LTTP: Donkey Kong Country Returns

I don't know Dax, a lot of those control issues like the variance in jump height and careful movement sound more like you're just not that used to the genre at all, if the undemanding RPG/platforming hybrid that is SPM was indeed your last game that even approached being a 2D platformer then you might have been better served by trying a NSMB game first before jumping into DKCR.
Still you enjoyed it and finished it so there's certainly that. Bosses are one of the few things in the game that i'd consider being pretty weak, Mangoruby being the only one actually enjoyed.

It's a great game. I'm kinda mad at myself for not getting it early, but now only have to wait two months for Tropical Freeze instead of three years! I'm replaying the game (up to World 2 right now) and I find myself enjoying the levels more than the first time through. I think it's because I know what to expect, whereas playing it the first time through I had no clue, so I'm adjusting my play-style accordingly. Haven't encountered the problems mentioned in the OP up to this point, and I remember on my first try I was having some difficulty...
 
Not even going to lie this game was very difficult. Thank god you can basically get endless balloons. I played with both wii-mote and nonchuck apparently the pros say that wiimote only is the way to play, i just don't really like the d-pad too small and stiff and i hate shaking to roll.

BUt this is the type of game where i love watching speed runs for. Check out PackAttack's youtube channels, the speed runs are amazing
 
I loved the soundtrack to this, especially the one secret level in the first world. My main issue is that while I think it's a very well made game, I thought it lacking the Kremmlings made it a bit dry and soulless. They were corny but they added character to the DKC series and I hope they return. The shake to roll did trip me up a bit but with the character from the SNES trilogy, I could have managed. Can't wait for Tropical Freeze!
 
As someone who loves DKC2 more than 99.9% of all video games, analog stick is the way to play DKCR. I can't imagine how terrible the shaking must've been if you had that little sideways wiimote.

Nope. Classic controller through homebrew. Even wiimote only is better.
 
I do agree that the game is too hard. Great game though. I don't really recommend the 3DS version. 30fps with drops, sometimes unresponsive controls, and hard to see on the little screen. The Wii game has the dumb motion controls, but I still found them more responsive than the 3DS version.
 
I was awful when I first tried DCKR, I just didn't understand the mechanics. I walked everywhere, I didn't dare roll, I didn't understand how to gain height when landing on enemies, and I limped across the first world. Then I hit 1-K Platform Panic, or it might be fairer to say that 1-K hit me, and it kicked the shit out of me.

I must have died dozens of times, but it was so amazingly designed that every attempt, through a mixture of muscle memory and necessity, taught you more and more about the game mechanics that after I had finished it I was prepared to complete the rest of the game. I had a blast, and it gave me the skills to go back and finished the rest of the series.
I'm still working on DKC3, that boat mini-game put me off.

The only parts that I would consider poorly designed about this game are the irritating barrel stages, which would have been okay if they weren't instant death. I also didn't like how the barrel grabbing was changed from the GBA games, where holding the run button automatically picks them up as you run by them.
 
I loved the soundtrack to this, especially the one secret level in the first world. My main issue is that while I think it's a very well made game, I thought it lacking the Kremmlings made it a bit dry and soulless. They were corny but they added character to the DKC series and I hope they return. The shake to roll did trip me up a bit but with the character from the SNES trilogy, I could have managed. Can't wait for Tropical Freeze!

I'm really enjoying the soundtrack too, but I've read a lot of people saying there were left unsatisfied with it. I've seen a couple of remarks in this thread saying that it's mostly a remake of DKC1 and 2's soundtrack. Is that why many people don't like it?
 
I played the game with the wiimote sideways and I agree that the game is hard. And this is coming from someone that beat DC1, 2, 3 many times. Some of the levels with the rocket barrel pissed the shit out of me. Also I have yet to understand why sometimes jumping on an enemy, you jump high, and sometimes you don't. This was a big problem for me if that level where the lava rises.

I haven't even beat the final boss yet...
 
I'm really enjoying the soundtrack too, but I've read a lot of people saying there were left unsatisfied with it. I've seen a couple of remarks in this thread saying that it's mostly a remake of DKC1 and 2's soundtrack. Is that why many people don't like it?
Many of the songs are reinterpretations. I don't feel they are as good as the originals, and at times they are misused by being applied to settings the original track was never meant to portray.
 
The majority of the music is from DKC1, nothing from DKC2 unfortunately.
The music is good enough but I expected better considering the rest of the series, there are a few remixes I prefer over the originals though, Tree Top Rock and Fear Factory in particular.
 
