Back in 2015, Splatoon made a splash on the Wii U as a fresh Nintendo IP unlike anything the world had ever seen; rejuvenating a shooter genre threatening to get stale. Now, two years later, Splatoon 2 has made its grand debut on the Nintendo Switch. While Splatoon 2 won’t make quite as many waves as a totally original concept, with more content out of the gate, the graphical upgrade and portability that come with the new hardware, the same brilliant controls and mechanics, and gallons of fun to be had, Splatoon 2 exceeds the original, providing a fresh coat of paint to an already bright and brilliant vision. This is an absolute must have on the Nintendo Switch.
Splatoon 2 takes place in a post-apocalyptic world where marine life has evolved to the top of the food chain, and at the pinnacle are the Inklings, squid-kids who inhabit cities like Inkopolis, where the primary source of entertainment is arena turf wars to see who can claim the most land by inking it. That’s just the bizarre, ink-coated surface of Splatoon 2, a world rife with crazy, aquatic concepts: Octarian menaces, hordes of bipedal Salmon, squirt guns to combat them and judge cats…oddly enough. It’s the sort of surrealist, nutty, nautical nonsense that only someone like Nintendo could supply; and they supply it in spades.
For those that don’t know, Splatoon 2 is a third person shooter where the objective isn’t to shoot opponents with bullets but to coat the ground with ink as a kid which can then swim through as a squid. Ink does work as players primary ammunition for combating opponents and Octarion enemies (Inklings are at odd with Octolings, obviously), but doubles as a quick method for transportation as well. Whether warring over turf in the online multiplayer, offing Octarions who’ve stolen precious Inkopolis energy sources in the single player campaign, or blasting salmon in the new, co-operative “Salmon Run” horde mode, Splatoon 2‘s core mechanics and play feel sensational and are reefreshing for anyone looking for a break from the standard shooter.
At the center of it all is Inkopolis Square, essentially a playable menu or hub world in the shape of a city square. Here, players can do an enormous amount including head off to the multiplayer lobby, search for a cooperative match of Salmon Run, create a private lobby for friends, and ensure their Inkling has all the freshest gear and outfits, purchasable with currency earned in any multiplayer mode. In fitting with the city theme, the gear vendors are presented as different stores, the managers of which are quirky, marine characters fitting for the location. The shoe vendor is a spider crab with multiple pairs of shoes on (named Bisk!!!), the hat vendor a swaying, hippy anemone, and the shirt vendor a cool jellyfish in a fedora and bowtie. All of this helps settle the player into the nautical theme and atmosphere while absolutely oozing charm, all of which makes shopping for new styles and gear fun and engaging. In what other game can players buy experience and currency multipliers from a food truck run by a giant, Panko-coated prawn named Crusty Sean? Perhaps best of all, here in Inkopolis Square, players can see other players, what they’re wearing and what they’re thinking through a Miiverse-like drawing feature there to recreate absent community building tools the original Splatoon had access to. In the end, Inkopolis helps display Splatoon 2‘s rich and vibrant community, even if in short bursts like traveling from the hat store to the campaign in Octo Canyon. It’s a place where players can express themselves through style and art. With a fun, lively, inklusive player community like Splatoon 2‘s, who needs anemones?
While most shooters provide a shallow, single player campaign experience, Splatoon 2‘s story mode shows surprising depth. Narratively, it’s nothing new, especially for veteran Nintendo fans: missing princesses…er…pop (sea?) stars, cartoonish characters, all ages fun. Gameplay wise, the game may be all about shooting liquids, but Nintendo demonstrates that the absolute, rock solid mechanics can operate as the basis for a multiplayer shooter and a single-player platformer. The campaign is broken into five different worlds each filled with individual courses found in a central hub. The hubs are a course in and of themselves, complete with puzzles leading to the next stage, hidden treasure, and gratifying platforming. Once players have puzzled out where each and every stage is, they can then easily quick travel between stages and worlds, though gliding through ink as a squid is a constant delight.
