LTTP: Donkey Kong Country Returns

First off, let me say that this is my first Donkey Kong Country game. I haven’t played many platformers, let alone 2D platformers, so going I thought the difficulty would be akin to something like Mario Galaxy.

Boy was I wrong. I’ll begin with the one huge point about the game that I didn’t like, which was the difficulty. Though I was smiling my whole way through the first level, I must have died around fifteen or so times in total. Going through World 2 I couldn’t place my thumb on why I was finding this game so difficult. Am I really bad, or is the game designed poorly in some areas? By the end of World 3 I had figured it was a combination of both. I’m not that great at timing a series of jumps together, and I tend to slip up in tense situations which causes me to panic and do something wrong – thus getting hit or dying. Often times I misjudge a jump, pressing the A button too early or too late. I feel like it’s mostly me sucking.

That being said, it seems to me that the game is unfairly difficult at times. Checkpoints are either too scarce or not placed well. Yes, the individual levels are short, but often times I feel like the check points come in aggravating places. On some levels, like a minecart level in World 4, I’d have to go through a long series of fast, complicated jumps and then I’d die from something random afterwards. The checkpoint starts me at the beginning of the level, having to do all those jumps again with the strong possibility that I’ll waste a couple more deaths trying to successfully complete the same run. Sometimes I find that DK’s controls aren’t precise enough. Occasionally you’d encounter short platforms with enemies on them. Jumping on these platforms, you don’t have a lot of room for error to not get hit. One slight screw-up will knock a heart off your health; I find myself losing hearts in many such scenarios. You can still get hit even if you’re coming out of an animation, like a jump or a roll. I swear there are some points where enemies spawn at in an awkward place on a platform you’re about to jump on, causing you to get hurt (or die) when you land. Here or there the game will make you rely on imprecise methods of control to get you through a level. A longer press or a shorter press of the A button for a high or shorter jump. If you hold down the A button for a microsecond longer than you’re supposed to, you’ll jump too high and die.

I didn’t like the rocket barrel... too imprecise for me to have fun. The one level in World 4 where you have to control a rocket barrel through a cave of bats...it was the first time I used Super Kong to get through a level. When I saw what you had to go through the rest of the level, I realized there wouldn’t have been a way for me to complete the level without dying forty or fifty times. It’s like they included Super Kong because they knew some levels were just too damn difficult (I know that’s not why they included it, but still). If I feel like I have to resort to Super Kong to finish a level, then it’s gotten to the point where the game is more frustrating than fun. Also, the way they tell you about Super Kong is really annoying. “Hey! We know you’re sucking! Here! Try this out!”

But enough bitching about the difficulty. Let’s move on to stuff I liked about it.

The art direction in this game is fantastic, and completely overcomes its subHD nature. I think what I loved most about the art direction is the colors. There are so many, and they’re everywhere! Certain colors dominate different worlds, like red for World 8 and green for World 1, but each world employs a wonderful chromaticity. The colors help to make the game feel more lively and visually interesting. It’s fun to simply look at the levels. I think this is most evident when you’re playing a level where DK is a silhouette, his red tie contrasting wonderfully with his black body, like Sunset Shore.

The level design is great for the most part, especially how the background can sometimes interact with the foreground, like the level in World 2 where you have to hide behind barriers to avoid getting hit by waves. For a game that essentially has you going from left to right, Retro was able to include so much stuff to find without impairing the main platforming and the overall flow of the levels. The game knows how to vary things up as it changes environments, such as plants to smash in World 1 and statues to smash in World 3. However, I do think some of the level design comes off as being close to trial-and-error. These were situations where I felt like the game didn’t give me time to react or think about a situation, causing me to die. To me, the frequency of these situations increased as you progressed through the game. The levels sometimes throw a ton of things at you at once, and I’m not sure what I need to pay attention to.