This is why Tropical Freeze is gonna be the shit. Same great engine and level design, with new David Wise music, non-waggle controls, new Kongs(pls be playable Cranky), and in HD. They even found a way to include water levels that still fit into their fast-paced/forward momentum level design structure(by borrowing that bubble life supply idea from Sonic, another fast-paced platformer)
 
One of the greatest 2D platformer out there. Played through it on 3DS and never blamed the game but rather, my own lack of experience. Despite how many times I failed a level, I never got frustrated. DKCR is the epitome of 2D platformers. Its also nice to have a game that challenges you to grow along with it instead of holding forward and pressing A for awesome for 6 hours. The controls are sublime, the graphics are lush, the level design is impeccable and the difficulty is just right.


10/10 can't wait for Tropical Freeze. Thank you based Retro.
 
I feel like people that are complaining about 30 fps on 3ds are doing it just for the sake of complaining. I didnt notice any difference when I played it, and the 30 fps never stopped me from being able to do anything. It felt fine and played fine.
 
I was my GOTY back then. Great game with fantastic level design. It was so much fun. The difficulty level was just about right. Enjoyed it more than the last couple of Mario Bros. games. Though New Super Luigi U was nearly on par imo.

Can't wait for Tropical Freeze! Will get it for Christmas which will be awesome.
 
This is why Tropical Freeze is gonna be the shit. Same great engine and level design, with new David Wise music, non-waggle controls, new Kongs(pls be playable Cranky), and in HD. They even found a way to include water levels that still fit into their fast-paced/forward momentum level design structure(by borrowing that bubble life supply idea from Sonic, another fast-paced platformer)

Amen, brother!
 
Speaking of DKCR's soundtrack, I thought it being a throwback to DKC1 was really enjoyable as a one-time thing. It cemented the idea that the series was back home after a nightmare-inducing decade of Donkey Kongas and Mario vs. DKs.

Glad that won't be a standard thing, though. Returns did what it had to do to bring the series back into the public eye, but Tropical Freeze looks to be a genuine evolution of Donkey Kong Country in every department. And I love it.
 
I just hope Tropical Freeze is a bit easier.

Please god no.

Keep the optional easy mode from the 3DS game if you want, but if TF is easier than Returns from a level design standpoint, I would be sorely disappointed and it would ruin one of the games I'm most looking forward to this year.

The screenshots already confirm that the "easy mode" will be there since there were shots with 2 hearts and 3 hearts in the press materials.
 
Tanabe said those Green Balloons from DKCR3D will return, I think. And with minecart levels no longer being broken and actually caring about your hearts, that's all the Easy Mode you need.

With that said, I have a feeling Tropical Freeze will get hard at a much faster pace. Just look at how much shit there is in the very first level. (It's so long you have to be Checkpoinked twice!)
 
For the most part I loved the game's difficulty level, but for me the boss fights crossed the line between fun and frustrating. My heart always sank a little every time I got to the end of the world, because I knew I'd be bashing my head against a wall for the next half hour.
 
Eh, as much as GAF likes to piss on the NSMB games and New2 in particular, I'd put New2's platforming a step above even DKCR.

I give the NSMB games the edge only because I really like the more snappy feel of Mario's physics. At least when compared to Returns. I actually like the OG DKC trilogy better than old 2D Mario.

Raise flame shields!

firebat_sc-g_cine1pqpfn.jpg


Overall it's easier, but it ramps up to about equal by the end.

It's kind of really long, too.

I would say the exact opposite. I never considered the original DKC series to be difficult by any means. DKCR? That was tough.
 
It is a difficult game, but then again, so was the SNES trilogy. 2D platformers can't really do much aside from demanding perfect execution, so it's really all about getting the rhythm of a level down.
 
I remember reading and/or hearing that Tropical Freeze has less worlds. Did anybody else hear about that?

The Direct info said that there will be 5 other islands in addition to DK Isle. There should be around 8 levels per world because the first boss was labeled 1-8 in the demo's level select. With 6 worlds and about 8 levels per world, that puts the level total far below DKCR's. Hopefully Retro does something like giving certain islands two worlds or something.

Anyway, DKCR is my favorite 2D platformer. I find every aspect of it, minus a few bosses, to be sublime. The roll jump is incredibly satisfying and versatile. The levels are so dynamic with various types of moving platforms that I have a hard time going back to the mostly static levels of classics such as SMW. I even loved the mine cart and rocket barrel levels. The threat of impending doom gave them a sense of drama and tension that I rarely feel in games.

The art deserves special mention. Almost every level in the game packs some unique art assets and the level count (70+) doesn't suffer for it one bit.

