I´ve been studying some classic 2D platform games for the last months and when it came the turn of DKC Tropical Freeze it surprised me how good this game is. Like, GOAT good. I´ve written a very long and very in-depth analysis of the game from a design perspective, trying to analyze the game´s systems, level design and extracting everything I think the game does well to learn from it and I´d love to hear people´s opinions on it. I also think others may find it useful and learn some things from this awesome game.
INTRODUCTION
At first, it looks like a simple 2D platformer, with some fluff thanks to the camera transitions and the beautiful graphics. The detail of the backgrounds made it hard to identify some objects at first, the controls felt a bit clunky and I didn´t understand what was up with the flying bananas that sometimes will pop-up or the non-sense stuff to grab or hit with the stomp attack. I started playing it once and gave up on it pretty soon. After some time, I started playing it again and reached the 5th island, only to give up again. Not because of difficulty or anything (yeah, the game´s pretty hard), but because I wasn´t really enjoying it as much as I hoped and I wasn´t make sense of many things.
Some months later, I tried it again. And then it clicked.
I had a bit of a rough start getting accustomed to the controls: I used to misplace the dash and grab buttons, tried to run in Mario Style instead of making short dashes, wasn´t accustomed to the more responsive height control when jumping...But I slowly started to get into the game and started understanding how everything worked. DKC: Tropical Freeze is one of the best platformers I´ve ever played. Maybe the best.
Level design is exceptional, each stage is designed around a small number of mechanics and insane care has been taken to make everything accomodate each level´s theme. Even common secondary objects often change their appearance, but at the same time are somehow immediately recognizable as what they truly are and their use. Where Mario usually keeps a consistent look for these kind of elements, TP uses any available chance to provide aesthetic variety. Even the last 3 hidden levels, which some players may never see, have their own assets that aren´t used anywhere else in the game. Thanks to this care, every level brims with personality and uniqueness, while at the same time helping the gameplay mechanics of each level to become recognizable. But this amazing attention to art is only the icing on the cake.
Where the game truly shines is in the gameplay department. To make things clearer, I´m going to divide this review in 3 sections:
THE PLAYER
Controls may take a bit to get used to, specially for someone so accustomed to the classical Mario controls, but once you do they work amazingly. The game uses the DPad/control stick (somehow this is the first time playing a platformer where it felt strangely natural to use the control stick) and the following buttons:
Apart from this universal mechanics, there are 3 PowerUps which grant additional abilities:
It´s funnny how sometimes, specially in the more trickier levels, it´s specially rewarding (and easier!) to just go with DK without using any hovering abilities from Dixie or Diddy. The level design is often tailored to this default state, so extending your air time can cause you to go out of sync with moving elements.
Summing up, controls and player mechanics feel like a middle point between Mario and Meat Boy, providing more control than Mario but not as much as Meat Boy. This makes some stunts incredibly satisfying to perform and feels better, but this precisely puts more reponsibility on the player´s hands and makes some challenges harder than they could be. Challenge complexity is scaled down compared to Mario games, but the focus on execution may frustrate the less skilled players or those who don´t put in enough effort to get better...like I did at my first 2 attempts at the game.
COLLECTIBLES
There are 4 main types of collectibles in DKC:
A lot of thought and refinement has gone in designing these collectibles: each one of them serves for one distinct positive purpose from a gameplay perspective. All of them are worth collecting or can be safely ignored, depending on how the player wants to play the game. I didn´t use items so coins didn´t feel worth grabbing to me, which made me discard them quickly in most situations where the risk was too big, but I appreciate their what the developers were trying to do with them. The rest, are just perfect. I think that their success is that, more than them being designed on a good idea, they were implemented really well and seem to have been taken into account when designing the levels.
LEVEL DESIGN
This is the big one. This is what truly makes this game stand out as one of the greatest platformers of all time (I´m not exagerating). The main level structure follows a layout of presenting the main mechanic, then gradually evolving it and throwing more variables into the mix. Most levels feature secondary mechanics that take over for whole sections of the level before the main mechanic takes over again for the grand finale. Minigames when looking for puzzle pieces can interrupt at any moment, providing a change of pace, a moment of fun, a release of tension or just a paletter cleanser from the main mechanic. This structure is nothing revolutionary (though I intend to analyze in detail some levels in the near future) as is certainly not what makes the game shine, but it is an important part of it.
