Donkey Kong: Jungle Beat is the Best Platformer (this generation)

olimario

Banned
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DONKEY KONG: JUNGLE BEAT
I went in skeptical enough knowing that this title was not only developed by a brand new studio, but that would be controlled with a questionable new control method for platformers. My control concerns were cast away and my faith in the studio instilled after finished the first full level of Jungle Beat. I'm a few levels in and I know recognize that this is the best platformer this generation has seen.

I can't tell you how wonderful it feels to be able to execute everything in the game so gracefully and how great it feels to have such direct and hands-on control at all times. So many platformers today focus on everything but the platforming. They have control issues, camera issues, and about 100 other things you could be doing instead of finishing a level. Jungle Beat brings platforming back to its roots while re-inventing it with a superb new control scheme, a well executed combo system, and some of the coolest combat you'll see.

I think I'll touch on how satisfying everything is. They've managed, through a great many things (sound effects, animation, timing), to make everything you do feel so satisfying. I feel compelled to collect bananas because it feels good when you hit a patch of bananas and clap to collect them. It's satisfying to make your way through the levels as gracefully as possible; hitting every enemy, jump, swing, and wall-jump all in a row. Do you remember how, in Super Mario Bros., when you would be bouncing through a level perfectly and you would get halted by a bad jump and end up delayed behind a pipe or a block... Do you remember how bad that felt knowing you could have made it? I get that feeling in Jungle Beat. You just barely miss a jump or a patch of bananas and you feel instantly compelled to try again because you know you can get it. It's satisfying to have levels so wonderfully laid out that you can navigate them to the finish gracefully and without mistake.

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The combat is really fun and feels really great, too. I was suprised at just how many things I was able to do with the Kongas and was suprised at how many vastly different boss encounters there have been. Even if a couple of the bosses repeat, there's a new play dynamic the next time around. It feels great once you've done everything to avoid their attack and get in that opening punch that allows a barrage of back-and-forths on your foe. Really a wonderful thing.

-The music is wonderful and very Donkey Kong-ish.
-The style is wonderful and the graphics execute that style so very well. So many little details and touches make the game a thing to behold.
-The game is charming, too. It's so great to see those little monkeys at random points through the level bounding around, clapping, or playing intruments along with the music.

DK:JB really is the best and most satisfying platformer in a long time. Play something like Klonoa 2, Super Mario Sunshine, or Jak, then try this out. You really will be amazed, I think.

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I just don't understand why replies like this are allowed. I should have waited until this afternoon to post this so the grumpy morning crowd wouldn't interfere.
 
olimario said:
I just don't understand why replies like this are allowed. I should have waited until this afternoon to post this to the grumpy morning crowd wouldn't interfere.


because you would NEVER!!

haha.
 
I have not bought donkey konga yet, but I will probably buy it for this game :)
 
bitwise said:
because you would NEVER!!

haha.

I would never what? I know I wouldn't go into an impressions thread, not read a thing, and post something as useless as "7", or "Whatever".

Suikoguy said:
I have not bought donkey konga yet, but I will probably buy it for this game :)

No need to get Konga if you don't like it... This title comes with the Kongas too, I believe.
 
olimario said:
I just don't understand why replies like this are allowed. I should have waited until this afternoon to post this to the grumpy morning crowd wouldn't interfere.
I love you.

DKJB looks like a rejuvenation to a stall dead genre.
 
Olimario, do you feel the knogos as an improvement for the control or just feel it because it´s a pure platformer? Would you feel it the same way without the kongos?

Is just that when I played it at E3 I didn´t get at all the contros, but as I just played for some minutes, would like to hear more about how do you feel controlling it.

Thanks for the impressions
 
Gaijin To Ronin said:
Olimario, do you feel the knogos as an improvement for the control or just feel it because it´s a pure platformer? Would you feel it the same way without the kongos?

Is just that when I played it at E3 I didn´t get at all the contros, but as I just played for some minutes, would like to hear more about how do you feel controlling it.

Thanks for the impressions

I can't imagine everything feeling as satisfying as it does without the konga controls. Simply pressing left and right on a controls stick and touching a button to collect bananas wouldn't get you into the game like the Kongas and the clapping do.

It just feels so hands-on and so good. It's easy to learn, too. By the end of the first level I was pulling off everything without problem.

ruffles said:
Is it really that short of a game? I know it has lots of replay value, but still....

