I say that this post is only "partially negative" because it is also a celebration of just why the Donkey Kong Country trilogy is so dang great. When DKCR was announced at E3, I was happy to not be the only person overwhelmed with excitement. I had been under the impression that no one else really liked DKC anymore... that everyone looked back and said, "Oh those games were just about the graphics," and forgot that they were really great games too. In my opinion, they are actually more than great... they come as close to perfection as any games ever have.
In 1994, the original Donkey Kong Country grabbed attention with its innovative use of pre-rendered graphics, using advanced technology to scale down more impressive graphics for use on the Super Nintendo. Beyond that, DKC was also far more atmospheric than other games of the era, partially thanks to a hauntingly memorable soundtrack (also quite unlike game music of the time). These things were DKC's outward aesthetic, but you could change all of them and the game could still be Donkey Kong of the country variety. Awed as I was by all of these things at the time, it was still gameplay that made Donkey Kong Country (and its sequels) stand tall among my favorite games, from 1994 to today.
Thinking on it, I identified three elements that define Donkey Kong Country's gameplay: control mechanics, level layout with a strong emphasis on deliberate item and enemy placement, and level gimmicks. When Retro Studios did their research for Donkey Kong Country Returns, they either completely missed these points, or believed they were not important, because if DKCR is supposed to be a true sequel, it utterly fails at implementing these elements.
The second key element is Donkey Kong Country's brand of level design. I never realized the formula was so fragile, because Rare consistently delivered a high level of excellent action with each entry in the classic trilogy. I believed that Retro had done their research and would do fresh things with the DKC style of level design, but it seems to me that they didn't pay too much attention. Rare had enemy and item placement down to a science. If you relied on your instincts and trusted the designers, you could do amazing things. If you throw a reinforced barrel from here, you can plow through this huge string of enemies. If you time your first jump right, you can bounce all the way up to here. If you roll through these guys, you can leap all the way over this platform. Players who get into the DKC rhythm are rewarded by discovering bonus rooms. There is usually a perfect difficulty curve through each level. The level teaches you its tricks early on, and then you have to deal with the mounting challenge through to the end. Many games do this, or at least attempt to do so, but I truly believe that the original DKC trilogy has more precise level design than any other platforming series. As for DKCR? Yeah, it's got good level design. It's good. But what a wasted opportunity, when Retro had a chance to follow master level design and made just another platformer with enemies to bop here and stuff to dodge there.



Only a few levels in DKCR had the sort of hooks that made me think, "Yes, this is a DKC level." There's one level where you have to stand behind cover to avoid tidal waves stands out in my mind. A level in world 7 called Switcheroo plays some really need tricks with background switches that alternate between red and blue platforms... sometimes you must avoid passing the switches to keep the ground below you, which reminded me of the challenge of passing through narrow gaps in lines of Zingers in the old games. These levels, along with woefully few others, were straight-up DKC creativity, a glimpse into the game that I was all hyped up to play. Again, there's nothing really wrong with the level design of DKCR as a whole, but it fails to stand up to the classics.
So, there. That's why I feel Retro Studios has done a disservice to a game that is supposed to be Donkey Kong Country. They had the music. They didn't have to. The remixes are great, but they didn't have to use them. I prefer the more realistic style of the SNES games, but if Retro wants to make a more cartoony DKC, that's their call. I knew the style was different, and I was interested to see what they'd done with it. I like kremlings, but I was up for some new enemies. They may have put Donkey Kong in a platformer, but they missed the point. Honestly, I'm shocked, because I have so much respect for Retro Studios. When it was discovered that Metroid Prime would be in first person, so many fans cried that they didn't know what Metroid was all about. They were going to make it a shooter, but Metroid isn't about shooting! Fortunately, that turned out to be dead wrong. Retro may have changed the perspective, but they couldn't have made a truer Metroid game, giving it incredible atmosphere and level design that could hardly be more perfect for the series. Alongside Ocarina of Time, I consider Metroid Prime to be the best conversion of a classic series' gameplay into 3D. They retain the important elements that make those games what they are, while being fresh within the series, and innovative for gaming in general. With DKCR, the opposite has happened. The perspective remains the same, the gameplay claims to be a throwback, but either they didn't understand what DKC's gameplay was all about, or they didn't care about the originals.
DKCR is not a throwback to DKC. If anything, it's just a throwback to difficult 2D platformers, with a little added destructive flair. I can't say it's a bad game. It's actually really solid... but I found it impossible to reconcile with it not being what I expected it to be. Drum has unintentionally given me the best term to describe it with. You see, for whatever reason, he's somehow not a fan of the original DKC games (he's barely played the sequels). He calls the original DKC "a solid platformer, but vanilla to me in every way." A plain platformer. Obviously, I very strongly disagree, but stripped of the key gameplay elements that make DKC what it is... I agree. That's what DKCR is to me. Vanilla.
Vanilla that let me down so hard. :/