Galaxy 2 was a "3D" game, but it had plenty of "2D" levels scattered about. It isn't too hard to imagine that DKCR would have some 3D sections, as well.
It may not (since it's a return to Donkey Kong's long lost roots), but it's still a possibility.
Reply
Just throwing it out there as a possibility...
Mario Galaxy 2 was a "3D" game, but it had plenty of "2D" levels scattered about. It isn't too hard to imagine that DKCR would have some 3D sections, as well.
It may not (since it's a return to Donkey Kong's long lost roots), but it's still a possibility.
Posted: Jun 18th 2010 9:46PM mrmobius said
Never played Donkey Kong Country on SNES (never had SNES) but Gameboy was my first console and Donkey Kong Land 3 got a load of playing from me, and was a great game, so I'll be getting this.
Come to think of it, I've about 1500 points sat around VC. Should probably invest in Donkey Kong Country with some.
Reply
Come to think of it, I've about 1500 points sat around VC. Should probably invest in Donkey Kong Country with some.
Posted: Jun 18th 2010 10:23PM OptimisticTank said
It's as if Nintendo is injecting my veins with pure nostalgia.
Reply
Posted: Jun 18th 2010 10:41PM hsol said
It's hard to believe that you'll be able to play as DK for the first time since the original DKC. (no, i'm not counting DK64) They made 3 games on the SNES and DK was only playable in one while Diddy and Dixie each had two games. I'm not sure why they didn't bring back DK for the third game since the new character Kiddy pretty much played exactly like him.
Reply
Posted: Jun 18th 2010 10:59PM Mr Khan said
Nintendo's trying to follow the thunder of NSMBWii here. Ok, probably not, because this game was well into production well before it was apparent that NSMBWii would become the top-selling game released in 2009 (it was recently confirmed to have surpassed MW2 worldwide), but they're wondering if they can capture the same atmosphere.
Reply
Posted: Jun 19th 2010 12:02AM (Unverified) said
I guess this means we're never going to get a sequel to "Jungle Beat"
Reply
Posted: Jun 19th 2010 2:33AM FrenchFryGuy said
There's an interview on IGN with Tanabe and Retro studios developer and they say that NES styled controls (holding the wiimote sideways) will be an option in the final build of the game when it's released this holiday. It just wasn't an option on the E3 show floor. I'm very happy about that. Always love having more control options.
Reply
Posted: Jun 19th 2010 6:07AM Foetoid said
@FrenchFryGuy
Yeah i was surprised to learn that Goldeneye on Wii will accept dual-analog controls from both Classic Controllers and Gamecube controller. Not that i would ever use dual-analog for an FPS anyway, but for those who prefer it, its excellent news.
Reply
Yeah i was surprised to learn that Goldeneye on Wii will accept dual-analog controls from both Classic Controllers and Gamecube controller. Not that i would ever use dual-analog for an FPS anyway, but for those who prefer it, its excellent news.
Posted: Jun 19th 2010 4:35PM BrokenTriforce said
@FrenchFryGuy
Thanks for that info. I'm so tired of tacked-on waggle controls. I'm hoping that they throw in Classic Controller compatibility for this beast.
Reply
Thanks for that info. I'm so tired of tacked-on waggle controls. I'm hoping that they throw in Classic Controller compatibility for this beast.
Posted: Jun 19th 2010 10:55AM seamonkey420 said
@Mood
i agree. sure seems like Nintendo can't develop any new IP so they just do what they do well:
rehash
rehash
rehash
at least sony and ms are bringing in new IPs (well, not ones that are over 15 years old).
just seems like the BigN can't make anything thats new and original regarding characters. yes, i understand using older/classic IP is an EASY SELL because everyone knows it but there just comes a time when you gotta say: "mario, its been a great 20+ years but its time for us to move on"
just my .02 (and yes, i'm a nintendo gen gamer too, i did have an Atari 2600, NES, SNES, N64, DS, Wii)
Reply
i agree. sure seems like Nintendo can't develop any new IP so they just do what they do well:
rehash
rehash
rehash
at least sony and ms are bringing in new IPs (well, not ones that are over 15 years old).
just seems like the BigN can't make anything thats new and original regarding characters. yes, i understand using older/classic IP is an EASY SELL because everyone knows it but there just comes a time when you gotta say: "mario, its been a great 20+ years but its time for us to move on"
just my .02 (and yes, i'm a nintendo gen gamer too, i did have an Atari 2600, NES, SNES, N64, DS, Wii)
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