Donkey is back and freezing

Review

Played on: Switch
Released: 2018
Originally released: 2014 (Wii U)

Introduction

Yet another Wii U port to review, this time it's the sequel to Donkey Kong Country Returns (2010) on the Wii. Tropical Freeze was originally released in 2014, and as a bonus they've added an easy mode in the form of a new member to the Kong family, Funky Kong. Otherwise, the game is identical to the Wii U release in content, although boosted in resolution.

I'm a huge fan of the original Donkey Kong Country games on the Super Nintendo, DKC1&2 are masterpieces for their generation. The Wii return of the 2D series was something I only briefly tested back in 2010 and never again. Luckil,y Tropical Freeze has been ported over from the Wii U and I got to sit down with the this rebooted series and dig in.

While it does bring back some classic DKC vibes, I'm not sure if it's a substitute or brings back nostalgia for the old SNES trilogy. It's nice platformer though, on it's own premise.

So, let's take a look.



Plot and setting 

The game's intentional, but rather contradicting, title of tropical places freezing up, is all about a gang of viking enemies from the icy north attacking DK's jungle and home islands. The setting brings out some interesting level designs, as they are set in lush palm beaches, jungles and savannas, yet are speckled in ice and snow from the intruders!

Every island has it's own distinct environment style, with levels within reflecting this and ends with a boss fight level. At times, there are multiple routes to gain access to the next levels, requiring you to find and discover hidden exitswithin a level. Otherwise the layout is familiar to DKC veterans, completing a level lets you move to the next and so on.

Gameplay and features 

Gameplay is also familiar DKC fashion, fairly precise and fast platforming, with a little sluggish style to the bigger characters. Momentum builds rather gradually, but feels suited to the level design. I like how the levels now can switch from land to water on the fly, with the music switching when you dive under water. It's neat and makes the variation within each level even greater.

For fun there are hidden banana collection challenges, which I found amusing at first, but ultimately became repetitive as they recycle 4-5 layouts of them. The mine cart, flying and silhouette levels are a nice variation and a welcome change of style and pace.

There are a ton of levels in DKCTF, a little too many for my taste, especially all the hidden stuff in each level gets a bit out of hand. Each island environment outstays it's visual welcome and the somewhat sparse variation make them blend into each other. I found the old DKC games to have more distinct level designes, separating each other visually or mechanically. Sure, it makes the game larger and more padded with more levels, but it also lets repetitiveness sink in. 



Graphics and technical

Visually, I found the game appealing, the tropical setting is well represented with a lot of detail going on, though never being too cluttered to focus on the 2D gameplay. It has a more subtle textured and pastel coloured style to it than the old DKC's though. As such, it doesn't really bring me back to those games visually, but it holds it's own style nicely and consistent throughout.

Just like other Wii U ports, DKTF goes from a resolution of 720p to a 1080p on the docked Switch. Further enriching the visuals with more visible detail in higher resolution. In handheld mode, the game stays in 720p. Game runs at a responsive 60fps too!

Sound and music

For an old fan of the old DKC 1&2 music scores, it was important that this was done right for me. Luckily, the music hits the right spots and brings back David Wise to compose. He succeeds in taking the nostalgic DKC tunes and styles to the music score, and updates them with a more advanced and modern sound!

Nothing much of note on the sound department, it's just like you'd expect with the, aforementioned, cool feature of switching music and underwater styled sounds as you dive from water to underneath the sea within one level.



Summary

I found the game extremely hard and ended up having to play it on Funky Kong mode. Be aware, that you can't switch to Funky Kong at a later stage. Perhaps it's my tighter time schedule as an adult that makes the game seem harder. It seems rewarding to progress through, as it has a huge amount of levels to unlock if you are really enjoying it. More casual players though, will most likely be burnt out before reaching the end.

Coop is sadly not like how the old DKC trilogy, or the modern New Super Mario Bros. games, it's like Sonic 2D. So, player one decides where the screen focus goes and player two must simply follow and keep up or fall out of the screen. Really disappointing. Where is the old DKC style, where you switched for each life or hit  a high five to swap?

Viewed on it's own, this is a solid 2D platformer. Clearly a better continuation of the first game on Wii. Together with the David Wise score it goes closer to what DKC was back in the day. It's a colourful and charming ride with so much hidden stuff in each level, it will keep you busy for hours.

As a continuation of the old DKC trilogy on SNES though, I am a little undecided. It just doesn't trigger that classic DKC CGI aesthetic and it's darker tone. Then again, does it need to? 

At the end of the day it probably deserves to be reviewed as it's own title, regardless of it's legacy. It's a solid 2D platformer and recommended for those seeking such a genre on the Switch.

Be warned, it's very difficult!