Tanabe also commented on the possibility of appearances from other Kongs. "There was a direction from Mr. Miyamoto as to what to up point in the series' legacy to draw from," Tanabe said. "But I think it will be the most fun for people to play it themselves and see who pops up along the way."
Tanabe also commented that they are considering as to whether or not to add in any animal buddies into the game, such as Rambi the Rhino. He also revealed that water stages are nowhere to be found in Donkey Kong's new adventure, stating that they felt too slow, and it wasn't the gameplay they were looking for.
Donkey Kong Country Returns is due out this holiday season.
He also revealed that water stages are nowhere to be found in Donkey Kong's new adventure, stating that they felt too slow
THANK YOU NINTENDO AND RETRO! Banish water stages and their horrifying creatures to the depths of hell, never letting them out again.
i would like some outer space levels :P:
Thank you retro! Although the water levels weren't bad, all of the levels in the three DKC games that are memorable to me are on land. Now if only Retro would make a bramble blast inspired level with remixed music from the original level. That would be amazing.
Thank you retro! Although the water levels weren't bad, all of the levels in the three DKC games that are memorable to me are on land. Now if only Retro would make a bramble blast inspired level with remixed music from the original level. That would be amazing.
they need to put mario land games on virtual console...iv never played any of themTo reiterate adrock, they were good at the time, essentially proving the GameBoy could handle scrolling and larger sprites but they are truly dreadful compared to every other two dimensional Mario game.
SML 1 and 2 were interesting because they had worlds and enemies not seen in regular console SMB. Much more interesting than just the generic "water world", "fire world", "ice world", etc.
It bothers me that what we've seen of this new Donkey Kong Country game is pretty much stuff we've seen before in previous iterations of the franchise. If the Underwater Stages (which I always though DKC did better than any other platforming franchise) are gone, what's replacing them? What new gameplay ideas are stepping in, and why haven't we seen even a hint of them yet? Is Nintendo even letting Retro be creative with this game? I know Nintendo is bizarre and paranoid when it comes to releasing footage early for fear of people "stealing" their ideas, but I can't see that coming into play with this game?
IGN: When you were putting together the demo for E3, I'm sure that you were mulling over what to show and what to hold back. Was there anything that maybe you were ready to show, but because of time constraints you couldn't? Anything you'd want to talk about?
Retro: Well, it's not time constraints. This is just the tip of the iceberg. There were a half-dozen things that we were asking Mr. Tanabe, "Can we show this? Can we show this?" (laughs) He can tell you more about his thinking on that.
Tanabe: Well, the thing is, if I was to put together an E3 demo that had all of the stuff that I wanted to show people, it would be huge. It would be massive. People wouldn't be able to get through it. And so what I decided to do was really keep things pared down, for two reasons. The first is that I want to make sure that people are surprised and delighted when they play the final version of the game -- when they get that production version in their hands and there's all these great things for them to discover for the first time. Additionally, I felt like as this is sort of the debut of the game, keeping it pared down to elements that people would remember fondly and things that were representative of the series itself. So, a jungle stage. The mine carts that are so iconic for the series. Just a nice beach front to sort of set the scene. And then a boss fight, to show people what to expect and to remind them of what's come in the series before. But rest assured, there is much more.
Retro: One thing I've learned in working with Mr. Tanabe is that he's very, very concerned about the player. I don't want to speak for him, but he wants the player, once they buy the game, to experience surprise and joy. And you don't want to give that away. So he's an advocate for the player, and we'd rather hold back the majority of the good stuff for the audience. And he had that same formula for the Metroid series.
Do you guys all hate swimming levels in 2D Mario games and wish they were gone, too? Aren't they like the exact same thing?I've never liked them in any game, period. I know it adds variety to games, but it just isn't a theme and concept I find interesting.