amtentori said:
I find myself arguing with both people who think DKCR sucks and those who think it is the best in the series.
I think that when DKCR shines it is unmatched, but some issues such as the controls (that are adequate, but not perfect) and some of the strange, yet ultimately not game-breaking, design decisions keep it from being as consistent as DKC2. 2 also had a bit more variety in locals and more animals friends etc. each level had a pretty different mechanic. I dont mind the rocket barrel levels, but there is so many of them and some sections are just a waste.
But hey, rare made their best game with their second effort, im sure retro can do an even more awesome job with a sequel.
The Rare games are considerably darker games, and probably a bit more organic, and it's a significant part of what made the original series memorable (even if Diddy's Kong Quest is the only 'great' game in the series, the other two being merely competent). In fact it's one of the only things that the original really had going for it.
Now this is rather subjective - I'm sure there are people out there who couldn't stand the atmosphere and organic design in Rare's games, just as some will lament the more cartoonish and brighter approach that Retro took. Personally I feel both are perfectly fitting for the franchise and both are achieve their intentions superbly well. Music is another thing DKC2 (and the original) has over Returns, mainly because Returns primarily features Wise's creations. Whilst most of these remixes range from solid (Aquatic Ambience) to great (Life in the Mines), it still remains that they are reused tracks and not original creations. That, and samples from time to time can be underwhelming - it's disappointing that AA, for instance, has considerably superior remixes on OC given that they come from mere fans and Returns comes from one of Nintendo's greatest composers. The few original tracks in the game have their moments, but they don't match up with the Wise efforts. The actual sound design, from mixing tracks to effects, is fantastic.
But let's focus on the key essentials of the platformer - level design, enemy placement and controls. First, controls. Some will point the finger at Returns' admittedly amatuerish implementation of motion controls for rolling, which is indeed a key manouevere so it's disappointing that the game places a mechanic that needs reliable input on a control system that isn't overly reliable. It's very easy upon practice to fine-tune the timing and motion needed to pull of perfect rolls (and roll jumps), but there's no doubt a button would've been the better option. I've noticed some have also complained about high jumps when using Diddy, though personally I haven't had a single issue with this and as a result won't delve into it. Personally I think high jumps work brilliantly in this game and have a real tactile feel to it. The other motion controls in the game are blowing and the ground pound. The former is actually one of the few flaws in the game's level design. The inherent nature of blowing, which requires the player to stop (and whatever changes to the environment are brought from blowing take some time to appear), goes against the flow of a game that often looks like animated ballet. Thankfully these moments are optional and rarely cause death since most blowable objects are placed in areas that feature few enemies or dangerous hazards (and any that are tend to produce puzzle pieces which is an apt reward). The latter, ground pounding, is a superb use of motion controls that is both fun and visceral. Same goes for finishing off bosses. Basically rolling is the only issue here, but it's indeed disappointing Retro didn't provide some kind of alternative given the C button in unused (and the Z or B button could've been used as well whilst grabbing was applied to the other) - on that note, the grabbing mechanic is terrific and feels much more visceral, from climbing to grabbing vines.
As far as level design and enemy placement go, Returns wins. By a length over DKC2, and by lightyears over the original. The original trilogy (especially the first game) featured arbitrary and unnatural enemy placement that belied their organic environments. Returns doesn't entirely rectify this issue but it sure as hell tries to avoid it. Unlike the zingers, spike wheels and whatever fuck enemies that the original trilogy positioned in completely unauthentic places, Retro actually tried to make the enemies, well, make sense. Some will regard this as a small issue in the scheme of things, but it goes a long way to creating a sense of flow and believability (ironic given the nature of the genre) in a platformer. Returns also tends to avoid bullshit placement near hazards and bottomless pits. This was never a huge issue with the original trilogy, nothing like the NES Ninja Gaidens for instance, but it is certainly much better in Returns.
I've always looked at Diddy's Kong Quest as being one of the pinnacles of the 16 bit platformer as far as level design goes - with the help of varied environmental themes and the animal buddies, the variety and creativity still manages to impress. That said, Returns has essentially put nearly all 16-bit platformers, except for YI (and to a lesser extent DKC2), to shame. And it's certainly embarassed most recent 2D platformers, except for the excellent Super Meat Boy and genuinely creative VVVVVV. Even Nintendo's own recent 2D work (namely NSMBW) looks rather pedestrian compared to the abundance of creativity and inspiration in Returns, though one would have to agree that 2D Mario actively tries to avoid being as complex and detailed as Returns in order to retain its aesthetic and accessibility.
No, Returns is essentially on the same level as the Galaxy series as far as level design and variety goes. Each and every stage introduces something new whilst (perhaps unlike the Galaxy games) retaining mechanics from previous stages and throwing them in more complex and difficult scenarios. I'll explore this a bit more thoroughly - basically, Returns takes the Nintendo/Valve approach to game design: Introduce a new concept by placing it in a relatively harmless location so that the player can figure out what to do and familarise themselves with the mechanic. Then, gradually ramp up the complexity and difficulty of this mechanic by expanding on it. This is something that so many other developers somehow get wrong - these are the games where new mechanics spring out of nowhere and you're killed instantly because you weren't sure what to do. Other games will take the Nintendo/Valve approach but introduce it artificially, perhaps through text or tutorials. The right way to do it (and how Returns does it) is introduce it early on in a level, but let the player figure it out for themselves, and have some sort of reward for getting it right. Then, start introducing consequences for getting it wrong. This way the new mechanic is introduced naturally and sensibly without compromising the flow and authenticity of the level's design.
The concepts themselves are relentlessly impressive and creative. Every single level is an experience by itself. The game rarely falls into tedium or repetition because there's always something new around the next corner. The urge to see what's next is what fuels the game and makes it so addictive to play. It's an essential part of any great game but Returns does it so well because it's just full of these special moments. Some games will force you to play hours just to see the next new thing, but Returns is constantly throwing them at you, to the point where it's almost exhausting (in the best possible way, of course). What should also be mentioned it how much detail is put into every square inch of each level. I'm not talking solely about envionmental design here (though it is truly phenomenal and not only a testament to the artistry of Retro but also their effort) but moreso how there is always something interesting on your screen. The game's full of hidden items and collectibles, but unlike many other games, you actually want to collect these. And it's not just for the k-level/art/music rewards (though they are nice) - the real reward is just getting them. It's like the missiles expansions in a Metroid game. You rarely actually need all 250 or 255, but it's the sheer joy in figuring out the puzzles (no matter its complexity) that makes it satisfying. It's the same here. A puzzle piece is just a puzzle piece, but it's the act of figuring out what to do (and actually getting there) that makes it fun. Each level is filled with this mini-moments and they never get old.
I could go on and on about all the various mechanics that make Returns so memorable but I'll leave it there. It's just such a relentless entertaining game. I love DKC2 too, and in some ways it beats Returns for sure, but where it counts most I definitely think Retro trumped Rare. It's just on another level.