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Game Review: Mario Kart 7 (3DS)

03 Friday Feb 2012

Posted by roseredprince in Game Reviews

≈ 3 Comments

Tags

3DS, Bowser, Luigi, Mario, Mario Kart, Mario Kart 7, Nintendo, Princess Peach, Racing, Retro Studios

One of two late 2011 releases that the 3DS badly needed to bring its underwhelming sales figures up (the other being Super Mario 3D Land) Mario Kart 7 was a timely release for Nintendo but not just as a system seller. The latest in probably the most popular series of spin-offs in video games and the first to reflect its position in the chronology by sticking a number in the title is a watershed publication for many of the handheld’s features including its online play. Its success was a foregone conclusion, as was its ability to ship hardware, more important is its status as the best of its kind Nintendo have produced.

You know the drill, choose from a host of Mushroom Kingdom regulars to race around various colourful and creative courses in 50, 100 or 150cc. You get ahead of the pack by exploiting cunning shortcuts, drifting round corners for a boost and making strategic use of randomly acquired power-ups. It’s a tried and tested formula that still works. Other than Grand Prix runs and time trials there’s little for lone players to get stuck into but the real value is found in the multiplayer.

The lack of single player depth is something I’ve always rather taken issue with in the Mario Kart series. Rare’s Diddy Kong Racing, one of many imitators of the franchise introduced a tremendous adventure mode that gave the racing the kind of depth, context, lifespan and replayability that Mario Kart has never achieved. That game remains my favourite in the genre and while I would have liked Mario Kart 7 to finally offer something similar I never expected it to. The good news is it didn’t need to to take its place as the best game in the series to date.

To clarify that bold statement, it’s the best in the series that I have played, which is every one but the trailblazing SNES original Super Mario Kart, a game that still commands massive respect among those who were there to experience it in the early nineties. One day I’ll get round to downloading it but until I do I can say with confidence that Mario Kart 7 rules. Much of that fact is down to the gameplay, which is tighter than ever and empowers a skilled player to feel like they are in total control like the series has never managed before. The best way I can illustrate this is by pointing to a particular shortcut in Dino Dino Jungle, one of the retro tracks included here. There’s a wooden bridge that features a couple of branching paths one of which can save you time but is very narrow to negotiate that the game’s heavy handling put me off from ever using but I made a beeline for every time in Mario Kart 7 which makes it easy.

Drifting has been tweaked so that boost sparks appear far more quickly when turning into a corner than powersliding sideways. This has been done to eliminate snaking, a technique not intended by the devs that experts at finger gymnastics abused in Mario Kart DS, which slightly spoiled that game’s online multiplayer. Now you have to put much more strategy and forethought into your drifting to reap the rewards of the stronger boost which can only really be achieved on corners of ninety degrees or more. Once you’ve mastered drifting it will become an obsession as you strive to make the best use of the technique possible to gain that tiny advantage over your competitors.

Of course mastery of the weapons remains paramount as failure to do so can cost even a skilled player. All the usual favourites return including bananas, red and green shells, invincibility stars and go faster mushrooms and they are joined by new additions such as the fire flower, a mainstay of the platforming series making its karting debut (Mario and Luigi’s unique character weapon in Double Dash!! doesn’t count as that was just a fireball) giving you a few seconds to throw flames forwards or backwards. The Tanooki Leaf which takes centre stage in Super Mario 3D Land also makes an appearance here imbuing your cart with a tail that will protect you from shells for a short time. Better still you can perform a tail spin with a tap of L to take out rivals, an act that commands great satisfaction. The wildcard is the rare Lucky 7 which gives you a septet of toys that rotate around you and are used in turn. It’s tough to judge which item you’ll use each time making it hard to use strategically and other racers can grab weapons off you but it’s a lot of fun all the same. And the dreaded blue shell returns more devastating than ever in that it no longer flies to its first placed target but runs along the ground bashing other racers like it used to. It can still rob a superior driver of a deserved first place but doesn’t appear as often as in previous games. Overall the weapons are excellently balanced and enjoyable as ever.

