If I was at all competent making avatars I'd likely be rocking a Skowl one right now.
In honor of Tropical Freeze's control scheme, here are some options, if you choose:
If I was at all competent making avatars I'd likely be rocking a Skowl one right now.
In honor of Tropical Freeze's control scheme, here are some options, if you choose:
I'm spoilt for choice, almost went with the volcanic Owl but I gotta go with Skowl for the time being, cheers!
I think that some people have a problem with swimming because it's set up to be fluid with the analog stick but some people are using the d-pad.
Also, this trailer is great!
https://www.youtube.com/watch?v=58V4DPDNib4
I think that some people have a problem with swimming because it's set up to be fluid with the analog stick but some people are using the d-pad.
Theyre not bad but theyre definitely weaker than what theyre aping. I love doing the dolphin jump out of the water however, thats super solid.
I think having the underwater controls be *somewhat* stiff would've made more sense if they had Enguarde serve as the super fast, Origins-esque alternative. I've gotten more than used to how they are thoug, but I agree that Rayman feels more precise (even if I feel what with how heavy DK is the slower response times in TF were probably intentional on Retro's part).Honestly even with the analog stick, I don't think its as tight and responsive as the controls in Rayman Origins/Legends (which the game is mimicking in terms controls/water level design). Before any one jumps on me for making that comparison, I think the point of inspiration is so clear (in Current Capers especially) that its definitely fair to do so. The constantly tapping A if you dont have a buddy contributes to it feeling less satisfying imo, and even with say Dixie I didnt feel like I was able to make the turns as tightly or quickly in the more frantic sections as I could in a Rayman.
Theyre not bad but theyre definitely weaker than what theyre aping. I love doing the dolphin jump out of the water however, thats super solid.
Damn, I just got my first gold medal and thought I did pretty ok...
...rank 219 : /
I think having the underwater controls be *somewhat* stiff would've made more sense if they had Enguarde serve as the super fast, Origins-esque alternative. I've gotten more than used to how they are thoug, but I agree that Rayman feels more precise (even if I feel what with how heavy DK is the slower response times in TF were probably intentional on Retro's part).
At the same time, I find it kind of awkward that while the Kongs are more limited on land and have to rely on barrels or rambi to break open blockades, they can just twirl through it underwater. Could've easily snuck in Enguarde in those bits just for that little bit extra fan service, though not trying to make it out to be a big deal when it obviously isn't.
I am playing the game, and I agree -- Engarde could work as an "underwater Rambi," zipping forward and plowing through enemies in levels specifically designed for him.I feel like it would have been pretty easy to include Engarde as a speed-boost type "power-up" for the underwater levels. That would've been fun, although I haven't played the game yet so I can't really talk.
I am playing the game, and I agree -- Engarde could work as an "underwater Rambi," zipping forward and plowing through enemies in levels specifically designed for him.
I believe if Retro finished their DKC trilogy, they'd go all in with the animal buddies.
I believe if Retro finished their DKC trilogy, they'd go all in with the animal buddies.
Honestly even with the analog stick, I don't think its as tight and responsive as the controls in Rayman Origins/Legends (which the game is mimicking in terms controls/water level design). Before any one jumps on me for making that comparison, I think the point of inspiration is so clear (in Current Capers especially) that its definitely fair to do so. The constantly tapping A if you dont have a buddy contributes to it feeling less satisfying imo, and even with say Dixie I didnt feel like I wasnt able to make the turns as tightly or quickly in the more frantic sections as I could in a Rayman.
Theyre not bad but theyre definitely weaker than what theyre aping. I love doing the dolphin jump out of the water however, thats super solid.
I believe if Retro finished their DKC trilogy, they'd go all in with the animal buddies.
Squitter for quick wall climbing spots (like Rayman Origins running in the walls)
I didnt think anyone would but "This sucks, its not Rayman!" was such a common complaint from negative reviews/streams that I wanted to distance myself from that sentimentNo one should jump on you for this comparison, Rayman Origins/Legends has the best underwater levels and controls in the 2D platforming genre in my opinion. Plus the games have an overall similar feel in momentum and pacing. I will say I think DKCR has a much more accurate feeling outside of water, mainly due to DK's weight and easy bursts of momentum with quick rolls.
- Proceeding from there you would have Gloomy Gulch, a spectacle of colorful spirits flitting in and out of the lush foliage and moonlit fog, and haunted mansions tucked away in the hollow, featuring swaying chandeliers, massive candelabras, cobwebbed columns and collapsing rafters, as well as dusty libraries and stately Victorian gardens full of crumbling statuary, ornate fountains and clinging ivy.
Oh, WOW! :-OAt least Retro has a starting point (200% image spoilers)
https://miiverse.nintendo.net/posts/AYMHAAACAAAYUKlLiPAgPQ
Holy crap, this is the absolute worst final boss I have ever played.
Whoever designed this stupid hurtbox needs to be fired.
The world was going so well too, but then this terrible thing comes along.
I was fine with the Tikis and I adore the Snowmads (I might even prefer them to Kremlings), but I think Retro's third outing with DKC should be the Kremlings' grand return. And remaking/reimaging Crocodile Isle wouldn't have to be creatively restrictive -- they could still retool the worlds as they see fit (hence my suggestion of casinos in Krazy Kremland, etc). Just imagine the rollercoaster tracks they could come up with... They could have the rollercoaster weaving past the giant statues seen on the map screen, through brambles, in and out of beehives, etc, all while collapsing and exploding (as tends to happen in Retro's games).A DKC2 reimagining would be fun but I would prefer Retro to create their own worlds. The Island system of this game is quite cool so I'd hope them to stay with that.
Enemies wise, if Retro works on a third game to end their DKC trilogy it'd be cool if it featured the baddies they created (Tikis and Snowmads) but also K. Rool.
Oh, WOW! :-O
Man oh man... Retro, if you're reading this -- start making the next one now, lol
I kind of hope Retro never brings back the kremlings. I don't have problem with them but I am loving the new characters they've been creating and I want them to continue that.
I kind of hope Retro never brings back the kremlings. I don't have problem with them but I am loving the new characters they've been creating and I want them to continue that.
Can you please take 720p versions of those two shots (Gloomy Gulch and Krem Quay 2.0) by hitting Home, going to Internet Browser, uploading them on abload.de, and then copy/pasting the link into an email to yourself? Then you can share them here in uncompressed 720p glory. I'd really like to have copies of those, if you don't mind. It'll be a while before I unlock them myself...Your post got me thinking...so maybe we also have a possible Krem Quay 2.0?It's got swamps AND brambles, so....
https://miiverse.nintendo.net/posts/AYMHAAACAAAYUKlLiQAqAw
Sorry, no pirate ships or volcanos or castles in the other images :l