Extreme difficulty: Donkey Kong Country Returns...with a vengeance

Chas_profile
Friday, December 17, 2010

When you name a game something like Donkey Kong Country Returns, you build up some very specific expectations in the minds of your future customers. Imagine my surprise, then, when I found developer Retro's recent take on the series is less of a nostalgic stroll and more of a grueling death march through memory lane.

Donkey Kong Country Returns

Pleased fans and reviewers described DKCR as "challenging," but they need to grab a dictionary. "Frustrating" is a more fitting label for the toil the game puts players through. "Sadistic" is a good one, too, as DKCR wants more than to see you fail: It wants you to suffer.

 

At first glance, you might think DKCR is a cakewalk, because it grants you two health points per Kong rather than just the one. Hearts and barrels can recover life when times get tough, but the game prefers to take you out instantly.

Every few levels feature interesting (but frustrating) set-pieces like mine cart rides and rocket barrel chases. Hearts don't matter when a single hit sends you flying off the screen with no chance of recovery. When the gimmicks grow old, the game resorts to old-fashioned pitfalls...loads and loads of pitfalls. Unfortunately, DK isn't as maneuverable as he used to be. When he's not plodding around at his slow walking pace, he's launching himself through the air with his powerful roll. Platforming is fun but risky at high speeds.

The cheap deaths wouldn't be so bad if the game didn't rub them in your face with its slow pace. Checkpoints usually send you back to the beginnings of these brutal segments. Naturally, you'll grow more and more impatient each time you're forced to negotiate the same obstacles over and over in any game. DKCR's levels, however, have tested my patience more than any other game in recent memory.

One particularly devious level has you traversing a beach during a violent storm. Large waves come crashing down on the stage from the background every few seconds, sweeping DK off the screen the moment one makes contact. Your only protection comes in the form of small walls of stone scattered throughout the beach. You have to race from wall to wall, evading each wave. When you die (and die you will), you have to make the slow, frustrating journey all over again.

Retro seems to be fully aware of how difficult it made DKCR. Rather than doling out his usual cynical words of wisdom, Cranky Kong sells extra lives. You buy these with coins found in all sorts of nooks and crannies your first time through each level...and your second, and third, and so on. Every time you die, you're encouraged to collect the same treasures again and again to avoid a game over and unlock extra levels. As a result, progress in DKCR can be painfully slow, making it a stark departure from the original trilogy's brisk and enjoyable pace.

When things get so tough you can't continue, DKCR offers up the super guide. Die enough times and you can watch a computer-controlled Super Kong beat the level for you. The problem here is that DKCR's stages aren't difficult to understand -- just hard to beat. The game offers me the guide often, but I've declined every time after the first. I might not like trudging through the same obstacle course over and over, but I don't want to watch someone else do it for me, either.

My biggest problem with DKCR's difficulty is that it feels so out of place. The original games were simple platformers that oozed atmosphere. Retro's update looks great and has lots of charm going for it, but it's hard to focus on that after the first world or so when you're just trying to stay alive. It's simply not the experience the name on the box implies. That's not to say it's terrible, just that Retro should have named it Cranky Kong's Revenge instead.

 
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Comments (8)
Mario_cap_avatar
December 17, 2010

I hate to come off sounding like those "hardcore" nonsense types who think games these days are too easy, but...

DKCR's difficulty was, for me, just right. It was clearly designed as a game for those of us who have been RAISED on platformers, as I have, and YES, it can be just as hard, if not harder, than the old DKC games. Frustratingly so? Only when you're trying to do a Time Trial or playing in Mirror Mode (the higher difficulty level).

I accumulated 99 lives halfway through the game - without purchasing any. So maybe I'm abnormally good at platformers? I concede to that squid level - that and a FEW other cases are definitely ones where you don't see them coming - IF you are rushing through the level. If you take that level slow and pay attention, the tentacles come out very quickly, sometimes before you can physically reach them, meaning you end up hitting them because you're moving fast and not being cautious. You don't need to see them coming in that level, you just need to exercise patience.

Also, DK letters are the only thing you don't keep when you die. Puzzle pieces and coins? You keep. As long as you finish the level in the same playthrough, you don't need to recollect Puzzle Pieces even if you die.