Each and every course is an appetizing meal of its own, most with unique mechanics and features to provide a new flavor or spice for players’ enjoyment. Every stage is a series of platforms and hurdles for players to overcome, not a stone skip away from something like Super Mario Galaxy. Similarly, each and every stage features a unique combination of mechanics; one stage is oriented around tracks that launch the player, another around rails players can grind on and shoot from, and another around platforms players can bounce on. More essential, a variety of stages acquaint the player with various weapons they’ll encounter in the game’s multiplayer modes. An umbrella that doubles as a shield and shotgun, a paint roller, a bucket of paint, each piece of the game’s inventive arsenal alters range, rate of fire, and how players approach the game, providing variety, and since each stage can be tackled with different weapons after completing it for the first time, re-playability. Stages tend to be fairly straight forward but are genuinely a joy to play through. In typical Nintendo fashion, they’re made more difficult should players hunt out each stages hidden collectibles necessary to fill in the backstory or level the players arsenal up. Splatoon 2‘s campaign is more than enough justification for the sequel’s existence when, in reality, it’s just an appetizer for the main course: online multiplayer.
The multiplayer lobby is broken into three primary options: Regular Battles, Ranked Battles, and League Battles. Regular Battles feature Splatoon‘s signature mode, Turf Wars, where two teams of four war to see who can ink the most turf. These quick, three-minute matches are frantic fun all about covering the most ground with a colorful coat of ink. Unlike most shooters, Turf War isn’t about netting kills and wrecking the opposition. Instead, points are earned through how much ink a player has plastered all over the map and winning is dependent upon which team holds the most ground by the end of the round. Matches are a colorful tug-of-war between the two teams as they vie for color-control over the map. It’s a great change of pace which emphasizes objective over eliminations and where a player with literally no kills can be top of the leaderboard and kill-seeking, murder monsters can be a detriment to their team.
While Regular Battles lack variety in modes, there’s enormous variety in Splatoon 2‘s outrageous arsenal. New comers like the Splat Dualies are a thrill, giving the player control over two submachink guns that grant the player an exclusive roll ability. After executing a roll, the two gun’s ink streams merge to extra lethal effect. Returning favorites, like the Splat Roller, have new perks as well, like leaping to cast a vertical stream of ink, ideal for quick travel and climbing. New sub weapons also make their debut, like the curling bomb which can bounce off of walls, changing trajectory before an eventual inksplosion, allowing for some geometrically rad plays. Splatoon 2 also features an entirely new set of special attacks for players to unleash once they’ve built up their meter through gradually coating turf. Specials range from an ink-powered jet pack, homing “tenta-missiles,” to an inky, explosive hamster ball, all great options. Most importantly, there’s been careful retuning and rebalancing with Splatoon 2, only a small portion of which is the all new specials, so that all tools at the players disposal serve their purpose and allow players to truly play to their taste.
Once unlocked, Ranked and League Battles, where players battle to build and maintain their individual or group rank, provide variety as well. Ranked and League Battles cycle through three of Splatoon‘s other objective modes, the territory control mode, Splat Zones, the single flag, CTF mode with an inky twist, Rainmaker, and moveable, rideable payload mode, Tower Control, where players have different ranks per mode. In Ranked Battles, players strive to improve their personal grade for a given mode, while League Play is all about grouping up for an allotted time and then receiving a score based on performance during that time. At any given time, Ranked and League Battles will feature different modes, ultimately giving players a choice between three modes between all multiplayer options.
Should battling other players get stale, Splatoon 2 offers the all new, cooperative Salmon Run mode where four players fend off hordes of mutant salmon for three rounds and collect coveted golden eggs that boss “Salmonids” drop. The whole thing is presented like a sketchy part-time job on an oil rig presumably off in some toxic wasteland portion of Splatoon‘s post-apocalyptic world. Enemies roll in like the tide, threatening to swarm the players, and, at higher levels, multiple boss Salmonids strike at once, creating chaos that requires teamwork and cooperation to survive. Each round, a different weapon is randomly allotted to each player. Other variables like fog, special enemies, and even the tide ensure Salmon Run never gets boring. Overall, it’s a brilliant addition to Splatoon giving players another way to reap rewards and spray ink.
