In games, boss battles should be a culmination of all you’ve learnt in the game so far to test the player, and in that regard most of Tropical Freeze’s offerings are incredibly successful. And unlike a certain other Nintendo platformer, they are genuinely difficult. Boss battles are well designed too, eschewing the traditional “jump on them three times” design and instead providing more dynamic and unpredictable encounters. Each level is well crafted to take advantage of all the Kong’s abilities – especially when trying to go for collectibles, which will separate more novice players from more experienced ones. The Donkey Kong games do have a reputation for being rather difficult, and this is especially true of Tropical Freeze, though items can alleviate some of this stress. The level design is, on the whole, absolutely fantastic. It is a simple system, but it helps things remain focused. Rambi returns as an animal buddy and is still on his own, while Squawks returns as an item that can be purchased from Funky Kong to alert players to when a secret nearby. Once again, these are changeable in the main menu or options – and even if you don’t have the right character, most collectibles are still obtainable (but might require a sacrifice or two). All of these abilities are required in one way or another throughout the game, and the game generally gives players each character (in their own marked barrel) prior during single player.ĭuring multiplayer, however, you’ve got to hope that your partner has chosen a compatible character otherwise some bonuses or collectibles will be missed. Diddy can hover (as in Returns), Dixie can use her ponytail as a helicopter for a momentary boost and slow fall rate (think Yoshi’s flutter jump) while Cranky can use his cane to bounce off of spiky surfaces. Control methods can be swapped and chosen at the beginning of the game or mid-game in the options menu so there’s room to move if players change their minds.Įach of Donkey Kong’s sidekicks have their own unique abilities which players can employ to help find the multitude of secrets scattered through each level. Neither of them use motion controls to activate manoeuvres such as rolling and as such feel closest to the original games and quite honestly, feels the proper way they are meant to be played. All of these control methods have their pros and cons, but the game plays best with the GamePad or the Pro Controller. Players can use the Wii Remote, the GamePad, the Wii U Pro Controller or the tried and true Wii Remote and Nunchuk. Tropical Freeze provides a myriad of control options for players and it’s most certainly welcome. Donkey Kong and his pals still look as emotive as ever helping add more personality and, dare I say it, charm, to a very simplistic story. It’s by no means a replacement for the now beloved Kremlins from the original games, but it is pretty close. Almost every enemy is presented with such personality and pizzazz that it’s hard not to love them as you take them down. Which begs the question – are the Snowmads up to par? I short, they definitely are. ![]() They were a replacement for the Kremlins and they weren’t the most interesting of enemies. Probably the worst thing about Returns were the Tiki Tribe. ![]() In a bid to reclaim their cherished home, Donkey Kong and his sidekicks travel through the archipelago of Kong Island to defeat the Snowmad. Their enigmatic leader unleashes a blizzard that freezes the island completely and blows the Kongs far away from their home. The game opens with Donkey Kong, Diddy Kong, Dixie Kong and Cranky Kong all celebrating a birthday, when suddenly a group of Viking-like enemies, the Snowmads, launch a siege on Kong Island. Tropical Freeze is similar to any Donkey Kong game in that the story is fairly simplistic and serves no real purpose other than to provide an excuse for Donkey Kong to move from area to area to reach his goal. It was difficult to imagine Retro could possibly top what they established with Returns. There were a few shortcomings – namely the unimaginative enemy designs and the reliance on motion controls – but the game was largely an enjoyable romp that harkened back to the good old days of the original Donkey Kong trilogy while modernising it to a point where it looked great and had a much more alive and dynamic feel. Retro Studio’s first game in the franchise, Returns, was a welcome “return” (sorry) for the franchise. ![]() Their artistic direction is fantastically realised, their soundtracks are some of the greatest pieces ever showcased in a video game and the gameplay is en pointe, balancing perfectly between a feeling of challenge and a feeling of accessibility. The Donkey Kong Country games are almost the perfect package for a gamer like me.
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