It’s now been over a decade since the last new Donkey Kong Country game released (yes, you’re that old), and while the world continues to wait for Nintendo to remember that its beloved ape used to star in a really good platforming series of his own, other developers have stepped up to try to fill the void. Indie releases such as Kaze and the Wild Masks, Yooka-Laylee and the Impossible Lair, and Marsupilami: Hoobadventure have all done an exceptional job of emulating the things that made DK’s old side-scrolling romps so enjoyable and now another contender has stepped up to the plate.
Nikoderiko: The Magical World, the inaugural release of Cyprus-based VEA Games, not only does a great job of recreating DK’s best adventures with its own twist, but it takes things a step further by also calling back to the gameplay style of some other classic platformer mascots. And while, yes, one could make the argument that Nikoderiko is a little too comfortable riding the coattails of the classics without adding many of its own ideas, it does such a good job of capturing what made those games great that it hardly matters. Nikoderiko doesn’t eclipse the projects that served as its clear inspirations, but it provides an enjoyable and challenging platforming adventure that we’d suggest to any fans of the genre.
Nikoderiko follows Niko and Luna (no, her name isn’t Deriko), two globe-trotting mongoose adventurers who love chasing down ancient treasure. The duo is on their latest journey to appropriate a magical relic on a distant island when they’re interrupted by the nefarious Grimbald and his band of Cobring lackeys, who chase Niko and Luna away just as they’re about to accomplish their mission. Not ones to be defeated that easily, Niko and Luna get right to work navigating the many challenges and hidden wonders the island holds, all in an effort to defeat Grimbald and reclaim what is rightfully(?) theirs.
As you’d expect, narrative doesn’t really factor in as a major part of the experience of Nikoderiko, but we still appreciated the light worldbuilding efforts. Niko and Luna are helped along their journey by a slew of wacky friends and foes, many of which are introduced in charming dialogue sequences between levels that feature full voice acting. We enjoyed how these exchanges helped to add just enough context to the proceedings to make it feel like you’re on a genuine journey, rather than a loosely connected series of levels—that slight story focus makes Nikoderiko feel much more cohesive.
Gameplay in Nikoderiko could best be described as a mashup of Donkey Kong Country (specifically the Retro Studios interpretation, which is itself returning in HD form to Switch in 2025) and classic Crash Bandicoot, often oscillating its perspective between 2D sidescrolling sections and hallway-based 3D sections. Regardless of what perspective the camera takes, each level has a smattering of collectibles to snag—such as four ‘NIKO’ letters—alongside some brief bonus rooms to uncover and conquer. There are seven worlds to work through that take about 10-15 hours to see in their entirety (double that if you go for completion), and that time just flies right by due to the generally excellent level design.
Nikoderiko isn’t content to fall into repetitive cycles; nearly every level introduces some interesting new stage hazard or gimmick to set it apart. One level will task you with escaping a massive dragon as you run towards the screen itself, like many of Crash’s famed chase sequences, while another will put you in a minecart and send you on a perilous rollercoaster ride. You never know what’s coming next, and this helps maintain a brisk pace as you find yourself pulled into doing just ‘one more level’ before putting it down for the night.
Still, it’s nearly impossible to play Nikoderiko without seeing how it completely copies the games that inspired it. You can only bounce on crates in a 3D hallway or successfully negotiate another barrel-blasting section so many times before you begin to wonder if Nikoderiko brings anything original to the table. Unfortunately, it doesn’t, and this may disappoint those who have had their fill of the classics. With some bold new level design ideas and gameplay gimmicks, Nikoderiko could’ve been lauded as a worthy spiritual successor to DK’s lost platforming adventures. That’s not to say that it isn’t worth playing; just manage your expectations. Nikoderiko is a great rehash of beloved ideas, not an expansion upon them.