Unfortunately, the multiplayer experience is marred by some massive oversights, the kind that will cause many people to question whether Nintendo is capable of making a quality online multiplayer game. Just like the original Splatoon, game modes are limited to two maps which rotate every two hours, meaning one game mode can often get old before the maps rotate. Players can’t back out or cancel once they’ve started matchmaking. There’s no party system for regular play, and even if a friend hops into a match, there’s no guarantee they’ll even be on the same team or stay on the same team with each consecutive match. This one in particular is all the more mind-boggling since Salmon Run has an enjoyable system which allows players to group up with friends before enlisting the service of strangers, a system that would have worked marvelously in the rest of Splatoon 2‘s multiplayer. One can’t help but wonder if this is because Salmon Run was built from the ground up for the sequel and the rest of Splatoon 2‘s multiplayer lobby was essentially cut and paste from the original, but it often feels that way. Not that Salmon Run isn’t without issues, since it’s only playable during specific hours, hours that I’m not even sure are listed anywhere.
Though many of these feel like lessons Nintendo should’ve learned already, all of these wrinkles combined aren’t nearly enough to keep Splatoon 2 from being boatloads of fun. Put simply, Splatoon 2 looks, feels, and sounds great, at home or on the go. The colors, textures, and shading are much richer on the Switch than its predecessor. The soundtrack is bizarre but catchy, and the sound design is on par with other first party Nintendo titles, which is to say sensational. Both the motion controls and traditional controls are tight, and the game plays beautifully regardless of what controller the player is using. Most importantly, the core mechanics and gameplay are unrelentingly enjoyable whether playing solo, cooperatively or competitively. Splatoon 2 is an alluring, bizarre, aquatic vision that must be experienced and an excellent squidition to the Nintendo Switch library. It might not be a true evolution from the original, but Nintendo’s done well to keep Splatoon feeling fresh and off the hook.
- Tim Maison
‘Bee Simulator’ Review: Pleasantly Droning On
Unless a typical bee’s day involves a lot of clunky wasp fights, high-speed chases, and dancing for directions, it’s doubtful many players will walk away from Bee Simulator feeling like they’ve really been given a glimpse into the apian way of life. Sure, there’s plenty of the typical pollen collecting and human annoying here, but odd tasks like hauling glowing mushrooms for ants, helping baby squirrels find their mom, and stinging some little brat who’s stomping all your flowers (hopefully he doesn’t have an allergy) are also on the agenda. That’s not exactly keepin’ it real, but regardless, the variety is actually more simple and less silly than it sounds; it turns out that even doing weird bee stuff quickly becomes repetitive. Still, this family-friendly look at a bug’s life is bolstered by a sincere love of nature, as well as some smooth flight mechanics and a surprisingly large open world for younger gamers to explore.
Set in a Central Park-like expanse, Bee Simulator definitely takes on a more edutainment vibe right off the bat (Goat Simulator this ain’t) with a prologue that offers up some info on the ecological importance of bees to the planet. That protective attitude is a constant throughout the game’s short campaign and side quests, as the well-being of these hive heroes is constantly under threat by those goonish wasps, the bitter cold of winter, and of course, oblivious humans. Players take control of a newly hatched worker bee (sorry, drone lovers) who dreams of a role more important than being relegated to merely buzzing by flowers, and consequently sets out to save the day. However, these crises are portrayed in the thinnest terms possible, resolved quickly, and summarily forgotten, leaving little of narrative interest.
So then, it’s up to the gameplay to keep players engaged, and in this area Bee Simulator is a bit of a mixed bag. On the good side, flying works really well, and gives a nice sense of scale to being a little bee in the great, big world. Winging it close to the ground offers a zippy sense of speed, as flowers and blades of grass rush by in colorful streaks. A rise in elevation makes travel seem slower, but provides a fantastic view of the park, showcasing a lakeside boathouse,a zoo filled with exotic creatures, as well as various restaurants, playgrounds, picnics, pedestrians, and street vendors scattered about. Precision is rarely a must outside chases that require threading through glowing rings (a tired flying sim staple) or navigating nooks and crannies, but the multi-axis controls are pretty much up to the task, and make getting around a pleasure.