What truly makes this game great is how everything is placed in the exact place, how every moving element is synchronized to the milisecond with the rest, how every single part of the level works in perfect unison. This includes platforms, enemies and obstacles, but also collectibles, special effects or background alterations...even the music! When you are very concentrated playing a game you can sometimes get in the zone, a magical state of mind where you don´t think, just act and everything seems so easy and to have so much sense. This may happen once in a long gaming session, never happen in weeks or months...it´s not a common occurrence. This game makes it astonishingly easy to repeteadly get in the zone. When you start navigating a new level at full speed, bouncing around, making the right choices at every turn, grabbing all the KONG letters you know this game is something else. This doesn´t mean you just have to press forward and jump at the right moment: sometimes maybe a dash or a low jump are better. Sometimes it´s better not to bounce on an enemy. Sometimes it´s better to wait for half a second before making a jump to a new platform. Even when going full speed it´s not just rushing, you are constantly making decissions and reacting on the spot to what the level throws at you. KONG letters will give you glimpses of this style of play and the game even features a time attack mode, so it´s clear that this is not just a happy accident: the devs really put a lot of care into this aspect. The game´s high difficulty encourages this: you´ll die often, and a lot of times at the same spot, so it´s natural that you´ll try to find faster ways to that place. This takes away frustration, as usually in a few seconds you´ll find your way back to that critical spot. It´s important to highlight how there´s almost no down time at all; it´s true that the game makes you wait a few seconds after dying while the death and respawn animations play, but once in control you can push forward and everything will be in the right place for you to continue without having to wait for a moving platform to get in position or a path to open forward. What´s more, the slight pause when dying gives you a moment to think about what caused you to die, though it´s true that the slow respawn animation was a bit tedious and something faster and shorter would´ve been much better.
At the same time, the game will reward you with secrets and puzzle pieces if you take your time and explore every inch the levels. The layout is extremely linear, even though the game tries to spice things up with camera changes or mixing some vertical or underwater sections, but there are so many secrets that force you to get slightly out of the way or into secret rooms that it helps make the levels feel bigger than they really are. This is a very important aspect of the game which made me start to consider it at the level of masterpieces such as SMW: the exploration is very rewarding and it adds a lot of depth to every level and to the gameplay in general. There are however 2 things I didn´t like much: first of all it´s how puzzle pieces can be collected in suicide runs, often making the challenge they´ve set up totally avoidable. The second is how there´s no way how to tell which levels have secret exits. It´s true that often the map hints at it, but there are situations in which this isn´t enough, so looking for a secret exit in all levels can be a bit tedious...but at the same time, isn´t that what exploration is all about?
It´s necessary to remark how the challenge design is rather simple: there aren´t any complex contraptions that become a level´s main mechanic. Instead, most challenges are fairly simple: moving platforms with a set rythm or in an easily identifiable path, simple enemy interactions...The complexity is placed more on the player´s execution, rather than on understanding how the mechanics work. This is the same approach Meat Boy or SMB3 take and it works really well!
A FEW WORDS ON BOSS FIGHTS
Finally, a few words on bossfights. I´ve seen many people complain about them being too long and complex, I think they are superb and make a good case for how great boss fights are possible using platforming mechanics. I liked a lot how they escalate and evolve their attack patterns through the fight, though I can understand them being frustrating to someone if they die and have to repeat the intial phases over and over again...Funny thing is that, as I approached the end of the game, boss fights started feeling shorter everytime. I think it may be a consequence of me getting better and replacing tension for pure fun!
LESSONS LEARNED
These are the most important concepts learned from Tropical Freeze:
EDIT: I wrote a very detailed analysis of level 5-3 (Fruit Factory), check it out: http://www.neogaf.com/forum/showthread.php?t=1343573
INTRODUCTION
At first, it looks like a simple 2D platformer, with some fluff thanks to the camera transitions and the beautiful graphics. The detail of the backgrounds made it hard to identify some objects at first, the controls felt a bit clunky and I didn´t understand what was up with the flying bananas that sometimes will pop-up or the non-sense stuff to grab or hit with the stomp attack. I started playing it once and gave up on it pretty soon. After some time, I started playing it again and reached the 5th island, only to give up again. Not because of difficulty or anything (yeah, the game´s pretty hard), but because I wasn´t really enjoying it as much as I hoped and I wasn´t make sense of many things.
Some months later, I tried it again. And then it clicked.
