Showing posts with label donkey kong. Show all posts
Showing posts with label donkey kong. Show all posts

Wednesday, September 21, 2016

My Top 115 Favorite Video Games (50-46)

Click here for the introduction!

50. Streets of Rage 2 (Genesis)



Streets of Rage 2 is my favorite co-op game of all time. I don’t even have to think about that one; nothing else even comes close. I have countless great memories of playing through Streets 2 over and over again with family and friends over the years, from childhood to adulthood. It's the ultimate chill-out, talk about life, and beat up some thugs kind of game. As far as beat ‘em ups go, they simply don’t come any better. Its stages are huge and detailed, encompassing a wide variety of different sections, and each one seems to flow into one another naturally, forming the kind of progression and silent storytelling that I dig. Tying the whole experience together is the divine soundtrack largely composed by Yuzo Koshiro (with some help from Motohiro Kawashima). The music is so good that it’s the only video game I know of (besides the other two Streets of Rage games) that credits the music composer on the title screen right underneath the Sega copyright.

49. Resident Evil (GameCube)



Originally released for the GameCube in 2002, the Resident Evil remake is a masterpiece of atmosphere. There’s an HD remaster of the game out now, but even the original version still looks great because of its intricately detailed pre-rendered environments. Every frame, every moment, every screen of this game was purposely constructed and fixed to provide a certain mood, and every shot could be a beautifully macabre painting. Candles flickering in the foreground, creepy shadows dancing on the wall, ominous hallways stretching into the darkness…this game has it all. The labyrinthine and looping Spencer Mansion is a master class in level and environmental design and one of my favorite settings in video game history. I have an affinity for relatively small but richly detailed spaces in video games and perhaps nothing encapsulates this principle better than Resident Evil’s residence, which doesn’t look that big when you look at a map of it, but feels like a universe when you are lost in its dark recesses. Countless esoteric riddles, memorable creatures, and weird hidden documents all contribute to an unparalleled interactive horror experience here. Many call the “REmake” the example to follow to do a remake right, and while I think the best approach varies depending on the game, there’s no denying the remarkable achievement the developers pulled off here.

This may sound odd, but there’s also something strangely comforting about this game for me. Maybe it’s all the time I spent watching my brother play the original PS1 version (as well as Resident Evil 2) as a kid, or just something about the atmosphere, but I find myself drawn back to this game again and again. I’ve only played through it twice myself, but I never tire of watching others play it and have found myself watching Let’s Plays, Twitch streams, and friends playing it over the years and am always strangely entranced by this hauntingly hypnotizing experience.




Super Mario Galaxy 2 is a really good Super Mario game. In one sense, it might even be the greatest Super Mario game Nintendo has ever created. Stripped of almost anything that gets in the way of you jumping around through one colorful, imaginative level after the next, Galaxy 2 is pure, unrestrained joy from beginning to end; it is very much the original Super Mario Galaxy streamlined. It overall has a more “fun” vibe that its predecessor; it’s a brighter, more jubilant game in a way, and pretty much does whatever it wants with its levels without worrying too much about strictly adhering to the space theme. That said, Galaxy 2 still has some of those more contemplative, peaceful moments that the first game is full of, and also like the first Galaxy, it’s simply a thrill discovering each new galaxy and launching into them to see what new adventures await. Galaxy 2 really captures a feeling of cosmic adventure as Mario and friends sail through space on a starship shaped like the plumber’s head. Yoshi’s back as well and this game is perhaps the most fun I’ve ever had controlling him; his mechanics feel bouncy and fluid, using pointer controls for his tongue is a smart idea, and there are also a lot of fun Yoshi-centric power-ups to use. Unlike the New Super Mario Bros. games, Yoshi doesn’t just feel thrown in for nostalgia's sake, but instead his inclusion feels inspired and he features heavily throughout the game. Super Mario Galaxy 2 unfortunately broke the trend of each new 3D Super Mario game being a major event and something truly unique and exciting, but this is a game where the immense enjoyableness of the experience seems to overshadow everything else.



Believe it or not, I was a bit disappointed with Super Mario Galaxy at first. It’s hard to articulate why, but I think it comes down to a mix of expectations, a handful of nitpicks, and perhaps simply becoming a little jaded as I got older. Simply put, Galaxy did not initially have as much of an impact on me as it seems to have had on many other people. After the stardust settled, however, I grew to appreciate and respect this game a lot more over time. Besides, it’s not like I didn’t immensely enjoy the game when I first played it even with those feelings of disappointment, and similar to The Legend of Zelda: Twilight Princess, few games capture the joy of Christmas morning as much as Super Mario Galaxy for me. There’s also just something special about this game. I don’t mean that it’s personally particularly special to me in this case, but rather that there’s something inherently special about Galaxy. When I think of Super Mario Galaxy, I think of that tranquil moment early in the game when Mario wakes up on a small planetoid and has to chase some star bunnies around. But I also think of that epic opening that precedes it with Bowser and his army invading Toad Town with their fleet of airships. It’s grandiose set-pieces backed by sweeping orchestrated music like this one mixed with more atmospheric, reflective moments like the former one that give this game a very unique appeal. Unlike its sequel, this game also feels more cohesive and has a stronger identity as it uses the space theme more effectively. Super Mario Galaxy succeeds on many levels: it adds a new dimension to Mario’s familiar platforming, it tastefully calls back to the series’ classic roots by bringing back elements such as Bowser’s airships and the iconic fire flower power-up (a trend that would unfortunately all but become the downfall of the series in my eyes in subsequent years), and it features a narrative with both a sense of weight as well as a surprisingly touching undertone. The character of Rosalina and her Little Prince-esque backstory brings a lot of emotion and personality to this game that the sequel definitely lacks. I said I was initially a bit disappointed with Super Mario Galaxy, but now nearly a decade after its release I long for another Super Mario game in its spirit; not a Galaxy 3, no I actually mean the exact opposite. I mean a truly new Super Mario game (and not, you know, another New Super Mario game either...). With its inspiring orchestrated score, distinct narrative center, and new cosmic setting, Galaxy is to date the most recent Super Mario game that truly felt wholly new in my eyes. I can only hope that whatever Nintendo is cooking up right now for the most famous character in video games, it’s something worth getting excited about again.