However, that sense of flowing freedom doesn’t quite apply to the limited list of other activities. Though the world is large, the amount of different ways to interact with it is very small, revolving around a few basic concepts: fighting, racing, dancing, retrieving, and collecting. And with the exception of the latter, these actions can only be performed at specifically marked spots that initiate the challenge; most of Bee Simulator exists purely for the view. It’s somewhat understandable in its predictability — how many different things can a bee actually do, after all? — but the gameplay is still a bit disappointing in its shallowness. Fighting plays out like a turn-based rhythm mini-game, those aforementioned races follow uninspired routes, dancing is simply a short bout of Simon, and collecting pollen employs a ‘bee vision’ that does nothing more than verify that players know their colors.
It’s very basic stuff that can’t really sustain motivation for those used to more creativity. The roughly 3-hour campaign seems to support this idea; Bee Simulator knows it doesn’t have much going on for veteran gamers. However, as a visual playground for younger kids to fly around in, free from any real danger, there is something a bit magical about the world presented. There are loads of little vignettes to happen upon, such as a family BBQ, a small amusement park, and a bustling kitchen. What exactly are those lonely row-boaters thinking about out on the lake by themselves? Where is the flower lady going in such a hurry? Discovering new places — like a lush, sprawling terrarium — creates the impression of a massive world with plenty going on regardless of whether the player sees it or not, and can serve to spark the imagination.
In addition to racking up that pollen for the winter, info on various flora and fauna can also be be collected and stored in the hive’s library, where 3-D models can also be purchased with ‘knowledge’ points earned through completing quests. These texts detail some interesting facts about brave bees and their relation to the environment, and can definitely be a fun teaching tool for wee gamers.
Grizzled fans of the open-world genre may want to buzz clear, however, as well as those hoping for some zaniness. Though Bee Simulator offers some solid soaring in an attractive environment, it’s a sincere, straightforward attempt to promote bee kind that doesn’t offer much more than a relaxing atmosphere and repetitive actions.
‘Star Wars Jedi: Fallen Order’: The Force is Strong in this One
A new hope…
Star Wars Jedi: Fallen Order is one of the more propulsive and joyous games released this year. The latest from Respawn Entertainment (the creators of Titanfall and Apex Legends) is sure to satisfy fans who have impatiently waited almost a decade for a single-player action-adventure Star Wars game, and one that is actually good. In fact, Fallen Order is better than good— it’s great and worthy of standing side by side with the best Star Wars games ever made. Save for an incredibly bland protagonist, Fallen Order delivers what any fan could hope for.
We’ve been waiting a long time for a good single-player Star Wars game and thankfully Respawn has come through with a narrative-driven adventure that calls to mind the best of Uncharted, Tomb Raider, Dark Souls and even God of War while also embedding itself in official universe canon. If that isn’t enough, Jedi: Fallen Order drops you into Metroidvania style environments and features incredibly tough boss battles and a skill tree that lets you unlock tons of new abilities by accumulating experience and skill points. Jedi: Fallen Order is an ambitious game, to say the least. It features the fast-paced action the developers have become famous for and while the result isn’t groundbreaking (nor original), it’s a solid space opera spectacle with enough nostalgia to overpower even the most jaded gamer.
The story takes place sometime between Star Wars: A New Hope and Episode III, when most of the Jedi Order are either dead or missing in action. You assume control of Cal Kestis, a promising young Padawan in the Republic who following the events of Order 66 (which resulted in the deaths of thousands of Jedi) was forced to abandon his training and seek a solitary life on the planet Bracca. In order to survive Darth Sidious’s purge of the Jedi Order, Cal removed himself from the Force, concealed his identity, and took on a job working for the Empire. Unfortunately for him, a squad of professional Jedi hunters led by Second Sister have tracked him down, leaving him with little choice but to fight back.
The Story is Canon
Fallen Order kicks off with a powerful and emotional sequence as Cal decides to risk his own life and try to save his friend. In doing so, Cal reveals himself to the Empire, setting in motion a cat-and-mouse chase that sees him team up with former Jedi Master Cere Junda and a Latero pilot named Greez Dritus. Armed with Jedi powers, a lightsaber and the trusty aid of BD1 (a droid designed to assist with exploration in remote and dangerous locations), Cal blasts his way through hyperspace discovering ancient tombs, freeing Wookie slaves, hijacking an AT-AT and basically fighting the Imperial Army.
