Friday, January 25, 2013

Glitch City: The End of The End of the World

In the first edition of Glitch City, where I take games and I break them to find the delicious glitches that rest inside; I decided to take a look at a glitch I happened to stumble upon without any prior knowledge of it. There's a way to leave the Destiny Islands portion of End of the World and have Sora walk on sky and water alike! Not only can you take a look at what's behind Destiny Islands but you can also bury Goofy's stupid face in the sand.





Here's how you do it:

  • Beat the game. The glitch is in the Destiny Islands portion of End of the World where you fight the first round of the final boss battles.
  • As soon as Haley Joel Osment says "Is this, is this my island?" run directly behind you and jump onto the wooden shack. Going near the shore (or was it the hidden cove?) will trigger a cutscene.
  • On the wooden shack, go to the far right corner of the roof and start jumping around.
  • Eventually, you should have landed Sora on an invisible platform.
  • Spam the jump button and watch as Sora crab walks to the heavens!
  • Keep jumping until you're above the trees then head towards them. This insures that you will not fall back into the game's boundaries.
  • You are now free to traverse the empty world of Destiny Islands. Not much to do really but mess around behind the island and to see how far away from the island you can get.
It's definitely a neat little trick to do and just proves I played this game too much when I was 10. I mean look at how high I got Donald's magic . . . seriously?




The Games That Will Make 2013 Awesome

January:
Anarchy Reigns
The long awaited sequel to the fantastically bloody Wii title, Mad World, hits consoles and promises to be even more bloody, more violent, more colorful, more multiplayer, and less waggly.

The Cave
While they're finding ways to spend all 3.3 millions dollars on their Kickstarter adventure game, Double Fine teamed up with Sega to release a puzzle/platformer called The Cave.  If it's anything like their previous titles, it should be just as charming and humorous.

Ni No Kuni: The Wrath of the White Witch
I absolutely love anything that Studio Ghibli churns out. So when I heard that they teamed up with Level 5, creators of the Professor Layton series, to make an RPG with an original story AND a definite North American release date, I nearly entered a comatose state just imagining getting my hands on a game that's dedicated to gameplay just as much as telling a great tale.


February:
Fire Emblem: Awakening
The Fire Emblem series enters Nintendo's newest generation with the apparent return of Marth.  Also you'll get to kill undead soldiers as Marth . . . in 3D!

Metal Gear Rising: Revengeance
While playing Metal Gear Solid 4, I thought how cool it would be to play a fast-paced action game starring cyborg Raiden. Then Hideo Kojima unveiled Metal Gear Solid: Rising that would have you play as Raiden and would bridge together the events of MGS2 and MGS4. Then nothing. And more nothing. Then it was revealed that the game had actually been canceled! But luckily for us, the fine folks at Platinum Games took up the reigns of the development process and thus the oddly named Metal Gear Rising: Revengeance was born.  The game now looks to take the over-the-top hack n' slash route and while its place in MGS canon is still debatable it looks to be a hell of a lot more CRAZY than that dumb DmC reboot.


Rayman Legends
Rayman Origins was a surprise hit for me back in 2011.  Ubisoft made a cooperative multiplayer platformer that is actually enjoyable unlike those hacks at Nintendo with their New Super Mario Bros. games.  The Wii U exclusive not only looks to bring more of that glorious platform but gamepad elements that actually look fun. A lot more than those Nintendo hacks can pull off. PFFT!


March:
Luigi's Mansion: Dark Moon
I have no idea why it took Nintendo twelve entire years to make a sequel to this game but they have finally come to their senses and continued the tale of Luigi's real estate escapades. There will also be an odd multiplayer addition which means 4 times the Luigi!

South Park: The Stick of Truth
I find South Park to be a pretty great show so for me hearing that Obsidian is joining forces with Matt Stone and Trey Parker to make an RPG was pretty similar to me finding out about Ni No Kuni except replace beauty and magic with Crab People and Jew jokes. Although the death of THQ and the game's acquisition by Ubisoft hopefully will not disrupt its release.

TBD:
Pokemon X & Y
Remember back playing Pokemon Red/Blue and thinking to yourself "Wouldn't it would be neat if they made an awesome 3D Pokemon game?"  Well, our childhood dreams have come true with the latest Pokemon generation and it might actually get me to play a Pokemon game since Gold/Silver came out.  I might even be willing to endure all the stupid new Pokemon designs that they've unimaginatively mustered up.


