Author Topic: Donkey Kong Country Returns Impressions  (Read 28322 times)

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Offline MegaByte

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Donkey Kong Country Returns Impressions
« on: October 28, 2010, 01:20:55 PM »

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!

Aaron Kaluszka
Contributing Editor, Nintendo World Report

Offline Toruresu

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Re: Donkey Kong Country Returns Impressions
« Reply #1 on: October 28, 2010, 01:35:08 PM »
Sold!
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Offline broodwars

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Re: Donkey Kong Country Returns Impressions
« Reply #2 on: October 28, 2010, 01:37:45 PM »
So despite critics telling Nintendo that the motion control for rolling (and slapping the ground) just wasn't working, it's still in the final build anyway?  :-\   Boo!
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Offline NWR_pap64

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Re: Donkey Kong Country Returns Impressions
« Reply #3 on: October 28, 2010, 02:09:40 PM »
I'm VERY sold as well, regardless of the motion controls. I had no issues with them on NSMB Wii, so as long as the Wii Remote only option is around I am fine.


Great to know that the game currently lives up to the DKC legacy.
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Offline broodwars

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Re: Donkey Kong Country Returns Impressions
« Reply #4 on: October 28, 2010, 02:13:10 PM »
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!
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Offline Retro Deckades

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Re: Donkey Kong Country Returns Impressions
« Reply #5 on: October 28, 2010, 02:20:01 PM »
I am psyched about this game. I love playing games using only the Wii remote. The controls in Wario Land: Shake It! are great, just as they are in NSMB Wii and Kirby's Epic Yarn. Hell, they even work for me in SSBB and Metroid: Other M -- although they did take a little getting used to. I'd actually enjoy it if they mapped a shake mechanic to DK's ground pound.

Can't wait. This one truly taps into my nostalgia.

Offline Caterkiller

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Re: Donkey Kong Country Returns Impressions
« Reply #6 on: October 28, 2010, 03:58:03 PM »
YAHOO! Loved the impressions! I think I'm going to count that whale as a new buddy, he seems to have helped on multiple occasions.
Oh boy it sounds like a blast! I had no issues with the shake to roll aspect when I played it, or NSMBW, I don't think I will have any issue here.

I don't know why but I get such a kick out of seeing that elephant, giraffe, and zebra floating in the back ground!

Edit again!
After watching the videos this game deserves to sell better than NSMBW! I hope the name Country and the fact that it's 2 players like this helps it sell like nuts! I think Retro deserves a mega hit, Metroid never sold like it should have, but DK has potential. I hope DK gets at least 1/3 the sales of NSMBW. That would be amazing in itself!
« Last Edit: October 28, 2010, 06:45:56 PM by Caterkiller »
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Offline Ian Sane

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Re: Donkey Kong Country Returns Impressions
« Reply #7 on: October 28, 2010, 07:13:11 PM »
Quote
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!

Nintendo sold us a refurbished Gamecube and called it a new system and used the excuse that motion control is the new standard as the justification for doing so.  They give us the option to use normal controls and we'll pick it because waggle sucks.  But that makes their games no different than Gamecube games.  So why did we buy a new system for the exact same thing as before?  Thus the option must not be available.  Motion control's flaws are exposed in a direct comparison so the comparison cannot be made available.  The irony of course is that all this does is piss off the people that they're trying to trick by removing the option.  Motion control HAS to be the new standard, whether or not it is capable of the task, so we must be forced to use it.

But it nice to see that this is looking to be a great game nonetheless.  I should hope so as I put it on my Christmas list. :)

Offline KnowsNothing

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Re: Donkey Kong Country Returns Impressions
« Reply #8 on: October 28, 2010, 07:14:56 PM »
This game should be bongo compatible.
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Offline Mop it up

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Re: Donkey Kong Country Returns Impressions
« Reply #9 on: October 28, 2010, 08:46:20 PM »
So the game still has forced shaking? That's kind of disappointing. When will they learn that nobody wants that?

Offline broodwars

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Re: Donkey Kong Country Returns Impressions
« Reply #10 on: October 28, 2010, 09:39:19 PM »
So the game still has forced shaking? That's kind of disappointing. When will they learn that nobody wants that?

