It's been years, but I vividly remember thinking
It's been years, but I vividly remember thinking
Welp, playing DKCR again.
It was at this moment that I knew Retro "got it".
I've always ranked it alongside DKC2 myself (though TF makes ranking them even harder), it was MUCH better than a lot of people give it credit for. I've been thinking of grabbing it on 3DS sometime to revisit it.holy fuck it's better than I remember
after playing Tropical Freeze there's definitely some very apparent things that it does differently
Fastest underwater, hes good for time trials in water stages.
I'm tempted to bust out my Wii U from storage after finishing TF today.
Just started playing the game on Switch and this is the first time I've noticed the limitations of the Joycon's directional buttons. Trying to make diagonal movements while swimming is extremely difficult and I've had to switch to the analog stick, which is less than ideal for 2D platformers. When playing with the Dpad on the Pro Controller, it controls fine. A minor annoyance, as I play the majority of the time on handheld mode.
pls do
Almost halfway through it (just going for KONG letters and K levels) and goddamn, I can see an argument for it being better than TF.
also fuck everyone Cave is a fantastic world there I said it
Unlike most platformers TF is actually made to work well with the stick as the amount you press it actually can change your speed and seeing as it takes DK a bit to get going anyway you're not really missing out on any instant changes in direction that you do by using the stick with other platformers, I only use the stick even when using the pro controller and just 100%'d the game.Just started playing the game on Switch and this is the first time I've noticed the limitations of the Joycon's directional buttons. Trying to make diagonal movements while swimming is extremely difficult and I've had to switch to the analog stick, which is less than ideal for 2D platformers. When playing with the Dpad on the Pro Controller, it controls fine. A minor annoyance, as I play the majority of the time on handheld mode.
Welp, playing DKCR again.
It was at this moment that I knew Retro "got it".
I hate to admit it but yeah, I agree. :P
Grip n' Trip is fucking insanity jesus fucking christ
i forgot all about the mechanic where DK is standing on top of the mine cart
Speaking of Returns, I had kinda forgotten just how amazing some of the levels in it are. I mean look at Switcheroo for example! The level design is so clever! It's genius:
There has never been a 2D platformer with better feeling controls.
I'm tempted to bust out my Wii U from storage after finishing TF today.
By the way, all of you critical of the controls in this game are wrong, full stop. They're flawless. A stage like Platform Problems highlights their utter perfection (while also highlighting that Retro is the best platformer designer in the entire industry). There has never been a 2D platformer with better feeling controls. No, not even a game like Super Meat Boy or Celeste. A learning curve does not equate to something being flawed.
I totally agree, though I actually kinda forgot that this game is best played with the analog stick... playing with the dpad loses a lot of precision, so I could see some having an issue if they're playing that way.
The weighty movement feels sooooo fucking good.
I've only played this game briefly, so maybe you're right.
To be fair though, you've only played three levels of TF.
Something is clearly wrong with joysticks in this game. Not sure if its the games fault or the joycon's, but I'm repeatedly getting hit by areas on the mine cart levels where you're suppose to duck and I clearly am holding down on the joystick, extremely annoying. Also, water level movement is annoying too. Wonder if I should pick up a pro controller for this. Other than that, game is still amazing. 4-2 is mine carts done right, so great.
I just played a mine cart level and had same problem with ducking...using pro controller
You guys are slowly but surely making me upset that Nintendo didn't include an uprezzed posrt of DKCR.
Well, I ain't gonna buy that since I'm not much of a double dipper. Would have REALLY sweetened the deal though.
I dont agree with the boss fight complaints. Having checkpoints between within the fights themselves would eliminate all challenge. They already give you a partner barrel so you start off with 4 hearts, and then during the battle itself theres multiple opportunities to get hearts. I also feel like decreasing the bosses health would trivialize them. Each cycle integrates new and increasingly complex attack patterns to learn so its not like youre fighting against the same thing. The boss fights are designed to test your skill, and if you dont mess up and do the fight perfectly, they actually do down pretty quick.Just reached the credits, 69% completion.
I bought this game and beat it on Wii U when it game out, but for some reason I hardly remembered any of it. Bits and pieces were blurred together with DKCR. I basically just reached the credits in a few days and put it down. I remembered nothing, so I was looking forward to replaying TF.
Incredible game, but not perfect. I'm not a fan of water levels in general, and this game was no better, which made that whole one world drag on for too long. The levels themselves were well made, just not for me.
Speaking of dragging on, the bosses were too long. At least give a DK barrel halfway through or something, dying right near the end of a fight and having to do the whole thing again was not fun.
