Can Retro top Rare as king of the jungle? I think so!
http://www.nintendoworldreport.com/impressions/24357
After games like Kirby's Epic Yarn, it's refreshing to see a truly challenging 2D platformer. Donkey Kong Country Returns' stages get progressively harder, but each world offers its own unique challenges. The stage designs are clever and often devious; I often thought, "I can't believe they want me do that," but with a big smile on my face. Just making it through the levels is challenging; I imagine 100%'ing all of the levels will take quite an effort. It's hard enough to find some of the hidden items and survive the levels; doing both will be much harder. The one downside is that because of the difficulty, it doesn't work as well as a two-player game.
Much of the stage design is simply genius. But you really have to pay attention to what is going on. Sometimes, the levels force you forward, like a forest stage that features millions of spiders chasing the player. Other times, blindly jumping forward will get you killed; you have to watch for platform patterns. In almost all cases, the game keeps you moving. Platforms often self-destruct, but they may take out other platforms on the way, or open up new areas; and these changes can happen on more than one plane. The levels are very dynamic, and they really need to be experienced.
This time, Nintendo let us play using the sideways Remote control scheme, and I have to say that it changed the game for me. Instead of having to hold the triggers, I could now just hold the face buttons, making some of the complicated grabs much easier. I thought the shake controls were easier with just the Remote, though others preferred the Nunchuk combo for the same reason. Remote-only control is tight, though the stiff D-pad will kill your thumbs given the intensity of this game. The only complaint I really have about the game is the motion-based roll control -- that really should have been mapped to a button. I did eventually get used to it, but can't help but feel that control could have been more precise without it.
As for animal buddies, I only ever saw Rambi in stages, and sometimes he is quite well hidden. Squawks also makes an appearance -- you can buy him from Cranky's shop and use him in a level to scout out hidden items. Speaking of Cranky's shop, you can also buy heart boosts, power potions, extra lives, or keys that open up new paths. While the game readily eats lives, it's also pretty generous with banana coins, so keeping a large stock of lives isn't much of a problem.
Mine cart stages, a favorite of mine, are much more common than the original, with each track more spontaneous than the last, and a boss battle even takes place on one. And you're not limited to riding linear tracks -- there are a few levels that have the cart rolling around on circular surfaces, but in a really clever and smooth way. There are also rocket-based stages where you must tap lightly to boost up while avoiding enemies and environmental hazards. These stages were almost like a combination of Lunar Lander and Gradius. So, the lack of animal buddies isn't too big of a deal with all of the other modes of transportation available.
Each boss battle is punctuated with a cutscene. The Tikis have used their musical powers to possess the animals and bosses throughout Donkey Kong Country. Though still based on pattern recognition, the boss battles are much more inventive and harder than those found in the original games.
Super Princess Peach may have been the emotion-based platformer, but Donkey Kong Country Returns will evoke its emotions directly from the player. You'll feel happy from the platforming joy, sad when said platforms disintegrate under your feet, and anger when the boss narrowly beats you for the 50th time, while the Tiki spectators literally laugh at your failure. Retro Studios did an amazing job capturing the feeling of the original games, while adding meticulously-crafted immersiveness and ridiculous, yet humorous challenges. Donkey Kong Country Returns may be my new favorite Wii 2D platformer.
Click here to check out our exclusive footage from the first six worlds as well as the new trailer and B-roll!
It just makes absolutely no sense why they aren't supporting the Classic Controller with this game. Really, why not? Oh right, it's a Nintendo title, and Nintendo doesn't like supporting their own peripherals!
So the game still has forced shaking? That's kind of disappointing. When will they learn that nobody wants that?
Don't tell me the rolls you make with waggle are the same ones from the classic games that allowed you to roll off edges and make farther jumps. That sounds terrible.
So, what are the Remote only controls? I presume 2 is to jump and 1 is to pick up barrels or other objects (correct me if I'm wrong). What am I missing... ground slaps? Can't think of any other mechanisms.Posted a cap of the controls here: http://www.nintendoworldreport.com/media/24368/4/3.jpg (http://www.nintendoworldreport.com/media/24368/4/3.jpg)
So is the overworld map your standard "follow a linear path to the next level that sometimes branches off" like most Mario games?Yes; like I said in my previous impressions, it's very much like New Super Mario Bros. Wii.