By the end of world one, I was impressed. By the end of world two, I was in love. By the end of level one of world three, I was in tears. Tropical Freeze is outstanding. It’s my favorite pure platformer of the last decade plus and a masterwork of the genre. I don’t even know where to begin because this game just wins on so many levels: its imaginative and lushly-realized worlds break away from stale genre clichés, its levels were painstakingly crafted piece by crumbling/growing/burning/spinning/flying piece and every single one of them is memorable, its mechanics are razor sharp, it is a colorful, beautiful-looking game, and its soundtrack, composed by returning master David Wise (with some help), is just sublime; it’s catchy, atmospheric, grand, creative, joyful, wonderful, and is simply one of the best OSTs in gaming period. In addition, the sense of progression and narrative framing is executed wonderfully. The attention to detail in Tropical Freeze is almost alarming: every single platform, every trap, every obstacle has a purpose and a context; platforms don’t just float in the air, they are attached to trees or get carved out and thrown in front of you by gigantic saw blades, they don’t simply move about on their own, but are tilted by falling streams of water in a leaky cavern or are part of an intricate fruit harvesting mechanism in the middle of a dense jungle. This game is alive; it’s dancing, it’s grooving and moving, and it is just gosh darn amazing. Where Donkey Kong Country Returns felt largely chained to the past, Tropical Freeze is more in the spirit of Donkey Kong Country 2 but surpasses that classic with an original adventure that is not afraid to break away and proudly be an experience that evokes nostalgia for a bygone era by not simply recycling or winking and nudging and saying “hey, remember that?”, but instead by simply being an experience every bit as wonderful, special, and imaginative as those classic platformers I fell in love with in the 90s are. Tropical Freeze captured my heart in a way that a game hasn’t in a long time and I have no hesitation in saying it is one of the finest platformers ever created.

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The games continue next time with #45-41!

Tuesday, September 13, 2016

My Top 115 Favorite Video Games (75-71)

Click here for the introduction!

75. The Last of Us (PS3)


Just about one year after playing through it for the first time, I have very distinct memories of The Last of UsEven with all the high expectations I had going in, the game still managed to impress me, and from the moment I saw its haunting title screen, I knew it would be special. Its harrowing world, poignant storytelling, and fully-realized characters that feel more like real people than perhaps any other game I’ve played save for maybe Majora’s Mask all contribute to a weighty experience that is burdensome, distressing, and emotionally draining. There’s something about The Last of Us that has really made it stick with me. I expected a top-tier “AAA” video game experience, but I got something more.

74. Donkey Kong Country 2: Diddy’s Kong Quest (SNES)



There’s something about the atmosphere of Donkey Kong Country 2 that captivated me in a way that the original Donkey Kong Country, good game though it may be, failed to do. A big part of this is certainly the music, which is one of my favorite soundtracks in video game history and earned David Wise a place among legends in my book. The first time I heard Stickerbush Symphony was a religious experience. My love for DKC2 is also related to the adventurous, pirate-themed setting though and memorable levels that are creative and fantastical, like a gigantic pirate ship and a beehive-infested amusement park. In addition, I love the tag-team of Diddy and Dixie, who both play much better than lumbering Donkey Kong does in the original game, and little touches like their end-of-level fanfares give this game a lot of personality. DKC2 is the special kind of 90s platformer that made me initially fall in love with video games that I just happened to somehow miss playing until I was in college, and there’s only one game with the Donkey Kong name that I love more.

73. Mario Kart 8 (Wii U)


I captured my feelings on the gorgeous and blissful Mario Kart 8 pretty well in this post, but suffice it to say this joyous game surprised me with how special it really is. There’s just something sublime about the feel of drifting around every tight corner and racing at blistering speeds through the game’s imaginative and beautiful courses. Everything from the music to the visuals to the feel of play all harmoniously come together in Mario Kart 8 to produce something magical and even therapeutic. Mario Kart 8 is, in a word, jubilant.

72. Rush 2: Extreme Racing USA (N64)


I don’t talk about it much, but the Rush series has a very special place in my heart. In fact, for a certain period of time Rush 2 was perhaps my first or second favorite N64 game, no joke. Rush 2 is emblematic of a time when I would rarely acquire new games, and the ones that I did I would completely devour. What makes the Rush series unique among racing games is that they place a large focus not on a standard Grand Prix mode (though that’s there too) but on exploring the game’s enormous and extravagantly detailed tracks. Calling them “tracks” doesn’t really seem accurate though as these may as well be mini open world sandboxes. These games are packed with secrets and wacky easter eggs, such as a hidden underground stunt arena in the original San Francisco Rush: Extreme Racing that would eventually lead to an entire dedicated “stunt mode” in San Francisco Rush 2049. The courses in Rush 2 highly encourage exploration as they offer not only creative shortcuts and other hidden areas but collectible keys and even collectible…Mountain Dew cans??? There’s a delightful surreality to the Rush games. Even though the tracks in Rush 2 take place in largely faithful recreations of the likes of New York and Los Angeles, I don’t think San Francisco’s Alcatraz Island actually contains a gigantic loop-the-loop. In truth, I love all the classic Rush games, from the original to 2049, but Rush 2 is the one that I have the fondest memories of. It’s also one of those sequels that pretty much one-ups the original in every way and I love the wide variety of locales in the game beyond just San Francisco.

