farnham said:i dont think nintendo has that many funds.
Don't they have, like, 17 Scrooge McDuck vaults? And thats just the DS money! They used the Wii cash to fill the inside of Mt. Fuji.
What the hell are you talking about?
farnham said:i dont think nintendo has that many funds.
Glix said:Don't they have, like, 17 Scrooge McDuck vaults? And thats just the DS money! They used the Wii cash to fill the inside of Mt. Fuji.
What the hell are you talking about?
Socreges said:It prevents, you mean, because it's so unintuitive? That shouldn't be seen as a strength.
Rare was never really working on that many different games....even during the N64 days they pretty much just made two games and reskinned them each a few times.Anticitizen One said:Really? How was Rare able to grow so fast in the 90s to work on several different things?
What? Roll-jump was a huge part of the original trilogy, why dumb it down?RockmanWhore said:Because the roll-jump move is a game breaker, it's nice to play with it in time trial, but it's better to leave the standard play cleaner. It's a platform game and you should spend more time running and jumping than doing crazy moves.
hyduK said:Rare was never really working on that many different games....even during the N64 days they pretty much just made two games and reskinned them each a few times.
You must talk for a different Rare.hyduK said:Rare was never really working on that many different games....even during the N64 days they pretty much just made two games and reskinned them each a few times.
You're probably referring to NES rare then, which is hardly comparable to game development these days.Chris1964 said:You must talk for a different Rare.
Hey, don't get me wrong....Banjo Kazooie, Tooie, DK64 (yes, even DK64), and Conkers were some of my favorite games of that gen. But Rare wasn't the most eclectic developer around.MYE said:Oh god
hyduK said:Hey, don't get me wrong....Banjo Kazooie, Tooie, DK64 (yes, even DK64), and Conkers were some of my favorite games of that gen. But Rare wasn't the most eclectic developer around.
(I realize he's talking about NES now, and I'll admit they were doing A LOT of different games at that time...but again, it's hardly comparable to game development now).
schennmu said:Went back to SMG2 after finishing this earlier today. Controls feel so sloppy compared to DK. 3D platformers will never be as good as 2d.
Kaijima said:DKCR is intentionally giving the player a lot more leeway to smooth things out than most 2D platformers, period.
For example, when you just fall short of hitting a platform, DK will slide up a bit when hitting the side of it, then continue forward a few pixels more to make the landing.
I think some people who don't like it are being fooled by the fact that the big ape has serious mass to make him feel large and heavy; but this game goes beyond what most 2D platformers, nevermind 3D, have ever done to make it play like butter.
Keep playing. I think your opinion may change a few worlds in.Ben2749 said:I got this the other day, and I've played up to the second level of the second world (Beach), both with a friend, and then again by myself.
I'm really liking it, but so far I still prefer the DKC games. But it's OK, as I never expected to prefer this, as the DKC games (DKC2 in particular) are some of my favourite games of all time.
I really wish that Kremlings were in this, as it doesn't feel like DKC game without them, but the gameplay is rock solid.
I think DKC2 still has the best design in terms of level layout, and hidden secrets (bonus barrels and DK coins), but I'm really enjoying finding the puzzle pieces in DKCR, and I'm looking forward to doing some Time Trial runs.
Overall, I think this is a much better game than New Super Mario Bros. Wii (and DS), which I found to be uninspired on account of them taking zero risks and not really introducing anything new.
Shadowlink said:Pretty awesome game overall, andit's not even over yet! World 9!
Sipowicz said:is this game good or shit?
and how hard is it? are we talking lost levels? battletoads?
on a scale of shit game to good game, this is a good gameSipowicz said:is this game good or shit?
and how hard is it? are we talking lost levels? battletoads?
Tiktaalik said:The downside is the controls. I gotta side myself with the anti-waggle brigade on this one. I essentially agree with Amirox here on the fact that in a platformer it's best to have as tight of controls as possible
Sipowicz said:is this game good or shit?
and how hard is it? are we talking lost levels? battletoads?
AceBandage said:Increasing staff just to make more games means quality will begin to suffer.
We may not get a lot from Retro, but what we do get is of the highest quality because they are a great group of people that just focus on one major project at a time.
farnham said:i dont think nintendo has that many funds.
Sidzed2 said:Now, with DKCR, everything has been Nintendo-fied and I can't help but feel that the tiniest bit of the series' soul has been lost in the transition.
Kandinsky said:My god the music in this game is almost as bad as the controls, bring back Wise for DKCR2 please.
one_kill said:Speed runs are so tricky. I'm only getting silver and bronze medal times.
Stallion Free said:People asked for this in the emulator thread so here are some shots in 1080p 9xSSAA for wallpapers and no examples because people get super bitchy about big pictures (other levels requested will come later):
Donkey Kong Country Returns Sunset Wallpapers 1080p BMPs
AniHawk said:Game's alright. It's not a shit game, but there are a lot of shitty things about it.
So it's a good Retro game, basically.
Sidzed2 said:Well, this is without a doubt the best 2D platformer I have played in years. It's gorgeous, inventive and polished to a shine. Bravo, Retro.
About the only negative I could rustle up, and its a very subjective point, truth be told, is that DKCR is just a little bit lacking in style. From the bland menus to the uninspired level names and enemies, there's something very 'Nintendo-Generic' about the whole thing.
Say what you will about Rare now, but when they made DKC2, they imbured those cartoony visuals with a whole lot of character. The music, the enemies, the bosses and overall aesthetic were jovial, with more than a little bit of menace. It gave their DKC trilogy a bit of an edge.
Now, with DKCR, everything has been Nintendo-fied and I can't help but feel that the tiniest bit of the series' soul has been lost in the transition.
AniHawk said:Yep, presentation counts. It can make a bad game seem better and a good game seem great. Even comparing DKCR to Metroid Prime, it's lacking in presentation. Sure, the game looks good (levels are beautiful and everything animates nicely), but Metroid Prime was on an entirely different level.
Kyleripman said:I cropped the boxart into a wallpaper for widescreen monitors. It's not as nice as, say, a high-res shot of Sunset Shores, but I liked it well enough to share:
Gram Negative Cocci said:I say it weighs in favor of Donkey Kong actually. Metroid Prime had great music and the levels were ace, but the enemies themselves were just generic bug things half the time. And one of the bosses was just a sentient pile of rocks. Donkey Kong's only weakness is the recycled music.
Gram Negative Cocci said:I say it weighs in favor of Donkey Kong actually. Metroid Prime had great music and the levels were ace, but the enemies themselves were just generic bug things half the time. And one of the bosses was just a sentient pile of rocks. Donkey Kong's only weakness is the recycled music.
Vanille said:And the enemies in DKCR were just generic animals and drums. At its best, Metroid Prime quite easily has the edge.
Gram Negative Cocci said:I honestly don't care for most of the enemy renditions in prime. It wasn't until Prime 3 that I felt they got the space pirates right, for instance. The tikis are a superior replacement to the kremlings, and I like how things like the frogoons are actively hunting flies as they get in your way.