Let me tell you about a moment in world five of Donkey Kong Country: Tropical Freeze. Itās a little late in the game, but itās oh so typical (and not a spoiler, unless you count the placement of platforms as a spoiler). How you feel about this moment will determine how you feel about this game.
Here we are, playing as Donkey Kong, with Dixie Kong on our back. Technically weāre playing two-player mode right now, but not really (more on that later):
The game weāre playing is a sidescroller. A platformer. A very difficult platformer. And this scene here is Very Difficult Platforming 101. Or 102. Or whatever the more advanced class is.
See, weāve got some problems. Hazards, even. We also have some options.
As Donkey Kong, we can jump, roll or slap the ground. With Dixie on our back, we can float in the air and actually propel ourselves upward a little more, then drift downward with a little left or right movement. He can also jump up and grab any grass that is growing from an overhang. Thatās what we want to do here.
Butā¦
The thing we want to grab is on a swivel.
More problematically, weāre in some sort of power plant that is coursing with electricity. If any of the little white nodes we can see come in contact with any of the spherical cage-like things, then things get electrified.
Thatās bad.
Sorry, Dixie!
We need to get to the moving platform on the right thatās sliding from side to side. The best course of action? Grab that grassy ceiling, clamber over to the right of it before it can tilt too much and then jump onto that moving platformā¦
Of course, the moving platformā¦. moves! It also has one of those nodes that can connect with one of those cage things, so it can briefly be electrified. It also passes under two deadly electrified barriers.
As youāre playing, you canāt see many of these hazards coming, you know. You see one problem, solve it, see more problems coming, and, if you think too much about solving them, you die.
This is how you play the game.
Try. Die. Retry.
You will improve.
See?
https://www.youtube.com/watch?v=I7Wevr8WQyc
And then youāll die again.
Youāll die again, because Donkey Kong Tropical Freeze is a game you play in inches. Itās a game that will teach you by killing you, which I must say is fun some of the time. Sometimes, itās maddening. Sometimes it feels like the worst of an older style of game design that sure felt like it was conceived to eat quarters or waste kidsā time and keep them occupied to justify the cost of a cartridge.
Then again, getting past one of the tough obstacles that killed you before can be bliss.
Would that make you happy? Would it be worth it?
Donkey Kong Country Tropical Freeze is the fifth Donkey Kong Country sidescroller, the second made by Nintendoās Austin, Texas-based Retro Studios in concert with Nintendo producers from Kyoto, Japan. The games have always been difficult. Theyāve also been among the slicker-looking Nintendo games. Original series composer David Wise also made them some of the best-sounding games, and heās back in this new one to do the same
Nintendoās fairly glutted with sidescrolling heroes, though, and I must say that Donkey Kong never quite seemed to measure up to his peers to me. His games were fun, but lacked the ingenious level design of the best Mario and Yoshi sidescrollers. His rogues gallery was funny, his move-set decent, but in both regards he was trumped by Kirby.
What Donkey Kong seemed to have over Nintendoās other characters were development teams that saw the ape, for some reason, as an opportunity to push for the highest-end graphics possible. He inspired game creators to make his games technical showpieces, with each and every level an impressive set-piece. In that regardāif not in terms of how difficult the Donkey Kong Country games have beenāthe series might be something of Nintendoās way of making something of a sidescrolling Call of Duty, prioritizing spectacle in a company that typically tends not to. The results, realized in Tropical Freeze, are often stunning.
One level will take place in a storm:
Another in a blaze:
Another in a massive sawmill:
Another under water with an angry octopus acting out:
If Donkey Kong Tropical Freeze gave its players pause to more than catch their breath or curse in frustration with some of its devilish levels, I think it would elicit a lot of āwowās.
Itās a sidescroller done as a blockbuster.
Except⦠itās not.
Itās not because blockbustersāthink, Hollywood blockbustersāgo down smoothly and easily. So do Call of Duty campaigns. So do Kirby platformers and a lot of other games. Not this one. No, thatās the twist here: weāve got a game that looks like itās made for pop appetites but is tuned to be enjoyed by the brave and hardcore. Itās tuned to be played by people who have an appetite for entertainment thatās painful to consume. No pain, no gain of fun, as it were.