71. Viewtiful Joe (GameCube)


Viewtiful Joe is one of many unique gems to come out of the GameCube era. After the eponymous Joe gets sucked into the land of movies Last Action Hero-style, he becomes a superhero and can unleash “VFX” powers that allow him to harness the special effects of movies such as slowing down time to dodge bullets or speeding it up to solve certain puzzles. It’s an inspired concept and mastering all of Joe’s abilities to punch and platform through several different “movies” is a great time. The game employs an incredibly stylish cel-shaded visual aesthetic and every world is packed with detail and life. Viewtiful Joe is also a punishing game that requires dedication and mastery of its mechanics; I still regard finally defeating its level 6 boss, one of the hardest in any game I’ve ever played, after days and days of attempts as one of my most satisfying video game accomplishments. What was perhaps even more satisfying though was defeating this same boss again for a friend on just the first or second try.

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Next up is #70-66! Hope to see you then!

Thursday, September 8, 2016

My Top 115 Favorite Video Games (95-91)

Click here for the introduction!

95. Mega Man 2 (NES)



I’ve never been a big Mega Man person. I have hazy memories of playing some of the old NES games as a kid and I’ve tried several of the games since, but there are just so many of them and they usually kick my ass so much that I just quickly lose patience. The one big exception is Mega Man 2, which I find to be easy enough to comfortably enjoy, but not so easy as to be a total pushover (two different difficulty settings also help). Its level design feels simplistic, but there’s also something very elegant about it. Likewise, the colorful visuals, large enemy sprites, smooth mechanics, and fantastic soundtrack all jive together very well. The first time I got to Dr. Wily’s fortress and heard that inspiring music, I knew the game was something special.

94. Donkey Kong Country Returns (Wii)



I didn’t fully appreciate how much of a terrific platformer Donkey Kong Country Returns is until I replayed it shortly before its sequel, Tropical Freeze, came out. Once I took my time to fully invest myself in this game’s rich, finely-crafted world, I was transported back to a time when video games where I controlled a character that hopped and bopped through colorful, imaginative worlds consistently enraptured me. Every inch of Returns is polished, from its sound design to its artfully crafted levels, which are packed with detail and make Donkey Kong Island truly feel like a living, breathing world. Retro Studios has proven time and again that they have some of the best artists and environment designers in the business. As far as retro-throwbacks go, DKC Returns is basically as good as they come, but though it’s transformative, it’s still largely a callback to the original DKC. This is what initially underwhelmed me about the game so much, and while it isn’t necessarily a flaw, I almost always prefer when a game really breaks out on its own and carves out its own identity. Luckily, that’s exactly the direction Retro smartly took Tropical Freeze in, but we’ll talk about that later.

93. Kingdom Hearts II (PS2)



I am not a big Kingdom Hearts fan. In fact, I find most of the first game to be pretty bland and empty-feeling. Kingdom Hearts II, however, captivated me immediately. I’ve heard many pan the game’s lengthy prologue section, but I was completely engrossed in its mysterious and surreal atmosphere. The rest of the game improved in every single way upon the first game for me: the worlds had more personality and felt more alive, there were more original, non-Disney locations and characters, the narrative felt more prevalent throughout the entire experience, the combat was more fluid and enjoyable, and the soundtrack is even more beautiful throughout. I associate Kingdom Hearts II with the summer before I headed off to college. Perhaps this is another reason why the prologue spoke so much to me: it involves a group of kids idling their time away during summer vacation, and something about the peaceful but melancholic music and atmosphere of Twilight Town felt very appropriate for the time in my life. Kingdom Hearts II as a whole felt like one last imaginative adventure before I headed off into the frightening unknown and although it may sound a bit melodramatic, in a way this game represents the bittersweet end of my childhood.

92. Devil May Cry 3: Dante’s Awakening (PS2)



Devil May Cry 3 may be the best pure action game I’ve ever played. This game is campy, goofy fun wrapped up in a delicious gothic atmosphere. As the titular Dante, you surf around on the backs of demons, wield creative weapons like a triple ice nunchaku and a demonic electric guitar (like it literally shoots electricity), and explore an ancient tower that has appeared in the middle of a modern-day city. Joining Dante are a memorable cast of characters, including a badass lady named, uh, Lady, Dante’s twin brother and rival Vergil, and a bizarre jester named, er, Jester…so the names aren’t the most creative thing, but the characters themselves are great, trust me. The deep combat and mechanics are where this game truly shines, as it involves several different combat “Styles” to cycle through such as Swordmaster and Gunslinger to name a few, and experimenting with each one and with the wide variety of imaginative weapons is an absolute blast. DMC3 is also a notably difficult game, but learning and mastering the mechanics and levels is a joy, and you’ll be amazed by the wacky antics you’ll eventually be able to pull off. It’s one of only a handful of games where I had so much fun replaying levels over and over again as I mastered my skills.

91. World of Goo (Wii)



For a puzzle game to captivate me it must have something more than just challenging riddles to solve; it has to have atmosphere, narrative, something that makes it stand out. Enter World of Goo, a game I played on Wii that really took me by surprise. I fell in love with this game not only because the core goo-building mechanic is interesting and the physics-based puzzles are challenging, but because the game’s world and vibe is simply intoxicating. The Tim Burton-esque art is one part of this, but the moody and beautiful soundtrack by Kyle Gabler (which is free to download on his website) is also a huge factor, as is the way the narrative unfolds. For such an initially silly-looking game, World of Goo is a surprisingly emotional experience.

