Gaming

Donkey Kong Country Returns

By Angela (Nov 21, 18:13) (#1)

Anyone pick up Donkey Kong Country Returns yet?  I'm already up to World 4, and aside from a few niggling quirks, it's been a barrel blast full of fun.  (What's that you said?  "She would use that pun"?)

Control-wise, Donkey Kong does feel a little heavier and floatier than his SNES counterpart.  It's sort of like going from Super Mario World to the recent New Super Mario Bros. titles.  Now, before you NSMB downers cry foul, know that the transition is a lot less jarring.  It only took me about two levels to get used to the new physics.

I'm still iffy on the new 'shake the Wiimote to roll' scheme.  It works well enough when you're anticipating a direct run-roll into a group of enemies, but less so when you're trying to pull it off in a pinch, like say, when an enemy is walking right next to you or is about to fall on you from the ledge above.  The shake simply doesn't register fast enough in cases like those.  (For the record, I've only tried the horizontal 'mote setup so far; maybe it'll work better with the nunchuck combo?)  All the same, this is yet another one of those instances where it feels like motion controls were an unnecessary tack-on.  Ground-pound?  Fine.  Blowing?  Somewhat irksome, but I'll take it.  But I see absolutely no reason why they couldn't have just designated rolling to the run button as usual.

But the biggest problem I have is with the new jet pack.  Like most action-platformers that use the temporary float-in-midair mechanic (like Yoshi's Island and Peach in SMB2), the jet pack works by holding down the jump button.  On its own, it works well enough -- but recall that DKC had always allowed for an extra jump boost by leaping on top of an enemy.  In the SNES games, this was accomplished by simply HOLDING DOWN the jump button as you made contact.  Now, it's like the Mario games, where you need to hit the jump button RIGHT AT THE POINT of contact.  "The change couldn't be that bad," you'd think.  But it is when you consider how the floating can seriously mess up your timing.  It's just plain awkward holding down the jump to hover over an enemy, and then suddenly free fall so quickly, only to have to precariously time the jump button again to get that extra boost.  It was the cause of a few unhappy deaths, and it's actually made me think twice about even getting Diddy to avoid the jet pack altogether.  At least DKC2 had the sense to map Dixie's hair spin to run instead of jump.

Aside from that, the game so far is a great return to form.  The level designs are terrific, with the Klonoa-esque foreground/background planes allowing for some nice set pieces.  Barrel blasting segments are, of course, back in full force, and the bosses are a throwback to the old pattern-based fights of yesteryear.  The game's overall challenge lies somewhere between DKC1 and DKC2.  The length of the stages feel more akin to DKC1's; nowhere near as long (or as difficult) as DKC2's were.

The music's a mixed bag.  While the many DKC1 arrangements on display are excellent, the newly composed stuff is tepid, forgettable, and entirely throwaway.  It's a horrifying contrast.  I saw World 2, which is pirate-themed, to be a missed opportunity.  Would have been awesome to see a couple of pieces pop up from DKC2.

Last edited by Angela (Nov 21, 19:31)

Speaking of the old DKC's, 2 was my favorite. I want to pick up 3 to finish my set but can't being myself to pay $22 for it since it's my least favorite. Not a Kiddie/Kiddy Kong fan. Like the Diddy/Dixie combo. Dixie all the way, whoot!

I'm looking forward to picking this up once it comes out in Japan, but I'll have to wait until Dec. 9th sad

DKC, for me, has always been about the secrets and hidden bonus stages etc.
Did they do a good job of hiding stuff this time, Angie?
Few companies seem as good at that as Rare...

By Angela (Nov 22, 2:30) (#4)

Amazingu wrote:

DKC, for me, has always been about the secrets and hidden bonus stages etc.
Did they do a good job of hiding stuff this time, Angie?

The game's filled to the hilt with hidden goodies and collectables.  The K-O-N-G letters in particular appear to be much more relevant beyond just gaining extra lives; they're essential to opening up brand new hidden stages.