The major new gameplay draw is the addition of airborne and underwater sections which shake things up with mixed results. Mario and buddies can now soar through portions of courses by attaching gliders to their carts or take a dip and play submarine complete with propeller. This is one way in which Mario Kart 7 does mimic Diddy Kong Racing which allowed you to race in planes and hovercraft although here rather than letting you choose your kart essentially transforms in the appropriate places according to the design of the course. Once you’ve got used to the controls, gliding becomes a superb addition to the gameplay allowing for some very strategic play and the scope for finding shortcuts whilst airborne is irresistible. The underwater sections on the other hand are sluggish and lack nuance adding nothing to the experience other than a bit of variety.

The other major new feature is the ability to customise your cart, which leads me to another returning feature. The coins previously seen in the original and the GBA’s Super Circuit are back to increase your vehicle’s speed the more you collect with a limit of ten. The game also counts the number you accumulate and new vehicle parts including bodies, wheels and gliders are randomly unlocked once your total hits certain milestones. Your selection of parts affects every aspect of your kart’s performance, including speed, acceleration, handling and weight allowing you to mix and match to find a combination that suits your style of play. After some experimentation I settled on the Blue Seven body with Sponge wheels and the Parafoil with Toad as my driver. It works well and unlocking every part will necessitate hoarding a hell of a lot of coins thereby increasing lifespan.

All these features don’t mean much unless the racecourses are up to snuff and Mario Kart 7 doesn’t disappoint offering some of the best designed tracks in the series. There are plenty of basic Mushroom Kingdomy courses such as early offerings Toad Circuit and Daisy Hills that are good value but the more creative ones stick longer in the memory, among them the musical Melody Motorway, the Arabian Nights-themed Shy Guy Bazaar or Wario’s Galleon which is easily the best course to make heavy use of the aquatic sections. Most races are split into three laps as usual but three are structured as one long continuous road split into three sections, among them two courses imported from Wii Sports Resort, Wuhu Island Loop and Wuhu Mountain Loop, both welcome inclusions. The other is none other than the new Rainbow Road, which might be the best example of the recurring course to date, as twisty and dangerous as ever with good aerial sections and planets and moons to traverse along the way.

The returning retro tracks are an excellent selection all told, many of which have been chosen for the opportunity they afford to be altered to include aerial and underwater sections, such as standout Wii courses Maple Treeway and Koopa Cape. Other highlights include N64 favourites Koopa Troopa Beach and Kalamari Desert, as well as Luigi’s Mansion, Waluigi Pinball and Airship Fortress from the DS iteration and Daisy Cruiser and the aforementioned Dino Dino Jungle from Double Dash!! not to mention the original Rainbow Road. Aside from the rather dull Luigi Raceway from the N64 and the odd lack of GBA courses (Bowser Castle 1 is the sole inclusion, I’m still holding out for the return of Ribbon Road) it’s a great range and they all look wonderful having been put through the modernising machine by the masterly Retro Studios.

I’ve never found the desire to invest myself in online gaming much in the past but Mario Kart 7 changed that. The DS version suffered from issues such as snakers and races forcibly halted by someone quitting while playing the Wii version online always seemed a little pointless given the ease and accessibility of local multiplayer, which I have always maintained is a lot more fun. The new game being a handheld one is at a disadvantage in that local multiplayer obliges multiple console ownership among players which makes online a better bet for multiplayer. It looks like Nintendo are finally branching out from Friend Codes, a welcome move they seem to be maintaining judging by the limited details of the recently announced forthcoming Nintendo Network online infrastructure. The more freely organised options of Mario Kart 7 allow continuous play against anyone in the world with matchups based on a personal ranking system that increases or decreases your score based on your performance. Otherwise you can create or join any number of online communities with customisable rules or take on friends or opponents you meet via StreetPass.