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I hope you join me again for #90-86!

Sunday, May 17, 2015

Nintendo E3 2015 Predictions


It’s that time of year again and so I’d thought I’d make some E3 predictions on the Nintendo side of things. Nintendo had a fantastic showing last year, with some great reveals, fun events, and just an overall incredibly positive atmosphere throughout the week mainly thanks to the excellent Treehouse steaming event. I’m glad that Nintendo recognized that they had something great last year and have decided to pretty much do the same gig again this year, which is fine by me. After fumbling for a few years, it seems the quirky company has found their unique E3 sweet spot. This year could be another great for them, or it could just be solid; what made last year great was all the surprises and just the overall presentation of the thing. I have no doubt the presentation will be on point again this year, but so far I’m a little iffy on whether they’ll have as exciting a show, with their lineup being composed of a lot of games we already know a lot about, an already confirmed absence of “Zelda U” (which could change, but I’m inclined to think not, as much as it saddens me), and no Smash Bros. to fall back on this year. Still, I’m hoping they have a few mystery projects in store.

First off, the obvious: Mario Maker, Yoshi’s Woolly World, and Xenoblade Chronicles X will all be present and demoed (and hopefully will get release dates, and in Xenoblade X's case, finally get a western release date), with a big focus on Mario Maker since 2015 marks the 30th anniversary of the original Super Mario Bros. (they’ve already announced that Mario Maker is going to be the Best Buy demo title this year). Super Smash Bros. DLC will also be discussed, with a  release date for Lucas, perhaps they’ll surprise us by announcing that Lucas is available the very same day (they’ve already said he’s coming in June, so why not?). Some more DLC details will likely be talked about, perhaps a hint at another character, maybe the return of Wolf to tie in with Star Fox later this year, and also some talk about how the Smash Ballot is going. I’m also predicting that Mother 3 will finally be announced for a western eShop release to go along with Lucas, maybe for release also in June, maybe later in the year. The new Wii U Star Fox game will finally get its proper big reveal and be demoed extensively by the Treehouse, likely with Shigeru Miyamoto in tow, passionately talking about his game with Bill Trinen by his side as always. Speaking of Miyamoto, it’s possible we’ll some more of his “Project Guard” and “Project Giant Robot” games in more mature forms, and maybe with proper titles.

Star Fox is gonna be big this year

Next, the surprises: Most of the stuff above is expected, and most of it is games we’ve either already seen extensively or at least know about already, so I’m hoping Nintendo has some nice surprises in store for us. Here’s what I predict. First off, a new Metroid for Wii U from Retro Studios. We know that Retro has been working on something since the release of Donkey Kong Country: Tropical Freeze back in February of 2014. As much as I wouldn’t mind a follow-up to the sublime platforming masterpiece that is Tropical Freeze, I doubt they’re doing another DKC game. Maybe they’re working a new IP or something else, but it’s clear that people want a new Metroid from Retro, and I think Nintendo and Retro are both well aware of it. Given how much Nintendo has been catering to its fans lately, I think there’s a good chance that it’s happening. We’ll probably only get a teaser trailer and the game probably won’t be out until 2016 at the earliest, but we’re long overdue for a Metroid game, and even more overdue for a good Metroid game.


Hopefully the actual boxart won't be this terrible

My second prediction is either less likely or more likely, I can’t decide which. Miyamoto has already hinted that they’re planning a big Mario game for Nintendo’s next home console. We also know that EAD Tokyo, the group responsible for all of the 3D Mario platformers since the original Super Mario Galaxy has been working on a new Mario game, though they won’t say for which platform. This mystery Mario could very well be for Nintendo’s next home console (which would explain why they won’t say which platform it’s on), but I’m also still not completely ruling out another 3D Mario on Wii U. With the 30th anniversary and all, I think now would be a good time to announce something like that. Maybe it would simply be “3D World 2”, but I’m predicting it will be something close to the Galaxy style, something that fans have also been asking for. There is definitely evidence that would make something like this less likely. Perhaps they want to focus on Mario Maker for one, and not distract from it. Or perhaps EAD Tokyo, assuming they are the ones developing it, want to put all of their energy and focus into this big Mario game for Nintendo's next console (which is something I'm not against). Some also say that Nintendo is not going to go back to a style more in line with Galaxy or dare I say, Super Mario 64 or Sunshine, and looking at the progression of the 3D games in the series and also hearing statements from the core people currently involved in the 3D Mario games, they’re probably right. I personally really want to see the next huge evolution in the series or at least something completely new (which in my eyes hasn't really happened since the first Galaxy, though arguments could be made that the 3D Land/World style was an evolution of sorts), but I wouldn't be completely opposed to another 3D outing on Wii U before then, and if that other Wii U outing is that revolutionary title, than that'd be pretty great too. I just have a feeling…something else Mario, something rather big, is going to show up this year.


Maybe...

I'm hoping there are some more surprises that I can't predict as well, even if it's just a teaser here or a small tech demo there; that kind of stuff is part of what made last year such a great E3 for Nintendo and I hope we see some more stuff like Miyamoto's "project" games, the cryptic Star Fox "reveal", and even the Zelda teaser; some stuff to get me excited in addition to the more substantial game trailers and demos.