I've only unlocked 8 levels and I think that may be about it. If so, no complaints. I thought the game was over at 4 levels. I think the replay factor is disturbingly high and I'm pretty sure most will want to go back and complete everything perfectly. Even after that, though, I think people will want to keep on playing just because it's so fun and so satisfying.
 
olimario said:
I just don't understand why replies like this are allowed. I should have waited until this afternoon to post this so the grumpy morning crowd wouldn't interfere.


For what it's worth Olimario - I really enjoyed your "review" of Donkey Kong : Jungle Beat. I especially liked how you felt you connected with the game, accomplished through the interface and superb level design. That level of inter-activity has been lacking this generation, where the on-screen action melds perfectly with the gamer and his/her perception of what should be happening / what they want to happen.

I can't wait. It's also encouraging to see that the Japanese folk have started to buy this game aswell.



Keep up the good work.
 
Thanks for these very interesting impressions, but I've got several questions?

1. Did you play the multiplayer? Could you explain it?
2. How are the graphics? Better than Pikmin 2?
3. Does it include remixes of old DKC songs?
4. How much time to the (boss) fights take?
 
Shiggy said:
Thanks for these very interesting impressions, but I've got several questions?

1. Did you play the multiplayer? Could you explain it?
2. How are the graphics? Better than Pikmin 2?
3. Does it include remixes of old DKC songs?
4. How much time to the (boss) fights take?

Strange questions, but I'll field.

1. There is multiplayer?
2. The graphics are superb. I touched on how well the graphics execute the style. Different than Pikmin 2.
3. Yes
4. A boss fight will take a couple minutes, I believe.
 
I hate how hung up on length everyone is. Luigi's Mansion was a short game, but a fun formula. Every year since it's release I've felt compelled to play it from start to finish.

Super Mario Sunshine is a lot longer than Luigi's Mansion and is fun once through, but I doubt I'll ever play it again.

Which is the better value? I'd say the one I'll be playing for years to come.
 
Still haven't figured out how to take pictures, eh Gary.

I can't wait to get this game. But I will feel pretty creepy sitting in my room alone as my roommate is outside wondering why I'm playing the bongos.
 
God's Hand said:
Still haven't figured out how to take pictures, eh Gary.

I can't wait to get this game. But I will feel pretty creepy sitting in my room alone as my roommate is outside wondering why I'm playing the bongos.

Nope. God forbid I use generic macro pictures to accent a post... I mean, I'm really trying to create a work of art here.
That was sarcasm, God's Hand. I didn't want any confusion.
 
olimario said:
Yes, but imports are typically more expensive. I'd imagine if the game is sold without bongos it'll be $30.

I believe it is going to be $40 and $55...I think. I'll pick it up based on how much the length affects the bulk of reviews/impressions.
 
olimario said:
Yes, but imports are typically more expensive. I'd imagine if the game is sold without bongos it'll be $30.

I know ;)
I bought the Donkey Konga 1&2 Bundle by Play-Asia. The toll ist also expensive (sometimes)
 
nice impressions oli. i'm totally pumped for this title. can't wait to see what the tokyo studio comes up with next.
 
Much as I had a blast with DKJB, I don't think it's the best platformer this generation.

First and formost, the boss battles are very repetative, given that the same few bosses are used multiple times in the game (different arenas/skins, but thats all).

The game is too short for my tastes. Unlike Luigi's Mansion, DKJB ended long before I was sated. Having said that, there are actually
16
levels, so it isn't quite as short as Olimario implies.

Lastly, while the konga-controls are great for the most part, on occasion they can be awkward.

Still a great game, probably my favorite Gamecube game this year. Though having yet to play PM2, Pikmin 2, MP2 or VJ2, that isn't really saying all that much.

I wish I had more free time and cash. :/
 
Lenght is a bullshit reason to hate on a game. Personally I enjoy shorter games like Aria of Sorrow and Metroid Fusion, over long drawn-out affairs that require too much invested time.
 
evilromero said:
Lenght is a bullshit reason to hate on a game. Personally I enjoy shorter games like Aria of Sorrow and Metroid Fusion, over long drawn-out affairs that require too much invested time.

I'm usually the same, but in this case I felt sort of short-changed when I'd finished everything. In part its to do with the repetition in the game, as it makes it seem shorter than it actually is. As does the fact that time flies when your having fun, which is hard to avoid in JB.
 
Thanks for the impressions, oli.

I was sold on this game as soon as it was announced. The wait until March 15th just got alot harder.
 
Bog said:
I just hate your attempts at "good" photography.
I never claimed these were good. Just simple macros to accent the post. LoRDY!

Much as I had a blast with DKJB, I don't think it's the best platformer this generation.