Probably as soon as they're done counting all the cash people keep giving them for pumping out games with unwanted waggle.
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Offline Killer_Man_Jaro

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Re: Donkey Kong Country Returns Impressions
« Reply #11 on: October 29, 2010, 04:30:20 AM »
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.
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Offline Stratos

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Re: Donkey Kong Country Returns Impressions
« Reply #12 on: October 29, 2010, 05:45:45 AM »
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.
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Offline GoldenPhoenix

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Re: Donkey Kong Country Returns Impressions
« Reply #13 on: October 29, 2010, 10:39:36 AM »
So is the overworld map your standard "follow a linear path to the next level that sometimes branches off" like most Mario games?
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Offline broodwars

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Re: Donkey Kong Country Returns Impressions
« Reply #14 on: October 29, 2010, 10:52:23 AM »
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.

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.
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Offline MegaByte

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Re: Donkey Kong Country Returns Impressions
« Reply #15 on: October 29, 2010, 11:39:55 AM »
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
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.
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Offline Luigi Dude

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Re: Donkey Kong Country Returns Impressions
« Reply #16 on: October 29, 2010, 01:04:39 PM »
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.

Sound like DKCR is going to be the same way.  If you actually use the controls the right way through basic flicking and gentle motions they'll work just fine.  If you just keep swinging the controller around like maniac then yes, your going to have a problem since your not using the controls the way they're meant to be played.
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Offline broodwars

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Re: Donkey Kong Country Returns Impressions
« Reply #17 on: October 29, 2010, 01:20:14 PM »
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.

Actually, the problem I had with Mario Galaxy 1/2 is that I'd hold the controller steady most of the time and the shake would work most of the time, but then I'd get to a Galaxy like the ones in Galaxy 2 where you have flipping platform that react to your Spin Attack.  I'd be in mid-jump, shake my controller like normal to do the Spin Attack and bring a platform up, and nothing would happen.  It was infuriating, because I'd do the same motion I'd always do to trigger the spin and it just wouldn't work.
 
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.  Once again, we don't even get the option of using a control scheme where this feature is mapped to a button, even though Nintendo has a perfectly serviceable Classic Controller they could allow us to use and everything would be fine.  But no, this is Nintendo and they don't support their peripherals.
« Last Edit: October 29, 2010, 01:24:29 PM by broodwars »
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Offline Retro Deckades

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Re: Donkey Kong Country Returns Impressions
« Reply #18 on: October 29, 2010, 02:24:07 PM »
Posted a cap of the controls here: <a href="http://www.nintendoworldreport.com/media/24368/4/3.jpg">http://www.nintendoworldreport.com

Wow, those are some unessecarily convoluted controls. Blow ought to be assigned to the B button - I can't imagine using it all that often and wouldn't care to have to press it once in a while. Ground pound should be a shake of the Wii Remote. Roll/Run/Grab used to be all one button back on the SNES -- separating them complicates things here. I'm not sure why nothing is mapped to A -- something less frequently used could easily work here. Combine maybe?

Anywho, I'm sure any gamer worth their salt will eventually adapt to the control scheme and become quite adept with it.

Offline Peachylala

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Re: Donkey Kong Country Returns Impressions
« Reply #19 on: October 29, 2010, 02:59:08 PM »
Quote
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.

But I do agree having the rolling being waggle is kind of silly. Though it shouldn't be too hard to get used to.
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Offline Stratos

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Re: Donkey Kong Country Returns Impressions
« Reply #20 on: October 29, 2010, 03:54:46 PM »
Quote
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.

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.
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Offline King of Twitch

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Re: Donkey Kong Country Returns Impressions
« Reply #21 on: October 29, 2010, 04:00:21 PM »
Must..avoid..spoilers
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Offline Peachylala

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Re: Donkey Kong Country Returns Impressions
« Reply #22 on: October 29, 2010, 04:01:28 PM »
Quote
It's Donkey Kong Country. I shouldn't have to get used to the controls.
That's what the tutorial stage is for.  ;)
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Offline Mop it up

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Re: Donkey Kong Country Returns Impressions
« Reply #23 on: October 29, 2010, 05:32:55 PM »
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.

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Re: Donkey Kong Country Returns Impressions
« Reply #24 on: October 29, 2010, 05:34:28 PM »
Must..avoid..illogical..posts..
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