Visually, Nikoderiko does a fantastic job of presenting colourful and varied biomes with distinct feels. Whether you’re exploring verdant ruins in the forest or the shadowy halls of a dilapidated factory, there’s lots of character to these environments that makes them a genuine treat to explore. The downside? These visuals clearly come at a cost on the Switch’s ageing hardware, which can make for an occasionally substandard experience.
While Nikoderiko appears to run at a smooth 60fps on other platforms, it runs at an inconsistent 30fps on the Switch, and that performance hit is really felt when you’re attempting to navigate the tougher, more precise platforming challenges found in the latter half. To compound this irritant, the loading times can be noticeably long when you jump into a new level from the world map—we clocked times as high as 40 seconds for some stages.
We also encountered a handful of bugs and glitches that affected gameplay in varying ways. On the less impactful end, you have the goofier stuff, such as a character model’s textures not fully loading for the splash screen that comes up when you enter a bonus level. On the more impactful end, we encountered one instance where a blast barrel failed to propel us through a breakable floor section, leaving us softlocked and necessitating an exit and rerun of the stage up to that point.
Though these issues and the performance problems mentioned above were mitigated in a post-launch patch that went live a few days ago, such problems still crop up every now and then, which can make Nikoderiko feel rather janky.
In the early hours of playing through Nikoderiko, this writer quietly mused that the developers had done a remarkable job finding a composer capable of emulating the legendary David Wise’s work with the music for this soundtrack. Lo and behold, a quick Google search revealed the reason for this similarity: the big man himself did in fact compose the soundtrack.
Although we didn’t hear anything that quite matched the ridiculous heights of classic tracks such as Aquatic Ambience and Forest Interlude, Wise proves with his work here that he’s still got it—Nikoderiko’s soundtrack continues his legacy of unique music that effortlessly mixes playful goofiness with a more atmospheric, emotional tone. It’s certainly a cut above what you typically hear in a platformer of this ilk, and we’d highly recommend headphones.
Conclusion
Nikoderiko: The Magical World is a wonderfully satisfying platforming experience that borrows and expertly replicates the elements that made classic entries in the genre so beloved. Smart level design, enjoyable gameplay, lots of collectibles, and a killer soundtrack all come together to make this one an easy recommendation if you love DKC. That said, bear in mind that this one is also very light on original ideas, and that the Switch version struggles in some areas with its performance. If you can look past those flaws, we’d suggest you pick this one up, and even if such drawbacks do bother you, this is still worth scooping up on sale.
Comments 33
Sorry, but no thanks. I’ve already been burned by Kaze and the Wild Masks. Stuart Gipp gave it 9/10 and man, it ain’t a 9/10 game. It soured me on DKC-likes.
Thanks for the review, practically everything mentioned about this game appeals to me, don't mind it being light on new ideas and I doubt the glitches/performance will bother me too much (although of course the hope as always is that patches and/or Switch's successor can further fix/improve them) so I'm eventually getting it for sure!
Thank you for mentioning David Wise on this, now I had to buy it.
I'll check out the soundtrack on YouTube, but the game is a whole big nope.
I'm a huge Donkey Kong fan, and sadly that's why I can't play any imitations. Donkey Kong is Donkey Kong - this may look similar, and may even be considered a copy in many ways, but it's just nowhere near the same level.
Tropical Freeze doesn't receive anywhere near the plaudits it deserves. That game is seriously an absolute platforming masterpiece. That's why it's such a travesty that we still don't have the 3rd part of the Returns series (you know, the one with the K Rool and the Kremlins and a load of returning "animal helpers" that we were meant to get). (Retro spending all their time on some Metroid game instead apparently... )
Does this play more like the SNES trilogy or the Wii games?
@ag_awesome Wii games. The only area I feel the same emulates the SNES games is the bonus rooms.
Removed - trolling/baiting; user is banned
Playing it on the PS5 and it’s pretty good. No where near the quality of Donkey Kong or Crash, but it’s a fine enough platformer.