Yep, that is indeed what the roll is used for in this game as well, according to Impressions. And I'm sure that just like it always did in the two Mario Galaxy games, the roll will always execute every time I shake the Wii Remote, without fail...especially when a life is on the line and I need it to get past a deadly obstacle. ::) Damn it, Nintendo, I used to think you were smart enough not to map essential game functions to unreliable controls, but I guess you're just too busy counting your profits from the Wii to care about good game design all the time anymore.
And don't think you're getting out of this blameless, Retro. C'mon, you guys should know better than this.
Oh give me a break. If you actually had a problem with Mario Galaxy 1/2 motion controls then that's your fault not the games. The only way to activate the spin was to give your Wiimote a sudden flick. If you kept dieing because Mario kept spinning then either the motion sensors in your Wiimote were busted or you need to calm yourself down when you play the game. Just like how in Wario Land Shake if you literally shook the controller like crazy, the controls got all imprecise and didn't work well but if you used a simple flick and moved the controller in a gentle up and down motion, everything worked perfectly.
Posted a cap of the controls here: <a href="http://www.nintendoworldreport.com/media/24368/4/3.jpg (http://www.nintendoworldreport.com/forums/../media/24368/4/3.jpg)">http://www.nintendoworldreport.com
The point is that Nintendo and Retro are forcing imprecise, unreliable motion controls onto a gameplay feature that is likely essential for getting through the game and getting the secrets, judging by how much I used it in the original DKC games. It is important that you be able to execute a roll consistently every time you need it, and it it's as unreliable as the spin attack was in Mario Galaxy (which is sustantially less important) that's a major problem.Sorry, I don't see how Galaxy 1/2 had imprecise controls. They worked absolutely fine, and I had no problems at all. The Spin Attack was an amazing feature to have in that game, and NO, it wasn't hard to control.
QuoteThe point is that Nintendo and Retro are forcing imprecise, unreliable motion controls onto a gameplay feature that is likely essential for getting through the game and getting the secrets, judging by how much I used it in the original DKC games. It is important that you be able to execute a roll consistently every time you need it, and it it's as unreliable as the spin attack was in Mario Galaxy (which is sustantially less important) that's a major problem.Sorry, I don't see how Galaxy 1/2 had imprecise controls. They worked absolutely fine, and I had no problems at all. The Spin Attack was an amazing feature to have in that game, and NO, it wasn't hard to control.
But I do agree having the rolling being waggle is kind of silly. Though it shouldn't be too hard to get used to.
It's Donkey Kong Country. I shouldn't have to get used to the controls.That's what the tutorial stage is for. ;)
I shouldn't have to get used to the controls.I'm not sure if you're being sarcastic or not... but if everyone had that mindset, controllers wouldn't have evolved past the Atari joystick.
QuoteIt's Donkey Kong Country. I shouldn't have to get used to the controls.That's what the tutorial stage is for. ;)
I can't believe how lazy people have gotten when it comes to new control methods in established franchises or genres. It's especially prevalent in these throwback games. They just provide cannon fodder for those who don't want to take the time to learn something new. If these new controls actually become a hindrance to the way you play the game (for example, if the response is poor or inconsistent) then sure, they ought to be called out. However, I am reserving judgement. I found the controls in Nintendo's previous efforts to be responsive and easy to master. If those games are any precedent, there's a good chance that by the second or third world of DKCR, almost no thought will be given to having to shake the remote to roll.
And I can't believe how complacent and quick to agree people are with anything Nintendo does just because it is Nintendo that did it.
You say Nintendo should be called out if the motion controls are unresponsive, and I definitely found the motion control in both Mario Galaxy games unresponsive.Funny thing, I thought they worked just fine. Maybe your Wiimote was bugging out?
(b) Nintendo provided a traditional control scheme alternative for those that want the precision of buttons over the inaccurate flailing of motion controls....Flailing? I remember Shake It needing a quick flick and that was it. You don't need to flail, at all.