One last prediction that probably won’t happen: So Eiji Aonuma has already confirmed that “Zelda U” won’t be making an appearance at this year’s E3. Aonuma and the Zelda team could change their minds and give us a short trailer or something, but I’m not counting on it. However, perhaps the Zelda series won’t be entirely absent. Given the game’s very positive reception, both critically and fan-wise, I wouldn’t be surprised if we got another 3DS game in the same style as A Link Between Worlds; the “Majora’s Mask” to A Link Between Worlds, if you will. It probably wouldn’t take too long to develop either, if it reused that game’s assets. Maybe we’ll get that reveal at E3 this year; after all, I’m unaware of any huge new 3DS games on the horizon, besides that new Fire Emblem game coming at some point. Obviously, this is a wild guess, and I’m not in any way expecting it, especially on the heels of Majora’s Mask 3D’s release. I’m thinking that Zelda will probably just take a break for the rest of the year, which is honestly fine by me. The Zelda series has gotten a lot of love recently and in order to avoid oversaturation, I’m fine with Link and Zelda (and Tingle) taking a break for a little bit. …Although I won’t lie: the void left by “Zelda U’s” absence at this year’s show is probably going to be felt, at least by me.

I wouldn't mind another dose of top-down Zelda goodness on 3DS

So there you go! Agree? Disagree? Have some E3 predictions of your own (Nintendo or otherwise)? Let me know!

I'm not sure what picture to put here, so just enjoy this photo of Iwata, Reggie, and Miyamoto hanging out with Donkey Kong

Wednesday, November 26, 2014

Donkey Kong Country: Tropical Freeze (Wii U) Review



I want you to do me a favor. Yes, you reading this. Now that Super Smash Bros. is out and you’ll most likely finally be picking up a Wii U, you will soon be in a position to play one of the finest platformers ever created. After you’ve had your initial fill of smashing, go out and pick up Donkey Kong Country:Tropical Freeze. I haven’t heard many people talking about this game, and right now it seems destined to become a criminally overlooked gem for the struggling console. Tropical Freeze is marvelous; a beautiful, rich experience full of detail and some of the most lushly-realized environments I’ve ever seen in a platformer. It’s a joy to play and just to look at and especially to listen to. To think that I was so disappointed by this game’s initial announcement back at E3 2013. I’d like to go back in time and punch my stupid Donkey Kong-bemoaning face into the ground. Tropical Freeze is truly special and one of the most wonderful gaming experiences I’ve ever had.

                I enjoyed Donkey Kong Country Returns a lot, especially after I replayed it last year and gave it my full attention. It’s a brilliant platformer, but it didn’t quite speak to me on a deeply personal level. It mainly channeled the spirit of the original Donkey Kong Country for Super Nintendo, another great game but not my personal favorite. No, my favorite DK game (and one of my favorite games period) is the first SNES sequel to that game, Donkey Kong Country 2: Diddy’s Kong-Quest. Tropical Freeze evokes the magic of DKC2 and has provided me with what feels like the true successor to that SNES gem all these years later. Part of the reason I love DKC2 so much in relation to the first DKC is because it felt so much more lively and adventurous and has much more memorable and vibrant environments. I feel that DKC2 has more personality than its predecessor as well as an atmosphere and a feeling that speaks to me more. Tropical Freeze follows this trend with environments that feel more creative and new than the ones in Returns and it appeals to me much more as a result.

                Besides just how damn great the game feels to play, I think there are three things that immediately grab me about Tropical Freeze: the narrative, the environments, and the music.  That narrative is simple but is executed to near-perfection here. The Kong family’s island is conquered by the invading Snowmads, a group of Viking-like arctic animals that bring to mind the Kremlings in all the right ways and have way more personality than the Tikis from Returns (who, for the record, I actually liked). DK Island is literally frozen over courtesy of a giant magical horn (because that’s just how the Snowmads do things I guess) and the four Kongs (Donkey, Diddy, Dixie and Cranky) are blown far out into the far reaches of the neighboring seas. The game’s first level is set up brilliantly: DK lands in a wrecked plane suspended in the tangled branches of a massive mangrove forest. After busting out of the plane, he and his buddies’ adventure begins. I love the way that the frozen DK Island can be seen as a tiny speck far in the background right at the beginning of the first level: this wonderfully communicates a clear goal (get back to your island and take it back) while the distance of the island communicates what a grand adventure awaits. Something I’ve always loved about the DKC games is that the Kongs are never on some selfless quest to save the whole world just for the sake of it, but rather their quest is usually a personal one, with the familial bonds shared between the Kongs often a highlight. In Tropical Freeze, DK and pals are not trying to save the world, but their world, so to speak. One might say I’m spending too much time focusing on the narrative of a Donkey Kong platformer, in which cartoonish apes collect bananas and fight fish-throwing walruses, but everything is just executed so well in TF and the opening and ending cinematics are both gorgeously rendered and so very fitting for their situations and the feelings that they aim to evoke.

