Messed around with Diddy in the water levels some. Ive been avoiding him because all of the secrets are easiest with Dixie, but I feel like I get the finesse with turning I want when he lets off the jetpack.
It still feels like they push Dixie as the best option for swimming, and the way swimming works with her is most analogous to Rayman's but the turning doesnt feel as tight.
I bought the game today, currently midway through World 2. Absolutely loving it so far, I wouldn't be surprised if I loved this even more than Returns.
Speaking of which, I was a little confused when looking at the title screen, because the entire time I thought this game was titled "Donkey Kong Country Returns: Tropical Freeze". Am I crazy or what?
I bought the game today, currently midway through World 2. Absolutely loving it so far, I wouldn't be surprised if I loved this even more than Returns.
Speaking of which, I was a little confused when looking at the title screen, because the entire time I thought this game was titled "Donkey Kong Country Returns: Tropical Freeze". Am I crazy or what?
I... don't know about that. I think I'd prefer another new game altogether than an expansion pack ala NSLU. The reason being, is that I think DLC for this game would require considerably more work. Retro put a lot of care and detail into the level design and art where each level and world has a "personality" to it, in comparison to NSMBU where they felt like a means to an end for different platforming challenges. NSLU focused on adding difficult levels that felt like remixes of the original NSMBU game, but in terms of actual assets there was very little new and I don't think that really fits in with TF which seems to have done a good job avoiding that aside from bonus rooms. (at least in my limited playtime so far)
I remember that fateful day when it was announced. Right after the Direct ended I went on Twitter and saw someone tweeted that David Wise was back. Nearly had a heart attack D:
Miyamoto, I believe, said a few months ago he thinks Retro would be capable of running two projects at once now.
It's a grey area though, because game development is rarely linear and Retro has in the past operated on more than one project. I doubt the entire studio was working on Prime Trilogy; Returns was in development at the same time. Same goes for Mario Kart 7; I'd be surprised if the entire studio was working on that and not early pre-production on Tropical Freeze.
So by "two projects" I assume Miyamoto means two full scale projects in the pipeline. Whether or not that actually happens remains to be seen. Retro's schedule is a bit all over the place:
0 = Metroid Prime
+24 months = Metroid Prime 2: Echoes
+33 months = Metroid Prime 3: Corruption
+39 months = Donkey Kong Country Returns
+39 months = Donkey Kong Country: Tropical Freeze
And that's excluding Metroid Prime: Trilogy and Mario Kart 7.
EDIT: So unless there's a meltdown at Retro, they're on track for a new game in May 2017 .
You know, rather than bringing back Crazy Kremland as one World like Neiteio suggested, I'd think the next game would be cool going for a "theme park" deal.
Basically, King K. Rool is dressed up like a Ring Master, and he's created this crazy floating Amusement Park with lots of little areas...
* First world would be basically the "Mainstreet", like you see in Disney World and such, with one of the levels basically having you traverse giant parade floats as they make their way through the streets. Another one would have you using Barrels to travel through giant turnstiles, timing your movements to the spinning motion.
* Second world would be the Water Park area, with the water levels, such as a water slide, a log fume, and a "Pirates of the Caribbean" style ride where you're moving across metallic pirate ship rides as they begin to break down.
* Third world would be like a Greenhouse, with lots of giant plants and such, as well as a new Beehive area.
* Fourth world would be the gimmick world, I'm thinking basically all Mine Cart levels, except instead they're roller coaster rides.
* Fifth world would be the Horror area, with some haunted mansions, a hall of mirrors, I'm thinking basically all the levels would be less straightforward, and more puzzle-oriented, like the Mario Ghost House levels.
* Sixth world would be like Epcot, as all the levels would be pastiches of various real-world locales, such as a cool Japan level where you travel across temples like a ninja, and a wild-west world where you gotta move along as that one Kremling from DKC3 fires at you from the foreground.
