Downloadable content has become one of the more polarizing aspects of modern gaming. While the prospect of a game gaining additional replay value post-launch is enticing, many developers have used it as a cheap means to release a game before its initial vision is finished, thus charging consumers more money at a later date to make the game the complete package it should have been at launch. Well, let the Donkey Kong Adventure DLC for Mario + Rabbids: Kingdom Battle – 2017’s surprise of the year – be a shining example of how to do DLC right. Working more as a mini-sequel as opposed to a light extension of the original game, Donkey Kong Adventure proves once again why this most unlikely of crossovers shouldn’t be underestimated.
As the title suggests, Donkey Kong Adventure takes the Mario + Rabbids formula out of the Mushroom Kingdom and into Donkey Kong Country. After a string of events sends Princess Peach’s Rabbid doppelgänger, as well as robot guide Beep-0 and a bitter and defeated Rabbid Kong into “another dimension,” they find themselves in the world of Donkey Kong (I thought Mario and Donkey Kong were part of the same world? Oh well, the Rabbids crossover changes things up I guess). Rabbid Kong goes berserk, gaining newfound strength through “bad bananas” (bananas infected with the virus from the base game), and attempts a monopoly on all the bananas of Donkey Kong Island. Naturally, this doesn’t sit well with good ol’ Donkey Kong, who joins forces with Rabbid Peach, Beep-0, and the Rabbid equivalent of Cranky Kong (named Rabbid Cranky, naturally) to put a stop to Rabbid Kong’s plans.
The core gameplay remains the same; it’s still an X-COM-style tactical RPG that’s separated into two primary segments: exploration and puzzle sections, and combat. During the former, player’s control Beep-0 (who is being ridden by Rabbid Cranky like a segway), and you navigate the maps while solving the occasional puzzle to progress or collect treasure (new weapons, artwork, and music). Additionally, Donkey Kong Adventure takes a cue from Retro Studios’ Donkey Kong Country games, and includes twenty hidden puzzle pieces that must be found to unlock more secrets.
The basics of combat still remain intact: every character can move along the grid-like battlefield, perform either a primary or secondary attack, and use a special ability per turn. You can get some additional damage in by performing a slide attack during movement, and can gain more ground by performing team jumps. However, the two new characters, especially Donkey Kong himself, really change things up.
Rabbid Peach retains her blaster/sentry weaponry, along with her healing and shielding abilities. Rabbid Cranky introduces a crossbow and grenades into the mix, while also boasting an ability that allows him to attack an enemy during movement, as well as the power to put foes to sleep. Donkey Kong is the game-changer, however. Defying the standard mechanics of the game, DK doesn’t possess any firearms, instead wielding a boomerang-like banana as a weapon, and using his own fists to perform ground pounds in place of a secondary weapon. DK can hop on higher surfaces without the need of a warp pipe, and new DK pads allow him to swing from one section of a battlefield to another. DK also breaks the established rules by lacking a team jump and slide attack. Instead, DK has the more useful ability of being able to pick up teammates, enemies and objects during his movement phase. By picking up Rabbids Peach and Cranky, DK can carry and throw them to great distance, while enemies and objects can be thrown at other foes for another means of attack.
Donkey Kong’s presence alone greatly differentiates this DLC campaign from the base game, as he goes against many of the game’s mechanics while still fitting neatly into them (being paired up with two more traditional characters really brings out the best combination of old and new). If the campaign were just a bit longer, Donkey Kong Adventure would feel like a proper follow-up to Mario + Rabbids, as opposed to DLC.
Unfortunately, the short running time of the campaign may be the downside to Donkey Kong Adventure. Granted, I wasn’t expecting it to be as long as the base game, but I don’t think the overall length even reaches the halfway mark of the original campaign. That wouldn’t be too much of a complaint, except that the uniqueness that DK brings to the gameplay feels like it has more potential that goes unrealized. Not to mention the boss fights lack the variety found in Mario + Rabbid’s original release. Still, after the campaign is done, there are additional challenges to be tackled, so while I wish there were a bit more of this Donkey Kong goodness, the unlock able challenges do add a nice bit of content to the package. Another downside is that some of the technical issues still persist in the game. Nothing major, but some occasional slow-ups, as well as graphics taking some time to load still show up.
Mario + Rabbids: Kingdom Battle was already one of the best games on the Nintendo Switch, and now Donkey Kong Adventure adds an exclamation point to that claim. It’s a hefty piece of DLC that differentiates itself from the core game while simultaneously adding to it. All the while, Donkey Kong Adventure pays beautiful homage to the entire Donkey Kong series. The DKC aesthetics bring out the best in Mario + Rabbids’ already stellar visuals, while hearing classic Donkey Kong tunes given new life via Grant Kirkhope’s composition is a real treat. Even the loading screens pay tribute to those of Donkey Kong Country: Tropical Freeze. If Mario + Rabbids: Kingdom Battle was the surprise hit of the Nintendo Switch, then this Donkey Kong Adventure expansion is a perfect companion piece to it, proving that, beyond all expectations, the merging of Super Mario and Ubisoft’s Rabbids (and Donkey Kong) really was a match made in heaven.
3 thoughts on “Mario + Rabbids Kingdom Battle: Donkey Kong Adventure Review”
I am glad to hear it is DLC done right.
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