Jedi: Fallen Order is a step forward for the franchise – an exhilarating ride, filled with exciting battles, non-stop action, soaring emotions, and performances that can be described as legitimately good, rather than just good, for a video game. It’s also a rousing introduction to new characters who will likely carry this world forward (I expect a sequel or two). There’s seriously a solid story here and one that adheres to the spirit and tone of the Star Wars universe. The supporting players, for example, are all great. Cal’s droid, BD-1, is particularly captivating, and the game does an admirable job of building up Cal’s friendship with the droid in both the cinematic cutscenes and in the actual gameplay.
Story-wise, BD-1 is crucial to the plot since the droid is entrusted to guide Cal on a dangerous mission assigned by Master Cordova who left behind a list of the missing Jedi children who he believes will one day restore the Jedi Order and defeat the evil Empire. Without BD, there is no adventure. With the help of the droid, however, Cal is able to travel to various planets and discover and unlock important messages and clues left behind by Cordova. Aside from guiding Cal across various planets, BD-1 also serves several support functions in gameplay. He can function as a zipline, hack certain droid enemies, unlock doors, project holographic maps and even provide Cal with “stims” that allow him to heal himself during combat— something you definitely need since a number of gameplay mechanics are lifted from the Soulsborne genre; in other words, the game can be hard.
Truth be told, the first few hours of Fallen Order are a bit generic as players are slowly introduced to the world, but it doesn’t take long before the game starts to shine thanks to the relationships Cal forms with his colleagues who he meets along the way. Jedi: Fallen Order is a story of rebellion and finding hope, but it’s also a story of friendship and braving adversity and the game really excels by investing in the interpersonal dynamics of its entire cast, and not just the good guys but the villains as well. BD-1 is without a doubt the scene-stealer as he certainly adds some much-needed levity to the journey, but every character serves an important role (big or small) in moving the story forward. Of the entire cast, I have to make mention of Actress Debra Wilson who does a superb job in her motion-capture performance as Cere, a warrior who is wounded and haunted by her past. She is the moral center and becomes Cal’s mentor as they desperately try and survive in a world that seems entirely devoid of any hope. As the plot unfolds, Cere relives her darkest moments and confronts the mistakes of her past. In these scenes, Debra Wilson shines so brightly, you’d be forgiven for thinking she deserves an Oscar.
Jedi: Fallen Order is a fun, polished space odyssey that embraces the appeal of the Star Wars universe.
Given that Respawn Entertainment worked closely with Lucasfilm, it shouldn’t be a surprise that Jedi: Fallen Order is officially part of the Star Wars lore. And despite operating in the shadow of the immensely popular series, it understands this and hardwires that understanding into its own DNA. And like the best Star Wars games, it borrows ideas from the films (and other reading material) while inserting flashbacks to flesh out the heroes and the conflict at hand. It certainly helps that the latest game in the canon explores new characters and new corners of the galaxy while remaining faithful to the core themes of the franchise and even if some of these storylines seem recycled from past stories, the new additions and the central mystery keeps the story engaging from start to finish. And while this story is much smaller in scale than the blockbuster movies, Jedi: Fallen Order raises the stakes in every chapter thanks to the omnipresent threat of the Inquisitors hunting Cal, who always seem like they’re one step away from closing in on the kill. And if you know anything about the future of the Star Wars universe, you know that Cal’s future isn’t looking too bright. All in all, the team at Respawn did an incredible job of exploring and expanding the universe of Star Wars, especially considering the dark time in which this story takes place.
It’s clear when playing Fallen Order that the team was interested in creating a more nuanced, character-driven tale and in order to achieve that goal, they carefully crafted a story that weaves the player’s actions and interactions into Cal’s evolving journey. What we have here is a coming of age tale which sees Cal growing as a person while strengthening his relationship with the Force. Unfortunately, Cal Kestis is also somewhat of a dull protagonist. Sure, he has a tragic past (who doesn’t in this universe) but he’s also a blank slate, predictable and devoid of layers. Given that the story takes place after the Great Jedi Purge, you’d figure the writers could have used that trauma to create a far more complex character and inject Cal with a bit more life— a bit more personality— and/or a bit more fight; instead, he’s just a quiet, brooding loner. In the end, it feels like a missed opportunity, especially since actor Cameron Monaghan, who plays both the younger and older Cal, delivers the best performance he could with the writing he was given. It’s not a deal-breaker by any stretch of the imagination but Cal is surprisingly the only disappointing factor of the game.