* Seventh world would be the "Zoo", make this the "homage" world to Tropical Freeze, with each level based off one of the Islands, however, the levels would basically be put on display thus there'd be lots of cages, metallic gears, and other gaudy elements intruding on the otherwise natural world. To make things interesting, you'd see various animals locked up, and a few you'd ally with, like the Octopus would be set free by the Kongs and end up using its tentacles as platforms, and maybe the Snowmads would be locked up, but begin a revolt against the Kremlings so DK and co. can get through.
Wow -- fantastic pictures! That beehive level looks amazing! I hope you don't mind, but I went ahead and posted three favorites in the next-gen console screenshots thread (I could only post three since that's the rule there).
You know, rather than bringing back Crazy Kremland as one World like Neiteio suggested, I'd think the next game would be cool going for a "theme park" deal.
Basically, King K. Rool is dressed up like a Ring Master, and he's created this crazy floating Amusement Park with lots of little areas...
* First world would be basically the "Mainstreet", like you see in Disney World and such, with one of the levels basically having you traverse giant parade floats as they make their way through the streets. Another one would have you using Barrels to travel through giant turnstiles, timing your movements to the spinning motion.
* Second world would be the Water Park area, with the water levels, such as a water slide, a log fume, and a "Pirates of the Caribbean" style ride where you're moving across metallic pirate ship rides as they begin to break down.
* Third world would be like a Greenhouse, with lots of giant plants and such, as well as a new Beehive area.
* Fourth world would be the gimmick world, I'm thinking basically all Mine Cart levels, except instead they're roller coaster rides.
* Fifth world would be the Horror area, with some haunted mansions, a hall of mirrors, I'm thinking basically all the levels would be less straightforward, and more puzzle-oriented, like the Mario Ghost House levels.
* Sixth world would be like Epcot, as all the levels would be pastiches of various real-world locales, such as a cool Japan level where you travel across temples like a ninja, and a wild-west world where you gotta move along as that one Kremling from DKC3 fires at you from the foreground.
* Seventh world would be the "Zoo", make this the "homage" world to Tropical Freeze, with each level based off one of the Islands, however, the levels would basically be put on display thus there'd be lots of cages, metallic gears, and other gaudy elements intruding on the otherwise natural world. To make things interesting, you'd see various animals locked up, and a few you'd ally with, like the Octopus would be set free by the Kongs and end up using its tentacles as platforms, and maybe the Snowmads would be locked up, but begin a revolt against the Kremlings so DK and co. can get through.
I love all of these ideas. Make it a "dark carnival" and I'm sold!
I added two world ideas: A casino world (picture giant roulette wheels, slot machines, fountains, etc), and an assembly zone that would be this game's factory world -- only in this factory, K. Rool is manufacturing deliciously creepy animatronics!
KRAZY KREMWORLD
- World 1: Main Street
- World 2: Water Park
- World 3: Greenhouse
- World 4: Rollercoasters
- World 5: Haunted Woods
- World 6: Casino Plaza
- World 7: Assembly
- World 8: World Walk
- World 9: The Zoo
Wow -- fantastic pictures! That beehive level looks amazing! I hope you don't mind, but I went ahead and posted three favorites in the next-gen console screenshots thread (I could only post three since that's the rule there).
Just finished 3-K! Woo. Not as hard as 2-K but still pretty challenging. Took me a number of lives. With that, I've cleared everything from 1-3, except a few puzzle pieces. On to world 4!
The rocket levels did a great job of encapsulating all the personality of the respective world it was in; almost as if it was a Disney Ride of it. Juicy Jungle and Rodent Ruckus in particular were just oozing personality.
No game has made me so equally frustrated and full of laughter at the same time.
Mario games sometimes have that affect on me with its whimsy, but this game feels so much more alive and full of adventure, I die constantly and most of the time I'm laughing in The face of danger - and my own stupid carelessness haha.
No game has made me so equally frustrated and full of laughter at the same time.
Mario games sometimes have that affect on me with its whimsy, but this game feels so much more alive and full of adventure, I die constantly and most of the time I'm laughing in The face of danger - and my own stupid carelessness haha.
- World 1: Main Street
- World 2: Water Park
- World 3: Greenhouse
- World 4: Rollercoasters
- World 5: Haunted Woods
- World 6: Casino Plaza
- World 7: Assembly
- World 8: World Walk
- World 9: The Zoo
Nice additions, can't believe I forgot a casino world.