Playing the game online is extremely addictive and really boosts longevity and not just because it makes you want to race and beat people from all over the globe. If you can achieve perfect ratings in all of the single player Grand Prix challenges your achievement shows up online which makes pursuing the previously less rewarding status of perfect ratings more appealing so you can show off to people in Mexico. There are only two faults I can detect with the online options. The ability to customise rules for communities could do with a wider range of options such as the ability to swap out exactly which weapons you want. The other thing is a glitch that shows up in Wuhu Mountain Loop where falling off the track in a particular place sees you put back on much further on, something that everybody exploits online. The glitch itself isn’t such an issue – once you’ve figured out why everyone keeps dumping themselves into the drink in the same place and ending up winning by miles it’s easy enough to do the same thing and level the playing field. The only trouble is that a disproportionate number of players habitually choose the course every time in worldwide play making Wuhu Mountain Loop by far the course you’ll end up playing most online. It’s the lack of variety this can cause that irritates but it’s more of the fault of the players than the developers. In truth it’s a fairly minor point but one worth noting. On the whole the online experience is excellent.

Mario Kart 7 also makes good use of StreetPass and SpotPass both of which deliver plenty of ghost data to test yourself against in time trials which breathes new life into a mode usually only pursued by bored solo players. You can also collect people’s Miis and find them showing up in Grand Prix mode or else race against them for real online. You can access all the relevant data on the Mario Kart Channel located on the main menu.

Mario Kart 7 is an overwhelming success and the most continuously engaging game in the series. Even without local multiplayer I’ve clocked up more than thirty hours with the game and counting. It’s a quality package very well presented with some of the best and crispest graphics yet seen on the system. The stereoscopic 3D brings decent depth to the racecourses but doesn’t offer much improvement in the gameplay department – aiming those green shells is as tricky as ever. And although the frame rate doesn’t suffer with the 3D slider at max I ended up mostly playing in 2D, mainly because maintaining the 3D sweet spot on crowded tube trains is a bit tricky. The only minor quibble I’ve yet to mention is the reduced size of the character roster which drops several characters in favour of such newbies as Wiggler and Super Mario Galaxy’s Honey Queen. Bringing in these creepy crawlies ahead of more obvious choices isn’t a major crime exactly but the omission of Waluigi is puzzling given the inclusion of Waluigi Pinball among the retro tracks. Other than that it’s a brilliant package that introduces a lot of successful new features and has rightfully given its host machine the boost it needed.

Verdict

 Presentation – 8

Clear menus and balanced arrangement of modes allow appropriate ease of access for players of all skill levels.

Design – 9

A great set of courses packed with the greatest variety of shortcuts yet to be found in the series.

Gameplay – 9

Extremely tight, addictive and satisfying to play with perfectly judged handling controls. Only the underwater sections are a slight let down.

Graphics – 9

Every bit as colourful and polished as you’d expect from Nintendo and Retro. The new courses are all lovely and even the most old-school tracks have received a good makeover.

Sound – 7

Generally to a high standard but most of the tunes aren’t memorable, the odd little accompaniment for Rosalina’s Ice World and the stirring Rainbow Road tune aside.

Difficulty – 7

The relative ease of one player Grand Prix modes is remedied by the much greater challenge to be found online.

Longevity – 8

The absorbing nature of the gameplay and addictive online experience give the game serious legs.

Overall

Despite a few small quibbles Mario Kart 7 is the most complete experience the popular series has yet produced with the online features taking centre stage. If this game had been available at the launch of the 3DS one suspects the console’s early sales might have been considerably healthier.

9.2

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Game Review – Metroid Prime (GC)

07 Sunday Aug 2011

Posted by roseredprince in Game Reviews

≈ 5 Comments

Tags

Gamecube, Metroid, Metroid Prime, Nintendo, Retro Studios, Samus Aran

I talked in my Ocarina of Time 3D review about the transition from 2D to 3D design the classic franchises had to go through with mixed results in the nineties. Nintendo had a lot of success with its properties in this regard but one of its more famous and revered titles took a long time to enter the third dimension. Metroid on the NES stood out for its atmosphere design and big revelation that the hero was actually a heroine upon completion but it wasn’t until the SNES that the Metroid series really announced itself as a force to be reckoned with, every bit as brilliant as Mario and Zelda. Despite the overwhelming success of Super Metroid it was a long time before the franchise saw the light of day again. Nintendo struggled for ideas when considering how to bring it to the N64 meaning that Samus Aran had to take an eight year hiatus before finally returning in the outstanding Metroid Fusion on the Game Boy Advance. While it was an indescribable treat to enjoy the Super Metroid gameplay return on the small screen the promise of a 3D Metroid experience was an even more tantalising prospect.