Jedi: Fallen Order’s best quality is exploration. What at first seems like a standard linear experience quickly reveals itself to be so much more. Levels are immense with plenty of shortcuts to unlock and puzzles to solve— and to help you navigate, Cal is given a handy 3D map that highlights which areas you can and cannot yet pass. Much of the game is spent exploring and it helps that each planet feels distinct and features various set pieces that liven up the proceedings. Although you do spend some time backtracking through these environments, it never becomes tedious as most areas are filled with tons of secrets such as new outfits for Cal to wear and additional stim canisters, which become valuable when facing off against a dangerous foe. As the level design quickly opens up, Cal gains new abilities that allow him to run along walls, jump higher and push and pull large objects that help him navigate through the treacherous ground.
Jedi: Fallen Order Kicked My Ass
The combat in Fallen Order which has frequently been compared to Sekiro: Shadows Die Twice is easily the biggest surprise. Fighting relies heavily on blocking and carefully timed parries and the decision to make combat more focused on defensive strategy heightens the spectacle as well as the flow and pacing of the game. Jedi: Fallen Order requires patience and relies less on mindlessly button spamming and more on strategic mastery. You have to look at your surroundings, understand your enemies and identify their strengths and weaknesses. It’s all about timing, and exchanging lightsaber blows during riveting boss encounters is incredibly satisfying. And it’s not just with the boss battles either; even encounters with regular stormtroopers and alien creatures take precision and care, each battle becoming a ballet of blocks and dodges as you patiently wait for an opening to attack so you can inflict more damage. Playing in the Jedi Master mode is tough and I do mean tough. Jedi Grandmaster seems downright impossible, at least for me. You’ll die. And then you’ll die again; rinse and repeat. And did I mention that when you do die, you lose whatever XP you’ve gathered toward skill points and have to return to defeat whoever killed you in order to reclaim it. Fans of the Dark Souls series will love it; for the rest of us, you can always dial down the difficulty setting because unlike those From Software games, you do have a choice over which difficulty you want to play. Whether you’re an action game veteran or a casual Star Wars fan, the game has four difficulty modes that should accommodate everyone. That said, if you’re familiar with action games, I highly recommend Jedi Master for your first run; Story Mode and Jedi Knight are too easy and don’t provide enough of a challenge.
Jedi: Fallen Order may not receive points for originality, but Fallen Order is still one of the most entertaining games of the year.
Jedi: Fallen Order feels like a direct response by EA to its fans who’ve been very vocal about their disappointment with the company’s previous Star Wars games. Or maybe EA was just trying to please Disney who has made it clear they have no issue in parting ways with collaborators who don’t deliver quality products. Whatever the case, EA was wise to hand over the license to Respawn Entertainment who’ve proven they have a real talent for making spectacular single-player action/adventure games. In spite of some minor performance issues, Fallen Order does exactly what it set out to do. Not only does it feel like a genuine Star Wars game but it pumps new energy and life into the franchise in a way that both resurrects old pleasures and points in promising new directions. Fallen Order is great. Not groundbreaking. But one of the very best games of 2019 and one of the best Star Wars games ever made.
Jedi: Fallen Order re-awoke my love of Star Wars video games and turned my inner fanboy into my outer fanboy. Here’s hoping they make a sequel.
‘Donkey Kong Country’ – Still as Difficult, Demanding and Amazing to This Day
Donkey Kong Country: 25 Years Later
Back in 1994, Nintendo was struggling with their 16-bit Super Nintendo Entertainment System, which wasn’t selling as well as they’d hoped it would. With the release of the Saturn and Playstation on the horizon, the Super Nintendo needed a visually impressive and original title to reinforce its market dominance. After three years of intense competition and heated rivalries, Nintendo desperately needed a hit that could prove the Super NES could output graphics on the same level as the forthcoming 32-bit consoles. They teamed up with Rare to produce Donkey Kong Country, a Mario-style platformer, and the rest, as they say, is history.