In Mario games, typically I ignore the gold coins because whatever value they offer isn’t worth much to me...unless I’m low on health. Then I collect them as much as a I can. In DKCR, though, you want to get as many banana coins as you get your hands on because they’re used to purchase stuff like an extra heart, banana juice, Squawks to help you find puzzle pieces, and extra lives. You can even unlock a level by purchasing a special key for each world. I think this is an excellent system for a platformer because it encourages exploration to find banana coins. DKCR has some great replayability. In all levels there are KONG letters to get and puzzle pieces to find. Getting these items can be fun in their own right because they’re often coupled with the great level design. For example, I was using Squawks to find puzzle pieces in the second level of World 1. I eventually figured out that you had to backtrack with the Rhinoceros to get to the puzzle piece. Finding some of the pieces can be a bit vexing, though. Specifically those that require you to complete mini-games to get them. The game doesn’t give you an option to try the mini-game again, so you either have to die to get another chance or start the level over, and this can get tedious. The rewards for getting these items are fabulous. New stuff in the music and art galleries, as well as whole new levels!

I’m a bit mixed with the controls. I wasn’t a huge fan of the blow mechanic (from what I know of Tropical Freeze, this has been removed). It just seems underpowered compared to most of what DK does. I do like how heavy he feels, but sometimes I think he’s too imprecise and heavy for some of the more complicated, stringent jumps he has to perform. I also find the motion controls to be tacked on; I feel like I have to go out of my way to use them even though I need them. They can also get a bit annoying when you’re trying to do a ground pound versus a roll. One slight nudge of the analog stick to the right or left will send you rolling off the side.

I had fun with some of the bosses, but not all. The ones I didn’t have too much fun with I felt like had a trial-and-error process to know how to fight them. The last boss was one such case. When he did that swiping attacks with his hands, I had no idea what to do. In hindsight it seemed obvious, but...yeah. Another aspect that bothered me about some bosses was that you had to go through the cutscene or whatever came right before if you wanted to fight him again. Just let me fight the boss. The sound design in the game is superb and adds a wonderful sense to the atmosphere. Everything squeaks or squawks just like you’d expect on an island full of animals. I also greatly enjoyed the humor of the game. I laughed when, in the beginning cutscene, one of the Tiki members tries to hypnotize DK and he just looks at the camera. There’s some humor in the levels too, like the mine cart level in World 3 where an enemy brings out this huge bomb in the foreground only to have him crash before he can throw it. Cranky is hilarious in his own right.

Overall, Donkey Kong Country Returns is a good game. If you’re a Wii U owner and haven’t played this, I recommend picking it up. Currently trying to find as many puzzle pieces as I can. I just hope Tropical Freeze is a bit easier.
 
DKCR is meant to be difficult by design. The first world is basically the tutorial world. Everything is easy in the first world. Difficulty skyrockets from then on out since you should already know how to do things by then. It's not a poor design choice. Dying afew dozen of times in a single level is very normal.

Try the first DKC on the SNES (it should be on the VC store). The mine carts will drive you nuts. Now that's difficult!

Edit: Btw, I am an experienced player when it comes to 2D platformers and sidescrollers. I have been playing those since the NES days.
 
I just hope Tropical Freeze is a bit easier.

Please god no.

Keep the optional easy mode from the 3DS game if you want, but if TF is easier than Returns from a level design standpoint, I would be sorely disappointed and it would ruin one of the games I'm most looking forward to this year.
 
thats actually a good question: whats the diff between the 3ds and wii version

8 new levels, a new easy mode where you get three hearts instead of two, new, helpful items in Cranky's shop in easy mode, and it runs at 30 FPS instead of 60 which the Wii version ran at.

Please god no.

Keep the optional easy mode from the 3DS game if you want, but if TF is easier than Returns from a level design standpoint, I would be sorely disappointed and it would ruin one of the games I'm most looking forward to this year.

Tropical Freeze has basically been confirmed to have an easy mode. In the trailer it showed gameplay where you have two hearts, where with the E3 demos you always have three hearts.
 
I think it's probably better for Nintendo to have a harder platformer series than their other stuff.