Anyway, I expanded on these ideas with a sample level for each world since we've got our creative juices flowing...
World 1 - Clasping Claws
Taking place within the Gift Shop of the theme park, this level would take place specifically within a giant Claw Machine game, with giant claws moving about and lifting up stuffed animals that you'd need to use as platforms. There'd also be areas where you can ground pound Capsule Machine knobs to churn out capsules with items inside. At the end of the level, you'd need to maneuver a giant Claw using buttons on the ground in order to lift the Goal Barrel up out of a group of toys.
World 2 - Kremling Kruise
Basically a huge throwback to the ship levels in DKC2...in the background, a robotic "Country Kremling Band" would play the Snake Shanty, and as the level progresses, the robots begin to break down as the song becomes more frantic and begins to skip over itself. Furthermore, the level itself has you traversing mechanical pirate ship rides, which also begin to break down as gears and springs pop out, and in the end, you need to climb the masts quickly as the boat begins to sink. A robotic Kaptain K. Rool would be at the end holding the Goal Barrel, moving it back and forth like it was a beer mug he was drinking out of.
World 3 - Flight of the Buzzers
Okay, idea for a new animal buddy...a friendly bumble bee that'd be the "flying buddy", except her control would be more free and quick, as she could quickly move in all eight directions rather fast. In this level, you'd be chased by Buzzers (making their return) for most of the level, but when you jump on the bee, they'd stop attacking you. However, there'd be lots of obstacles in the air (giant Venus Fly Traps that'd leave DK alone, but go for the bee) that'd try and hurt you, making you lose the bee, where you'd then be dropped below and have to run from the Buzzes who'd chase you again through the lower paths till you can find another bee box. Basically, this level would sort of be one of those that gives you two possible routes...you can either try and outrun the Buzzes using DK, or navigate the trapped-filled aerial spaces with the bee. Naturally, the Puzzle Pieces would be placed so you'd need to deviously switch between both routes.
World 4 - Galactic Joy Ride
I was thinking that in addition to World 4 being "roller coasters", it'd also be inspired by Tommorowland, in this case this level would basically take Donkey Kong on a roller coaster ride that travels around models of our solar system. The big gimmick, however, is that it'd borrow from Super Mario Galaxy a bit, as the tracks would loop around the various planets, with the camera spinning as well and shifting perspectives. The main difficulty would lie in the fact it'd disorient the player a bit, like you're riding upside down, and you see a track that appears to be above you...but since you're technically upside down, when you ride off the track, you fall up towards the next track.
World 5 - Mirror Mirror Maze
Here's the pitch for this level: basically recreating a House of Mirrors, something I don't think any game has really done extensively. The level would feature mirrors all over the background, making it difficult at parts to tell what's a reflected image, and what's an actual enemy. There'd also be parts where the camera shifts behind a mirror, so you'd be playing the level through a unique lenses, like one that stretches everything out, or one that makes everything in fish eye view. A level that really shows off "mirror technology", once more a graphical feature not a lot of games attempt to tackle beyond simply having reflections.
World 6 - Primate Pinball
Really simple idea: a Donkey Kong version of Casino Nights, with the level having you use pinball flippers to shoot Donkey Kong around like a pinball. A "breather" level perhaps, one that's pretty easy to clear (maybe you just need to get a certain "score" on the Pinball Machine), but really fun to gather a bunch of bananas and coins.
World 7 - Robot Rumble Roundabout
Alright, so this level would take place on a scale model city being constructed for what appears to be a Tokusatsu-style show featuring five colored Kremlins who pilot ships that combine into a robot Kremling Hero. A giant Donkey Kong robot, obviously meant to serve as the shows villain monster, is being currently constructed when DK and co. crash onto the scene, and one of DK's friends (I'm thinking there'd be like a friendly animal...one of those hippos?) basically gets inside the Donkey Kong robot, and activates it. The level basically has you riding on the Donkey Kong robot, using its moving hands as platforms, while it travels through a city-set destroying everything in its path, including temporary platforms for you to utilize. Also during the level, the Kremlings are flying their little Thunderbird-style ships (held up by strings, however) and trying to knock you off. At the end of the level, they'd combine into a giant robot. To beat the level, you'd suddenly switch control to the giant DK Robot, in which you're then given the prompt to shake the remote to beat up the enemy robot, breaking its head open revealing the Finish Barrel. This would be a fun scripted segment, and you couldn't lose it, just to give players a fun little moment in an otherwise difficult level.
