Tricky I Shadow
Banned
I like what I hear! Thanks for answering my questions Hatchx!
The wait for the Australian release date is gonna be brutal! : (
The wait for the Australian release date is gonna be brutal! : (
rpmurphy said:It's not just about the linearity. When platformers are made built specifically on what expert jumps, timed jumps, walljumps, etc. that the designer wants the player to make to complete the level, it takes away exploration, creative and variety gameplay. It's the reason why although I like SMG, I also like SM64 more in ways. It's the reason why I like Spelunky's random generation, because I never know what to expect.
Amir0x said:Anyway, this "DKCR is super difficult" talk is the first time my curiosity has been moved. I never liked the Donkey Kong Country series, and I never considered any of them difficult. But I do like difficult platforming...
The animations on DK climbing grass wheels =Tricky I Shadow said:GameTrailers posted a new video - Rumble In The Jungle Gameplay.
weekend confirms brian said that it was much easier then the SNES DKCHobbun said:Ugh, all this talk of being "one of the most difficult platformers" is a little intimidating. I plan on getting the game still and enjoying it for what it is, but I know with some certainty that I won't 100% it due to how difficult it sounds.
DaBuddaDa said:I love how half of the reviewers say "this is the most unforgivably hard platformers ever!" and the other half say "It's a fucking cakewalk, way easier than the SNES ones." What in gods name could be the reason for that?
ryan-ts said:Other polarizing comments I've read about DKCR:
-good, great multiplayer vs throwaway mutiplayer
- wiimote + nunchuk is the only good way vs wiimote only is only good way
- Cool challenging bosses vs repetitive bosses
Very confusing.
One man's meat is another man's poison.Hobbun said:Ugh, all this talk of being "one of the most difficult platformers" is a little intimidating. I plan on getting the game still and enjoying it for what it is, but I know with some certainty that I won't 100% it due to how difficult it sounds.
In other words, most reviewers suck.DaBuddaDa said:What it indicates to me is, this style of game is so rare nowadays that reviewers no longer have a stream of benchmarks to work off of that are fresh in their memories, so the results are all over the place, aka, meaningless and uselessly subjective.
_Alkaline_ said:Well of course it is. Would be a boring world if everyone agreed on everything.
I wouldn't be that unnecessarily mean, but judging by the massive discrepancies found in many review texts, I think it's safe to say that most current day reviewers are incapable of providing an accurate review of this game, as most subconsciously are comparing it to games they haven't played in well over a decade.darkpaladinmfc said:In other words, most reviewers suck.
Haunted said:One man's meat is another man's poison.
There will never be a game without difficulty settings hitting that perfect sweet spot for all the people playing it, it's just not possible.
wow thats a great score comming from giant bombGram Negative Cocci said:Brad Shoemaker of giant bomb gave it 4/5 stars.
http://www.giantbomb.com/donkey-kong-country-returns/61-31732/reviews/
Neiteio said:I wonder if this game will become for GAF the Demon's Souls of platformers.
Oh yes, absolutely. I wasn't trying to defend the game from a perceived attack or anything, just making an observation on the topic in general.Hobbun said:Yes, I'm aware of that. I was only just speaking for myself, which truly, is all I can ever do.
I wasn't bashing the game by any means because it is more difficult. As I said, I will enjoy it for what it is, I just am pretty certain I won't 100%.
Somnid said:I think Nintendo's new strategy with difficulty is a pretty good one. The game starts easy and ramps up. You can use Super Guide to bypass areas that you just can't do so any player can at least experience all the primary content. 100% is reserved for players who have a particular skill and stick with it.
El Pescado said:Just picked it up at my local Mom 'n Pop and played through the first level. I'm...not used to the controls yet, but I liked what I saw. I'll play more later after work.
Yeah, the GameTrailers review said shaking to roll isn't good for precision platforming, which means this game commits the cardinal sin in Nintendo games of having less-than-perfect controls. It seems they should've included a Classic Controller option, but here's hoping it's just one blemish on an otherwise immaculate game. I've been waiting for this since DKC3 (which was second only to DKC2).Hobbun said:See, I am not trying to get a discussion/argument about controls again, but this worries me a bit and it's not the first time I've seen this mentioned. I didn't want to have to 'get used to' the controls again. Just wanted to pick up and play, which is why I wanted to have the option of the older controls, like the classic controller.