I am glad DKCR shoves me around sometimes. It keeps me interested.
 
couldnt get into the waggle controls at all, so 3DS version for me. What a great game, dont give a damn if its 30fps
 
Amazing game. My brother got the Wii version when it was released but I could never get into it because of motion controls. Then I bought the 3DS version some time ago and everything clicked perfectly for me. Somehow Retro got some of the Rare vibe while doing a lot of cool new stuff true to the spirit of the series. I loved the difficulty since it was very unforgiving in the old-school style and the 3DS version has the option for Easy mode.

Some minor complaints would be Diddy not baing playable in single player, most of the music was just the old OST remixed (which will be fixed in the sequel thanks to Mr. David Wise) and the lack of underwater levels/more animals to ride.
 
One of my favorite games of all time (either version, waggle doesn't bother me). Pumped beyond words for Tropical Freeze.

The game isn't poorly designed or unfair though. It's just that hard. It's a traditional platformer in the sense that it rewards precision and snap decision making. You have to be self-confident to play games like this.
 
The only time I thought the game was strictly unfair was the final boss, specifically how you got straight fucked out of Diddy if you died once. Every other boss in the game lets you get him again if you die, but the final boss made it so you cut your survivability chances in half if you die once.

Have some way to get a barrel, even if it's stupid and risky, without having to do the entire level again.
 
Tropical Freeze just needs the option of an easy mode, just like hand held Returns. The difficulty in Returns was just right for me and every single mine cart and rocket barrel in the game was a high point for me. With just a single button press to ascend I can't imagine the controls on the rocket to be anything but perfect.

I will say the only thing I really didn't like about Returns were the majority of the bosses. The original Country had some pretty super generic bosses, just big versions of regular enemies, so it's certainly a step up. I guess every single new one except the last boss and crab pirates just were not pleasing to me aesthetically.
 
One of my favorite games of all time (either version, waggle doesn't bother me). Pumped beyond words for Tropical Freeze.

Yeah me too. I hope the developers at Retro aren't too put off by the internet rage that occurred when the news broke that they were making another Donkey Kong game. The first was brilliant, there's no reason Tropical Freeze won't be. Fuck it, I hope they do a Donkey Kong Country Returns trilogy.
 
Waggle aside, the controls are anything but imprecise. It's an extremely solid platformer. Nothing wrong with the enemy placement, either. I understand it might be frustrating if you're having trouble executing at the level the game demands, but don't be so quick to blame the design; DKCR is very, very well-made.

Video games aren't a passive hobby. They require a certain level of coordination to enjoy that is easily achievable by anyone through practice. You have to pay your dues, basically. It took me over a year to beat Super Mario Bros. when I was 6 years old because I was an uncoordinated spaz. I'd get nervous around enemies and would swing the controller in an arc when I jumped, somehow hoping it would help Mario get farther. At some point I got better.
 
Let me be the first person in the world to say that waggle-to-roll sucks.

I'm playing through it for the first time as well and I largely agree with you. I'm not used to trial-and-error gameplay with such tight margins. Especially the goddamn minecart levels. Luckily the game seems to be pretty generous about giving away lives (and saves them in your file!)

I also think Squawks is way too expensive, considering you would have to buy one for every level you can't find all the puzzle pieces in, if you miss any in an attempt you have to buy another one, and he's not even that helpful (only tells you the vague location of a piece). I'm still missing one piece in 1-1 and I've scoured the whole damn level like 15 times. (Yes I know I could just go to GameFAQs but where's the fun in that?)

The first DKC was one of my very first video games as a kid and it's interesting to remember how hard I found that at first too. I couldn't even get past the first five levels to the first save point for a really long time. But I kept practicing for so long that eventually I was able to breeze through almost every level because I had internalized the timing so well. I wonder if DKCR is harder than DKC or if I've just gotten rusty at platforming.
 
The weirdest thing about DKCR's difficulty is that, despite the heart system which allows you to be hit multiple times before you die, none of that matters because you still die in one hit on the minecart and rocket barrel levels...aka THE HARDEST LEVELS IN THE GAME. I'm glad Tropical Freeze is doing something about that and allowing a crash or two...because even the original trilogy wasn't that brutal.