Nintendo had approached Texas-based dev Retro Studios, famous for the Turok games to create Samus’ first 3D mission. Not everyone was convinced that they would be able to pull it off. The decision to present the game from a first person perspective upset a lot of fans who feared the game was deviating too far from what made the series great and that it would turn out as another generic FPS. They needn’t have worried, when release day came it was immediately clear that Metroid Prime was not only true to the Metroid legacy but a phenomenal game in its own right. This month marks the 25th anniversary of the series’ inception so what better time to review one of its best titles and one of the best games ever made?

Taking place immediately after the events of the original Metroid the game begins with Samus tracking the Space Pirates to a wanderer class planet called Tallon IV where she docks with their Frigate Orpheon in orbit. The frigate is where you learn how to play the game as you explore and investigate the calamity that has befallen the place. This is where the series’ trademark atmosphere comes in as you find your way through the devastated corridors and lab rooms full of dead Space Pirates and huge experimental subjects. As tutorial missions go it’s incredibly immersive, drawing you into the aftermath of disaster as you learn the ropes.

Retro made the most of the first person perspective, innovating at every turn. Your view takes place actually within Samus’ helmet giving context to the necessary HUD but it’s the way her visor interacts with the environments that really sticks in the mind. Walking through steam will build up condensation that obscures your view, the guts of blasted enemies splatter on the visor and certain enemies and attacks cause electrical interference. Best of all when the light is just right you can even catch a glimpse of the bounty hunter’s face reflected in the visor. Everything is done to add to the sense of immersion.

The tutorial is also where you have to get used to the scan visor which can be accessed with a quick tap of the right direction on the D-Pad. In this mode you can view your surroundings and scan various objects to gain information, often gaining clues about how to proceed or how to best an enemy. By scanning important objects you will build up a logbook as you go with rewards on offer for achieving 100% of the scans, an on-going side quest that nicely compliments the usual task of tracking down the many weapons upgrades hidden throughout the world. You’re quite free to scan as much or as little of the world as you want. If slowing down to read up on your surroundings is not for you you can forego the bother but you’ll miss out on a rich and detailed tapestry of life that has been subtly woven into the world.

After a memorable first boss encounter the Orpheon’s self-destruct sequence starts. The tense escape scenario is a staple of the series and while it’s unusual to have it at the beginning of the game there are few better ways to confirm the game’s pedigree. After returning to your ship, encountering Ridley and losing most of your abilities en route it’s time to touch down on Tallon IV and the game proper begins. The sense of immersion never lets up as you explore the jungles and ruins as you investigate the Space Pirates’ presence on the planet. The game’s focus is divided into equal parts exploration and action, leaving you free to find your way with a variety of imaginative and troublesome beasts to hold you up as you progress. It’s a structure that is unmistakably Metroid.

The game doesn’t hold your hand and you are encouraged to work out your own objectives. In most cases it’s simply about finding where you can and can’t go based on what upgrades you have or haven’t found yet. You won’t be able to pass through purple doors until you have the Wave Bean for example. Building up your arsenal is as satisfying as ever and the sense of power and excitement at acquiring a new toy returns in full measure. True, there is a lot of backtracking involved and that’s not to everyone’s taste but there’s a kind of pleasure in getting to know every room and remembering suspicious places that remain baffling until obtaining the right tool. The quality and detail in the environments themselves help to soften the blow. A huge amount of effort has gone into creating a sense of authenticity here. The Chozo Ruins for example evoke beautiful alien architecture in disrepair with structures overrun by flora and fauna. Though there are hot and cold regions that stray towards cliché they’re presented as desolate, hostile wastelands that add to the peril and isolation enormously. The sheer size of the game can be daunting and novices might feel overwhelmed and lost without a clue where to go but the game will pipe up and point out your immediate destination using the useful 3D map if you’ve been wandering around for a long time.

