Well, that's our consensus after getting hands-on with the forthcoming third major DLC drop for the excellent Mario + Rabbids: Kingdom Battle. A DLC drop that throws in some Donkey Kong, some Rabbid Donkey Kong and some Rabbid Cranky Kong, you know, for old time's sake.
Here's a snippet from our recent hands-on session:
In totality, not a lot has actually changed from the base game. However, upon deeper inspection it’s the way in which you approach the tactics-heavy gameplay this time around that actually does successfully shift at least your thinking towards gameplay. Donkey Kong, for example, has the ability to utilise most interactive things on each battle map -- friends and foes alike -- as weapons. This means he can pick up the Honey boxes, the Explosive boxes, Rabbid Peach -- even ears, and throw them at the enemy. This not only hurts the opposition, it can also prove invaluable in place baddies where you want around the map, or inflict a peripheral debuff, depending on what you throw, on them that might otherwise have not even been utilised in the battle. This shift alone is genius.
Click here for our full hands-on with the new Mario + Rabbids DK DLC
However, DK also has the ability to traverse the map in unique ways with DK-specific launchpads that let you string together expansive movement. And in a game where positioning and territory is super-important, this is an added tactical and fun addition to the game. That being said, the devs have been clever enough to ensure it’s not overused -- at least in the short time I’ve had with the game, so utilising it requires a measured approach.