First +1 for the year.
Finished
Donkey Kong Country: Tropical Freeze. This was so close to being a great game, but a handful of missteps really drag it down.
At its core, it's a very good platformer with often clever level design, a suitable level of challenge alongside charming visuals and a great soundtrack. Several interface issues, along with some vestiges of poor old design decisions drag it down from a lofty rating and leave it as a game I really wish would get an overhaul with the next installment.
My main issue with the interface is the initial game startup. It requires a ridiculous 8 user inputs to start the game (7 if you're playing on the TV instead of the gamepad screen) and almost a full minute of loading before you can start actually playing. The load times do become shorter if you play a lot of the game in one sitting, but my playtime was largely spent loading the game, playing a single level or maybe two, and shutting it off until later. Granted, some of this is a special edge case for my personal play sessions of the game, but some of it could have been avoided.
First of all - why does it need so many user inputs to begin playing? You load the game up, and it says "Press the A button to start." After pressing A, you get a box that asks you to select your save file, which is understandable enough. Then, you're asked to choose your display (TV or gamepad), which does NOT remember your last choice, so if you're playing on the gamepad, you need to re-select it every single time. Then you are presented with a "select your mode" screen, which inexplicably waits for you to press a completely unnecessary button to log in as player 1, and then asks you if you're using the D-pad or the analog stick. After you choose, it pops up another box asking you if you're sure you want to play single player. After you confirm that, it pops up
another box, telling you that you can change these settings in the options menu.
You know what? How about you just remember my settings from last time, and let me change them in the options menu if I want to do something else, so I don't have to button through 6 screens every time I start the game.
Once you're in the game, the overworld map is another tedious timesink. For what is effectively a menu screen, it makes you wait for the character to animate and run all the way to the next option before taking another input. In later stages, the movement from level to level is a barrel-shooting animation which takes even longer, and even sometimes inexplicably shoots DK to a second, completely unnecessary barrel, before finally shooting him to the destination. I mean, what the fuck? When game designers sacrifice base functionality for the sake of presentation, it always rubs me the wrong way, and this is a really obnoxious offender. The item shop is also a level on the map rather than simply being in the pause menu, so you have to drag DK's slow ass all the way to the shop via the overworld every time you want to go there. On the plus side, at least the game has the courtesy not to kick you out to the overworld every time you die like the New Super Mario Bros games, and also doesn't require the idiotic manual saves those games do, so I guess it's a bit of a step up.
There are also still a lot of issues with old game design ideas that don't really work that well in practice. Using DK's pals as powerups is one of those things that makes a certain amount of sense, but specifically as a game design choice, it leaves a lot to be desired. When you have one of the pals, you can hover, jump higher or both, depending on which one you get. If you take damage twice, you lose the helper, returning you to normal DK mode. This certainly has the effect of making the pals useful, but it's a bit of backwards game design. In practical use, it makes the game easy for good players who rarely get hit, as they almost always have a powerup. Poor players on the other hand are required to endure hard mode as DK when they get hurt and lose their helper. Making the game harder for poor players as a default mechanic can't be seen as good design. It's something that has been a problem with the Mario games in the past as well, but I find it more severe here since the DK pals are better powerups than most upgrades in Mario games - a few exceptions aside.
The notion of lives is also an unnecessary mechanic for games of this sort. Lives make sense in score-attack games, or games where you are expected to clear the full game in a set number of attempts, but in a game like this where it is a long campaign and the players is expected to keep working their way through it without resetting to the beginning, they're a pointless holdover from a time gone by. The real evidence of this is if you run out of lives in this game. (I never did while playing it normally, but I started a new save and died on 1-1 a few times to test it out) Your penalty for running out of lives is to have the game give you 5 more, just like modern Mario games. The game acknowledges that it doesn't see game over as a viable punishment, so why hang on to the contrivance that is lives?
I know this all sounds pretty negative, but on the whole I do like the game. I like it enough that I'd like to see it be a much better game by getting rid of some of its less desirable elements.
Overall score - 3/5
Bought in 2015: 0
Finished in 2015: 1
- Donkey Kong Country: Tropical Freeze - 3/5
Backlog Blitz 2015 Score: +1