Anyway, Donkey Kong Country Returns single-handedly saved my waning interest in video-games when it was announced. However, as good as it was, it always seemed like a segue into something greater. We wanted water levels! We wanted a snow world! We wanted hi-definition! We wanted more Kongs! We wanted a David Wise soundtrack! A sequel seemed absolutely necessary, and voila! We're getting one with all those things and more. So now I can better play DKCR for what it is...knowing that any shortcomings will be present in Part 2 of the Second Coming.

(P.S. Cliff was an awesome world.)
 
This game had perfect difficulty, you just need more practice OP. One of the best games of this gen, and one of the best 2D-plattformers in the last 20 years imo.
 
I thought some portions of this game were pointlessly difficult (the terrible rocket areas) while others were wonderfully so. Probably the worst DKC game but still very good overall.
 
Definitely the second best platformer of this generation. Right behind Super Mario Galaxy.

There is no such thing as cheap design in a Retro Studios game. Everything is entirely YOUR fault.

On a side note: Tidal Terror is one of the best levels ever. And the factory was one of the best worlds ever. God I hope Tropical Freeze has something that outdoes them both.
 
I thought some portions of this game were pointlessly difficult (the terrible rocket areas) while others were wonderfully so. Probably the worst DKC game but still very good overall.

I found the rocket areas easy. Maybe you just suck :P No but really I liked DKCR. It was somewhat difficult for me too when I played it on Wii back in 2010 but now with the 3DS port it has been much more manageable for some reason.
 
Funny enough I seem to be one of the few that never minded the rocket and minecart levels. I enjoyed the throwback to straight out Battletoads, except amusingly enough still not as hard as Battletoads. Just enough to be nostalgic.

I do agree the game should have included classic controller support for those who wanted it. But I came away feeling the real secret was playing with the wii remote in NES pad orientation was not the optimal configuration. Using wiimote + nunchuk felt like what it was designed around. Much easier to perform snap-to-roll and pound with two hands free. Plus I felt DK handled better with the nunchuk thumbstick, due to his intentionally heavy, inertia-based behavior.
 
I really would love even a straight port to Wii U. Just remove waggle to roll and give me 60fps please, I'm not choosing between those 2 evils. Or I guess I can just wait for Tropical Freeze =/
 
Absolutely loved that game! I surprised myself that I kept playing it after I finished it to get all the KONG letters and do those hard extra levels. Only mirror mode was a bit too much for me.
 
I like everything about DKCR except for the puzzle piece fetching. Not only were there entirely too many fucking puzzle pieces scattered about each level (as many as nine, if I remember correctly) but they were shittily placed, including many where you only had one shot per level try to get.

I also hated how the prize for bonus rooms was always a shitty puzzle piece. Bring back DK coins and the ability to unlock levels/worlds with them.
 
I would like to add that I hope the Tropical Freeze doesn't have any sounds coming through the Wiimote speaker. Some of the sounds are very satisfying to hear, and it's a disservice to have them come out of the not-very-good Wiimote speaker. Speaking of sound, I really like the music at the end when you complete a mini-game.

I really like how the levels react to what you do in them. The world isn't static. Statues fall, boats sink, you push a button and the paths open up before you. It makes the levels that much more fun.
maybe he meant first WORLD...
I'm not a boy, Viewtiful.
Yeah me too. I hope the developers at Retro aren't too put off by the internet rage that occurred when the news broke that they were making another Donkey Kong game. The first was brilliant, there's no reason Tropical Freeze won't be. Fuck it, I hope they do a Donkey Kong Country Returns trilogy.
I'm incredibly hyped for Tropical Freeze too. It's my most anticipated game this fall/winter.
Waggle aside, the controls are anything but imprecise. Nothing wrong with the enemy placement, either. I understand it might be frustrating if you're having trouble executing at the level the game demands, but don't be so quick to blame the design; DKCR is very, very well-made.

