Donkey Kong Country: Tropical Freeze
In 2010, Retro Studios released one of the greatest 2D platformers of all-time in Donkey Kong Country Returns. Now I dont know the inner workings of the studio, but playing the sequel Tropical Freeze, I have to imagine the main design philosophy was, lets do that again, but better.
A quick glance of screenshots or even videos, you might be hard pressed to see the difference. Its a nice enough lookin game, busy with highly detailed animations and architectural elements working together, although its clearly made on the Returns Wii engine, with a nice HD sheen. The lighting has improved, and DKs fur is furrier than ever, but if you played the original you know what to expect on that front.
Donkey Kong still moves with the hefty mass a tie-wearing gorilla of his size should carry. While not quite as nimble on his feet of his former rival Mario, controlling DK is still highly enjoyable. He explodes onto each level with a screen-shaking slam and a howl of domination, and it really sets the course for the entire game. When he lands from barrel blast, a cartoony explosion under his feet comes out, and when he hops on enemies theres a deep bass plomp sound aided by a super addictive and rewarding higher-pitched bop that comes out of your controller that gives you a real sense of how powerful this anthropomorphic monkey is. The roll jump feels better than ever, now more dependable with the satisfying tactility of a button press, DKs natural slow acceleration giving way to sudden bursts of freewheeling momentum.
The feel of controlling a force of a nature is further reflected in the level design proper. Unlike the mostly static environments of Rares DKC trilogy, Retros interpretation of the franchise has some of the liveliest 2D platformer stages youll ever see. You regularly interact with the background elements, and your actions frequently and dynamically change up the landscape of the world. The stages are cleverly choreographed calamity, feeling much like the best kind of action movies; intricately painstakingly crafted to look as wildly chaotic as possible. The stages have various peaks and valleys, switching between ideas at the benefit of the pacing. They build logically and organically, the elements foreshadowed in the background coming into play in the future, the new elements youre introduced to gradually building into a grand climax or combination. Theyre real marvels of game design, as one level theyre full of areas and avenues to slow down and explore, yet all the enemy and platform placement has been distinctly designed for speed runs(as the Gold Medal Time Trial videos expertly display). This multi-purpose structure opens the doors to a variety of play styles you can choose or switch between on the fly, reacting and adapting to whatever new obstacle the game throws at you.
The ever-changing level design is aided by the dynamically-shifting tunes of David Wise, the original composer of the DKC trilogy brought in to sprinkle his musical magic on us mortals. Hes generally in a bit more happy mood ala his Diddy Kong Racing and DKC3GBA soundtracks, but it fits the more celebratory and lively Retro games. From the Switzerland Alps to the depths of the oceans, the burning Savannah and the dark caverns, the songs are a perfect match to the environments and the atmosphere Retro wants to convey.
Irate Eight flips back and forth from a ponderous Yamamoto Metroid Prime style to the frantic escape remix of Wises Lockjaws Saga. The already popular
Grassland Groove grows and shifts with the three tiers of the stage design, before combining its previous sounds into one climatic explosion as the level nears its conclusion and combines its own platforming elements.
Amiss Abyss matches the classic Aquatic Ambience for its soothing melodies that capture the mysterious and wonderful sea of serendipity you often find yourself in this time around.
All these elements combine into an incredibly polished and cohesive experience. Theres not really a whole lot wrong with it, except in never escapes the feeling of familiarity. Many of the above elements are regularly apparent in Returns, and if the visuals are a bit shinier, the vehicle sections a bit more forgiving, Dixie floats a bit higher than Diddys jetpack well
not exactly back of the box feature toting material. Its very expected in its excellence, how could it not after taking so much of what worked in the last game and doing it again? I dont mean to belittle the well-honed mechanics and creativity on display here, but even at its wildest moments, I couldnt help but simply nod my head and smirk of how it reminded of a similar section in the last game, instead of being overwhelmed by its inventiveness and execution. I feel like theyve taken this formula as far as they could go, and now theyre only repeating themselves in incrementally improved variations.
The above paragraph is really just me trying to figure out why Im giving this game a 9/10 instead of the Full Monty. Its only more top of the line 2D platforming awesomeness, some of the very finest ever made and well worth your time and money if youre any of kind of fan of the genre. If its qualities never shock or surprise the experienced gamer, this doesnt negate the qualities themselves too much, does it? Whether its more DKC, Metroid, or something else entirely, Ill take whatever Retro has on the menu, even if I have an pretty good idea how its gonna taste.
9/10