Just beat the game, figured I'd jot down my thoughts.
PROS:
1.
Music: David Wise is a musical genius yadda yadda yadda. Nothing could be said here that we don't already know. This will probably go down as the best soundtrack of the year.
2.
Level Design: As with DKCR, this is top notch level design...when not dealing with #1 in the cons below. When the game is being fair, it's a complete pleasure to play through.
3.
Secrets: The amount of hidden puzzle pieces, secret exits, and
is great. Not only are there plenty of things to do after beating the game (including time trial), but the secrets are very well hidden. It will probably take me a long, long time to 100% this game, and I'll probably resort to using a guide or two.
4.
Art style: Retro is the king of atmosphere, and here they show they can keep a lighthearted touch with some really nice graphics. The general aesthetic is beautiful, and on an actual TV instead of my computer screen the colors practically fill the room.
5.
Controls/Physics: You definitely feel like a heavy ape, in a good way. The exception here are the water levels. Man, the swimming controls are awful in this game...
6.
First Level in the Savannah World: The stage that EatChildren made a thread about a few weeks ago. I think it might be my favorite platformer stage ever...I was so impressed from the beginning to the end of that level.
CONS:
1.
Cheap Deaths: I know many here will be like "No, this is a hardcore platformer like the old days! It's not cheap it's just difficult!" I disagree. For example, compare this game to the last level of Super Mario 3D World. In 3D World, the last level is incredibly difficult. It's probably the hardest Mario level yet. However, at every stage of the level, you know exactly what you need to do. There aren't any tricks hiding behind any corners, nor any memorization or "AHA! Bet you didn't see that coming" nonsense. It's just perfectly crafted difficulty that requires precision platforming skills.
This game, on the other hand, just throws things at you and asks you to forgive them because "Oh, well at least now I know that the platform will randomly jump" or "Oh wow, I guess I was supposed to grab the LEFT side of the vines." That kind of thing is fine if you're going for puzzle pieces or KONG letters, not to just play through the level. It's pseudo-difficulty and bad design. It's not really a problem until the latter half of the game, and especially in the last world.
2.
Lack of Variety: I feel like most of the worlds had the same aesthetic to them. I know there was a savannah world, and a mountain world, etc. but they all felt the same to me. I think it's because of all the trees filled in every world. I don't remember having this feeling with DKCR. In fact, the only levels that weren't covered in trees and shrubbery in this game were the ones in the last world...taken from DKCR.
All in all, I think Retro has crafted another fantastic platformer. I don't think it quite reaches the heights of DKCR, though, mostly because of the 2 reasons mentioned above. However, the game is still worth every penny and I haven't lost any faith in Retro as a studio. I can't wait to see what they'll be making next.