The Kongs are in this together

                Something that often irks me about platformers (especially Nintendo-produced platformers) is how they often rely on all the same old environment tropes and stale themes that the Super Mario Bros. series established back in the NES days (particularly in Super Mario Bros. 3), with the worst offender these days of the “grass world,desert world, water world, etc.” pattern being the Mario series itself. Tropical Freeze forgoes the Nintendo trend of copying Mario for some of the richest, most well-fleshed-out and beautiful environments I’ve ever had the pleasure of journeying through in a platformer. Each of the game’s six different islands is alive with its own atmosphere, feeling, and wildlife and each one feels like a game in themselves. The themes here are naturalistic and based on real-world natural biomes (for the most part), and fit Donkey Kong’s world supremely well while also being more creative and lively than your typical themed worlds. This is Retro Studios, so it goes without saying that Tropical Freeze boasts beautiful visuals and art design and incredible detail and depth when it comes to the environments. But saying it this way doesn’t do Retro’s first HD work justice. Small animals in the far background of levels are animated, backgrounds stretch way into the distance and are fully-modeled and detailed with imposing cave-sprinkled mountains, tropical islands, and deep caverns full of torchlight and castles. In just about every level, I want to jump into the background and explore, and each background feels like the world of an entire adventure game in itself. It’s marvelous. Each level in the game is like a new present on Christmas morning, with each new loading screen prior to a level filling me with giddy anticipation for what new sights and experiences awaited. A forgotten mangrove forest in the middle of the ocean full of wrecked planes, submarines and ships is one hell of a memorable opening world, and by the game’s second world, a majestic autumn-time wonderland themed after parts of western and central Europe, I was already in love. If the game had ended there, it would have been enough. Then the first level of the third world had me almost tearing up with its beauty and inventiveness.

                The level designs themselves are fantastic. The minecart levels, despite there being an unfortunately small number of them, are the best in the series. Levels feature unique new designs and themes as well as ones inspired by DKC 1, 2 and 3, although not in a pandering way, but in one that builds and expands on those old ideas (the entire second world in particular and my personal favorite, Autumn Heights, feels in large part like a homage to Donkey Kong Country 3: Dixie Kong’s Double Trouble, which I was surprised by given that game’s relative lack of popularity). I plan on making a separate post here listing out some of my favorite levels in the game, so I’ll save the details for later, but for now some of my favorite levels (besides the sublime savannah level I mentioned earlier) include a thrilling log-plume ride through a sawmill during a thunderstorm, a harrowing romp through a scorched wilderness set on fire, and a beautiful Limbo-esque silhouetted climb up an avalanche. 

Tropical Freeze's worlds and levels are superbly designed and rich with beauty
                Besides the original DKC trilogy, Tropical Freeze notably takes inspiration from many great platformers throughout the years such as the Super Mario series, DuckTales, the Sonic the Hedgehog series, and Rayman Origins. Some might call it “ripping off” in some areas, especially when it comes to elements like the way Cranky Kong uses his cane to bounce around a la Scrooge McDuck, but the game uses these ideas in conjunction with its own to create something special with its own unique feel. Actually, Tropical Freeze feels somewhat like a conglomeration of ideas from all the best platformers throughout history mixed with its own original ideas. The result is simply a supremely well-designed game that is absolutely joyous to play and experience. And then there’s that soundtrack…

                That David Wise soundtrack. As one of the composers of DKC1 and DKC3 and the sole composer for the absolutely stellar soundtrack to Donkey Kong Country 2, this was perhaps the element of Tropical Freeze that I was looking forward to the most. Very rarely are my expectations exceeded like they have been with the phenomenal work Wise has done for this game. Perhaps it wouldn’t be right to say he has surpassed DKC2’s score, but he’s certainly equaled it in terms of magic and wonder (only losing out in terms of nostalgia, but that will come with time). Donkey Kong Country Returns, which Wise did not compose for, had mostly straightforward updates of classic tunes from DKC1 that were designed to evoke nostalgia, but for Tropical Freeze Wise chose to compose mainly entirely new tracks, while using remixes and new compositions of old favorites sparingly and often in more creative ways, like hiding samples from classic songs in new tunes. I’m all for this choice, as the overly familiar OST of Returns was just a bit boring to me (as great as those classic songs are). There are only a few straight updates here, a beautiful update to Aquatic Ambiance being one of them, while the rest are all original pieces. The only update to a classic that I really wanted was Stickerbush Symphony, my personal favorite DKC2 track (and I’m sure many others’ as well) and…well, Retro kind of screwed up here. Retro, I love you, but I just have to ask: why didn’t you put the Stickerbush remix with the bramble level you created? Both a Stickerbush Symphony remix and a bramble-themed level are here, but bafflingly are not put together. The remix of Stickerbush Symphony is nice, although in truth I didn’t even recognize it at first; it’s more of a different take on the song like the Super Smash Bros. Brawl remix (although more faithful in feeling than that one) than a straightforward orchestrated update of the original, which is kind of what I was hoping for in this case, but really any version of this song is great, especially a new version from the original composer himself. The really odd thing though is that the remix of SS is used as filler music for the beginning and ending of one rocket barrel stage that has different music for most of the level. Maybe this is some kind of purposeful troll on Retro’s part or simply an oversight. While I know I’m asking for fan-service here, including both a return of the bramble level theme and a Stickerbush remix in the game is already fan-service so why aren’t they paired together? It’s a nitpick, but as such a huge fan of the original bramble levels and music in DKC2, it’s something that stood out to me and was a bit disappointing. But enough of that. I really can’t praise David Wise’s work on this soundtrack enough. The man is a beautiful human being and instead of failing to really describe how much I love this music, just have a listen to Mangrove Cove, Windmill Hills, and Amiss Abyss. Those are three songs that I love, but I have many other favorites. There’s really not a single track that isn’t stellar in its own way.