You know what? Tons of people actually do love the excruciatingly difficult Flappy Bird. Maybe thereās a large crowd of people whoād love a game as tough as Tropical Freeze, too. Still, effortless popcorn this aināt.
So whatāve we got?
Six worlds. Three possible partner characters, all of whom can help you jump further, double your life hears and can also be controlled in co-op. An invading force of penguins, seals, walruses and other cold-weather interlopers messing with Donkey Kongās tropical hangouts. Lots of bananas. Lots of gold medals to collect. Lots of platforms to jump on, vines to grab, minecarts to ride, barrels from which to be launched and rockets to ride. Thereās Rambi the rhino, too.
Also⦠ugh⦠six pattern-recognition-based boss battles that remind me why I hate boss battles (I know, I know, you and many others love just those kinds of encounters!). Talk about a part of games that waste your time.
Thereās nothing in Tropical Freeze that will shock DKC veterans and a lot that will comfort them. This is the first high-definition version of the series, after all. Itās the first on Wii U and a reminder that Nintendoās console can do some technically-impressive stuff. Thereās an appealing confidence to the gameās technical proficiency and to its ignoring of the Wii U controllerās screen for anything other than off-TV play. Thereās no hardware gimmick to the game, and in that way it feels pleasingly pure.
https://lastchance.cc/bold-move-nintendo-1522251610%3C/a%3E%3C/p%3E
Hereās an example of that visual logic, taken from a level in the gameās fourth world:
To justify the gameās difficulty or perhaps to simply compensate for it, Tropical Freezeās designers give players lots of opportunities to gain free lives as well as the ability to enter the gameās levels with extra powers.
Those special powers, purchased with medals collected in the levels, can give players an extra heart in their life meter, a painless recovery the first time they fall into a levelās bottomless pit or even a brief period of invincibility after their first accidental bump with an enemy. I burned through these abilities a lot, especially for boss battles, but I thankfully never lacked medals with which to purchase more. Thank goodness. I needed them, through to the end.
The gameās levels are full of bananas to collect, every hundredth one granting a free life. Youāll miss a lot of the bananas if you donāt have a good eye for finding hidden areas. The game is stuffed with them, which is one of the most delightful aspects of Tropical Freeze. There are hidden secrets everywhere. So, pay attention! Be curious!
As generous as the game is with bonuses, the gameās approaches to difficulty donāt come together as tidily and successfully as its graphics and sound do. The two player co-op system, for example, seems designed to be exploited.
When played by two people, the partner player can explore and fight on their own or simply ride on Donkey Kongās back, shooting pellets to stun enemies. No big deal there. But playing co-op also doubles the amount of hearts youāve got, two for each character. That makes a world of difference when playing the gameās toughest levels. And that makes it a no-brainer for a solo player like me to simply turn on a second controller, put the partner character on Donkey Kongās back and swing on through the level. Double the health bar all the time! Plus: the partner characters all have added abilities that let Donkey Kong jump better, making every single platforming challenge easier. And, yes, you can get these partner characters in singleplayer mode, but you canāt assume that youāll always have one with you unless youāre playing in co-op.
The only reasons not to exploit the co-op as a solo player are 1) the game chews up two lives at a time when youāre playing this way and 2) the second controller will go to sleep every few minutes, pausing the game. Neither is a big deal, but it still feels odd and very un-Nintendo for this option to not just be available but for it to be advisable. It feels sloppy.
With dollops of patience and a sharpening of skills, any player can have a great time with Donkey Kong Tropical Freeze. Lack that, and youāll be miserable. I recommend this game for players who want some paināsome pain wrapped in a beautiful adventure.
Just be sure to time your jumps right.
And try to get used to this.
For a second opinion, check out this review of Donkey Kong Country: Tropical Freeze written by GiantBoyDetective over at TAY, our reader-run blog.
https://tay.kinja.com/donkey-kong-country-tropical-freeze-the-tay-review-1524031553
To contact the author of this post, write to [emailĀ protected] or find him on Twitter @stephentotilo.