I had a bit of a rough start getting accustomed to the controls: I used to misplace the dash and grab buttons, tried to run in Mario Style instead of making short dashes, wasn´t accustomed to the more responsive height control when jumping...But I slowly started to get into the game and started understanding how everything worked. DKC: Tropical Freeze is one of the best platformers I´ve ever played. Maybe the best.
Level design is exceptional, each stage is designed around a small number of mechanics and insane care has been taken to make everything accomodate each level´s theme. Even common secondary objects often change their appearance, but at the same time are somehow immediately recognizable as what they truly are and their use. Where Mario usually keeps a consistent look for these kind of elements, TP uses any available chance to provide aesthetic variety. Even the last 3 hidden levels, which some players may never see, have their own assets that aren´t used anywhere else in the game. Thanks to this care, every level brims with personality and uniqueness, while at the same time helping the gameplay mechanics of each level to become recognizable. But this amazing attention to art is only the icing on the cake.
Where the game truly shines is in the gameplay department. To make things clearer, I´m going to divide this review in 3 sections:
- The player: All about the player´s abilities, movement, powerUps...
- Collectibles: The different type of collectibles in the game and how they help to elevate it to a whole different level.
- Level design: The amazing level design and how it encourages different styles of playing.
THE PLAYER
Controls may take a bit to get used to, specially for someone so accustomed to the classical Mario controls, but once you do they work amazingly. The game uses the DPad/control stick (somehow this is the first time playing a platformer where it felt strangely natural to use the control stick) and the following buttons:
- Jump: Hold to jump higher, tap for a short hop. It seems this game uses a similar approach to Super Meat Boy, where the jump is much more responsive to the player input as opposed to Mario games, where there is more inertia when going up. At the same time, it doesn´t feel as light as Meat Boy, in fact it feels even weightier than Mario games, but I think this is because of the slow horizontal accceleration, specially when turning around or jumping from a still position. Regarding jumping from a still position, it seems DK will also make a lower jump like Mario and not Meat Boy, who can always make a high jump regardless of horizontal speed. This, added to the low horizontal acceleration, makes getting speed before jumping something really critical. Anyway, the jump feels great and once you learn to control it you´ll be surprised at the stunts you can pull off. The jump button is also used to bounce on things, be it enemies or any type of device, but unlike Mario games where it´s enough to keep it held, the jump button must be tapped right when DK is about to land on the target. This makes it harder to perform, but also keeps the player more involved and makes linking bounces much more satisfying. At the same time, due to this requirement, the slower horizontal acceleration and the linearity of most levels (more on that later), there aren´t many challenges where DK must change direction between bounces: usually bounce sections always push the player to press forward or at most make small adjustments, but always in the same direction. It is also very noticeable, specially when doing dash jumps, that there is quite a lot of safety time to make a jump after leaving a platform.
- Run: The run button works like a short dash forward. This dash can be used to attack enemies, break some obstacles, move faster or get a lot of extra jump distance by jumping during it. If there is a buddy available, the button can be tapped repeatedly to extend the dash as long as desired. However, to make this dash DK must first take a step forward: this caused me many deaths, some for lack of habit (I would just press forward+run at the same time) or because I didn´t walk enough. It was frustrating that in these situations where the dash didn´t come out DK didn´t perform the stomp attack and instead just walked forward to his doom. There is a stomp attack which is performed by pressing the Run button while standing still: this is used mostly to unlock secrets, destroy some objects, stun enemies (specially useful against those which can´t be attacked from the front or from above), make enemies fall from vines...I didn´t like much this mechanic, I felt it was a but underused and it would´ve been better to somehow link it to the grab mechanic. It´s a nice touch how enemies protect and attack themselves in different ways with horned helmets or spears and how the player must use every trick in his arsenal to deal with them. You can stomp the floor to make armed enemies drop their weapons or jump on them, you can dash through the simpler unarmed enemies or stun them...Felt a little underdeveloped, but this is a fast platform game after all and the focus needs to be on traversal more that in combat, which would slow down the pace. These variations were a nice touch to keep enemies fresh, meaningful and give them some depth.
- Grab: Pressing this button will make DK grab some elements: vines, barrels, stunned enemies...I felt like it´s only real use was to complicate a bit more sections that use it and for some other circumstancial situations. As with the bounce mechanic, it felt great when it worked, specially in fast paced sections, but when it didn´t it was very frustrating. I really think it could´ve been automated to some extend and linked with the stomp action to simplify things and make both actions more meaningful.