                You may have noticed that I haven’t really said anything bad about this game (besides the Stickerbush nitpick); in fact, this review has been almost entirely glowing praise so far, hasn’t it? Well, that’s because I really love this game, if you can’t tell, and I really don’t have much bad to say about it. I do have a few issues though, and one of them has to do with the controls. Now, unlike in DKC Returns, Tropical Freeze gives multiple control options, so if you don’t like shaking a stick to roll, now you can use buttons! I thought this would be a great thing, but then I realized that I actually found the Wii remote and nunchuk to be the most comfortable out of all the control schemes, and it was also the one I was used to from Returns, and I even realized that I actually like the motion stuff! Well, kind of. I actually think that the kinetic and active nature of wildly air-drumming with the Wii-chuk combo lends itself well to DK’s ground-pound move as well to pummeling bosses in the face after one of the game’s terrific boss fights. I even like giving the Wii remote one quick shake to do a roll. It just feels good. I enjoyed this in Returns as well and across both games, there were only a few rare occurrences where the motion control led to a screw-up (such as when I want to ground-pound, but haven’t let go of the control stick yet and accidently go rolling off a platform and into a pit, but this is more an issue with two actions being mapped to the same control input than motion control). However, there are a few areas where the motion control seems to fail me. I found dashing with Rambi the rhinoceros, which is required frequently in the levels that involve him, to be an awkward exercise. Shaking the Wii-chuk in short bursts is all well and good, but it gets tiring constantly flailing one’s means of controlling a game for a long period while dashing, while also remembering to press buttons on the instruments of said flailing, make precise jumps, and avoid obstacles. Also, this might not even be an issue with the motion control, but Rambi’s momentum seems incredibly wonky, especially when dashing and jumping, which led to many deaths. All this makes the Rambi levels (which are very few and far between) some of my least favorite in the game, which is a shame because they’re otherwise very thrilling, well-designed, and should by all accounts be some of the funnest levels. I also feel that a precisely-timed Wiimote shake being one’s only means of attacking underwater (sans Cranky Kong’s cane swipe) isn’t ideal and felt a bit janky to me.

                Speaking of swimming, what a great and convenient segue to lead into my only big complaint with Tropical Freeze, and even this one is ultimately trifling when it comes to the experience as a whole. As someone who has always actually enjoyed water-based levels in platformers and the atmosphere that they bring, and with the DKC series being known for its memorable and wondrous water levels, I was actually thrilled that they were bringing back swimming in Tropical Freeze, and had missed it in Returns. Swimming in Tropical Freeze feels fluid and fun, the game’s fully underwater levels are mostly well-designed and backed by beautiful music of course, and in short bursts (such as the levels that involve pools of water but where it’s not the focus), the swimming overall works great. Unfortunately, one irritating design choice puts a serious damper on the levels that take place almost entirely underwater and I’m sure by now you can guess what it is: yep, the air meter. In the classic DKCs, just like in Super Mario games, Donkey Kong and his friends could hold their breath forever, but now Retro decided to go all realistic on us and add a tiny air meter that rapidly empties, leading to a group of apes that is even more water-phobic than Sonic the Hedgehog. What’s worse, in the depths of the abyss, the only way to refill air, which again one must do constantly, is by using air bubbles also similar to Sonic games, and those air bubbles are annoyingly spread fairly thin in some of these levels. Put bluntly, there’s just nothing good about the air meter. One of the central charms of the water levels in classic DKC games, especially the first one, is their peaceful, calming nature. The water levels in Tropical Freeze are beautiful and I want to take my time and explore them and enjoy that sweet, sweet David Wise soundtrack, but I have trouble doing this when every ten seconds or so the annoying air meter starts beeping and completely shatters my immersion. This design mechanic is in stark contrast to the serene music and atmosphere of these levels. Similar to the timer in Super Mario 3D World, the air meter adds nothing to the experience and takes away so much. It might add a minimal amount of challenge, but it mostly just adds irritation and wastes the player’s time when they have to rush backwards in a level to find the last air source that they passed, or otherwise hamper their enjoyment of a level by forcing them to rush forwards through it. Even if one argued that the air meter adds a paltry amount of added challenge and a touch of realism, the sacrifice in atmosphere and enjoyment in these levels just isn’t worth either of these things. The air meter just feels really out of place and I wish it’d never made it into the final game.

I love this level; I just wish I didn't have to worry about that tiny blue bar in the upper left corner
                But in the grand scheme of the experience, my complaints with controls and the air meter are ultimately trivial. Even though I feel as though the developers chiefly had the Wii remote and nunchuk in mind when designing the game, several other controller options are available and you might like them better than I. I simply wish that the moves delegated to motion control could have been mapped to either the C-button on the nunchuk or the Z-trigger on the Wii remote as both of these buttons are used for the same action (grabbing) and thus one of them could have easily been used for the actions that require shaking (with the other one still being for grabbing). Perhaps ground-pounding could still have been mapped to shaking the Wii-chuk, and rolling, dashing with Rambi, and the swimming attack could have been delegated to one of these two buttons. This easily possible set-up would create the ideal control scheme for the game in my opinion. As for swimming, there’s only a handful of fully underwater levels in the game and all of them are contained in the same world, so their grievances were quickly forgotten when I was hopping and bopping back on dry land again. Not only this, but upon revisiting the underwater levels, I found that once I was familiar with their layouts, the air meter mechanic became more manageable (but still annoying) and I was able to enjoy them more. The levels of course should be enjoyable on one’s first run-through and this in no way pardons the air meter, but it’s worth mentioning.