Then there’s the incredible graphics. Eight years on Metroid Prime still looks great, surpassing many Wii games in sheer texture quality. Everything is shown in stunning colourful detail to compliment the brilliant environment and creature design. Light is used to spectacular effect and various effects like electrical charges and water rippling help to sell the realism and beauty of the world. Some of the best and most inventive graphical flourishes come with the acquisition of snazzy new visors that let you view the world in some extremely cool ways that add another layer of depth to the puzzle-solving elements. The visuals are accompanied with incredible ambient sound design. Creatures hiss and squeal menacingly, Samus’ footsteps sound different on different surfaces, weapon fires sizzles and roars. The music too is loaded with atmosphere, mixing wilderness and sci-fi themes perfectly.

Of course the most critical aspect is the gameplay and it’s worth noting here that Metroid Prime has drawn a little criticism over this matter due to the lack of dual-analogue control. Movement is handled with the main analogue stick only with the C-stick reserved for switching your selected beam weapon. Some have argued that this makes control a little awkward though I’ve personally never had a problem with it. Aiming is not an issue thanks to the inclusion of Zelda style lock-on, a feature usually absent from first-person games due to its tendency to make things too easy. That doesn’t apply here though as many enemies move very quickly or have the ability to break the lock. The other important point to remember here is that shooting is not the only trick in Metroid’s book and never has been. Nintendo have stated that they consider this game to be a first-person adventure as oppose to a regular FPS, something the open game world and general structure fits with. Of course the blasting action present here is still superb, boss encounters are intense and enemies appear very frequently. The difference here is that the focus is not on rushing in all guns blazing every time but approaching combat in a subtler more considered way that makes good use of your wide variety of skills. Many enemies can’t be defeated by simply blasting them in the face.

It was feared that Samus’ signature ability, the morph ball would be absent from the game, but luckily that wasn’t the case. A quick tap of the X button sends the bounty hunter into her familiar spherical shape with a neat camera transition from first to third-person, leaving you free to roll around in three dimensions. Retro put a lot of effort into this feature endowing the ability with upgrades such as the boost ball which allows you to have fun on half pipes and the return of the spider ball from Metroid II. You can’t stick to any wall you want using this ability like you can in the Game Boy game and instead are confined to magnetic rails situated throughout the world. Far from feeling restrictive these tracks have been very cleverly designed into fun mazes. Naturally bombs and power bombs are also present and suffice to say the morph ball is utilised perfectly serving as the basis for some of the game’s most memorable moments. Sadly another series mainstay the screw attack doesn’t make an appearance but this was rectified in the sequel.

One other criticism that has been levelled at the game is its lack of story, a totally unfounded one.  True there’s no twisting plot or dramatic FMV cut-scenes but there’s a simple reason for that – the story has reached already run its course by the time Samus touches down on Tallon IV. This is where the scan visor comes in again – as you explore the ruins and bases you will find old Chozo recordings and Space Pirate log entries from which the story of Tallon IV’s fall can be pieced together. The narrative chiefly concerns a highly radioactive substance called Phazon that appeared and started to spread like a poison across the planet when a meteor struck the surface. The Chozo Lore entries outline the race’s desperate attempts to stem the flow of the substance and even gives context to the presence of Samus’ suit upgrades. It’s quite haunting to read about their struggles as you explore their desolate and deserted corridors already knowing of their extinction. Like Ocarina of Time before it Metroid Prime is a game set in a world you’ve already failed to save. The other side of the coin is the Space Pirate data which describes vividly their arrival on the planet and their complex attempts to harness Phazon and use it to create invincible biological armies. The superb writing gives you a fascinating insight into the Pirates’ culture and methods and convincingly sells them as an ambitious and resourceful race of bad ‘uns.

The interesting thing about this approach to storytelling is that it’s optional. You can cruise through the game without learning anything about how Tallon IV came to be in the state it’s in but you’d be missing out a simply fascinating narrative that draws a vibrant and beautiful picture of a very sad story. Interactivity is an untapped storytelling medium – most games present their plot like a movie but Retro decided to explore uncharted territory and do something that couldn’t be done in any other medium with Metroid Prime and for some reason get no credit for it.