10/10 masterpiece

edit - I should mention that ignoring the assumed lack of levels compared to DKCR, Tropical Freeze looks to blow away its predecessor in every conceivable way from music to boss fights to Dixie to underwater levels. It's my most anticipated game this fall by a long shot.
 
Dying a lot can be frustrating, the only thing I'll say is DKCR is a game where you're supposed to die a lot, that's just part of it's design. The other thing is that the game is fun so you want to try again after you die. I know that sounds kind of obvious but I've played games that are hard and aren't that fun and I think, why am I putting myself through this for this awful game.

With games like this sometimes it's best to play until you start to get frustrated then quit for the day and come back to it the next day rather than trying to push yourself through it.

With extra hearts hopefully even more people enjoy TF. Donkey Kong forever! Metroid Never!
:P
 
You know, if almost every Tropical Freeze level takes advantage of the 3D camera or has actual mini-cutscenes like the last stretch of Trunk Twister, I'd be perfectly fine with having less levels overall.
 
DKCR was awesome and was just about the dream DKC4 I'd wanted since DKC3 came out and the series started to disappoint me before falling into irrelevance during the 2000's.

Tropical Freeze is already fixing most of the issues I had with Returns (no David Wise, waggle, lack of previous Kongs, swimming), so I don't have much doubt it'll be a great game. While unlikely it'd be cool if they implemented an interactive map similar to DKC3's; that was a really cool evolution of the previous games'/Super Mario World's map that I think could be pushed further.
Just take out the fucking 'Simon Says' minigames.
 
DKCR is my favorite 2D platformer of all time. There are things I prefer in DKC2, such as the atmosphere and environments, but I think just in terms of level design DKCR reigns supreme. It's absolutely incredible. I'm glad the OP seems to be enjoying it more on her second playthrough.

I love that every level in this game is distinct. Each new stage has its own mechanic or gimmick, such that no two levels are alike. It's amazing that, despite the game having so many levels, they each play differently. Kudos to Retro here. They managed to keep the stages from blending into each other.

I actually love the controls here, moreso than in the 2D Mario games. I feel that the inertia-based platforming on display grants you a lot more mid-air control than other platformers. To me the game just felt really precise. Plus there's Diddy to help land the more difficult jumps. So I can't really relate with any complaints regarding the game's controls.

So yeah. Fucking hyped for Tropical Freeze. Probably my most looked-forward to title of the year. It's gonna be beautiful... I can feel it!
 
This is why Tropical Freeze is gonna be the shit. Same great engine and level design, with new David Wise music, non-waggle controls, new Kongs(pls be playable Cranky), and in HD. They even found a way to include water levels that still fit into their fast-paced/forward momentum level design structure(by borrowing that bubble life supply idea from Sonic, another fast-paced platformer)
Honestly the new swimming mechanics look lifted more from Rayman Origins/Legends than anything else. Right down to an identical 'twirl' attack.
 
The Direct info said that there will be 5 other islands in addition to DK Isle. There should be around 8 levels per world because the first boss was labeled 1-8 in the demo's level select. With 6 worlds and about 8 levels per world, that puts the level total far below DKCR's. Hopefully Retro does something like giving certain islands two worlds or something.

I guess B look an awful lot like 8.
 
I'm really confused at all the talk of this game's difficulty.

I mean sure it wasn't easy by any means but I still haven't completed any of the original trilogy while I've beaten the main levels of this game twice over already (and I havent had this game as long as I've had DKC).

I mean I even played with the sidemote and waggle options both times and I still found this easier than the other games.

Also I just want to say that the only original track (as in not a remix) in this game I enjoyed was Feather Fiend/Chicken Boss' theme.
 
Has it been said what control schemes TF will utilize?

Also, was anyone else bugged by the use of the Wiimote's speakers? It's a nice idea, but I think the Wiimote's speakers aren't good enough. I'd rather have those sounds coming out of my TV.
 
I'm really enjoying the soundtrack too, but I've read a lot of people saying there were left unsatisfied with it. I've seen a couple of remarks in this thread saying that it's mostly a remake of DKC1 and 2's soundtrack. Is that why many people don't like it?

Most of the remixes are pretty good, but nearly all of the original songs are just mediocre. Also, they butchered Credits Concerto. But we shouldn't have any of these problems with TF; I'm expecting something amazing from Wise and Yamamoto.
 
Has it been said what control schemes TF will utilize?

Also, was anyone else bugged by the use of the Wiimote's speakers? It's a nice idea, but I think the Wiimote's speakers aren't good enough. I'd rather have those sounds coming out of my TV.

We know it's playable with DKCR controls as well as with the gamepad (which gives the game optional off-TV play). Not exactly sure what the gampad-specific schemes are though, or if there's even more than one. (Weirdly, Retro acted like the gamepad controls were still in development considering they didn't let people use them at E3. Makes me wonder if there are some optional gamepad-specific features in the works.)