The difficulty feels "out of place?" When was the last time you picked up the SNES games? I played DKCR2 earlier this year. It's about the same as this game, difficulty-wise, as a whole. The later levels in DKCR are, admittedly, probably harder than the later levels in DKC2 but I completely disagree with the notion that DKC games were cake walks or some such. What makes DKC2 so brilliant is that its controls are simpel but EVERY LEVEL, more or less, engages you in a different way. The same reason why SMG and SMG2 are such elegant platformers. Simple controls, but a wealth of context to make use of them.

Again, not saying this game is easy. It isn't. It's harder than most I've played, but it's very streamlined and engaging, not mindlessly hard like playing God of War 2 on the highest difficulty.

People said New Super Mario Bros. Wii was "brutal" as well and it really isn't, it's about on-par with SMB: the Lost Levels if even that - at least NSMW doesn't have intenti9onalloy deceptive shortcuts that actually put you BACKWARD.

Seriously, I respect the opinion that the game might be too hard for many people - it probably is. But saying it's "out of place" I disagree with. Seriously. The old platformers of the 8 and 16-bit eras were more challenging than we remember. We just had all the time in the world to master them, as opposed to today where you play through a new game every WEEK if you want.

I love that you wrote this article but completely disagree with many of your feelings. The challenge was just right - for those of us who are platforming veterans. Newcomers will likely have some trouble, I admit.

Chas_profile
December 17, 2010

I actually played through the original trilogy a month or so before Returns came out, and pretty much breezed through them. They're pretty well balanced with a nice difficulty curve that's challenging but rewarding. Same with New Super Mario Bros. Wii. The last world had some tough levels, but I never got frustrated aside from a few hard to reach bonus coins on my second time through.

In Returns, I was frustrated by world 2. I understand you're supposed to be patient going through some of these set-pieces, but it's hard to do that when they've been draining my patience over and over. Maybe one day I'll be able to return to the game and enjoy it after I know all the levels back and forth (it's still fun to play when I'm not constantly dying on those set-pieces), but I honestly don't remember any game frustrating me so easily. That's why I say it feels so out of place: I can remember the day I got the original DKC and loving every second of it. Playing Returns for the first time was a very different experience.

New_hair_029
December 17, 2010

I loved the difficulty of Donkey Kong Returns, it never felt frustrating to me especially due to the nearly limitless supply of extra lives.

Chas_profile
December 17, 2010

The lives didn't do anything for me one way or another. It doesn't alleviate the problem, and it's a pretty archaic system that I don't think any game needs these days.

Bithead
December 18, 2010

I gotta agree with Eddy and Rachel here.  I'm loving DKCR, and would much prefer this level of difficulty than another Yoshi's Story-type platformer where you have to actively seek out very specific elements of the game in order to make it a challenge.  In your article you wrote, "The problem here is that DKCR's stages aren't difficult to understand -- just hard to beat." And I think that sums up why this doesn't irk me; the stages don't feel unfair to me.  You know what you have to do.  And that's the tricky part.  I applaud Retro and Nintendo for shirking their undeserved "kiddy" image and delivering an old-school platformer for the people who grew up on NES games (read: HARD). 

Default_picture
December 18, 2010

Got to agree, the game is hard and came to the conclusion you can't toss back a few beers and play through it after a night out. All your facilities need to be there and having a big buzz will meet with failure. I have to hold judgement till I played more. The levels are so well designed and extra lives and rewards are plentiful. My high has been tempered in World 2 when I found I just had to make it through, missing alot of the exploration, which I love.

I bought this for my 7 year old nephew for his birthday and decided it may not be for him, despite him most likely loving everything about it and characters. He may never make to later levels and just give up. I'll see if he can get through Epic Yarn (my replacement) and maybe give him this challenge for christmas. The game is fair in classifying as a HARDCORE Wii title. Pick it up Wii haters! Prepare to die a lot!

Photo_126
December 18, 2010

I know it hurts but when it comes to platformers I prefer the masochist approach.

 

I would much rather play this game than Kirby Epic Yarn because while I could breeze through Kirb in an afternoon, I'm gonna be yelling at my tv with Donkey Kong Country for weeks.  Think of it like football fans who get angry as all hell watching football when their team finally scores they're hopping up and down like school girls.  That's like me with platformers.

Chas_profile
December 18, 2010

Haha, I definitely had a few those football moments, Kyle. :p

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