Showing posts with label platformers. Show all posts
Showing posts with label platformers. Show all posts

Tuesday, March 18, 2014

Donkey Kong Country Tropical Freeze (Video Game) - Review

Remember E3 of 2010, when Microsoft and Sony scrambled to get us to care about their motion control peripherals, while Nintendo mostly ignored its own to show off fun video games? One of the couple brand new games that were announced for Wii was Donkey Kong Country Returns. I was absolutely enamored by this game, developed by Retro Studios of Metroid Prime fame. Returns was an absolutely enthralling experience for me, with its stiff challenge and frantic platforming sequences. Naturally, I was excited when the sequel, Donkey Kong Country Tropical Freeze, was announced for Wii U. I've played the new game extensively, and I can safely say that it's more of the same, but nothing more.


Tropical Freeze begins and ends with stunningly detailed and meticulously animated CG cut-scenes that bookend a mind-numbingly simple and goofy story that does its job of adding a touch of purpose to the adventure. An army of no-good Penguins freeze the jungle the Kongs live in as well as the surrounding area. They must be stopped, and bananas must be collected along the way to feed into Donkey Kong's dangerously strong addiction. It's vague, but it's fun. 

The visuals are great in Tropical Freeze. Stylistically, it's pretty conventional, but incredibly cute, colorful, and lively. Additionally, from a technical standpoint, Tropical Freeze does much to impress. Enemy designs are adorably antagonistic, and a high level of detail doesn't get in the way of a convivial, cartoon aesthetic. The game just looks fun, but with a bit of a rougher look than something like Kirby, and even Super Mario. The score does its job but didn't manage to capture me in a big way, save for a few tracks. Sound effects are silly and often provoke a smile or even a laugh, and the dynamic animations for especially the playable characters are quite enjoyable to look at.

What makes Tropical Freeze enthralling is more or less what made Returns enthralling; there is an intense level of finesse and refinement to a big collection of levels rife with inventive concepts. The first level of the third world is my favorite; it features a bunch of moving, cardboard animals with poles and vines attached to them, which makes for some exciting jumping about, all far from the ground. Other levels take advantage of sacs of water to be thrown at fires and bombs to be used to blow up wood; both of these things add a level of strategy that doesn't bog down gameplay like similar concepts in puzzle/platformers. It took a world or two before the gameplay felt notably fresh, but once it happens, it really does happen. This is a challenging yet never frustrating video game with a multitude of moments in which the player must quickly rush through a level, fueled by the fear of impending death from behind. Even during segments in which you're not forced along, there is a certain whimsy to how elegantly one can zip through these tough environments. 


The whole game gives off the stark impression that Retro Studios put a lot of passionate effort into this project. Small but important fixes to this game over the last are evident, most notable amongst them the control options that drop motion controls. Levels are packed with little visual quirks and each include (addictive) online leaderboard-enabled time trials, and the game boasts a myriad of cleverly-hidden collectibles and secret levels. Unfortunately, none of the few noticeable changes to the formula here elevate this game over the last one on Wii, despite clear potential. There are a few new companion characters to play with and they're all an equal joy to use, but it doesn't do much for the overall quality. Every now and then, the camera slides into a perspective different from the typical side-view, which could have been what this game needed to push it over that line if it wasn't used so rarely. 

Super Mario Galaxy was an incredible, revolutionary game when it came out in 2007, and magically enough, 2010's Super Mario Galaxy 2 managed to be better than just "more of the same" because the challenge and density of new concepts were both markedly superior. Tropical Freeze doesn't do the same thing over Returns, which sucks, but only to a point. It's essentially a big, graphically-updated expansion pack. Because of that, the achievement of Tropical Freeze isn't remarkable, but it sure is a blast. 

