The HUD has some nice intergration with the game, such as the health bar in the top left shaking as you pound the ground. It's only occasional, so doesn't distract too much, but does take a few seconds to right itself when it does happen. This is on New 3DS with Super Stable 3D enabled. Unfortunately I have also found that I struggle to maintain focus on the 3D such that it wobbles about and flickers on occasion, more than in any other game. The 3D effect is the best I have yet encountered, especially when you find yourself shooting deeper into the screen in some short sections of the levels (you will experience this towards the end of level 1-1, so you don't wait long to see it. In some ways this lacks the amazement of the originals, which anyone old enough will remember were really quite special on the SNES, but they are certainly amongst the crispest, prettiest graphics on the 3DS. This game captures the style and flavour of those games, but of course with much prettier polygonal 3D graphics.
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Review copy of game provided by publisher.I haven't played the Wii version, but I have played the original DKC trilogy on SNES, so this review will naturally include comparisons to I haven't played the Wii version, but I have played the original DKC trilogy on SNES, so this review will naturally include comparisons to those. I cannot recommend it enough, and if you own a 3DS, this is a must have title. It continues to showcase the stellar library found on Nintendo’s handheld of titles you simply cannot get anywhere else. If you loved the original series, or even the Wii reboot, this iteration is a must own. I also felt compelled to go back and attempt to collect everything just because of how much fun it is to play. The mentality of “just one more level” plagued me throughout my entire time with the game. There is little I can say about DKC Returns 3D that isn’t positive. I also like that the game separates each of the two difficulty modes with its own save file. There is little about the presentation here that fans will not adore. Music is engrossing, as I heard myself humming the classic DKC theme as it popped up. The 3D effect is also pretty good, giving players a sense of depth to every stage. This is what I remember the SNES games looking like, and it is amazing what the developers have managed to squeeze out of Nintendo’s handheld. The look and feel of the original games shines bright on the 3DS. I adore the instant retry button after each stage, like it’s taunting me to do better. There were rarely times that I groaned at a section instead I found myself wanting to master and collect everything. Enemies constantly require new tactics, and the actual layout of each area is unique and enjoyable. Combine that with challenges and time trials, and obtaining 200% of DKC Returns 3D is quite the endeavor.Īll of this works because of excellent design. Puzzle pieces can also be collected, and the quintessential art gallery needs to be filled. Cranky also sells keys to unlock new levels, and each stage also has a bonus area to find.
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Collecting all of the K-O-N-G letters in each stage opens up an entire new set of levels to play through, one of which has players building a monkey mech. On top of its lengthy campaign, there are also collectibles such as secrets that unlock new content. There are a ton of reasons to keep playing the game as well. The original mode is still present, so purists need not worry about a lack of difficulty, but this new mode really goes a long way to making the game more accessible. These items allow extra damage in the minecart and rocket levels, which can cut down on some of the frustration. Entitled “New Mode” ,this alternative way of playing grants a permanent extra heart to the life bar as well as more items in Cranky Kong’s shop. The other major change comes in a new mode, designed to aid players who found the original a little too challenging. Monster Games could have added in gimmick control (the 3DS does have a microphone) and lessened the experience, but instead have opted to make this version feel like the classic side-scroller it was meant to be.
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The same goes for grabbing vines and barrels, which is attached to the triggers.
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Instead of having to waggle the controller to perform actions such as blowing, it is now designated to the X/Y button. My stress level goes up just looking at this screenshot.