One other way in which this game differs from most modern FPS games is its length. Tallon IV is big and will take a massively long time to explore. The main game takes no fewer than fifteen hours to get through and a lot more if you want to track down all the scans and items and upon completing the game you will unlock hard mode. The game is a real challenge anyway but hard mode is truly tough. Enemies take and deal more damage and the boss fights, particularly the unforgettable final showdown are absolutely intense. It’s massively rewarding to track down everything the game has to offer and the quality of the whole experience is so high that you’ll want to experience it again and again.

Retro Studios exceeded all expectations with Metroid Prime and created an experience that can stand shoulder to shoulder with the hallowed Super Metroid. I can’t overstate the significance of this achievement, nor can I stress enough how brilliant this game still is. Everything about it has aged very well and the high level of refinement on offer here speaks for itself. Chances are that if you’re a Nintendo fan you understand every word I’ve written but if somehow you missed this game upon its initial release I urge you to track it down. It’s playable on the Wii either with a Gamecube disc or as part of the Metroid Prime Trilogy complete with Wii remote controls. Don’t hesitate, this is one of the best video games ever made.

Verdict

An absolutely superlative, deep, rewarding, intense, fascinating and timeless experience that combines everything that put this classic series on the map with perfect first-person gameplay in three dimensions. Dripping with atmosphere, mystery, innovation and excitement, Metroid Prime endures as one of the all-time greats.

Presentation – 10

Design – 10

Gameplay – 10

Graphics – 10

Sound – 10

Difficulty – 9

Longevity – 9

 

9.8

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Game Review: Donkey Kong Country Returns (Wii)

10 Monday Jan 2011

Posted by roseredprince in Game Reviews

≈ 2 Comments

Tags

Diddy Kong, Donkey Kong, Donkey Kong Country Returns, Nintendo, Retro Studios

God bless Retro Studios. The Texas-based developer made Metroid’s transition from 2D to 3D absolutely unforgetable with Metroid Prime, a game they expanded into a quite outstanding trilogy. Since passing the Metroid baton onto Team Ninja they have turned their attentions to another classic Nintendo frnachise, Donkey Kong. The Donkey Kong Country series graced the SNES with some of the best graphics and sound design of their era not to mention some fiendishly addictive and massively challenging 2D gameplay. DK achieved great success in the capable hands of British dev Rare who went on to take the franchise into the third dimension with Donkey Kong 64, which, while packed with content was plagued by tiresome backtracking and a collect-em-up mentality. After Rare departed to Microsoft (and forgot how to make good games) the future of Donkey Kong became a little murky. The Gamecube saw him star in two rhythm games, Donkey Konga and Donkey Konga 2 as well as one more side-scrolling platformer controlled by the same bongo-drum peripheral as the aforemntioned music titles, the excellent and too-oft-forgotten Donkey Kong – Jungle Beat. Since then all good ol’ DK has had is the mediocre Donkey Kong Jet Race. Now, though it’s time for a truly triumphant comeback.

Retro decided not to attempt to recreate their 3D success with this title sticking to the tried and true 2D formula. There’s been a 2D Renaissance recently and Donkey Kong Country Returns joins the party as the guest of honour. The premise is no more complex than ever. DK’s banana horde has been pinched again, though King K. Rool and the Kremlins aren’t behind it this time. Instead our villains are a tribe of hypnotic musical instruments and DK and Diddy set off around their island to dish out some rough justice. There are eight themed worlds (jungle, coast, temple etc.) each containing a number of stages to breeze through. You can visit Cranky Kong’s shop in each world to spend coins (which are gathered in the levels) on various items including life balloons and keys to unlock branching paths through the world.