Video games aren't a passive hobby. They require a certain level of coordination to enjoy that is easily achievable by anyone through practice.
I disagree about the controls and enemy placement. The analog stick to move DK isn't as precise as I'd like it to be, and sometimes I'd jump onto platforms where enemies I can't see spawned, with me landing on them and getting hurt. I'm not quick to blame the design, but I know the point where a difficult game becomes frustrating. That's fine that the game's design relies on quick-decision making and whatnot, but that doesn't mean I'll like it.

As for practice, I wish I had that time to sink into it, but I don't. I don't see that as a good reasoning for the way the level is designed. I wouldn't mind the an optional easy mode for players like me. More options the better.
The weirdest thing about DKCR's difficulty is that, despite the heart system which allows you to be hit multiple times before you die, none of that matters because you still die in one hit on the minecart and rocket barrel levels...aka THE HARDEST LEVELS IN THE GAME. I'm glad Tropical Freeze is doing something about that and allowing a crash or two...because even the original trilogy wasn't that brutal.
Yeah. Wasn't a huge fan of many of those levels because one hit and you die.
(P.S. Cliff was an awesome world.)
I think Crumbling Canyon was my favorite level in the game.
 
I'm sorry but I just cannot agree with anyone who says the game has imprecise controls. Blame Miyamoto for the blow, it was his stupid idea. Of course, Retro being Retro, they found some interesting ways to use it and made the best of the bad situation Miyamoto put them in. Thank God Tenabe had the sense to remove it and add the plucking mechanic. Keep your nose where it belongs in EAD and leave everyone else alone Miyamoto, we don't need you crapping up any more games. The only downfall of the controls is a criticism of motion controls themselves, which is accidental movements. This always happen to me when I go to itch my nose. When it was first revealed, I was upset about the waggle roll, but it actually feels good to me, as does the groundpound. I felt like I was a gorilla tearing through the jungle. I absolutely will use the motion controls for Tropical Freeze. The rocket barrel controls do take some getting used to, but it's easy after that... It's all about rhythm. Speaking of Tropical freeze OP, it looks like they will have the "easy mode" from the 3DS port in TF, so hopefully you will have less frustration with it.

You asked the question of whether the game is poorly designed or whether it's you sucking. I won't say you suck, but maybe DKCR is just too challenging for you. The controls, enemy placement, and checkpoint system are all fair. You admitted to getting nervous and panicking in certain spots, so how is that the games fault? How is it the games fault that after completing a challenging sequence, you die on some random easy part? Other than the minecart and rocket barrel levels, I don't see how the game is any more trial and error than any other game. And even then, sometimes Retro will try to keep certain aspects of a game true to the source material to a fault. The minecart levels were the same way in the original trilogy. Metroid Prime was criticized for respawnning enemies, but that was a staple of Metroid games they weren't about to remove.

DKCR is tied for my favorite 2D platformer ever with Mario 3 and Mario World. But, it is not free of problems. After the mostly excellent bosses in the Prime series, DKCR's bosses were a let down. Some of them were kinda fun, but none of them wowed me like 90% of the non boss levels. And like many have said, the last boss is just cheap and unfair. Hopefully they will be better in TF... The seal looked more interesting than most the DKCR bosses, but still not great, but at least it gives me hope. Also, as mentioned already, the blowing mechanic sucks. But we don't have to worry about that for TF. Thirdly, the music. There were a few cool tunes and remixes but overall I found the soundtrack disappointing. Hopefully Wise will deliver the goods. Fourthly, the bonus rooms. They are so bland compared to the originals. And unfortunately it doesn't look like they are much improved in TF. And lastly, even though I had no issues, they should have had classic controller support or a non motion control method. Some people just simply do not like motion controls, so why penalize them? The game would be absolutely fine without them. I seriously doubt Retro would have been against the idea, but Nintendo has the final say of course.
 
