Bananas, it's cold outside.
Bananas, it's cold outside.
The Kongs Return once again.
My feelings about Donkey Kong Country: Tropical Freeze are a bit strange. After playing it, I’m looking forward to the final product. However, while the game retains the charm and tight gameplay of Returns, it didn’t seem to bring anything new to the table. The demo I played didn’t include Dixie Kong, so I was left with Donkey and Diddy, which might’ve been part of the problem.
The Metroid Prime adventure continues...and I try a couple of glitches...
Metroid Prime...nuff said
Chest-thumpin' good times.
Donkey Kong Country Returns is the most self-explanatory title since New Super Mario Brothers. It's literally a return to the vine-swinging, barrel-blasting, death pit hoppin', baddie stomping, 2D platforming of the original Donkey Kong Country. It's half remake, half remix, and a whole lotta fun. Old-school never gets old... but it can get a little messy.
Thanks goes to the Wii homebrew community for whipping up the Ocarina cheat code.
By now, you've probably already heard that Donkey Kong Country Returns has some inescapable motion control. Whether playing with the Wii Remote and Nunchuk set-up or just the Wii Remote alone, you are going to be shaking to perform the vital function of rolling as well as ground pounding and blowing. Recently, however, the Wii homebrew community has concocted a method to skirt the need to use these motion controls.
Waggle controls nearly ruin what could've been an outstanding game.
After a fourteen year hiatus, the Donkey Kong Country series has returned thanks to a combined Retro Studios and Nintendo effort. This return to the beloved series is, for the most part, a good one; however, the game's controls are extremely problematic, particularly, finicky analog stick controls in 2D and unreliable motion control that performs many of the game’s core functions. Combine this with a distinct lack of heart, and Donkey Kong Country Returns doesn’t quite match up to its SNES predecessors.