AniHawk said:
well, for one, I subscribe to the "5 is average, use the whole 10 point scale" thing. I gave the same score to Metroid Prime. I don't think either one is a bad game, but there's definitely more bad than good.
As for the quote, what I meant was that there seemed to be good ideas just sitting right in front of them, and if they were used, could be really fantastic (like that level switcheroo, except more original), and instead we got mediocrity at best or just some pretty visuals. I mean, a game where the entire concept was really about interacting with the background in new and inventive ways. Or a game where the majority of it is spent in silhouettes, really making color and shapes important wrt the level design.
That still paints the picture that the game is below average though, which I personally think does it a considerable disservice. I can't really follow your thoughts about the level design, which I've found thus far mostly ranges from good to great. As for ideas or mechanics that went underutilized, I also find your pessimism unfair. Sure, it's always easy to imagine
that much further beyond what a game already accomplishes (if one has an imagination to begin with that is), but you also have to evaluate it in terms of how well it fulfills what it sets out to achieve, and by that measure I think DKCR is pretty amazing overall.
Sure, certain concepts or mechanics could have been taken further (and perhaps will be if a sequel is ever set in motion), but on the flip side DKCR does a great job mixing things up. I enjoy that they don't drive every gameplay concept that's introduced into the ground. The amount of individually tailored events contained throughout each world and that it continually throws new ones at you is part of the charm, whereas something like NSMB quickly became redundant, particularly if you had any familiarity with the old games. Comparatively DKCR goes out on a limb and shows true creative spirit much more often. In this regard I think it trumps even NSMBW, and I dare say handily.
Additionally, I think the level design is nicely layered and generally tightly knit. The differences between casually completing a level, collecting all the items, or doing a speed run make it clear how thoughtful and multifaceted Retro's approach was. I just hope some of that carries over if they ever revisit the Metroid franchise, as I thought Echoes and Corruption's level designs were somewhat regressive compared to Prime in that regard.
AniHawk said:
NSMB was boring, but it didn't have the control problems DKCR had, nor the low lows DKCR, despite also not having the high highs DKCR had.
NSMB did have some shortcomings with the controls though, mostly of the variety I've come to expect of 2.5 D platformers (in short, a general lack of "tightness"). DKCR's sin is more a product of piling too many commands onto too few inputs, as well as a few weird timing issues. That's not to underplay the impact of those problems however, as they take a consistent toll what's an otherwise very well put together experience.
Other than that I found the basic running and jumping to responsive though. I also haven't found DKCR's quality to be as uneven as you apparently have. It's generally a brilliant game imo, which is what makes the handful of genuinely irritating flaws that much harder to swallow. They seem so clumsy and unnecessary compared to the more accomplished aspects. That's the thing that I find frustrating, and it's also the common thread I perceive between Retro's handling of Metroid and DKC.
AniHawk said:
Better than Prime, as I seem to recall, which makes you crazy. That's alright, I still like you.