Provides solid entertainment for fans and newcomers alike.

User Rating: 7.5 | Donkey Kong Country Returns WII
Games like Donkey Kong Country Returns are a rare commodity lately and Nintendo seems to have pulled a hat trick in 2010 with this, Kirby's Epic Yarn and Super Mario Galaxy 2. Returns succeeds in a myriad of engaging fashions which resuscitate a genre that has gradually been sidelined by 3D gameplay over the years. Unfortunately, some of this is marred by the presence of dated artefacts from generations past and a control scheme which isn't the most user friendly. That aside, it does live up to its namesake and provides solid entertainment for fans and newcomers alike.

The most immediately noticeable and impressive feature of Returns is how vividly animate its world is. So much of the environment is moving, crumbling, swinging, swelling or exploding; there is a feast of visual pleasures to enjoy here. Returns takes standard 2D platforming and twists and expands it greatly; there is a noted absence of any slack or repetition. Every single level introduces a new mechanic and tends to be designed around it from the ground up. This isn't apparent at first as the initial zone features some pretty standard stuff in order to familiarize you with the controls - more on those later. However, once you get into the swing of things (ha), it becomes clear that brand new objects and hazards are being added throughout the entire game. Perhaps the only point where noticeable repetition may be found is within the mine cart or rocket barrel levels.

Yes, fans of previous Donkey Kong games might be pleased to see the return of the mine carts. These fast-paced, frantic outings are likely where most of your lives will end up being lost; though each of these levels are admittedly quite the treat. The ones towards the end feature some incredible moments which arguably are the game's best. As well as mine carts there occasionally are levels where Donkey Kong rides on a rocket barrel with players able to control how high or low the barrel flies. While not as fun as the mine carts, these sections provide a similar thrill - though they are host to some of the more annoying moments of the game. The tiniest contact with a solid object results in the barrel exploding, something which can feel a little bit extreme. Overall though, both barrel and mine cart are a welcome variation to regular play.

As mentioned previously, the vehicle which drives the game's plot involves Donkey and Diddy Kong's attempt to retrieve their stolen bananas; the thieves in question being a group of floating Tiki masks which have also hypnotized and enslaved the island's wildlife. These are serviceable foes and provide some good laughs during cut-scenes. On that note, character design in general is impressive here. Very few enemies feel bland or hashed together; there is always a palpable persona evident in their demeanour and gait. The elegant, bamboo stilt-striding turkeys are particularly hilarious. Unfortunately, what does become apparent is that the collision detection between Donkey Kong and his adversaries is noticeably unrefined. Damage or death is incurred when contact clearly has not yet been made. A bit more attention to detail on this front may have been prudent. That said, this is but a minor gripe that might cause some sporadic annoyance.

Sadly, annoying the player is something Returns is often guilty of and is arguably the main flaw in this otherwise impressive platformer. Despite the fact that memory cards, saved games and hard drives have been around for the past two generations of consoles, Nintendo still seems intent on clinging to the lives system. While this was appropriate in the early '90s, today it simply means sitting through a pointless game over screen every once in awhile. Also contributing to a rise in blood pressure is Returns' checkpoint system. Checkpoints are spread out very sparsely, most levels containing only one. Much of the time spent playing this game involves mindlessly repeating sections you have already mastered in order to get back to the point you're having trouble with. While one could argue that this makes the game more difficult, it is not a true difficulty but an artificial one. Surmounting many obstacles consecutively is challenging but when it reaches the point that the experience is akin to drudgery and a sigh of relief is breathed at the conclusion of a level, it is not indicative of good design. With games like Limbo and Super Meat Boy featuring some very tight and elegant death and checkpoint systems and still retaining a steep difficulty, it's underwhelming to see these features implemented so thoughtlessly in such a big budget title.

Along with the aforementioned character design, the aesthetics of the game in general are very strong and cohesive. Even when you're thrust into an industrial factory area, it feels like it fits right in on this tropical island. The graphics themselves, while great for the Wii, don't have a scratch on similar Xbox or PS3 titles. Certain aspects feel quite clunky and lack detail. One level in particular features a large tidal wave repeatedly crashing over the plane Donkey Kong traverses. This is impressive until it becomes apparent that the "wave" is simply a thin, flat texture. What is lacking here technically, though, is more than made up for by the artistic and aesthetic aspects of the visuals. This is a game which will still look charming in 10 years.

Akin to its aesthetic qualities, Returns' score is highly suited to its look and feel. Though a bit understated at times, it meshes well with other aspects of the presentation. Also worth noting is that a very large amount of the score is a modernized version of the SNES games'. The themes during the "sunset" and barrel rocket levels are particularly memorable. Also deserving a mentioning is a unique level towards the end of the game filled with various crushing machinery that slams in time with its music - very impressive.

Unimpressive are the the controls. Two methods are offered here: using the nunchuk and remote or the remote held side-ways. The nunchuk functions well enough, as it does in any other game. The main issue is that in order to make Donkey Kong roll or pound the ground, one must slam down the remote. This isn't initially much of a problem, but later levels will require precision and one misstep usually results in death. Diddy Kong's jet-pack causes equal hassle as it shares the same button as jumping. This can make bouncing on enemies frustrating as instead of gracefully launching into the air as intended, a mistimed button press will have you pitifully hovering in place before flopping to the ground. Fitting the roll or bounce (while Diddy Kong is present) into a quick series of moves or trying to quickly pound something before befalling a hazard can be rather awkward with this control scheme and while it's possible to compensate for it, it definitely will cause some unnecessary deaths. Holding the remote sideways is just as uncomfortable here as it is elsewhere and makes the roll even more awkward to perform. It begs the question as to why the classic controller isn't supported. There is nothing here that couldn't be replicated on a regular old controller - which would certainly provide a more enjoyable experience.

As with similar Nintendo titles, there is a fair amount of replayability here. Along with simply finishing each level (of which there are many – 70 or so), there are letters and puzzle pieces to collect which unlock more levels and artwork/extras. For the truly obsessed there is also a "mirror mode". Similar to Mario Galaxy's green stars, it involves completing the game once more, this time with the level now scrolling right to left and a restriction placed on your health. This mode obviously isn't for everyone but if you're the kind of person who feels compelled to acquire a 100% rating in things, rejoice that this goes up to 200%. On top of all of this there is the option of playing in co-op mode. This adds some minor fun for interested parties, however the game is designed through and through as a single player experience and playing alone is generally preferable here.

Overall, Returns does much for both the Donkey Kong franchise and 2D platforming in general. While it brings back some fantastic aspects of the original games, along with expanding upon them using contemporary technologies, it also brings with it a few archaic holdovers that are either unnecessary or outdated compared to more modern takes on the genre. Anyone with a low tolerance for irritating design choices may find the game too frustrating to play for long, especially considering its ham-handed controls. That aside, fans of the platform genre will undoubtedly be satisfied by Returns which is certainly one of the better games of the year.*

* Well. Last year, I suppose. I couldn't afford it 'til this year... :'(