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Donkey Kong Country: Tropical Freeze |OT| There's always money in the banana stand

atr0cious

Member
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:

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Lijik

Member
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.

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.
 
Fuckety fuck. I have lost my Wii U after moving to a new city. It must be in one of my 20-30 boxes, stacked inside a room to small to easily open and check them. Searched for my Wii U once before christmas with no luck, and now I have to do it again. Opening each and every one of them because the clever markings I put on them makes no sense to me.
 
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.
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.
 

Het_Nkik

Member
Somebody who hasn't done Time Trials yet should play 1-1 and take a good 10 minutes or so and see what their ranking is just to get an idea of how many people are actually using the mode.
 

Lijik

Member
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.


Oh definitely, and I agree the heavier feeling controls are probably intentional. I think Dixie's hair propeller was supposed to be the super-swimming alternative and for the most part it works but as I said the more precise you need to be (like in later parts of Irate Eight) the more off it feels.
 
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.
 

Neiteio

Member
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.
 

Lijik

Member
I believe if Retro finished their DKC trilogy, they'd go all in with the animal buddies.

my prediction given the minecart world and water-level world of first two games: there would be a world thats nothing but animal buddies, but it'd have every animal buddy. EVERY animal buddy. "The not-Rambi from Jungle beat? Fuck it, toss him in!". They would not appear in any other world.
 

Stoze

Member
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.

No 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.
 

jnWake

Member
I believe if Retro finished their DKC trilogy, they'd go all in with the animal buddies.

I hope so. Squawks replacing rocket barrels for flying levels, Enguarde for very fast underwater levels, Squitter for quick wall climbing spots (like Rayman Origins running in the walls) and maybe even Espresso's return... There's a lot Retro could do with the animal buddies for their fast paced levels. I can't think of ideas for the frog, elephant or snake to return but they weren't as cool anyway haha.
 

Lijik

Member
Squitter for quick wall climbing spots (like Rayman Origins running in the walls)

This is fucking brilliant oh my god. Imagine one of those loopy wall running stages from Rayman but with all of the pomp and panache of a Retro level design.

No 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.
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 sentiment
 

Kriken

Member
Dunno how long it took, but I beat 1-K without powerups
Because I lost all three green balloons on previous runs
 
I'm a diehard d-pad user for 2D platformers but the swimming really is better with the analogue stick. So much so that I swap the controls around for the swimming sections.

That brings me to my only complaint, the menu is cumbersome for swapping between stick/d-pad controls.
Would be so much better if the stick/d-pad were both left active instead of it being one or the other.


Other than that, this game has rubbed my nostalgia in all the right ways and at the same time, pushing my shit in in profound ways. By that I mean it was quite difficult.
It actually feels like I'm playing a true Rareware sequel
 

Gartooth

Member
Just picked up the game a couple of hours ago. So far I've done all levels up to World 2-3 including those hidden in world 1. I have a ton of thoughts on this game so I'll just share them now. First of all, the gameplay is still as good as I remember from DKCR, I absolutely love the platforming physics as well as difficulty and level design so far. The additions of Dixie and Cranky are also very well implemented, and while they don't rock my world they certainly lend to more fun scenarios with the levels. Swimming hasn't been explored too much yet, but from what I've played it seems pretty solid and manages to keep the quick nature of Retro's Donkey Kong despite being underwater.

What has actually surprised me the most so far is just how great the presentation is here compared to Returns. The music is an incredible upgrade and the choice to bring David Wise on board was spot on as nearly every piece I've heard so far sticks with me unlike the previous game which only had one or two good tunes. (2-2's theme in particular gave me a great Diddy Kong Racing vibe) I also have to hand it to the art team this time around, while Returns had some cool ideas (silhouette levels and factory world) I ultimately did not care for the visual style of the last game in terms of environments and character designs. I find myself in the complete opposite position now, I adore the environments this time around with World 2 in particular really resonating with me. Also, I've been outspoken in the past about how much I hated the enemies from DKCR, but the Snowmads are a BIG upgrade. I love a lot of the little quirks they have with their animations that helps give them more character, and despite not being too fond of him in the trailers, the mannerisms of the first boss had me grinning.


What really wows me though is just how cohesive the game is when the art, music, and levels all blend perfectly to make a platforming experience that is just as fun to watch as it is to play. To me, this is the game that finally made my Wii U worth the investment. There were plenty of great games I've played along the way, but Tropical Freeze has just blown me away at such an early stage that it would take a lot to disappoint me now. I have a good feeling this may end up not only as my GOTY in 2014, but also as my favorite DKC... no my favorite 2D platformer ever made. Well fucking done Retro.
 

Neiteio

Member
Here's my wish list for the next DKC:

- Ability to play as DK and modify his powers with a buddy, like normal, OR switch to your partner character, at which point DK disappears but you still have four hearts, and you can change back to DK (with buddy in tow) at any time. So you can play as Diddy by himself (like in TF's Hard Mode), but at any time you can tag-team back to DK (with Diddy in tow).

- Bring back Kaptain K. Rool and the Pirate Kremlings, with Crocodile Isle rising from the depths. Go all-out with a remake/reimagining of the worlds in DKC2, with a new world here and there, but the same dark atmosphere. Similar to what Returns did with DKC1, remaking most of its worlds, with the occasional artistic license (I.E. the all-new Cliffs world). If Returns was a spiritual successor to DCK1, and if Tropical Freeze is (arguably) a spiritual successor to DKC3 (with the woodsy "wonders of nature" feel), then the grand finale of the Retro DKC trilogy should be the spiritual successor to DKC2.

- Huge focus on Animal Buddies, fresh and familiar, mechanically reworked so that they diversify the gameplay while retaining Retro's signature focus on momentum and flow.