The gameplay is very familiar but Retro have added to it. Strangely the only method of control is to hold the Wii Remote is on its side. You use the D-Pad to move, hold 1 to run, tap 2 to jump and defeat enemies by bouncing on them. The roll attack returns but it’s been mapped to the motion controls. You shake whilst running to roll, whilst standing to pund the ground, which serves a number of purposes and whilst crouching to blow air. The motion controls here don’t give you anything that couldn’t be achieved with a button press and it’s a bit of a shame to see Retro resorting to that approach. The roll in particular is difficult to control and the preferred method of defeating baddies is to jump on them. DK now has two hearts for health, which doubles to four when he has Diddy in tow. It’s not possible to swap the two any more but with Diddy riding on DK’s back you can use his jetbarrels to hover briefly.

 

This barrel rocket is one of the fun new gimmicks.

The level design is superb, filled with variety and gimmicks, from the dreaded, beloved minecart levels of old to new ideas such as surfaces DK can cling to. Every level feels different from the last and each world throws up one or two that take one device and run with it making. There’s not as much scope for depth in this simple 2D world as the devs discovered in Metroid Prime but its difficult to see how they could have handled the design any better short of ramming it with even more ideas.

The whole game is filled with highly-polished nostalgia. Many familair tunes make a welcome return mingling with all new ones. The graphics are terrific, colourful and vibrant. A few levels show DK in silhouette with only his red tie visible. It’s strangely beautiful. The scenery rattles along at a breakneack pace and it’s a blast to take it all in. There’s plenty of content too with the four KONG letters returning to be sought out in each level alongside a number of puzzle pieces to track down. Even after the game is over there are time attacks and other challenges to get stuck into. It’s good value for money.

 

So pretty.

One thing the fans will be pleased about is that the humungous difficulty level is very much intact. After the first few worlds the challenge really sets in. A lot of levels will prove fiendish enough to kill you many times. Fortunately there’s no shortage of extra lives to gain either by snagging red balloons or gathering hundreds of bananas. Of course if a level seems to be defeating you the game will pipe up with a super guide. I managaed to complete the game without using it but no doubt some gamers will welcome the option.

Donkey Kong Country Returns is a refined and consistently brilliant platformer that never grows dull. Fans of the series can be happy because DK has never been this good.

Presentation – 8

Story is minimal but everything the fans were expecting is here and it’s very crisp and a satisfying mix of old-school and new shine.

Gameplay – 8

Despite some clunky motion controls it’s a balanced, refined affair filled with variety.

Graphics – 9

Gorgeously colourful and full of the quirky Donkey Kong style Rare started. All the effects look lovely.

Sound – 7

With many of the classic tunes joined by plenty of new ones and all the right funny sound effects it’s a good audio package.

Difficulty – 10

It’s an undeniably tough challenge to finish and that’s just the start with all sorts of devastatingly difficulty content still to get through. It’s a true gamer’s game.

Longevity – 7

The length of the main quest is about right and with the evtra content there’s reason for the masochistic to keep going. Decent replay value.

Verdict

Taking a good formula Retro have brought the series into the present day with aplomb. It’s a confident, wonderfully enjoyable advertisement for the modern platformer and the perfect love-letter the DK faithful. Here’s hoping Retron Studios do Starfox next.

9.1

out of 10

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Twitter Updates

  • Awakening might have been the last Fire Emblem game had sales been lower. A sobering thought. Let's hope the new fanbase boosts future sales 1 day ago
  • @Sullvar Shit. Here we go again. 1 day ago
  • So the third Xbox console is called Xbox One. Makes sense. 2 days ago
  • Blue Sky goes Green - Epic Review wp.me/p1fam2-rz 3 days ago
  • Justice for the 96 #Panorama 3 days ago
  • Aw crap, now the L button on my 3DS is playing up too. What have I been doing to my shoulder buttons? 4 days ago
  • I saw the trailer for Turbo and it looks quite decent but there's always the danger it could end up being a one-joke comedy. 4 days ago
  • I just accidentally retweeted, blocked and then unblocked @CrispinFreeman all whilst trying to type my own tweet. Weird. 5 days ago
  • Just got back from watching Epic. I haven't seen any reviews yet, I wonder if there's an embargo. Kind of need to know before I post my own. 5 days ago
  • RT @CrispinFreeman: Off to teach my Anime Workshops today! Excited to use my new Slayers episodes! is.gd/69lpnY 5 days ago
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