The weirdest thing about DKCR's difficulty is that, despite the heart system which allows you to be hit multiple times before you die, none of that matters because you still die in one hit on the minecart and rocket barrel levels...aka THE HARDEST LEVELS IN THE GAME. I'm glad Tropical Freeze is doing something about that and allowing a crash or two...because even the original trilogy wasn't that brutal.

Anyway, Donkey Kong Country Returns single-handedly saved my waning interest in video-games when it was announced. However, as good as it was, it always seemed like a segue into something greater. We wanted water levels! We wanted a snow world! We wanted hi-definition! We wanted more Kongs! We wanted a David Wise soundtrack! A sequel seemed absolutely necessary, and voila! We're getting one with all those things and more. So now I can better play DKCR for what it is...knowing that any shortcomings will be present in Part 2 of the Second Coming.

(P.S. Cliff was an awesome world.)

What's this we stuff? I didn't care about any of that, all I wanted was another 3D Donkey Kong platformer like DK64 but they made another 2D platformer instead.
 
I disagree about the controls and enemy placement.
Not everything in the world is subjective. You can definitely not like it, that part of it is entirely up to you, but whether it's well-made or not isn't really in question.

I played the entire thing on just the wiimote alone. Felt like a dpad game to me.

I'm glad that some developers still make games with a decent challenge. There's a tense atmosphere and a tiny little rush you get when playing a game like this due to the high risk of failure that you absolutely don't get in AAA, over focus-tested titles. Plus don't forget there are a lot of people out there who play well enough to never reach that point of frustration you know so well, which is highly subjective from person to person. I personally finished DKCR over the course of a week or so, playing each day, with a ridiculous number of lives; a bit short of 100 iirc. I can fire it up and take a look.
 
I didn’t like the rocket barrel... too imprecise for me to have fun.

Ugh I didn't like those stages either and I really hope that they don't return in Tropical Freeze.

The one level in World 4 where you have to control a rocket barrel through a cave of bats...it was the first time I used Super Kong to get through a level.

I am too stupid and stubborn to use Super Kong so I just end up swearing at the pig and how I am going to sell them to the butchers.
 
I lost 74 lives in that world 4 rocket barrel section, but havent actually used Super Kong until I got to K-4
 
You shouldn't use the analog stick in a 2D platformer that has fundamentally digital controls and then go on to complain about precision. The best way to play this game is still sideways wiimote. But you will be told otherwise by those who awkwardly shake the controller to roll instead of using a single, sharp flick of one wrist.
 
The rocket barrel controls do take some getting used to, but it's easy after that...
Wasn't for me. I just found the controls to be too unwieldy, so to speak.
You asked the question of whether the game is poorly designed or whether it's you sucking. I won't say you suck, but maybe DKCR is just too challenging for you. The controls, enemy placement, and checkpoint system are all fair. You admitted to getting nervous and panicking in certain spots, so how is that the games fault? How is it the games fault that after completing a challenging sequence, you die on some random easy part?
I didn't and haven't blamed the game on me spazzing out. Also, I'm not blaming the game when I do a complicated series of jumps only to die at an easy part. I just want another checkpoint right after that hard sequence is all. For me, dying after accomplishing something really hard and having to repeat it is tedious. It's not fun for me. Others may enjoy the challenge, but I just get frustrated.

Not everything in the world is subjective. You can definitely not like it, that part of it is entirely up to you, but whether it's well-made or not isn't really in question.

I played the entire thing on just the wiimote alone. Felt like a dpad game to me.
Yes, not everything in the world is subjective, but I don't believe this is one of those instances. Yeah, I'm not that great at the game. I could usually tell when it was my fault when I died, but the impression that I got was that sometimes the game spawns enemies where I had no choice but to hit them. Maybe that impression will change with time as I play it again, but that was my experience. Also, I would've preferred to use the d-pad with this game (I felt it was more accurate), but holding the Wiimote sideways is uncomfortable to me.
 
Ugh I didn't like those stages either and I really hope that they don't return in Tropical Freeze.

I don't think we'll have to worry about that, considering rocket barrel levels were only in DKCR to act as "replacements" for water levels, or whatever the excuse was.
 
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