Donkey Kong Country 2: Diddy's Kong Quest
So, what do you do when you release a game that turns out to be one of the defining killer apps for an entire console generation? For good old Rare of the nineties, you immediately start working on a sequel to improve every single aspect of the original. This is pretty much Donkey Kong Country 2 in a nutshell: a bolder, prettier and significantly better-designed follow-up that is breathtaking in its restlessness to set the standard of unforgettable 2D platforming.
It's hard to imagine that a game these days would eschew the title character of a series in favor of newer, less known sidekicks, but that's precisely what DKC2 does. After the wacky events of the first game, villain K. Rool kidnaps Donkey Kong and takes him to the summit of Crocodile Isle, the creepy kremling homeland. It's left to Diddy Kong to rescue the big ape, and in this he's helped by his girlfriend Dixie. Like in the first game, each character plays very differently: Diddy is still very quick and agile, while Dixie is slower, but can helicopter-spin her hair in mid-air to break her falls, a move that helps reach faraway places while giving novices a better chance of overcoming the game's most difficult platforming sections.
Obviously, K. Rool needs to hire a gardener. |
The music was one of the highlights of the first game, but here things are taken to another level entirely. To fit the new setting, composer David Wise created a magnificent collection of eerie tunes that constantly one-up each other in their sheer awesomeness. A few of them still showcase the playfulness seen in Wise's previous upbeat jungle tracks, but the majority are much more slow-paced and atmospheric; melancholy, even. This is the original home to the famous "Stickerbrush Symphony", and also to "Forest Interlude", which may just be my favorite video game tune of all time. It really is a soundtrack that should be appreciated like you would a fine album by your favorite band.
Playing as my favorite animal buddy, listening to my favorite tune. Things are good. |
Just as impressively, the game manages an extremely (ahem) rare middle ground when it comes to its collect-a-thon aspects. Unlike the previous game, even the most well-hidden collectibles still feel well-placed, meaning that, with enough perseverance, players should be able to track them all down without outside assistance (which is an awesome feeling). It also helps that the game's mysterious atmosphere is an invitation to thorough exploration, which is not that common in linear, level-based platformers. Yet you'll still have an incredible time if you never chase after collectibles at all, getting more than enough bang for your buck when it comes to satisfying challenge.
A kremling's idea of fun: riding creepy carts in a creepier rollercoaster. |
Last but not least, the animal buddies, one of the best ideas from the first game, return for another go. Rambi the Rhino and Enguarde the Swordfish are both back with new supercharge attacks (activated by holding A, useful to kill rows of foes and to find hidden rooms). Rattly, a cute coil-shaped snake, is the new high-jumper, while Squawks the Parrot has newfound usefulness as the main flying buddy. There's also another new buddy, and this one is my favorite: Squitter, a sneaker-wearing giant spider, able to use its web to shoot foes and make platforms. Another great new idea are animal barrels, which make the monkeys fully transform into the buddies. This allows for stages that can only be completed by specific animals, further boosting the diversity in level design.
Ooooh, shiny! |
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