- Engarde can function like an underwater Rambi, zipping along at high speed and plowing through obstacles unassailable to Kongs.

- Squawks is playable in select levels, ferrying the Kongs through the air, like a slower Rocket Barrel that you can maneuver in any direction -- flapping up, floating down, and spitting out eggs to shoot down enemies.

- Squitter can climb straight up walls, allowing him to quickly climb tight vertical passageways. He can also fluidly spin web platforms -- a quick way to create stepping stones, even under pressure in auto-scrolling levels or with the level collapsing around you.

- Those are just a few of the Animal Buddies. The game would be teeming with them. And the fourth world, Krazy Kremland, could feature loads of levels with Animal Buddies, as per the Retro tradition of putting the "gimmick" levels in the fourth world (mine carts/rocket barrels in Returns' Cave World; swimming levels in Tropical Freeze's Sea Breeze Cove).

- Of course, Krazy Kremland would also have the familiar beehive levels... The bramble thickets... And the rollercoasters with the distinctive skull-carts, racing up and down rickety tracks under a night sky exploding with fireworks, and "Disco Train" thumping in the background!

- You'd have a rain-drenched rainforest along the coast of Crocodile Isle, littered with pirate ships that have sunk, beached themselves or are still afloat, in a new spin on the Gangplank Galleon world from DKC2.

- Proceeding from there you would have Crocodile Cauldron, with its gem-encrusted caverns, its gas-lit mineshafts, its smoldering lakes of lava, and so on. Hot Head Hop and Mining Melancholy would make a welcome return here.

- You'd have Krem Quay, the swamp world, more intricately detailed than ever thanks to Retro's artistic eye. Add to the mix bamboo chutes, dilapidated boardwalks, weeping willows, gnarly cypress trees, abundant moss, and foggy lanterns surrounded by moths.

- You'd have Krazy Kremland, as mentioned before, but to elaborate on it further, expect circus tents (in keeping with the theme of Animal Buddies!) and glitzy casinos full of roulette wheels, slot machines and neon signage, underneath the rickety rollercoasters that entwine with bramble thickets and thread in and out of towering beehives.

- 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.

- You'd then have K. Rool's Keep with all of its medieval castle and mad science motifs, and the Flying Kroc with its high-tech trappings. As for the "Lost World," I'd prefer something else entirely -- a gleaming white modern-day city, not unlike the one in Mirror's Edge, complete with skyscrapers under construction, allowing you to scale red steel construction girders like arcade Donkey Kong. It would be a bright and sunny change of pace from the rest of the game, and offer up a great deal of challenge with skyscrapers imploding and exploding all around you!

- The game would of course have individually unique bonus rooms, a highly requested feature by many. Swanky Kong would also make an appearance, quizzing players on trivia regarding individual levels (I.E. scenic details, etc) and offering up unique minigames for each world.
 

Busaiku

Member
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.
 
- 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.

At least Retro has a starting point ;) (200% image spoilers)

https://miiverse.nintendo.net/posts/AYMHAAACAAAYUKlLiPAgPQ
 

jnWake

Member
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.
 
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.
 
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.

The hitbox for hitting the boss or being hit by the boss? Either way
git gud
.
 

Neiteio

Member
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.
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).
 

Gartooth

Member
I'm a bit conflicted myself. My love for the original games makes me want to see more elements from them cross over into this "new" series. (Kongs, Animal Buddies, Kremlings)

At the same time I think Retro has made something really special with Tropical Freeze, and I do think they've earned the creative leeway with how well they've done. I will say that I would be incredibly pleased if they threw us a bone and attempted to do something such as putting in a bonus world where classic enemies return with levels based on the old DKC games or something like that.
 

Gsnap

Member
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 hope that if there's a 3rd game the kremlings and the snowmads team up to defeat DK, but then around 2/3 of the way through the game, there is in-fighting because, being warm blooded and cold blooded, they can't coexist. Then it all culminates in a climactic battle in which K. Rool and the leader of the Snowamds (I HAVEN'T FINISHED THE GAME YET, SO DON'T SPOIL IT FOR ME) are fighting each other while DK is fighting them.
 

Pyrokai

Member
What controller method is everyone using? I've been using Pro controller with Left Stick and X/Y as my ground pound....not sure how I feel about this. I've been holding X as the run button but didn't realize it wasn'teven needed if you are using the stick until just now. If you use the control pad, you can hold down X/Y to run, but, like, that doesnt roll!!!!! Whose idea was that???? Any suggestions here?????
 

daydream

Banned
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.

Yeah, I'm surprised at how many want them back. Why not let Retro do something original instead? I agree that this series still has a lot of potential, and I'd love to see a third DK game by Retro. Seems like people want a remake of DKC2 more than anything else, though.
 

Neiteio

Member
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
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...

On a side note, a couple of the Bright Savannah art pieces were interesting -- one involving DK using small yellow birds to slowly descend a canyon, and another of DK dodging snapping alligators in a river (perhaps removed because Retro wants to bring back the Kremlings in the next one, lol).
 

TEJ

Member
I want them to make metroid prime 4 next because I imagine the backlash if they don't will be insufferable.

Then make DKCR3.
 
Honestly I think the underwater controls are perfect as is. However they could've designed a few special courses around Enguarde if they had wanted. Itd work somewhat similar to Rocket Barrel and Mine cart courses that he scrolls through the stage automatically. However you could control direction with the analog or dpad. There could be speed boost rings to make you go really fast. Enguarde would have an attack move. There could be some sections the require him to leap into the air to avoid obstacles or obtain secrets. They could've used him as a way to travel to different islands.
 
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