Killer Is Dead
WOAH! It's like it's No More Heroes, mixed with Killer 7, mixed with a little Shadows of the Damned.  Basically, it's everything that defines Suda 51's style wrapped up into one thrilling looking title.

Animal Crossing: New Leaf
When I played Animal Crossing for the Gamecube, I was devoted to that game. I did everything; I collected all the bugs, caught all the fish, paid off my home, designed the coolest shirts, and pitfalled the most annoying neighbors.  I haven't played an Animal Crossing game since then on the count of me not being able to find enough time. So with New Leaf being released on the 3DS, I felt it would allow me to dedicate a ton of time with the game as I could take it anywhere.

Bayonetta 2
With all the butthurt that surrounded Platinum Games' reveal that Bayonetta 2 would be a Wii U exclusive, it's not going to just be about playing a climaxing sequel; it's also going to be fun watching everybody boycotting and hating a game that they can't even play.

Grand Theft Auto V
My favorite GTA game is San Andreas due to the huge map that allowed for maximum exploration, something I enjoy doing more than the actual missions. GTAV brings the game back to Los Santos with Rockstar promising a map bigger than the worlds of GTAIV, San Andreas and Red Dead Redemption combined.

Pikmin 3
How great would it feel to play a Pikmin game with a touch screen, being able to point where your Pikmin will be thrown; RTS style. Thanks to Nintendo, we'll soon be able to realize that feeling.

The Wonderful 101
The Wii U drought ends with Platinum Games' interesting puzzle/brawler that has you control 101 super heroes that form together to create different objects like a sword or a ladder.  Also the main character looks and sounds an awful lot like Viewtiful Joe, perhaps a throwback to Platinum's original gig as Clover Studios.


Wednesday, January 23, 2013

Review: ZombiU


ZombiU

Platform: Wii U
Developer: Ubisoft Montepellier
Publisher: Ubisoft
Released: November 18, 2012


Dead Potential


I never thought much about ZombiU prior to the launch of the Wii U.  It just seemed like another generic Zombie "survival/horror" FPS except with fancy Wii U controls.  In fact, I hadn't even bothered to play the game until a month after launch.  At first I thought it was due to me being preoccupied with other Wii U games like New Super Mario Bros. U and Nintendo Land. Looking back now, what kept me hesitant was that I saw a lot of Red Steel, Ubisoft's launch title for the Wii, in the release of ZombiU.

When the Wii launched in 2006, Ubisoft's Red Steel released alongside it with a promise to display how motion controls could be properly used for the budding system. Instead we were shown a mediocre game that emphasized the problems that would overshadow the path of motion controls for the rest of the generation.  Now, with the newest generation beginning, I saw a repeat of Ubisoft's promise with the release of ZombiU, except this time I am surprised to say I am wrong . . . for the most part.

ZombiU does two things right; it showcases how the Wii U gamepad can be used in a creative and efficient manner, and how a survival/horror is meant to played.  When Nintendo first showcased the gamepad, an entire world of possibilities opened up about how it could be used to enhance the gaming experience. This idea ran wild in fans' minds up until the first batch of titles released and it became instantly obvious that developers had no intention of expanding creativity in the industry with the gamepad; rather they opted instead to use the controller as handheld map an options scroller.

Then comes ZombiU; Ubisoft's vow to Nintendo that they can show the consumers how the gamepad can be used properly with ingenuity.  ZombiU succeeds in giving the player a multitude of ways to use the gamepad in order to survive the hoards of zombies waiting around every corner.  If the player wants to check the inventory to equip a weapon or item, the player must turn their focus away from the action on the big screen and onto the gamepad leaving the survivor vulnerable to a zombie attack.  If a player finds a locked door, the player must perform certain actions on the gamepad that, once again, deter the player's view away from the screen. The use of the gamepad emphasizes patience, strategy, and discretion instead of a guns-blazing, leave-no-prisons mindset that so many modern "survival/horror" games rely upon for some reason.

With how well Ubisoft implented the gamepad controls and created a survival/horror game worthy of the genre's name, it's a shame that the overall game is quite mediocre.  Underneath all these creative mechanics, a very plain and run-of-the-mill zombie game lies.  The story is predictable and almost transparent, while the missions follow the same formula of "get from point A to point B and back to point A" throughout the entire game.  If it wasn't for the constant fear of death lingering around every corner and the necessity of using strategic gameplay, ZombiU would have absolutely nothing else going for it.