It's not an overly huge spoiler, but I've been hearing rumblings of an unlockable..... Mirror Mode as well.  The entire game, played in reverse, and only as DK.  You could consider it a Super Hard mode, too, since you can't use the new Inventory System and you're only allowed one hit.  Like the old days, essentially. smile

Last edited by Angela (Nov 22, 2:35)

 

By Ugly Bob (Nov 22, 3:41) (#5)

I'm disappointed that the music isn't up to snuff but not entirely surprised.

It's interesting that you mentioned New Super Mario Brothers when it comes to music. That game was solid, but the music was also mostly forgettable.

By Angela (Nov 22, 3:56) (#6)

Ugly Bob wrote:

It's interesting that you mentioned New Super Mario Brothers when it comes to music.

Did I make a mention on NSMB's music?  Unless I so cleverly worded it that even *I* can't see it.....

But since we're making the comparison, the stuff newly composed for NSMB is far more memorable than what we've gotten for DKC Returns.

 

By Wanderer (Nov 23, 1:43) (#7)

I'll be picking it up on Wednesday. Really looking forward to it!

I'm not feeling it. Way too heavy. Combined with the whole jumping issue Angela mentioned. sad

 

By Wanderer (Nov 25, 4:19) (#9)

Just finished World 1 and my thoughts mostly mirror Angela's. It's a lot of fun, if not up to the quality of DKC2. I especially miss hunting for those elusive secret barrels. There's some in this game but they're throw-aways, there to give away puzzle pieces (which I'd be more interested in if the rewards were better). This time around, collecting the KONG letters unlocks the secret levels but they're too easy to find (at least at this point in the game).

Graphically, the game is gorgeous and the level designs are top-notch. Musically? ... well, the remixes are okay, although it's disappointing how many of them are from DKC1. I always thought 2 had the best music. I haven't heard many original pieces but they don't linger long in the memory.

By XLord007 (Nov 26, 19:30) (#10)

Made it through the first world so far and loving it.  I wasn't even going to bother with it until I started seeing all the 9 and 10 reviews coming in, but damn this game is fun.  I love the way there are hidden things practically everywhere.  Retro, you still got it.

 

By Wanderer (Nov 27, 13:22) (#11)

I spent maybe thirty lives trying to beat the secret level in World 1. Haven't been this pissed at a game in ages. wink

 

By XISMZERO (Nov 27, 18:33) (#12)

I'm asking for this one for Christmas to relive some Christmas charm of past. I mean, I'm in my mid-20s, I could just go buy this one myself, but hey...

By Datschge (Nov 28, 12:50) (#13)

Just had one long play session with a friend last night. Preliminary conclusion:

The bad:
- Feel of controls. I just don't like them coming off the original series. They are too loose, too heavy, and the choices of putting the jetpack thingy to jump button and roll to waggle are making speedier runs and attacks way more difficult to get used to than necessary. Makes single player mode completely unenjoyable to me personally.
- Respawning enemies. The original series were somewhat more about exploration for me, clean up an area and you're no longer in danger. Returns completely throws that and even goes the incredible cheap route of having enemies appear without any cause (i.e. instead having a beatable enemy shooting something the shot object appearing endlessly without ever seeing a source).
- Unability to play as Diddy in single player. Diddy doesn't throw stuff in front of him anymore like in the original series, instead it gets thrown ahead his head similar to how Donkey does it.
- Hit detection. In the original series if one enemy (not dying instantly) is hit there is a short period where that enemy doesn't hurt the player. Not so in Returns, making several of the bosses highly annoying.

The inoffensive:
- Music. So far it works well in-game, but has no chance of rivaling any soundtrack of the original series.
- Enemy designs. The rather silly animal based enemies of Rare fare get replaced by more childish enemies by Retro. Not a big deal, but at several points I thought the resulting enemies didn't exactly support the atmosphere which is unfortunate (what are those blue/red/yellow blob enemies in the temple anyway?).
- Level/gameplay variety. I personally consider DKC2 my favorite platforming game of all times, due to good usage of level themes for different gameplay approaches, riding or turning into animals, getting in and out of rising/heatening/freezing water, winds from below or the sides, diverse bonus levels, hidden levels and so on and so fort. Returns does quite well, but there are many areas which could have been done better. Bonus levels often are little more than life collection areas (similar to but not even as varied as in DKC1). Interaction with the environment is excellent and the strong point of Returns, but variety in different gameplay controls is more that of DKC1 & 3. A rather annoying aspect to me are the background levels that stay zoomed out, messing further with the judgment of jump height/width and speed.