World 8 - Ninja Nights
My idea for a new "silhouette" level, taking place as DK travels atop large Japanese palaces, a giant moon illuminating the background except for the characters which are simply shadows. Ninja-like enemies would also hide in the shadows, lying in wait for Donkey Kong to ambush him. At one point there'd be a rain of fire arrows, as the place would turn into a war zone, with Donkey Kong basically having to quickly run across the palace in order to avoid getting burned. If Squitter is back, like you suggested, this would be a cool level for him to appear as he could climb around the tower walls like a ninja...and his webs being lit up against the shadows would look amazing.
World 9 - Saving Squiddicus
SPOILERS FOR WORLD 4 OF TROPICAL FREEZE
Alright, so as mentioned before, this would be the level of the Zoo based off World 4 in Tropical Freeze. The beautiful Abyss Amiss would basically be comically bastardized by the Kremlings, with the beautiful natural scenery now locked behind glass with little "DO NOT TAP ON THE GLASS" signs comically placed everywhere, and those little fake scuba divers you'd see in a kid's aquarium. Furthermore, Squiddicus, once proud, would be locked up in chains and forced to juggle balls for spectators. After swimming through the area, you'd free Squiddicus from his chains...however, because of what you did earlier in the level (breaking through parts of the glass), the aquarium's largest resident, a gigantic aquatic Kremling leviathan, would have escape as well and at the end, basically it tries to attack you as Squiddicus holds it off, you'd have to then jump on its tentacles as platforms quickly as you avoid this huge crocodile trying to gobble you up. Basically a huge battle of the monsters with DK in the middle of it. In the end, Squiddicus would emerge victorious, as the crocodile falls down knocked out, its mouth opening up revealing the Goal Barrel.
Oh yah these enemies are way better than the tiki ones. Most memberable "villains" in a platformed in a looooong time in my opinion. Each one is clever in its own right.
Watch Da Birdie, I love all of those ideas. The key thing with a theme park setting would be to make it HUGE, so that DK and company could still traverse great distances within it. I like your ideas toward this end -- running around inside a supersized claw machine, stomping around a model city in a mech, etc.
In regards to the "main street" world, I picture it as a full-blown festival town. Think "Rooftop Run" in Sonic Unleashed/Sonic Generations. Parades, confetti, streamers, fireworks... Romping up and down fire escapes, through apartments and hotels, sewers and service tunnels... Across verdant parks and ponds, down cobblestone thoroughfares and alleyways... Up and over bulbous balloons and spraying fountains and animatronic automatons, toppling a K. Rool statue along the way.
The "greenhouse" world would have the unique aesthetic of a glass-enclosed sky, at different times of the day, and in different weather conditions -- rainwater streaming down the glass in-between lightning flashes, for example, or purple hues of twilight on a clear summer night. There would be a wild profusion of plant life here -- bramble thickets, beanstalks, fruits and flowers -- and all sorts of boardwalks and barrels traversing them. Also expect a variety of butterflies and exotic birds, sparkling waterfalls, chain-link curtains, and more.
I want to describe more, but suffice it to say your theme park idea inspires all sorts of visuals. And to go along with your zoo idea, each level in the zoo world could involve the liberation of a different animal -- not only Squiddicus, but also the Giant Bat from DKCR, Mugly and Thugly (bosses from DKCR), and as you said previously, the Snowmads themselves. The concept of animals turning on their "masters" allows for all kinds of delightful chaos that would reshape the stages around you as you play.
Just beat the boss of world 2, and damn, I love his design. The music for that fight wasn't as good as the first boss, but it was a more fun battle over all.
I think I like this game better than NSMBU, and that's saying something. Each level is so well though out and unique with the visuals and music.