QuoteYou say Nintendo should be called out if the motion controls are unresponsive, and I definitely found the motion control in both Mario Galaxy games unresponsive.Funny thing, I thought they worked just fine. Maybe your Wiimote was bugging out?
It depends on the game for me. I've not had much of a problem in the Galaxies but half of my friends struggle with the NSMB Wii controls. One of my friends has huge hands so he can't control right with the tiny D-Pad.Strangely enough, the WiiMote+Nunchuck option for NSMBWii is my favorite way to play that game. I also like the WiiMote only option too, but since my hands are not that big...
Plus I have two freaking CCs. An original and a Pro. what did I buy them for? Freaking include the option! You did in Mario Kart and Smash Brothers. Why not here? Plus the WiiMote is just smaller than I would like the controller to be. A little bit bigger would feel more comfortable in my hands.This is valid, but Smash Bros and Mario Kart are two totally different games compared to DKC. One's a race, the other is a 2-D mascot fight with some platforming mixed in.
For people that had trouble in the Galaxy titles, did you just not wait until the motion timer reset itself? You can't just shake and shake, you shake once Mario spins, give it a second for that little star man to reset, hear the chime and then shake again. I went into the game several hours before I realized that. Wouldn't be surprised if some people went through the entire game like that.The opening tutorial mentioned that element quite clearly, if I remember correctly.
I'm one of those people who skip all the text and dialogue in a tutorial and see if I can just figure it out, cause I can just look at my surroundings and usually assume correctly what is asked of me. That would explain why I didn't understand the shake timer sooner.And it shouldn't be held against you, but then again, the opening was basically a tiny playground for us to play around in before the real adventure started.
Does every one of your posts have to be paragraphs of whining Ian?
No, roll jumping is a crucial mechanic and part of every balanced breakfast.Is there a bagel or muffin on the side with that?
QuoteNo, roll jumping is a crucial mechanic and part of every balanced breakfast.Is there a bagel or muffin on the side with that?
The game doesn't abuse waggle (despite what some people may claim), and neither did the Galaxy games.
Any game that uses waggle for waggle's sake is abusing motion control. The spin attack in Mario Galaxy and the propeller jump in NSMBW could have been mapped to buttons and would only have played better.
The root of DKCR's problem is that run and roll are mapped to two different buttons. In the original games, they were one and the same, so you could be running along, build up a head of steam, and then lift your finger ever so slightly to press the button and roll while moving at a good clip. Since roll is assigned to a different function in this game, you'd have to completely remove your finger from the run button in order to press it, which would result in losing your momentum.
As for Ian, I could do without the repetition of the same argument every time Nintendo does...well...anything
Remember when the DS launched and everything had to be touch screen and blowing into the microphone, and nowadays the various features of the handheld are usually only used when they're needed and add something? When are we going to see that on Wii?
And the roll was very essential to the first DKC. Try and get 100% without it. And, no, you didn't beat DKC if you didn't 100% the game.Sorry, but I don't bother to 100% games with poor design. Randomly jumping into pits with the hopes of finding useless bonus rooms is not my idea of a good time.
All the casuals I've played NSMBW with always get hung up over the grab function. "You have to do what with the controller?" Not a good way to attract people to the game.I haven't seen anyone I've introduced to the game who wasn't confused by that. They'd see the little icon that appears over the character's head when he's near a grabbable item, and they'd ask "What's it say to do?"
Sorry, but I don't bother to 100% games with poor design. Randomly jumping into pits with the hopes of finding useless bonus rooms is not my idea of a good time.
A lot of them I discovered by accident.So you aren't very good at the game and accidentally fell down all the pits? :P
People have pointed to Galaxy as an example and I agree. I may have spun on accident a couple times due to my excitement but whenever I really needed to spin (let's say to give me that extra bit of height), it always worked. ALWAYS. There wasn't a single time that I flicked the remote and the game didn't respond according.
I don't think this is something where it is fair to assume that because you can do it fine everyone else is in the same boat.
I don't' think it's fair the other way around.