                Donkey Kong Country: Tropical Freeze is a stellar experience. Not only is it a fantastic adventure in its own right, but it subtly improves on just about everything from its predecessor, Donkey Kong Country Returns. The additions of Dixie Kong and Cranky Kong alongside the returning Diddy Kong are great and all of these partners for Donkey Kong bring useful and fun abilities to the table in the single-player mode (to say nothing of the added variety that they bring to the co-operative multiplayer mode, which I have not tried myself, either in Returns or in Tropical Freeze); having secret exits hidden in levels Super Mario Bros.-style is way more exciting than simply buying a key in a shop to unlock a bonus level (not to mention, spoiler alert, TF has a slightly more substantial secret world than just one level like Returns had); the already mentioned several different control options; and to my utter surprise, no Super Guide. I had to look this up while writing this review to make sure, but sure enough, Tropical Freeze completely nixes the crutch that Nintendo has usually been adamant about putting in most of their modern platformers. Now let me clarify, I actually don’t have much of an issue with the concept of Super Guide itself. While I do think even having the option takes away from the experience a bit and I always prefer just old-fashioned good game design to unsubtle hand-holding elements, I respect the fact that there’s an option for less-skilled players to skip a level that they are frustrated with or learn how to conquer it, especially in a challenging game like Tropical Freeze. What I don’t like, as someone who never touches the Super Guide, is that obnoxious, horrible, immensely nerve-grating, beeping, flag-waving pig from Returns that would appear at a checkpoint after just a small number of deaths and every single subsequent time that I screwed up, reminding me that, “HEY! YOU CAN USE THE SUPER GUIDE!!!”. “THANKS, PIG! I KNOW! AND I DON’T WANT TO! NOT NOW, AND NOT EVER!!!” This was especially awful on the incredibly challenging bonus levels in Returns. Seeing and listening to that pig over and over and over again tripled the frustration, at least. All I ask for when it comes to Super Guide is an option to stop it from ever appearing at all, but I’ll also accept just not having it in the game period (although that pig still hangs around at checkpoints and peeks around corners to give the occasional button prompt, but as long as it's not waving a flag in my face, I'm cool with it).



Tropical Freeze has, what I feel, is the perfect challenge level for a platformer like this. It feels very fair, and with the exception of the fully underwater levels, was never frustrating for me. My failures were almost always my own fault, and cheap deaths were rare during my playthrough. There were a few trial and error situations in the normal levels, but not many, and less than in Returns from what I remember. I didn’t find the difficulty in Returns to be as harrowing as some, but it did certainly get very brutal at times (and thanks to that pig, quite frustrating). I found Tropical Freeze to be much more manageable, while also still providing plenty of challenge. The hidden temple levels from Returns return in Tropical Freeze, and while they are still a great challenge and involve a few more moments of trial and error than standard levels, are far more manageable than the ones in Returns and far less frustrating. Also, mine-cart and rocket barrel levels are no longer a one-hit kill scenario in Tropical Freeze like they were in Returns, giving the player two hits this time before they go down, and this too is a smart improvement (and there’s always the unlockable hard mode if you still want that unforgiving challenge). And even though there is no Super Guide, there is still plenty of help in Funky Kong’s shop if players need it; for just a few banana coins (which are plentifully available in each level), players can purchase a heart that adds an extra hit-point, a balloon that will rescue them from a pit, and much more. One can even collect figurines of every friend and foe in the game (but I just have to ask: what the heck is up with Funky Kong’s “voice” in this game?). If one aims for all the game’s collectibles (which are worth it just for the thrill of the hunt and also to see the game’s gorgeous concept artwork, which contains a lot of unused ideas that I would have loved to have seen in the game; perhaps they’ll influence a sequel?), there’s a lot of trial and error in Tropical Freeze, but this mainly comes from going for all of the game’s well-hidden puzzle pieces (as opposed to the collectible K-O-N-G letters, which are often easier to nab). Finding and acquiring everything certainly takes patience and while I don’t mind this kind of thing, I respect that others don’t have that kind of patience. The reason I don’t mind is because I was thrilled to have an excuse to go back and replay levels over and over again thanks to their excellent design and music, and just how damn wonderful the game feels to play. The game is really as difficult as one makes it: if you just want to get to the end of the game, it’s a very fair challenge; if you want to collect all of the K-O-N-G letters to see all of the hidden levels, it’s difficult but very manageable; and finally if you want to go for all of the puzzles pieces to unlock hidden artwork, it will take time, but it’s a rewarding journey (and Squawks the parrot is there to help you out if you need their help as an item that can be purchased in the shop). A level’s K-O-N-G letters have to all be grabbed in one go and are usually easy to spot but sometimes tricky to acquire (and then make it back in one piece), whereas the puzzle pieces can be acquired one by one and are usually more well-hidden. I think that this duel system of collectibles is genius. And even beyond these main collectibles, Tropical Freeze is a game that rewards the player at every corner. Pulling an object out of the ground here and doing a ground-pound there, grabbing every banana clustered together in a certain part of a level, investigating a suspicious piece of scenery…players are almost always rewarded for their curiosity with a banana coin, an extra life, a puzzle piece, or something else.

I’ll say it once again, Donkey Kong Country: Tropical Freeze is marvelous. There’s just not much more to be said now than if you’re in a position to play it (that is, if you own a Wii U), you should play it, especially if you’re a fan of platformers. Tropical Freeze evokes the magic of Donkey Kong Country 2 while also being entirely its own experience and creating its own brand of wonder. Donkey Kong Country Returns is a fantastic game but it felt like it was largely concerned with paying homage to the first DKC game. Tropical Freeze feels more like its own, original game and similarly to DKC2, it branches out into creative new worlds and feels like a real adventure as DK and friends travel to places beyond DK Island. The only thing that seems to be missing is the other animal buddies besides just Rambi, and while I’ll admit that leaving them out does take away a big aspect of the old DKC trilogy’s identity, when the platforming is this well-constructed, I just find it easy to overlook this. The Retro Studios DKC games are simply a different beast, and when they’re as damn good as they are, that’s totally fine with me. Retro, I’m sorry I was ever disappointed by you in any way. If you choose to make a third DKC game, or if you are already working on it, I will eagerly anticipate it when it’s announced.

But seriously, that David Wise soundtrack though.