Donkey Kong Country 2: Diddy's Kong Quest is the sequel to Donkey Kong Country. It was developed by Rare and is one of the best selling Super Nintendo games.
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But DKC2 isn't satisfied with this. If Diddy's technical ceiling is too high, Dixie exists to help ease you in and find new ways to abuse levels. Every high ground now becomes a new vantage point to blaze through levels from, and her obvious strengths are well taken into consideration. Teaming up is required to plunder every secret, making maintaining both kongs paramount in a way that DKC1 simply never achieved, and DKC3 perhaps was a bit too overzealous to toy with. Animal Buddies are given their own unique sections, and each one combines a level of absolute freedom with a new level of trepedation, having either very obvious horizontal or vertical strengths with great weakness in the other deparment in the case of Rambi, Enguarde, and Rattly, or having incredible versatility but being terribly pressured up close in the case of Squawks and Squitter. AND there's the incredible amount of character work and writing and world design to make everything feel so vibrant and lived in and funny and the bosses don't suck anymore!
DKC2 is the golden standard I judge all other 2D platformers on. It's scary at first, it rewards you for mastery pretty quickly, it makes you feel in control of your own destiny at all times, only challenging you to maintain it in the roughest of circumstances. Is it flawless? Nah, Glimmer's Galleon ain't the best and camera tracking on Squitter specifically wasn't given the most elegant solution. But it's a lot damn closer than anything else in its genre has gotten, and also I really like it!
Played "coop" with a friend. I denote coop with speechmarks because I would no longer consider this coop. This form of playing is the equivalent of only having one controller and taking turns when your friend dies, except for some reason you need 2 controlllers.
A great followup to DKC with a bunch of unique levels that seem to focus on unique mechanics / mechanics used uniquely per level.
I feel I struggle to say much different about this compared to the original as it feels basically like DLC rather than something totally new. But then again, they didn't get DKC wrong so why would they change too much?
The music, art, sfx are all Rare at their peak. The gameplay is Rare at their most evil as this is one of, if not the hardest Nintendo platformers I've ever played while still being a ton of fun.