ZombiU only works because it is a Wii U game but unfortunately the mechanics can only take the game so far.  The core of the game feels so bland and rushed to the point where it becomes a glaring flaw in an otherwise potential and smart title.  If you have a Wii U this is a definite must-have title in the midst of a drought of content especially for someone craving a challenge. If you are wondering whether or not to buy a Wii U to play ZombiU; ZombiU is not a game that can carry the console until the next batch of titles hits the console.  So basically, ZombiU is a must buy merely on the fact that the Wii U has very few first party titles that use the gamepad to a certain extent and when more promising looking titles hit the market ZombiU will be set aside and forgotten.

------------------------------------
Statistics

Gameplay:
8/10
The clever use of the Wii U gamepad offers the player strategy, depth and immersion lost in many modern survival/horror games.  With this said, the fact that underneath the mechanics lies a soulless zombie cash-in cannot be ignored.

Playability:
10/10
Switching weapons with the touch of a finger feels smooth while controlling the survivors is as responsive as any other FPS on the market.

Camera:
10/10
There are a ton of clever uses of the camera; using the gyroscope and the screen to look for hidden objects, its position on the survivor character while you search through your backpack to give you a view of any creeping zombies coming to ambush you.

Fun:
6/10
The Wii U gamepad mechanics are what give the player the motivation to continue with the game.  The elements of difficulty and survival add to the appeal but the variety of game-breaking bugs and unnecessary loading doors drop the fun factor sharply.  In my playthrough I ran into about five glitches that made me reload a save file and, on one occasion, even create a new save file altogether.

Lasting Appeal:
4/10
The game is short and after that there isn't much to do afterwards except try your hand at Survival Mode which has the player go through the game with one survivor and if that survivor dies, the player must restart the game from the beginning.

Graphics:
3/10:
This is not a pretty game.  With abysmally bland textures and mediocre character models, this game negates Nintendo's initial claim that the Wii U is graphically more powerful than current-gen systems with visuals that seem to come straight out of 2007.

Difficulty:
10/10
It's a breath of fresh air to see a game dedicate itself to being a true survivor/horror game.  During your missions, you'll find that ammo is scarce, your health runs out fast, and you will find yourself trapped at any moment.  On death, the new survivor must go out and kill the previous survivor's zombie self and retrieve all of their precious weapons and recovery items. Be aware if you die without retrieving these items, they will be lost forever.  ZombiU urges the player to consider their options and plan ahead and even goes as far as to suggest retreating as an appropriate option if the going gets tough.

Sound:
5/10:
The piano based score is forgettable as is the voice acting.  It's the little sound effects such as footsteps, a gun blast, rain drops, and zombie moans that take the player for a ride.

Flow
5/10:
While a neat concept, dying and having to start back at the hideout as a new character halts the flow of the game as you backtrack all the way back to where you last died, retrieve your items and finally continue on with the mission.  Sometimes dying during a mission will end it, leaving the next survivor character to reap the rewards and continue on.

RANK: C



Thursday, December 27, 2012

Review: New Super Mario Bros. U


New Super Mario Bros. U

Wii U
November 18, 2012

"Same Old Mario Bros. U"





When the New Super Mario Bros. series debuted nearly eight years ago, Nintendo promised a classic and nostalgic look back at Mario's 2D platforming roots.  The first installment was received with great praise and sales; Nintendo's focus on nostalgia for its advertising worked and rightfully so.  The series offered classic sidescrolling gameplay with new power-ups and modern mechanics (such as the triple jump) and melded it all into a formula that worked.


With every installment that followed, the nostalgia moniker began to fade while the implementation of innovative ideas remained at a near stand still;  New Super Mario Bros. Wii offered four player cooperation and New Super Mario Bros. 2 gave the player the ground breaking opportunity to gather as many coins as possible.  While it did offer a lot more than 2 had, New Super Mario Bros. U left me with a desire for something more.  Much more.

Nintendo's key launch game for the Wii U, Mario U's biggest innovation is the utilization of the Wii U gamepad not for controlling Mario or any of the other players but for creating platforms and halting enemies for your friends who are actually having fun playing the game.  It's a neat idea if there are five people around that want to get in on some 2D Mario action but I cannot fathom why anybody would want to play in Boost Mode for any other reason than to just "check out how it is."  Boost Mode can also be used to help you out with all your speed running needs but good luck convincing your friend to sit down and waste time just so he could poke the gamepad to make useless platforms that you probably won't even use anyway because none of the levels are designed with Boost Mode in mind.