The music was 10/10, some songs were more memorable than others, but David Wise can still capture that DKC feeling.
I think I still prefer the original trilogy, all three games over TF, but I know that's purely nostalgia talking. I prefer the darker theme of the originals, they felt like the graphics were trying to be more realistic, instead of the cartoony feel now. (I do realize that neither are really realistic at all). I also miss all the rest of my animal buddies, they were a big part of DKC 2 and 3 for me, I would have loved for them all to return with some new animals. Rambis face is off too, instead of looking angry and badass, he looks like he needs to sneeze.
I will go back and try get 100%, maybe even 200%, if I don't move on by then. The difficulty is tough, but I was never in any danger of game over. I spent a good chunk of the game with 90+ lives. I played on Original mode, even though Funky is the cooler Kong. I'm looking foward to the super hard levels, I remember loving them on DKCR.
I definitely do not regret double dipping.
I don't know if I'd serve time over this, but I'd go to bat for NSMB here and don't feel the need to disparage it to highlight what Retro DKC does better. I replayed NSMBU+NSLU to 100% (minus NSMBU's extra-hard challenges) around the same time that I originally cleared DKCTF to 200% and was impressed at how well they held up in comparison. All of these games are so good at expressing precisely the kind of platformer they want to be that I regard them as great successes. And while I can understand how NSMB may put people off with its rote yet bubbly presentation or the seemingly minimal progression of design between entries, if you really do want to compare apples to oranges, it's a significantly better co-op experience, and there's a certain crispness to reading stage elements or hitboxes in its tile-based layouts that you lose with the chunkiness and object scaling to all sizes that you get with DKC.
I think the superficial sheen of "oh, it's just more NSMB" and degree of thematic repetition (definitely too much considering how drastically the classic Super Mario games diverged from each other) severely undersells how well NSMBU+NSLU plays and how stuffed it is with ideas. It's just that with the NSMB series on the whole, the theming and presentation seem totally extraneous instead of interwoven into the fabric of the stages, such that you could swap out the tileset, reskin everything in a stage, or move it elsewhere in the game without losing anything, which is definitely not something you can say for pretty much any stage in Retro's DKC duo.
Well, I ain't gonna buy that since I'm not much of a double dipper. Would have REALLY sweetened the deal though.
Knowing Nintendo it's probably gonna cost 60 dollars though.I think a re-release of Returns is an even sweeter proposition than TF. HD visuals for the first time (without using an emulator), traditional controls, and probably the exclusive levels from the 3DS port (which was 30fps, so they'd be playable at 60fps for the first time). Right now, there isn't a definitive version of DKCR if you don't want to play on an emulator or hack your Wii.
holy fuck it's better than I remember
after playing Tropical Freeze there's definitely some very apparent things that it does differently
There is a lot to love about Returns even in the wake of Tropical Freeze, here's a random assortment of bits that make me still think "this game!"
- In World 1 the path diverges between the tree top stage and sunset shore, notice that the tree top stage takes place within the same timespan and sunset just over in the jungle and not by the shore since the stages are effectively being booked as Kong's chosen route through world 1, basically our first moment of Retro map based time progression seen a lot more in TF
- The one two punch of Stormy Shores and Tidal Terror in World 2
- Mast Blast in world 3 is one of the best stages in the series for playing out a sense of progression, you constantly move towards the background starting from the ruins/jungle, to the beach and then to the ships on the ocean. Few stages share its style and the ship areas have a structure of design seldom seen in the rest of the game.
- Bombs Away and Grip N' Trip, jesus fuck, adrenaline pumping minecart, the set piece at the end of bombs away when the track breaks off, phwooooooar.
- World 5 beginning the killer run of 5-6-7, pure platforming arse platforming galore.
From here it would just be me gushing about various stages in these worlds.
It's not very obvious, but if you watch the backgrounds it kinda hints at the way the level works.Anyone wanna give me a hint on how to reach level 4-A? Can't seem to find it
You can do time trials in any stage once you complete it normally first.
Typing up a large impressions (re-impressions) post now. Not sure if it should be a RttP or not. It's comparing Returns directly against TF.
It's not very obvious, but if you watch the backgrounds it kinda hints at the way the level works.
It involves backtracking after doing something to progress in the level, after you enter the ruinsThere's a floating segment at the top of one of the tunnels you travel through with the current flowing through it. Once you power something else in the level, the previous sections get powered down. Bring Dixie with you once the tunnel is dormant again.
You can do time trials in any stage once you complete it normally first.