Apart from this universal mechanics, there are 3 PowerUps which grant additional abilities:
- Diddy: Allows to hover. Useless due to Dixie´s existance.
- Dixie: Allows to hover and gain some height. It´s superiority compared to the other 2 buddies is insulting. She´s even the best one underwater too, due to her propeller abbility.
- Cranky: Allows to bounce like in Duck Tales and safely attack any enemy (even spikes) from above. Not bad, but worse than Dixie and only really useful in specific situations designed around him to get a KONG letter or some other secret.
It´s funnny how sometimes, specially in the more trickier levels, it´s specially rewarding (and easier!) to just go with DK without using any hovering abilities from Dixie or Diddy. The level design is often tailored to this default state, so extending your air time can cause you to go out of sync with moving elements.
Summing up, controls and player mechanics feel like a middle point between Mario and Meat Boy, providing more control than Mario but not as much as Meat Boy. This makes some stunts incredibly satisfying to perform and feels better, but this precisely puts more reponsibility on the player´s hands and makes some challenges harder than they could be. Challenge complexity is scaled down compared to Mario games, but the focus on execution may frustrate the less skilled players or those who don´t put in enough effort to get better...like I did at my first 2 attempts at the game.
COLLECTIBLES
There are 4 main types of collectibles in DKC:
- Bananas: This is the most common collectible in the game and in part because of this it has the least value. However sometimes it´s given more importance by using a specific set as a requirement to unlock puzzle pieces, so in the end a player after collectibles may end up going after all of them. Their most common use is to show the player the safe way forward, specially in fast paced sections.
- Coins: The second most common collectible. It´s something intermediate between bananas and KONG letters: they are usually placed in situations where they´re away from the easier path to take and might require some stunt, but never in such crazy places like where KONG letters like to spawn.
- Puzzle Pieces: There are between 5 and 9 of them and are very nicely hidden around the level. Sometimes they are even locked behind a minigame, being it in a secret room or in the main level (by forcing the player to collect moving bananas before they vanish). They give another dimension to gameplay, allowing satisfying exploration to take place and being able to change completely how a player going after them plays a level. Amazing use of collectibles to affect gameplay positively. The only bad thing about them is that once collected they can´t be lost, so suicide runs can be used to get them.
- KONG letters: There are 4 of them in every level. They are usually at plain sight and the player must perform a crazy stunt to collect them. They aren´t saved unless the player gets to a checkpoint, so suicide runs don´t work with them. They need to be recollected after every death if the player didn´t reach a checkpoint, but their location and way of collecting usually allows them to be collected using little time. Sometimes they´ll even teach the player a faster way around the level! Another masterful use of collectibles, trying to get all of them was what changed my view of the game and made me fall in love with it.
A lot of thought and refinement has gone in designing these collectibles: each one of them serves for one distinct positive purpose from a gameplay perspective. All of them are worth collecting or can be safely ignored, depending on how the player wants to play the game. I didn´t use items so coins didn´t feel worth grabbing to me, which made me discard them quickly in most situations where the risk was too big, but I appreciate their what the developers were trying to do with them. The rest, are just perfect. I think that their success is that, more than them being designed on a good idea, they were implemented really well and seem to have been taken into account when designing the levels.
LEVEL DESIGN
This is the big one. This is what truly makes this game stand out as one of the greatest platformers of all time (I´m not exagerating). The main level structure follows a layout of presenting the main mechanic, then gradually evolving it and throwing more variables into the mix. Most levels feature secondary mechanics that take over for whole sections of the level before the main mechanic takes over again for the grand finale. Minigames when looking for puzzle pieces can interrupt at any moment, providing a change of pace, a moment of fun, a release of tension or just a paletter cleanser from the main mechanic. This structure is nothing revolutionary (though I intend to analyze in detail some levels in the near future) as is certainly not what makes the game shine, but it is an important part of it.
