Mario + Rabbids is a game full of surprises.
The game actually existing is a surprise, the game actually being a ton of fun is a
surprise and the DLC being some of the most ambitious in recent memory is also a big a
surprise.
The Donkey Kong Adventure DLC for Mario + Rabbids feels like it has the ambition to
be an entirely new game and I was left wanting more from not only Donkey Kong but other Nintendo
franchises too.
If anything, the DLC acts as a reminder to why this is one of the best strategy games
on the market.
The sheer production of Donkey Kong Adventure is staggering.
The team have not only crafted new areas and battles but they’ve done so in an entirely
new world.
I personally prefer Donkey Kong’s aesthetic over that of Mario’s and seeing the lush
jungles come to life under the Mario + Rabbids artstyle is simply stunning.
Kirkhope even returns to score an entirely new soundtrack bringing back elements from
previous games I didn’t even know I wanted.
I’m not a fan of DK64 but Donkey Kong Isle just sounds so good.
The most impressive part of this DLC though is how one simple character completely changes
the dynamics of combat.
Donkey Kong not only has new, interesting moves but stages are completely built around
him.
Battles have DK specific platforms that allow him to swing across the arena and this works
very similarly to pipes in the base game where you’re granted even more spaces to move
after pulling this off.
DK has so much mobility, he can even pick up other characters during his turn and lob
them across the stage.
This gives you scenarios like this: As DK I can pick up Rabbid Cranky Kong, go
through a pipe, swing across the stage, swing again, throw Cranky Kong onto an enemy making
them take damage, then take control of Cranky Kong and have him melee them and then finally
shoot them with both characters.
DK can also pick up elemental boxes from the main game and throw them at his own leisure.
These aren’t just inconvenient cover spots anymore!
Not only does it feel fresh to have a character with completely different mechanical properties
but it feels good too.
DK may not have the offensive range and abilities as other characters but the sheer ease of
movement and what it enables for other characters makes this way more than just an expansion
of Mario and Rabbids.
The dude’s also a freaking tank and can even draw all enemies towards him, either
taking attention away from your venerable team mates, or allowing him to use his extremely
close quarters ground pound.
If you get critical hits on this, it can completely save you in otherwise dire scenarios.
You encounter the entirety of your team right at the start of the game with Donkey Kong,
Rabbid Peach who plays just like she does in the core game and of course Rabbid Cranky
Kong too.
Cranky is one of the more offensive characters with his cane acting like a shot gun, more
effective in close quarters.
All your skill charts and weapons are exclusive to this mode and some of the weapons are even
based directly off elements from Donkey Kong country.
In just about every department, Donkey Kong Adventure feels like its own game.
The world is new, the characters are new, the mechanics are new.
But it’s the story that grounds this as an expansion.
You don’t need to have finished the base game to enjoy Donkey Kong Adventure but you
do need to have at least finished World 1 as that’s where the story takes off from.
Immediately after Rabbid Kong’s defeat, he, beep-o and Rabbid Peach are whisped away
to Donkey Kong Island.
Turns out Donkey Kong was also in the child’s room from the start of the game and so DK
Island was also plagued with a Rabbid infestation.
It’s not the most in depth story ever and it’s mostly what grounds the DLC as an expansion
rather than its own game.
Stories really the only part of the production that feels small and basically comes down
to just chasing down Rabbid Kong.
This is very much its own adventure though.
Donkey Kong Adventure essentially starts the entire difficulty curve from scratch.
It’s never an absolute cake walk but it only really gets as tough as say World 3 from
the base game.
As an expansion, this may be disappointing to some but as a stand alone adventure I actually
appreciated the slightly more easy going style.
The original game had often jarring difficulty spikes and if anything, Donkey Kong Adventure
feels like a more consistent, condensed package but I would have liked the stakes to ramp
up just a little more towards the end.
This is likely a result of taking a 20 hour adventure and boiling it down to just 7.
There’s a lot to love about this little adventure.
It perfectly captures the world of Donkey Kong whether it be visually, musically or
with other elements from the games like collecting circling bananas granting you a bunch.
If there were elements you weren’t fond of in the original game such as the abundance
of block pushing puzzles then it may not be as far distanced as you may like as those
are still everywhere but if you’re someone who didn’t finish the main game due to hitting
a difficulty road block, I think you’ll adore this.
If Donkey Kong Adventure has taught me anything, it’s that I actually want more from the
Rabbids – something I never thought I’d say 5 years ago.
I liked Donkey Kong Adventure a lot.
The team could have just made more chapters in the mushroom kingdom but the sheer ambition
and originality on show is commendable.
After a roughly 7 hour playthrough, I’m hooked for what Ubisoft Montreal have lined
up next.
What do you guys think of Donkey Kong Adventure?
Let us know in the comments below and be sure to subscribe to GameXplain for more on Mario
+ Rabbids and everything else gaming too.
Until next time, bye!