The core game revolves around a gripping tale of woe, loss, and redemption where Mario and friends cross fire, ice, and valley to overcome not just the hellfire Bowser inflicts but the doubts and darkness within the heroes' heart themselves.  JUST KIDDING! It's about rescuing stupid Peach again but this time everything looks like Super Mario World!

Actually the aesthetics in the game are really gorgeous.  The art style of the backgrounds show off the theme of a modern Super Mario World that the developers intended to achieve.  The levels, Accorn Plains and The Painted Swampland in particular, display a potential in creativity that I hoped to see throughout every aspect of the game.  Unfortunately, everything in the foreground and all of the character models look just like they were ripped out from the Mario Wii and glazed over with a shinier finish.

Despite all of my complaints, Mario U does give the player a solid platformer.  The final levels are tough especially if you're trying for a 3 star coin run (which is the only true way to play the game) and call for some quick thinking and tricky jumping.  I replayed Super Mario Bros. 3 and Super Mario World before getting my hands on Mario U and found the difficulty to be on par and at times even harder than those Nintendo classics.

New Super Mario Bros. U stays true to the Mario formula, perhaps too true.  The strategic platforming and nostalgic homages are held down by static innovation and it's apparent need to play it safe.  If you've never played a New Super Mario Bros. game is definitely worth a buy as it is, without a doubt, the best in the series but if you're looking for a unique experience that truly builds upon the classic side-scrolling foundation then you best take your hopes and dreams elsewhere because Mario U is just the same old Mario game you've been playing for eight years.


-----------------------------------------

Statistics:

Gameplay:
7/10
Reused mechanics and virtually nothing new brought to the table. The core Mario game remains solid.

Playability:
10/10
Feels just as great as it it always had. Wiimote waggling to spin jump has been put to a trigger input.

Camera:
10/10
Great panning in and out for visual emphasis and stays with the character throughout.

Fun:
8/10
Questionable cooperative play and reused gameplay mechanics but otherwise a joyful platform experience.

Lasting Appeal:
10/10
Plenty of extras collectibles to gain, secrets to discover, and new modes other than the single player to sink your teeth into.

Graphics:
7.5/10
The graphics look that they were copy-and-pasted straight from the Wii. The backgrounds are the only sign of artistic and graphical power.  The HD makes the game look more colorful and vibrant.

Difficulty:
10/10
The beginning world is very Baby Mode easy but the final few levels see it that you discover what true hell is.

Sound:
5/10

The memorable chimes and jingles are dragged down with uninspired tunes and awkward Mario vocals.

Flow:
10/10
The game won't halt or stop you on your way kick Bowser's butt.

RANK:  B


Tuesday, September 11, 2012

Feature: The Musicians

I want to take the time to celebrate the musicians of the video game industry; the composers who give video games life and their unique vibe. I present to you three of the most predominant musical figures in the video game universe.  

Yoko Shimomura
Yoko is best known for her work at Squaresoft later Square-Enix but she has composed for many game companies including Capcom and Nintendo. Yoko is known for being able to capture both epic and cheery happy-go-lucky moments in JRPGs. And this Yoko totally didn't break up the most important band in history.

One of her earlier and most notable pieces is the Forest Maze from Super Mario RPG. It plays while Mario and his friends are searching through a forest full of enemies. It's a simple and catchy song which is why it is the most remembered from Super Mario RPG. There were other musical gems in the game, but Forest Maze is the what comes to mind when thinking of SMRPG music.

This piece is a great example of her talent. Taking Modest Mossorgsky's classical Night on Bald Mountain and giving it her own take of it. This song plays while fighting Chernabog [that crazy demon looking thing that destroys a poor village at the end of Fantasia]. This is one of the more unique songs in the game but it still sounds like Yoko.

Now this song is very representative of the Kingdom Hearts series. It is whimsical yet dramatic. Dark yet childish. Sinister Sundown plays as a battle theme in the beginning of the game. You start as a young boy, Roxas, who finds some sinister creatures are causing mischief in his home. These creatures, you learn, are causing havoc and destruction in worlds afar. This song very much suits these battles.