Oh well, still looking forward to the game and will be playing tomorrow!
wrowa said:I know that there is a way to play TP without the need to shake the Wiimote
Glorious!Tricky I Shadow said:GameTrailers posted a new video - Rumble In The Jungle Gameplay.
Actually, it sounds like the sideways Wiimote is best for shaking to roll, since part of the problem is if the analog stick is not fully deployed to the right, it'll confuse the shake for blowing. So if you're slightly at an angle, the shake will register as the incorrect action. They should've included a Classic Controller option, as many reviews have noted.ShockingAlberto said:It seems like shake to roll was a bad idea while the other shake functions are fine.
Shame, but it seems you do get used to it, though the time until you do is probably annoying.
I guess shake to roll was necessary for the sideways wiimote scheme, which is one of the problems when your big holiday game is ideally for nunchuck/wiimote combinations. You can't hope everyone has two nunchucks, so you have to build around it.
Sigh, Nintendo. Sigh.
I won't say adding Classic Controller support would have been a bad idea, but I think the Wiimote only controls are fine. Keep in mind I only played it for approximately 5 minutes and I haven't played a DKC title since DKC2 on SNES.Hobbun said:See, I am not trying to get a discussion/argument about controls again, but this worries me a bit and it's not the first time I've seen this mentioned. I didn't want to have to 'get used to' the controls again. Just wanted to pick up and play, which is why I wanted to have the option of the older controls, like the classic controller.
Oh well, still looking forward to the game and will be playing tomorrow!
Socreges said:Does anyone else find holding the Wiimote sideways for intense platformers a little awkward? Maybe I'll get used to it. But for that reason I'm considering trying out the Wiimote/Nunchuck scheme.
Socreges said:Does anyone else find holding the Wiimote sideways for intense platformers a little awkward? Maybe I'll get used to it. But for that reason I'm considering trying out the Wiimote/Nunchuck scheme.
Nunchuk is easily the best method of playing the game. It takes just a couple of minutes to get used to shaking however, unlike most videos of people playing you only need to make very small movements with your wrists (or forearms) to trigger the roll/blow/ground pound. For the continuous roll with diddy you need to make even less of a movement after the initial ground pound. I actually find it a bit easier to do roll jumps in that I don't need to press two buttons at once (no need to hold the run/roll button down constantly as in the previous DKCs). Also, the deadzone for starting a roll on the analog stick is quite substantial and a roll detection error is very very very rare, unless you pick your nose while playing the game.ShockingAlberto said:It seems like shake to roll was a bad idea while the other shake functions are fine.
Shame, but it seems you do get used to it, though the time until you do is probably annoying.
I guess shake to roll was necessary for the sideways wiimote scheme, which is one of the problems when your big holiday game is ideally for nunchuck/wiimote combinations. You can't hope everyone has two nunchucks, so you have to build around it.
Sigh, Nintendo. Sigh.
Balb said:Must be a mental barrier. Feels fine to me; like an NES controller with smoother edges.
Lathentar said:Nunchuk is easily the best method of playing the game. It takes just a couple of minutes to get used to shaking however, unlike most videos of people playing you only need to make very small movements with your wrists to get trigger the roll/blow/ground pound. For the continuous roll with diddy you need to make even less of a movement. I actually find it a bit easier to do roll jumps in that I don't need to press two buttons at once. Also, the deadzone for starting a roll on the analog stick is quite substantial and a roll detection error is very very very rare, unless you pick your nose while playing the game.
I've had no problems with the nunchuk-wiimote controller scheme and after a couple of attempts have been able to easily obtain gold medals on all of the levels in the first world by a sizable amount.
In summary, highly recommend playing with nunchuk control scheme as it become second nature quickly.
I agree with this man.TheExodu5 said:And smaller, shittier buttons and d-pad.
I'm either using my SNES Wii controller through Dolphin, or using Wiimote/Nunchuck. Shaking the Wiimote with one hand is a lot more comfortable then with two hands when holding it sideways, IMO.