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Nikoderiko is full of small cutscenes and conversations between levels that do little to enhance the experience. Don’t get me wrong, having played games like Freedom Planet I realize that you can definitely have an involved narrative in a 2D platformer, however, Nikoderiko does not benefit from this decision. There’s a shopkeeper who really only appears when you visit the shop, and occasionally you interact with an owl wizard character who only ever appears in cutscenes and could be dropped from the game entirely. Other than that, Niko and Luna banter with each other occasionally and with some enemy characters as well.
The voice acting here is pretty mid and the dialog and humor are all pretty poor. I’d love a “Classic” mode where all of the voice acting and all of the between level scenes were removed, but at the very least you can skip these scenes by pressing a button. One thing also worth mentioning is that I feel like the level naming could use a bit of work. In the original DKC titles, levels used alliterative titles that alluded to the stage mechanics. Some were better than others, but here are a few examples:
The levels in Nikoderiko by comparison tend to be a bit more on the nose with their naming, or just fall flat entirely:
There are others that are better or worse than these, and ultimately it’s not a huge deal, but just something I noticed.
When it comes to level design in terms of visual variety, Nikoderiko is a bit of a DKC greatest hits. There are lush jungles, crumbling ruins, beaches and shipwrecks, reefs, snowy mountains, dark forests, factories, and more. Each of these levels is teeming with detail and a joy to look at. There are also levels that make use of light as a mechanic and even some that borrow the silhouetted look introduced in DKC Returns.
My only real complaint, if you can call it that, is that the Cobrings are snakes but they also have legs. I’ve imagined what they might look like just with big tails and I feel like the jury’s out on whether it would be an improvement or not.
The rest of the enemies are generally contextually relevant to the different worlds and all look appropriately cute. You’ve got crabs, porcupines, fish, and spiders to name a few.
If you were to take the soundtracks of Nikoderiko and DKC Tropical Freeze, mix them into a playlist, and then ask someone to tell you which songs belonged to which game, you’d be pretty hard pressed to tell them apart. All that’s to say that the soundtrack is basically more of what David Wise does, atmospheric and environmental sound woven into some pleasant melodies. Sadly nothing that stuck out to me to the point that I looked it up to listen to it again, but nothing offensive either.
One thing that DID stick out to me however was the fact that there seemed to be only one track that played when you die. DKC2 is goated in my book for having 17 unique tracks that play when you die, each contextually relevant to the stage you were playing.
Also, it’s worth mentioning that the controversial vocal track played during the announcement trailer is nowhere to be found in the actual game.
I’m sure there are more examples that I’m forgetting, but suffice it to say that Nikoderiko really wears its inspirations on its sleeve. Whether you consider it homage or derivative really comes down to personal taste, but I feel that the quality is there, so this game gets a pass from me for so boldly emulating some of my favorite games.