First and formost, the boss battles are very repetative, given that the same few bosses are used multiple times in the game (different arenas/skins, but thats all).

The game is too short for my tastes. Unlike Luigi's Mansion, DKJB ended long before I was sated. Having said that, there are actually 16 levels, so it isn't quite as short as Olimario implies.

Lastly, while the konga-controls are great for the most part, on occasion they can be awkward.

Still a great game, probably my favorite Gamecube game this year. Though having yet to play PM2, Pikmin 2, MP2 or VJ2, that isn't really saying all that much.

I wish I had more free time and cash. :/

I agree about the boss battles being repetative, but at least something new is added each time and at least there a few different types of fights where you do completely different stuff.

16 is wonderful. Twice as many as I expected. I can finish the original Super Mario Bros as fast as lightning, but I still replay it all the time because it's a blast to play. DK:JB is in the same boat because it's brilliant platforming.

They can be awkward if you're not constantly on the move and stringing combos. Like with any platformer, they get awkward when you mess up and get stuck somewhere.

I'd be interested to hear what your favorite platformer is and why.
 
Thanks for the impressions. Been looking forward to this for awhile.

I don't understand the "hate" short games get either. Many ppl's favourite games from the SNES era are very short games. SMB1-3, Super Metroid, DKC, etc.
 
Does this run on a modified Wind Waker engine? The fire effects are the same, the smoke effects are the same, and it has the overall graphical feel of Wind Waker.

I've also noticed sound effects ripped from wind waker and sequences ripped from zelda.
When an enemy blew up it made the sound of those statues in zelda you have to hit with an arrow, then blow up with a bomb.
I did a back and forth energy wave with an enemy too.


oh. and the game is FUNNY!
The ballerina panda you fight? holy crap
:lol
 
I wouldn't be surprised, Mario and both Zeldas work off the same base engine, so no reason other games shouldn't too.
 
Mama Smurf said:
I wouldn't be surprised, Mario and both Zeldas work off the same base engine, so no reason other games shouldn't too.

This game kicks so much butt. I detect Sonic influence, Mario influence, Zelda influence, and DKC influence. So many different types of levels, too. It's wonderful.

I just fought a bunch of monkey ninjas. Usually when you attack an enemy, he either just dies, or you get a close up of him and you have to pound him until he dies...

Well, with the green and blue monkey ninja, you grab them, see a close up of their scare little face, then you punch them once in the face to kill them.
:lol :lol
 
I'd probably put Sunshine as my favorite platformer of the few I've played this year, though it also has significant flaws. The Fludd-Free levels absolve most of its sins for me.

The monkey ninja are fucking awesome. Remind me of the Ape Escape lead character for some reason
 
Does this run on a modified Wind Waker engine? The fire effects are the same, the smoke effects are the same, and it has the overall graphical feel of Wind Waker.

Nintendo has a huge tool and library team. They sort of build the middleware and effects that the single development teams then sort of shape into their own engine. Otherwise Mario, Zelda, and DK don't use the same engine.
 
The only interesting question is : IS THE DONKEY KONG RAP IN IT ???!
Thanks for this review...I think I'll get it quick when it's out,
 
Sounds like a rental, at least. 4 hours plus clunky gimmick controller (that will just be more apartment clutter) really makes this one a tough buy, though.

Too bad RedOctane doesn't rent import games, otherwise I might give it a spin in the next couple weeks.
 
border said:
Sounds like a rental, at least. 4 hours plus clunky gimmick controller (that will just be more apartment clutter) really makes this one a tough buy, though.

Too bad RedOctane doesn't rent import games, otherwise I might give it a spin in the next couple weeks.

Talk about a negative stance on a great game. I really feel this is the reinvention the platforming genre so desperately needed. It's wonderful, it's graceful, it's satisfying, and it's fun.

Those 4 hours will be mutliplied several times, I feel, as time goes on. I don't see people becoming bored with this title forever.
 
"To tell you the truth, Super Mario Sunshine was developed on Nintendo's new R&D system, which integrates a 3D engine with other engines. This is a new system. When you use it, the time required for game projects is significantly reduced. So, Super Mario Sunshine was the very first game to be developed on this basic system. The second game is The Legend of Zelda."

That's the offical word on how Nintendo games are made.

http://www.nintendo.com/gamedev?gameid=m-Game-0000-824&dauid=m-DeveloperItem-0000-7201
 
Sold! I had no idea this was to be a platformer at all. I figured with the wave of Donkey Konga games lately, this would be some kind of rhythm or party game. I have to say, it the impressions sound good.
 
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