The good:
- Graphics. Really good. There are people making highres screen of it in the emulator Dolphin, and the visuals are great even (or rather especially) there.
- Multiplayer. The controls and respawning enemies lose somewhat of their offensive character when playing together with a friend. Coop is very nicely realized there thanks to the split/combined abilities and health. The one single saving grace to me.

Looking forward to continue playing it when my friend comes over once again.

Ah, DKC; I remember, back in the day, how its graphics were considered absolutely ground-breaking.

...

Is DKCR compatible with the Classic Controller? If so, I'd just use that; the whole concept of having to shake the Wiimote to do a roll, though? OUCH. I will probably die. In-game.

This's gonna be one of those games I'm only going to spring on after I've finished (or quit) on everything else I'm playing.

Why couldn't they just have called it "Donkey Kong Country 4?" Are they trying to PREVENT themselves from making another game? Or they just going to call the next one "Donkey Kong Country Returns 2?" Or, maybe the next game they'll just call DKC4? Not really banking on them making ANOTHER sequel, but that's kind of what everyone depends on these days...

Ah well.

The original Donkey Kong Country, I got for Christmas when it first came out, so despite the jungle flavor that the game had, it was a Winter game for me; DKC2, Summer when it first came out, and DKC3, besides coming out in the Winter, the game was also set in, like, Canada, or something.

As far as I was always concerned, the series only got better as it progressed. I wasn't too concerned with finding the bonus rooms in the first DKC; maybe I got an extra life, or skipped past difficult parts of a level, but that was it.

DKC2 KIND OF rewarded you for discovering its bonus rooms, but you didn't need to discover ALL of them, in order to get the special second ending.

DKC3? It MADE you discover all the secret stuff if you wanted the special ending. The special endings weren't anything...special...but the secret stages themselves were awesome. I actually ended up getting the Player's Guide for DKC3 when it came out...ahh, Player's Guides...remember those? They're kind of a novelty these days, more novel in nature than they used to be, eh? Now you can just get that info for free online...

I really enjoyed the SNES games, and I actually enjoyed Donkey Kong 64, and wish they'd put it up on Wii VC, along with the Banjo-Kazooie games; they have the SNES DKC games on there, so why not the others? I mean, Nintendo & Rare kind of get along now again, don't they? Oh, yeah, it was also Christmas around the time Donkey Kong 64 came out, too...

Speaking of that, haven't been seeing much else appearing on Wii VC lately...

Remember that VHS Nintendo Power sent out back then, advertising Donkey Kong 64, Jet Force Gemini, and maybe some other releases? Heck, I think they did something similar with Star Fox 64...NP did some crazy marketing back then!

Damn, I really wants to play myself some DKC now...

Last edited by Bernhardt (Nov 29, 14:45)

You know, I really should bust out the SNES games; playing the first again two may convince me to get the third.

Ashley Winchester wrote:

You know, I really should bust out the SNES games; playing the first again two may convince me to get the third.

So, I popped in the first game and... well... time hasn't been as kind to the game as I thought it would. Sure, the game still looks and sounds great, but something just seems to be missing, and I just have this offhand feeling that I wouldn't be saying this if I started with DKC2 or even DKC3. Maybe because there isn't as many things (like DK coins) to collect? Don't know. Maybe I'll figure it out by the time I get to the end. The last battle still has to be great however, right?

By XLord007 (Nov 30, 23:52) (#17)

Bernhardt wrote:

DKC2, Summer when it first came out

Not to be nit-picky here, but DKC2 was also released in the fourth quarter of its respective year (1995).  Maybe you got it the following summer?