I played the first hour of the game on my YouTube channel, if anybody wants to check it out: https://youtu.be/EFYeEjGr9Nw?si=2cfFCQMzWQctDYz7
My early thoughts are mixed but mostly positive. I agree with the review's assessment that it doesn't do anything to re-invent the wheel, bit I don't think it necessarily needs to. The game looks really good, but I couldn't hear the soundtrack very well since I was recording. I wish there was a run button or that the default moving speed was faster. I didn't expect a BOTW-esque paraglider, so that's pretty unique for a 2D platformer. It's a cool game, but there's a lot of competition in the platforming space. I think if they could've gotten it at a $20 price point, it would have been much more enticing. But at $30, there's a lot of other games on the market you may want to play instead unless you're a hardcore platforming enthusiasts like me who already owns them all.
It may have been patched now, but the launch of this game on switch was not great. The in game shop, which you are supposed to access from the level select was flat out inaccessible.
It’s fun though, I want a copy of the soundtrack, but man, the version 1.0 was rooooouuugggghhh
The ever-present 'Performance could be better'.
The game otherwise sounds fun though. I'll probably snag it on a sale.
The character design of Nikoderiko looks way much better than Donkey Kong in my opinion so I will get this game on PS5, for smooth 60 fps and the voice acting.
@PC2 thank you!
Thanks for mentioning the game runs on PS5, added it to my wishlist. PS5 store also says 1-2 players, anyone notice anything about the multiplayer? I'm pretty sure I read the review word for word and didn't notice any mention of it having co-op but sometimes my mind wanders as I read. 😁
Very fair review and I agree on pretty much all points. If you love DKC, it's a more than worthy substitute while we wait for a new game. Honestly, the only thing that bugs me is that, from what I can tell, the hidden gems and keys from completing bonus rooms don't do anything, which is super weird. No lost world, no hidden levels, no anything.
This game had a pretty huge marketing push. I saw 1000 YouTube ads that were such a nice reprieve from political ads (there is an election in the USA, have you heard??) that almost make this worth a buy. Lol
Honestly not a fan of the original however so I probably won’t
@Serpenterror I’m
Literally only buying Fantasias: Neo Dimension because it will be Nobuo Uematsu’s last game!!
I'm hardly going to criticize a game for not having 'new ideas' if the ideas present are done well and the core game is fun. Absolutely on my radar, but I hope a physical is in the works. $30 for a mere digital version of a game is ehhhhh.
I feel a few different things about this game. This review makes it sound great! I like a good DKC-style platformer and don't have any attachment to the original platformer, so I could possibly enjoy this.
However, one of the screenshots I saw showed this horrendous looking "buy some kind of lootbox [presumably with non-microtransaction things you find in the game]" screen, which just about turned me off the game entirely.
Like, I get that the game doesn't have microtransactions but it just looked really trashy and hideous anyway.
Hmm. The fact that it doesn’t bring anything new to the table is a turn-off for me. I’m worried it will feel too much like a copy-cat for my taste.
@LastFootnote ...I liked Kaze.
@MirrorFate2 I’m glad you did! I wanted to like it too.
Yeah, funny thing about that, Kaze burned me too.
I liked it, but only a little. Most of the time, it felt like I was just trying to finish the stage to see the next one.
Gotta wonder if Niko is better.
This game, of all things, is filling me w existential dread. I can't stand the character design, and I don't know if that's because I am dead inside, or because it's legitimately as design-by-comittee as it strikes me.
@LastFootnote I feel you. I gave up plataformers for a while after Yooka Laylee due to some extremely badly designed stages.
Dk Tropical Freeze made it too hard for the competiton, honestly
This game is getting positive reviews across the board. If you are a platformer fan, then get it! You won’t be disappointed.
As someone who likes DKC and the impossible lair I’ll check this out.
I find the character design revolting.