This is an example of Yoko taking something as simple as Bowser battling his evil impostor and making it sound way too epic for its own good. Classic Yoko. It sounds fantastic but in context with the game's cartoony style, it just doesn't fit but stands as a magnificent piece in itself.

David Wise
Wise is known for his ambient influenced very 'groove-able' themes for the Donkey Kong Country series. For the most part he composes for Rare and Nintendo, having given them the zany music you might find in Diddy Kong Racing or the cool and relaxing tunes of Donkey Kong Country. There's no way of knowing how many of his songs have been covered and uploaded to Youtube. I would bet that he is the most covered video game musician out there.

Even if you aren't familiar with his name [or not too keen on video games for that matter], odds are you've come across this tune. This song plays on the first level of Donkey Kong Country and acts like its theme throughout. The song shows a bit of how ambiance is used in his songs but the key element here is his use of percussion which stays dominant throughout most of his DKC songs.

This is definitely my favorite David Wise tune. The sound of what appears to be hammers slamming against mine cart rails flows with the rhythm of the song so well. The atmoshere that this song sends to the player is trance inducing. I have to admit, the first time I heard this song, I just let DK and Diddy idle for a bit while I took it all in.

This song wasn't including in the original DKC3 on the SNES. The original Stilt Village sounded way more campy. In 2005, it was changed to this gem. I would love to know why Wise decided to change the music for the level but whatever reason, it was a great idea. I love this song.

Koji Kondo
His name may not be as recognizable as his music but I'll bet that I could go to anyone walking down the road and they'll know his work. Kondo is the man behind some of the most famous tunes in video game history, including the Super Mario Bros. and Legend of Zelda themes. That should be enough to make him the most respected man in video game music but Kondo has quite the resume of ear pleasing songs that span his entire career.

People often forget that Yoshi's Island is actually the sequel to Super Mario World. It is a solid game with music on par with the original. I don't know if it's the twinkling affect or the just the overall composition that sets the song apart from the rest in Yoshi's Island. Anything Yoshi related in the Mario universe has a certain sound to it (whether it be added bongos or drums in general) and I believe this is the most well composed one.

With the help of some friends and a live orchestra, Kondo helped bring Super Mario Galaxy 2 to life through music. Most of the songs are whimsical but this song is rough and tough. Kind of like most of the parts of the game. Hey, not all of the levels in SMG2 can be fluffy and fun. This song reminds me that I spent hours of pain staking platforming and perfectly timed jumps to get passed each level. The great music helped me from throwing the control out the window at times. (Don't get me wrong, it's a fantastic game).

These are only 3 of the many talented musicians creating works of art for every video game being developed. Music is just as important as the graphics or gameplay and without it, some games would just feel incomplete. Here's to all the video game musicians out there who continue to caress my eardrum with angelic melodies!  I plan to highlight even more musicians in the coming weeks.

Sunday, August 26, 2012

Review: Donkey Kong Country Returns


Donkey Kong Country Returns


Developed by Retro Studios
Published by Nintendo
for the Nintendo Wii
Released November 21st, 2010


Vintage difficulty replicated at its finest:


After 15 years, the world finally returns to Donkey Kong Country. Back in the 90's, Rare created one of the most influential and widely remembered video games with Donkey Kong Country for the Super Nintendo. The DKC games would go down as the defining series of the 90's in the minds of most gamers. Three generations later, Nintendo along with Retro Studios decided to try and bring Donkey Kong and his fans back to the glory days. While Donkey Kong Country Returns may not feel like the Donkey Kong Country 4 fans had hoped for, it does bring a solid platforming experience all unto its own.

DKCR begins with an erupting volcano releasing an evil group of creatures known as the Tiki Tak Tribe. The Tikis use a serene melody to hypnotize the animals of DK Isle and force them to steal away Donkey Kong's hoard of bananas. DK and Diddy, immune to the Tikis hypnotic power, set off to rid the island of the Tikis and restore DK's precious bananas. Unfortunately, both King K.Rool and the Kremlins are absent from this story which is an omission that definitely lowers the nostalgic value.  While the Tikis do bring some character to the game, it just doesn't feel the same.