What truly makes this game great is how everything is placed in the exact place, how every moving element is synchronized to the milisecond with the rest, how every single part of the level works in perfect unison. This includes platforms, enemies and obstacles, but also collectibles, special effects or background alterations...even the music! When you are very concentrated playing a game you can sometimes get in the zone, a magical state of mind where you don´t think, just act and everything seems so easy and to have so much sense. This may happen once in a long gaming session, never happen in weeks or months...it´s not a common occurrence. This game makes it astonishingly easy to repeteadly get in the zone. When you start navigating a new level at full speed, bouncing around, making the right choices at every turn, grabbing all the KONG letters you know this game is something else. This doesn´t mean you just have to press forward and jump at the right moment: sometimes maybe a dash or a low jump are better. Sometimes it´s better not to bounce on an enemy. Sometimes it´s better to wait for half a second before making a jump to a new platform. Even when going full speed it´s not just rushing, you are constantly making decissions and reacting on the spot to what the level throws at you. KONG letters will give you glimpses of this style of play and the game even features a time attack mode, so it´s clear that this is not just a happy accident: the devs really put a lot of care into this aspect. The game´s high difficulty encourages this: you´ll die often, and a lot of times at the same spot, so it´s natural that you´ll try to find faster ways to that place. This takes away frustration, as usually in a few seconds you´ll find your way back to that critical spot. It´s important to highlight how there´s almost no down time at all; it´s true that the game makes you wait a few seconds after dying while the death and respawn animations play, but once in control you can push forward and everything will be in the right place for you to continue without having to wait for a moving platform to get in position or a path to open forward. What´s more, the slight pause when dying gives you a moment to think about what caused you to die, though it´s true that the slow respawn animation was a bit tedious and something faster and shorter would´ve been much better.
At the same time, the game will reward you with secrets and puzzle pieces if you take your time and explore every inch the levels. The layout is extremely linear, even though the game tries to spice things up with camera changes or mixing some vertical or underwater sections, but there are so many secrets that force you to get slightly out of the way or into secret rooms that it helps make the levels feel bigger than they really are. This is a very important aspect of the game which made me start to consider it at the level of masterpieces such as SMW: the exploration is very rewarding and it adds a lot of depth to every level and to the gameplay in general. There are however 2 things I didn´t like much: first of all it´s how puzzle pieces can be collected in suicide runs, often making the challenge they´ve set up totally avoidable. The second is how there´s no way how to tell which levels have secret exits. It´s true that often the map hints at it, but there are situations in which this isn´t enough, so looking for a secret exit in all levels can be a bit tedious...but at the same time, isn´t that what exploration is all about?
It´s necessary to remark how the challenge design is rather simple: there aren´t any complex contraptions that become a level´s main mechanic. Instead, most challenges are fairly simple: moving platforms with a set rythm or in an easily identifiable path, simple enemy interactions...The complexity is placed more on the player´s execution, rather than on understanding how the mechanics work. This is the same approach Meat Boy or SMB3 take and it works really well!
A FEW WORDS ON BOSS FIGHTS
Finally, a few words on bossfights. I´ve seen many people complain about them being too long and complex, I think they are superb and make a good case for how great boss fights are possible using platforming mechanics. I liked a lot how they escalate and evolve their attack patterns through the fight, though I can understand them being frustrating to someone if they die and have to repeat the intial phases over and over again...Funny thing is that, as I approached the end of the game, boss fights started feeling shorter everytime. I think it may be a consequence of me getting better and replacing tension for pure fun!
LESSONS LEARNED
These are the most important concepts learned from Tropical Freeze:
- Camera: The camera has a predetermined behaviour, usually there´s not much vertical movement as everything is framed at every moment (DK is even allowed to leave the screen from the top). Camera may zoom out in set behaviours for some challenges.
- Tap jump to bounce: This is a cool mechanic, makes bouncing on enemies and obstacles very satisfying, but limits the complexity of this type of challenges.
- Controls: The game is a middle point between Mario and Meat Boy control-wise and this translates to the rest of the game.
- Puzzle pieces: Awesome idea to add exploration to the game, but suicide runs should be discouraged.
- KONG Letters: Awesome way to provide more challenge and to teach the player about high-level play.
- No down time: Everything is set at any moment for the player to push forward without having to wait.
- Everything is synchronized: Platform, obstacle, collectible and enemy distances, placement and movement patterns are where they need to be.
- EVERYTHING works together: Even the level´s backgrounds, visual effects, music work together with the gameplay elements, like if the whole level itself was another character.
- Hint at secret exits in the map: Secret exits may need to be better hinted at from the map.
- Bossfights: Bossfights are complex and engaging, but they may be too long and can become frustrating to some players. A solution could be to make the initial sequences shorter in repeated attempts?
EDIT: I wrote a very detailed analysis of level 5-3 (Fruit Factory), check it out: http://www.neogaf.com/forum/showthread.php?t=1343573