Donkey Kong Country is a game held in high regard and with reason. Monumental! Monstrous! Magnificent! Use any term you want, there’s no denying how important this game was for Nintendo and Rare. The graphics for the time were above and beyond anything anyone would imagine possible for the 16-bit system. For a two-dimensional side-scroller, Donkey Kong Country conveys a three-dimensional sense of dept. The characters are fluidly animated and the rich tropical environments make use of every visual effect in the Super NES’s armory. Each stage has its own theme, forcing players to swim underwater, navigate through a misty swamp, swing from vines, or transport DK using a set of barrels (cannons) to advance. And let’s not forget the mine cart stages where you ride on rails and use your quick reflexes to successfully reach the end. Every level has little nooks and crannies too, hiding secret areas and passageways that lead to bonus games where you can earn bananas and balloons, which you can trade in for additional lives. And in Donkey Kong Country, you’re not alone; your simian sidekick Diddy tags along for the adventure. You control one character at a time, and each has his own unique strengths. Donkey Kong can dispatch larger enemies with his giant fists, while Diddy can jump a little higher than his bulky cousin. It isn’t the most original platforming feature, but it works. The two heroes can also rely on various animal friends to help guide them through their adventure. Predating Super Mario World: Yoshi’s Island, Diddy and DK can also ride on the backs of Rambi the Rhino, Winky the Frog, Enguarde the Swordfish and more!
What’s really impressive about Donkey Kong Country is how it has withstood the passage of time. In 1994, Donkey Kong Country’s visuals were spectacular with its rendered 3D models, lively character animations, detailed backgrounds, and a lush jungle setting, and while some would argue the game is dated, in my eyes it still looks great to this day. Kong has heart, and he’s willing to show it in a game made with wit, excitement and moments of visionary beauty. Meanwhile, the soundtrack by David Wise is guaranteed to win listener’s over. Practically every piece on the soundtrack exudes a certain lyricism that has become a staple of Rare’s games – from its upbeat tropical introduction to the unforgettable climax which secures its place as one of the Super Nintendo’s most memorable boss fights. The result is an apt accompaniment to the colorful characters, tropical landscape, and tomfoolery that proceeds.
What really stands out the most about Donkey Kong Country after all of these years is just how challenging this game is.
But what really stands out the most after all of these years is just how challenging this game is. Donkey Kong Country is a platformer you can only finish through persistence and with a lot of patience. Right from the start, you’re in for one hell of a ride. In fact, some of the hardest levels come early on. There are constant pitfalls and Donkey Kong can only take a single hit before he loses a life. If your companion Diddy is following you he will take over but then if he takes a single hit you lose a life and it’s back to the start of a level. Needless to say, the game is unforgiving and requires quick reflexes and precise pattern memorization to continue. This game requires so much fine precision that it will definitely appeal to hardcore platforming veterans looking for a challenge and those that do are in for one hundred eighty minutes of mesmerization, astonishment, thrills, chills, spills, kills and ills. The only real downfall of Donkey Kong Country is the boss battles. Yes, Donkey Kong Country gave us some memorable villains such as Dumb Drum (a giant Oil Drum that spawns enemies after it hits the floor), and The Kremling King (who is responsible for stealing Donkey Kong’s Banana Hoard), but these enemies have very basic attack patterns and far too easy to defeat.
It’s one of the rare, great works of art that stands up endlessly despite repeated playthroughs, each time revealing something new.
Along with its two SNES sequels, Donkey Kong Country is one of the defining platformers for the SNES. The game looks great and sounds great and the platforming, while incredibly difficult, is still very fun. Rare did the unexpected by recasting a classic Nintendo villain as the titular hero and it paid off in spades. It’s one of the rare, great works of art that stands up endlessly despite repeated playthroughs, each time revealing something new.
The beauty of the original is that there’s more to it than the oversized gorilla. Donkey Kong Country is truly amazing!
– Ricky D
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