Oh, and this game better better BETTER support the Classic Controller Pro. Even NSMBU got it patched in though, so I have little doubt it will.
 
Has it been said what control schemes TF will utilize?

Also, was anyone else bugged by the use of the Wiimote's speakers? It's a nice idea, but I think the Wiimote's speakers aren't good enough. I'd rather have those sounds coming out of my TV.
TF can use the gamepad, also has the old control schemes from DKCR as well I think. Not sure about the Pro Controller.

My wii remote speakers have pretty much been off since the tinny sound of the clawshot in Twilight Princess screeched through my ears back around Wii launch period(turned back on for the few phone moments in a few games mind you), in other words I didn't know DKCR did utilise them, if you turn the wii remote speakers off the sound the wii remote would make comes through the TV instead.
 
Think I'm getting better at this game. Enjoying levels more the second time around. Was never able to reach 25+ lives before; now I'm at 49! Won't be able to get all the KONG letters and puzzle pieces because I refuse to play the mincart/rocket barrel levels. >.<
We know it's playable with DKCR controls as well as with the gamepad (which gives the game optional off-TV play). Not exactly sure what the gampad-specific schemes are though, or if there's even more than one. (Weirdly, Retro acted like the gamepad controls were still in development considering they didn't let people use them at E3. Makes me wonder if there are some optional gamepad-specific features in the works.)

Oh, and this game better better BETTER support the Classic Controller Pro. Even NSMBU got it patched in though, so I have little doubt it will.
I really hope Retro comes up with something really creative for the gamepad. And even if it isn't anything groundbreaking, I'm eager to see what they do with it.
My wii remote speakers have pretty much been off since the tinny sound of the clawshot in Twilight Princess screeched through my ears back around Wii launch period(turned back on for the few phone moments in a few games mind you), in other words I didn't know DKCR did utilise them, if you turn the wii remote speakers off the sound the wii remote would make comes through the TV instead.
Thank you, sir or madame! I had not known you could turn down the wiimote's speakers. That's much better. :)
 
This thread's gotten a lot better!

I would say the exact opposite. I never considered the original DKC series to be difficult by any means. DKCR? That was tough.
Give Donkey Kong Country 2 a try again. I'd say it's harder than DKCR, overall. Especially because it doesn't save your balloons when you take a break.

I'm really enjoying the soundtrack too, but I've read a lot of people saying there were left unsatisfied with it. I've seen a couple of remarks in this thread saying that it's mostly a remake of DKC1 and 2's soundtrack. Is that why many people don't like it?
Yeah, basically. Every good song in that game, like every single one is a remix of a song from Donkey Kong Country and doesn't sound quite as good as the original.

The Wiimote speaker is awful. You either set it low or hear it squeal and squawk through every sound. The only time it was uses well was in Silent Hill.
 
Give Donkey Kong Country 2 a try again. I'd say it's harder than DKCR, overall. Especially because it doesn't save your balloons when you take a break.
Maybe it's just because Returns has a much bigger emphasis on speed-running and hence feels more frantic, but for me besides Animal Antics replaying DKC2 is normally a much quicker affair than DKCR is. Still love both games but some of DKC2's difficulty is more bullshitery like how primitive the saving system still is, or the bramble stages having shit collision detection at times. Returns by comparison really only had the rocket barrel stages and rolling sometimes failing me that felt unfair.
 
Outside of the final boss I don't remember having much difficulty with the game. Maybe because I was enjoying it so much I didn't notice the difficulty.
 
DKCR hard? I keep hearing this but I'm not worried an 8-Bit. I plan on playing DKCR soon and this is where my old school NES skills will come in handy :)

If I can handle Ninja Gaiden, Super Mario Bros. 3, and all those other NES games, I'm sure I can handle the best DKCR has to challenge me. I have the 3DS version and I was going to get the Wii version too to have a big screen option. Especially since they delisted DKC 1-3, which I found easy enough. YMMV of course.

I can see gamers today without that NES experience having trouble. Games today hold your hand like I never would have imagined. In some ways that removes barriers and increases the fun. In other ways it breeds weaker warriors and lowers mastery satisfaction.

I find lots of games too easy nowadays. For example, The Last of Us on normal mode was too easy for me in retrospect. However being hard does not equal the most fun, usually it's those slightly hard games that still make you feel like a bad ass gaming ninja mastering it which end up being the best IMHO. Sure a game that's a bit too hard can be frustrating but it's nothing as frustrating as a game that's way too easy.
 
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