The game didn't appeal to me to begin with. The lack of originality was just a bit too obvious, for me. Also I'm a bit burned out on DKC after Tropical Freeze. So a clone won't satisfy my gaming needs.
@Gaymer90 Somehow glad to read your comment ... finally I'm not the only one who got almost 'disgusted' by Yooka-Laylee...
@LikelySatan Funny I had that exact same feeling with the initial trailers. Remember that horrible pop song they added onto the first trailer 😨
I kind of got used to the cheesy designs by now and still want to give it a try.
@KillerTan98 Play-Asia has a physical version coming with an end-of-year placeholder date for now. Following the review, comments here and the Nintentrovert Youtube video, I'll be getting this one. Looks like a good time.
Game looks really nice and I definitely download it someday at a huge discount. However I am pretty bothered by the fact there's so much copy pasting going on from DK and Crash. There's getting some inspiration, and then there's nicking complete level-designs. Is it so hard to come up with your own designs?
Was this or a different game shown at opening night live?
It looks good but character weight of movement memorable and flexible character movement you don't even have to think about it) plays/level design (variety visually is fair but stage design, collectibles, combat, lives, etc. obstacles, Kya the Wind is so memorable to me not just as a focus besides WW/BOTW) & mechanics which eh movesets in platformers has been a problem for me these days.
I thought a fair DK clone but do we really need one? The ideas could be better to be honest it's what has put me off A LOT of Indies and it's getting tiring. Can they please just prototype ideas for longer instead of too close to their inspirations just this once.
Starting out is fine but not much further is just annoying to see the industry go this way. Other Indies got their starts prototyping ideas, why don't people learn from them or learn from OTHER IPs in the genre instead of 'the best' or 'their favourites as a kid' to recreate. It's just boring and repetitive and I just can't get behind them.
Good start for them sure but over time it does get repetitive, too many come out and then the industry/Indies wonder why I'm not buying their games it's because they need to try that bit harder sometimes to stand out with their product.
I don't think oh only Mario Kart can fill the space for cart racers, sure DD/DS are good mechanically/mission mode but others I'm not that into even if bought Wii out of curiosity and that's about it. As it doesn't for me, nostalgia doesn't hold me from games, game design does, I care for Croc for it's simplicity, sure played it years ago but at the same time it's simplicity doesn't bother me as much because of the era while in other cases I think Theme Hospital's simplicity is good for a city builder then modern ones could be too complex or too many systems I don't care for to expand upon.
Some depth, some spins work, others simplicity works but needs to be done well which is why even if oh a grapple in Splatoon 2 how original, I actually liked it because of HOW they used it which is usually my problem is HOW or WHAT the mechanics are the case with many games. Simple to play, hard to master is one thing but simple and still fun is another thing. Same with learning to base of the inspiration but doesn't have the same personality or good enough spins of ideas to be enjoyable because not only is the other games on the mind but also just wanting more from Indies to try harder, make it their own, the potential they just aren't showing us.
In those cases or other genres or things but in some cases if the better already exists an inspiration has an up hill battle competing really other than those curious/maybe wants a bit of the same but only so much or goes nah just doesn't.
I'm open minded and loving many 5-6th gen platformers because of their more stand out design but for Indies in the modern era it's just not connecting with me the same way in trailers or those I have played then dropped off.
Not just wow it's like this or has this art style/characters. Like they need to try harder with mechanics sometimes to really sell their product to people seeking that type of thing not just the rest and it landing for some sure but not all of us.
It's just disappointing. As a basis sure but not enough to even spin it off into better. Just safe Indies can't prototype that bit longer some ideas, any ideas beyond the basis.
Can't wait to try this one. Ya'll should try Marsupilami - Hoobadventure. I played it on the Xbox, very fun game. Similar graphics. Last levels are quite challenging. Soundtrack was superb. I honestly enjoyed it a bit more than Mario Wonder in some parts.
Yooka-Laylee was great, both 1 and 2. Love those games, especially 1.
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