ROBLOX. VIDEO GAMES. MOVIES. ORIGINAL ANIMATIONS.
CLAY TRIBUNE.
Advertisement

Donkey Kong Country Returns Brought Back the Ape’s Hardest Platforming After a 16-Year Wait

Retro Studios' Donkey Kong Country Returns sold 6.53 million copies on Wii. Our review scores it 8.3/10, praising level design but faulting motion controls.

By mitch·6 min read
A gorilla leaps across a moving platform in a tropical setting.

Donkey Kong Country Returns arrived on the Wii in November 2010 without Rare, the studio that had built the series’ reputation. Retro Studios handled development, Nintendo published, and the result sold over 6.53 million copies worldwide. That figure makes it one of the best-selling titles on the Wii. It also makes a clear case that the banana-hoarding ape still had an audience.

The game earns an 8.3 out of 10.

Trailer, via moviemaniacsDE.

Advertisement

The Tiki Tak Tribe Takes the Bananas

The story opens with a volcanic eruption on Donkey Kong Island. A group of evil Tiki-like creatures called the Tiki Tak Tribe arrives and plays music that hypnotizes the island’s animals. Under that influence, the animals raid the banana hoard belonging to Donkey Kong and Diddy Kong. Donkey Kong resists the music. He and Diddy set out across the island to take the bananas back.

That premise is thin, and it does not pretend otherwise. The Tikis replace the Kremlings from the original Donkey Kong Country, and they fill the antagonist role without much personality beyond their leaders. What matters is that the setup gives the Kongs a reason to move from world to world, and it does that job.

Nine Worlds, Nine Tiki Leaders

The pair travel through nine worlds: the Golden Temple, the Volcano, the Factory, the Cliff, the Forest, the Cave, the Ruins, the Beach, and the Jungle. Each world ends with a Tiki Tak Tribe leader to defeat. The roster includes Kalimba, the Maraca Gang, Gong-Oh, Banjo Bottom, Wacky Pipes, Xylobone, Cordian, and Tiki Tong, the king of the tribe. Cordian hypnotizes other inhabitants on the island to fight the Kongs.

After Tiki Tong falls, the Kongs are launched into space. They punch and headbutt down on the Moon, crushing Tiki Tong’s base and sending bananas flying everywhere. It is a ridiculous ending, and the game knows it. The series has always been willing to go big at the finish, and this one goes as big as it can.

Cranky Kong appears as the only other Kong family member, running shops throughout the island. Takashi Nagasako voices both Cranky and Donkey Kong, and Katsumi Suzuki voices Diddy.

Mine Carts, Vines, and Silhouettes

Players control Donkey Kong, with Diddy Kong available in certain situations. The traditional elements of the series return: mine cart levels, the ability to swing between vines, banana collection, the golden “KONG” letters, and puzzle pieces. New to the game are levels where the characters and foreground environments appear as silhouettes, which spawn several new gameplay mechanics.

In single-player, only Donkey Kong is playable, but Diddy rides on his back. Donkey Kong can use Diddy’s jetpack to jump further. Multiplayer lets a second player control Diddy. If a character dies in two-player mode, the other can bring them back by hitting a “DK Barrel” that floats into view, a mechanic similar to the one in New Super Mario Bros. Wii.

That barrel mechanic matters more than it sounds. Skill differences between two players are a real problem in co-op platformers, and the game addresses it directly. Diddy can hop on Donkey’s back to take a more passive role, and his jetpack makes his partner’s jumps easier. Both characters can pound the ground to defeat enemies and unveil secret items.

Two animal buddies, Rambi and Squawks, appear at certain points to assist Donkey Kong. The game also uses the “Super Guide” feature that previously appeared in New Super Mario Bros. Wii and Super Mario Galaxy 2.

The Controls Are the Weak Point

The game offers two control schemes. The standard setup uses the Wii Remote with the Nunchuk. A more classical approach requires holding the Wii Remote sideways. Both methods use motion controls for the “Ground Pound” move.

This is where Donkey Kong Country Returns stumbles. Motion controls for a precision platformer are a compromise, not an improvement. A shake of the controller to pound the ground works, but it never feels as exact as a button. The game asks for timing on mine carts and vine swings, and the input method adds a layer of uncertainty that the level design does not need.

The high difficulty drew mixed responses at release, and that reaction is fair. Retro Studios built levels that demand repetition and memorization. For players raised on the Super NES original, that is the point. For everyone else, the difficulty curve can feel like a wall.

A Port, a Sequel, and a Legacy

A Nintendo 3DS port developed by Monster Games, titled Donkey Kong Country Returns 3D, arrived on May 24, 2013, in North America and PAL regions, in Australia the following day, and in Japan the following month. A sequel, Donkey Kong Country: Tropical Freeze, came to the Wii U in February 2014 and to the Nintendo Switch in May 2018. A high-definition version developed by Forever Entertainment followed.

The game was a critical and commercial success. It received positive reviews for its graphics, level design, and gameplay. It was the first installment in the Donkey Kong Country series not to involve Rare, and the first to be released after Microsoft purchased the studio. That transition could have gone badly. Retro Studios had already proven itself with the Metroid Prime games, and it handled the Donkey Kong revival with the same care.

What the 8.3 Reflects

The 8.3 out of 10 matches the published critical aggregate across eight outlets. That number is not a compromise. It reflects a game that nails its level design, its visual identity, and its sense of momentum, while carrying a control scheme that holds it back from the top tier.

The silhouette levels are the clearest example of what Retro Studios understood. They take a familiar side-scrolling perspective and strip it down to shapes, forcing players to read the screen differently. That is a design idea, not a gimmick, and it earns its place.

The mine cart levels carry the same confidence. They are fast, unforgiving, and built around the exact kind of repetition that makes a level stick in memory. When a player finally clears one, the relief is real.

The motion controls are the counterweight. They are not broken, but they are the wrong tool for this job. A platformer that demands precision should not ask players to shake a controller to perform a core move.

A Revival That Earned Its Bananas

Donkey Kong Country Returns does what a revival should do. It respects the original without copying it, and it gives a new studio a chance to prove it understood why the series worked. The Tikis are forgettable villains, and the story is barely there. None of that matters. The levels are the argument, and they hold up.

The 6.53 million copies sold tell you players showed up. The 8.3 tells you the game deserved them. Retro Studios took a franchise that had been dormant and reminded everyone why Donkey Kong mattered in the first place. The motion controls keep it from being essential. Everything else makes it worth returning to.

The Notebook

Get the Notebook.

The day's best stories and every fresh verdict, in plain English, in your inbox by seven. One email a day, no more.

We send one note to confirm. Every issue has a one-click way out.

Game reviews
Advertisement

Leave a Reply

Your email address will not be published. Required fields are marked *

As an Amazon Associate, Clay Tribune earns from qualifying purchases.