Bernhardt wrote:

Why couldn't they just have called it "Donkey Kong Country 4?" Are they trying to PREVENT themselves from making another game? Or they just going to call the next one "Donkey Kong Country Returns 2?" Or, maybe the next game they'll just call DKC4? Not really banking on them making ANOTHER sequel, but that's kind of what everyone depends on these days...

You know, the more I think about it, the less I like the title. For some reason, "Returns" has an odd, somewhat negative connotation to it. It sounds kind of lazy. They might as well have named it "Donkey Kong Country Returns... Finally!"

"Returns" kind of sets up the player up for more dissapointment than a normal sub-title like "Attack of the Jujubes" would.

By Datschge (Dec 1, 13:16) (#19)

Bernhardt wrote:

DKC2 KIND OF rewarded you for discovering its bonus rooms, but you didn't need to discover ALL of them, in order to get the special second ending.

I'm sure you did. But it wasn't made as blatantly apparent as in DKC3.

Last edited by Datschge (Dec 1, 13:18)

By Amazingu (Dec 1, 20:11) (#20)

Datschge wrote:

Bernhardt wrote:

DKC2 KIND OF rewarded you for discovering its bonus rooms, but you didn't need to discover ALL of them, in order to get the special second ending.

I'm sure you did. But it wasn't made as blatantly apparent as in DKC3.

I think you needed all bonus coins to "buy" access to the True Final Boss.
The DK coins were just for show, I think.

Amazingu wrote:

Datschge wrote:

Bernhardt wrote:

DKC2 KIND OF rewarded you for discovering its bonus rooms, but you didn't need to discover ALL of them, in order to get the special second ending.

I'm sure you did. But it wasn't made as blatantly apparent as in DKC3.

I think you needed all bonus coins to "buy" access to the True Final Boss.
The DK coins were just for show, I think.

I can't remember myself, but I know you needed all the bonus coins (Kremcoins) and Banana Birds to do that in DKC3. Then there was playing through the game without the continue barrels to get the last 2% and get the 105%.

By Angela (Dec 2, 1:06) (#22)

Wanderer wrote:

I spent maybe thirty lives trying to beat the secret level in World 1. Haven't been this pissed at a game in ages. wink

Up to the World 4 boss.  Seriously, what the freaken hell?  Why does this train ride have to last FOREVER?

By XLord007 (Dec 2, 22:53) (#23)

Ashley Winchester wrote:

You know, the more I think about it, the less I like the title. For some reason, "Returns" has an odd, somewhat negative connotation to it. It sounds kind of lazy. They might as well have named it "Donkey Kong Country Returns... Finally!"

"Returns" kind of sets up the player up for more dissapointment than a normal sub-title like "Attack of the Jujubes" would.

It's still better than "New Super Mario Bros." and the even worse "New Super Mario Bros. Wii," especially the way both of those have the "New" written with a freakin starburst callout.

By Amazingu (Dec 3, 0:25) (#24)

XLord007 wrote:

It's still better than "New Super Mario Bros." and the even worse "New Super Mario Bros. Wii," especially the way both of those have the "New" written with a freakin starburst callout.

I don't get why people put the word "New" in any title.
It's obviously not going to apply for long.

By Bernhardt (Dec 3, 0:44) (#25)

XLord007 wrote:

Bernhardt wrote:

DKC2, Summer when it first came out

Not to be nit-picky here, but DKC2 was also released in the fourth quarter of its respective year (1995).  Maybe you got it the following summer?

???

I remember Nintendo Power reporting on it as if it was still new, in May 1996, or so...I know I GOT the game Summer 1996, around June, or so...huh...

The original DKC was 1994...okay, yeah, DKC2 = 1995, and DKC3 = 1996. I got DKC2 Summer '96, and DKC3 February 1997. Man, why'd I lag on purchasing those...? I know I got 'em brand new...

When I think back, it's amazing for how long you could still pick up a game brand new; stores were great at keeping inventory; these days, if you don't get a game when it first comes out, good luck trying to get it in stores after that!

Finally d-loaded DKC and DKC3, since they were (and still are) favorites to play during the Winter. Good times! Memories are all just flooding back!

Last edited by Bernhardt (Dec 3, 0:47)