When looking for the nostalgia factor, it'd be wise to open your ears. The music is a blast of nostalgic bliss. The songs are remixed versions of mostly DKC1 songs. Remixes of old classics such as Jungle Hyjinx and Minecart Carnage sound great while the remix of Forest Frenzy with its arrangement of instruments actually sounds better than the original. It really is a shame that David Wise wasn't on board for the game but the title seems to hold up well with both classic and original tunes. I'd bet that Wise would be extremely satisfied with the renditions made to his masterpieces. When it comes to the sound effects, the new grunts that DK makes sound awkward while Diddy sounds too whiny, although it's not like you'll be paying attention to the sounds the monkeys make after those beautiful melodies hit your ears.

While failing to bring forth any nostalgic emotions as the music was able to do, the graphics are beautiful. The graphics have that cartoony look that only Nintendo can achieve. The silhouette levels, that take place during a setting sun and portray DK, Diddy, and the entire foreground in black with the exception of the glowing red of DK's tie and Diddy's hat, look absolutely stunning. It once again proves how Nintendo can compensate graphical power for pure creativity.  The jungles and oceans in the background are vibrant and feel just as alive as everything else in the game.  In my opinion, it would have been neat if they focused on old-school pre-rendered background visuals that the first three games achieved so well. The visuals remind me nothing of the first DKCs but they are still pleasing to the eye.

The controls take a while to get used to. There are two ways to play; with a nunchuck or with a sideways Wiimote. The nunchuck feels more appropriate as there is no way of getting out of shaking the controller in order to roll. With the sideways Wiimote, you'll just end up pressing 1 in hopes of rolling only to run right into an enemy or off a cliff not to mention how awkward it feels. The implementing of motion controls in this area seems very unnecessary. If Nintendo wanted to achieve the nostalgic feel that they had hoped for then they should have incorporated the use of the Classic Controller. I guess I just have it programmed in my mind to press B to roll, not to waggle a stick around.

New to the series are climbing on grass-covered walls and blowing wind. Blowing wind (holding down and shaking the Wiimote) is an unnecessary addition to the game as it just feels weird to slow down the flow of the game in order to blow a dandelion or a candle to get a puzzle piece. Climbing on walls is simple and adds a lot to the gameplay as it is pulled off so well. Looking back at the older games, I wish they would have implemented this technique back then. Ground pounding with the motion controls seems more appropriate and feels really satisfying flailing your arms as DK smashes down a stone block.

Multiplayer allows both DK and Diddy to play together simultaneously. If one player gets lost behind, he will teleport back to the other player. If one player dies, he can either press a button and come back to life immediately at the cost of a balloon or he can wait until the other person grabs a barrel and releases him. When riding Rambi or controlling a barrel, both players have the option to control so it comes down to either losing control and dying or to allow one player to sit back and watch.

It's a shame that Diddy cannot be played in single player. In single player, Diddy helps out by giving DK two extra hearts and by using his signature jet-pack to stay afloat for a short period of time. In multiplayer, player 2 takes control of Diddy. Diddy is a blast to play as. He's quick and nimble when he needs to be and not only can he use his jet-pack but he can also use his peanut shooter while ground pounding. It really is unfortunate that the game does not allow you to switch between the two in single player just like the good ol' days

Those who shun the Wii for its plethora of casual games be warned; this game is tough! The difficulty isn't a result of bad controls or poor game design, it's sheer ruthless gameplay that tries incredibly hard to prove that the player is no match to the games superior level design. You'll be surprised how many times you'll go to Cranky Kong to replenish your stock of life-giving balloons. You'll be needing them more than you'd ever imagine. Beating the game is tough enough, but achieving 100% (including collecting all of the K-O-N-G letters and puzzle pieces) is a true challenge. The levels are designed brilliantly to provoke split-second thinking and strategy. Despite no familiar faces like Gnawty the beaver, the bosses are unique and require more than just the normal 3-Hit-Pattern to stop these beasts in their tracks. DKCR is a great throwback to the old SNES games that took you many days, many tantrums, and many headaches to beat.

In the end, Donkey Kong Country Returns doesn't rely on bringing the players back to the SNES days but instead gives us a brand new adventure with familiar faces that is of the same caliber as the first three games of the series. DKCR gives us a must-have experience tied together with tightly woven platforming along with cheerful graphics and groovin' music. If you want a game that will really put your gaming skills to the test look no further than Donkey Kong Country Returns.




Fun:  4/5

Playability: 3/5


Camera:  3/3


Lasting Appeal:  3/3


Graphics:   2/2


Sound:  2/2


Difficulty:  2/2


Variety: 1/1


Flow:  1/1


RANK:  A-