Sunday, November 17, 2013

Jett Rocket II: The Wrath of Taikai (3DS) - Review

2010's Jett Rocket went under the radar when it released on the WiiWare service from Shin'en, but it did receive positive reviews. It was a 3D platformer that sparked comparisons to Super Mario Galaxy, despite it not including any gravity-based gimmickry.  I never got to play this game even though it always interested me, so when I saw its sequel, dawning the quirky subtitle The Wrath of Taikai, while randomly deciding to browsing the 3DS's eShop, I decided to give the 3D trailer a watch. The trailer very much impressed me, so I went ahead and bought the game that day and was overall pleased with what I played. Jett Rocket II: The Wrath of Taikai is a good little game.

Tuesday, October 8, 2013

Rayman Legends (Video Game) - Review

2D platforming is such a simple genre and one so full of games, that I sometimes worry we'll eventually reach a time when the genre as a whole grows stale. After each time I play one, I get more and more concerned that developers will just run out of ideas. Rayman Legends is the kind of game that restores my faith, but with some strings attached. Rayman Legends is a great game rife  with clever design and superb aesthetics, even though it left me without a proper sense of satisfaction after the credits rolled.


Rayman Legends is a joy to play. The controls and physics are very solid, meaning that the inputs are merely an expression of your skill. There are some hairs to split, like wall-running getting a bit disorienting in terms of which direction to move the stick/d-pad, but overall, again, very solid overall. The level design is truly remarkable. Most levels are designed to be ran through quickly in a sort of rhythm. This makes things exciting and fast-paced, even though technically only some levels actually force you to maneuver quickly. Throughout the duration of the game's main five worlds, original concepts are sprinkled into the bowl. The best example is the stealth portion that is mixed with swimming, which offers a pretty unique experience. It's also the little things that really stick out, like the cleverly-placed hidden collectibles. 

Rayman Origins got the attention it did thanks in large part to its gorgeous visuals, and the ante has only been upped in Legends. This game is beautiful, with intricate and fun animation and bucket loads of color. The music is also quite good here, offering enjoyable tunes that both enhance the feeling of playing and are good in their own right. The aesthetics are remarkable.


Each world ends with a boss and then a music level as a bit of a reward, essentially. The bosses are polygon-based 3D, which is a cool way to contrast them off of the rest of the graphics. Taking down the bosses is good, patterned-based fun, even though none of them are particularly anything to write home about. The music levels are definitely cool, offering a really entertaining mixture of level design and music to enjoy, but they are somewhat lazily put-together. Gameplay footage makes it seem like these are interactive-rhythm segments, but they're actually a fake version of that, as your interaction doesn't create the music, it just goes along with static music in the background. A string of lums (coins) is set to a series of guitar strings, for example, but if you don't collect the lums, the guitar strums still happen. I did enjoy these, even though they don't involve the player in a way that makes game like the Bit.Trip series so neat.

The big disappointment here, though, is just that the main game ends abruptly, leaving me still wanting. The story is a load of nonsense, which means that there is no added sense of satisfaction at the conclusion because there's basically nothing here. Narratives in games like this don't need to be anything more complex than a hero saving a princess from a monster, but something should be here to give a sense of purpose and conclusiveness to the adventure. It would probably seem silly if that was the thrust of my explanation of my biggest problem with the game, but that is just secondary. The short feeling of the main game adds much more to this abruptness. These five standard-length worlds don't feel like enough. I wanted more.


That's not to say that there isn't a lot of content here, because there is. Legends does a brilliant job of constantly holding a carrot in front of your face, giving you new challenges like short time trials (as well as daily ones that are ranked online!), and new rewards like character skins. It's quite addictive! There's nearly an equal amount of remade Origins levels here, which are still incredibly fun despite feeling jarring and useless, considering this game is lacking on new levels and since Origins was so recent. 

I get the sense that Rayman Legends could have so easily been an incredible or even masterful game, when it's really just a great one. So you could fairly say that I'm disappointed. But really, I love this game. It is an absolute blast and very smartly designed. Its aesthetics are wonderful. It's great.

***

~  Reviewed on Playstation 3, single-player ~