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Donkey Kong Country Returns announced [N-CONF]

Skiesofwonder said:
Anyone got a link to the footage? I missed it.

You didn't miss much. Reggie was only on for what felt like a few minutes and they only made it through a tiny sliver of what was shown at E3.
 
Well, the Jimmy Fallon video made me happy to see this game uses the nunchuck and wii remote instead of the wii remote sideways (or it is just another option).

I think this game looks great. The main reason I'm slightly down on it is because I liked Jungle Beat (Gamecube version) more than the DKC games and was hoping to get a sequel to that. DKCR looks like it takes some ideas from Jungle Beat and changes up what was in DKC, so I'm sold.
 
Linkzg said:
Well, the Jimmy Fallon video made me happy to see this game uses the nunchuck and wii remote instead of the wii remote sideways (or it is just another option).

I think this game looks great. The main reason I'm slightly down on it is because I liked Jungle Beat (Gamecube version) more than the DKC games and was hoping to get a sequel to that. DKCR looks like it takes some ideas from Jungle Beat and changes up what was in DKC, so I'm sold.
WTF? Why are you happy that a platformer lacks sideways remote support?
 
Linkzg said:
Well, the Jimmy Fallon video made me happy to see this game uses the nunchuck and wii remote instead of the wii remote sideways (or it is just another option).
We can't be friends.

Wiimote sideways is an alternative option, and that's all I'm gonna use.
 
I wish Retro somehow implemented the paralax scrolling backgrounds from the originals. Fully polygonal stages are cool and all, but there was something so awe-inspiring about the backgrounds in DKC games that I'm not seeing now. It's probably just nostalgia talking.
 
I'm patial to ground pounding using the Wii Remote and Nunchuk...so I want to use that control scheme, but waggling to roll is a big dealbreaker. I hope Retro wisens up.

sigh...
 
Rush2thestart said:
I'm patial to ground pounding using the Wii Remote and Nunchuk...so I want to use that control scheme, but waggling to roll is a big dealbreaker. I hope Retro wisens up.

sigh...
Good lord I hope its either optional, or polished to the complete maximum. It certainly doesn't sound right, but maybe it feels better than it leads itself to be.
 
Ok, the footage from Jimmy Fallon show really looks like a lot of fun. The audience seemed to dig it as well. Hope this game sells gangbusters so we hopefully see a sequel (sorry Retro, looks like you'll be stuck doing sequels of another Nintendo franchise for a while) and more sidescrollers in the future!

apotema said:
Well, considering MP games have better music than DKC, this score will be masterful

Blasphemy! Nothing in MP games comes even close to being as memorable as David Wise's tracks. It has good ambient-type music that's well suited to being in the background, but I think a platformer calls for much livelier tunes.
 
I was kinda disappointed the the Jimmy Fallon demo was seemingly cut short. Should of known something was up when they booked four guests...
 
abstract alien said:
Good lord I hope its either optional, or polished to the complete maximum. It certainly doesn't sound right, but maybe it feels better than it leads itself to be.


Wait, what? Waggling to roll is a travesty. If I have to do that, my arms will fall off with all the waggling I'll be doing. Besides, there'd be a slight delay between the waggle and the on-screen roll, which isn't optimal for timed jumps at all. *sigh*
 
agrajag said:
Blasphemy! Nothing in MP games comes even close to being as memorable as David Wise's tracks. It has good ambient-type music that's well suited to being in the background, but I think a platformer calls for much livelier tunes.

Different styles with different strengths. Just as I couldn't see most Metroid Prime music being used in DKC, I couldn't see DKC music in Metroid Prime.

I honestly couldn't put one series' soundtrack above the other's. They're my two favorite series with six of my favorite soundtracks.

agrajag said:
Wait, what? Waggling to roll is a travesty. If I have to do that, my arms will fall off with all the waggling I'll be doing. Besides, there'd be a slight delay between the waggle and the on-screen roll, which isn't optimal for timed jumps at all. *sigh*

It's no worse than waggling to spin in Mario Galaxy.
 
Busaiku said:
Yeah, the animation definitely looked a lot better than what I assumed given the camera footage at E3.
Did you check out the trailer for this on the Nintendo website? Not sure what magical blasphemy they used, but unlike the other websites I checked out they encoded the trailer in magical 60fps. It's so fucking smooth!! (You people should also check out the deliciously smooth Metroid trailer also.)

http://e3.nintendo.com/wii/game/?g=dkcr
 
KevinCow said:
Different styles with different strengths. Just as I couldn't see most Metroid Prime music being used in DKC, I couldn't see DKC music in Metroid Prime.

I honestly couldn't put one series' soundtrack above the other's. They're my two favorite series with six of my favorite soundtracks.



It's no worse than waggling to spin in Mario Galaxy.

Except that you don't use it to roll off edges to time jumps in Mario Galaxy iirc. Also, it's not used NEARLY as much in SMG as it is in DKC games, it is a major mechanic. I think it'd be weird/annoying to waggle that much. And you're right, I couldn't see DKC music used in Prime games, it would be distracting.
 
KevinCow said:
It's no worse than waggling to spin in Mario Galaxy.

And that was pretty damn terrible. An ugly blotch on an otherwise amazing game.

This news is pretty damn disappointing. Can't believe anyone at Retro Studios thought that this would be a good idea....
 
autobzooty said:
This news is pretty damn disappointing. Can't believe anyone at Retro Studios thought that this would be a good idea....
It wasn't someone at Retro though.

I don't remember whether it was Miyamoto or Tanabe but it was one of them.
 
upandaway said:
It wasn't someone at Retro though.

I don't remember whether it was Miyamoto or Tanabe but it was one of them.

I can't believe ANYONE at nintendo thought it would be a good idea. Although I'm not sure why I continue to be shocked when huge flagship titles like Galaxy and NSMBW use waggle to replace a button press. I can only pray that sooner or later, they'll realize what a total kick in the balls that is for fans of properly implemented motion control, like myself.
 
I'll just leave this here and say that look...

fnadl3.jpg
 
upandaway said:
It wasn't someone at Retro though.

I don't remember whether it was Miyamoto or Tanabe but it was one of them.

I know what you're refering to, but I'm sure they were talking about the ground pound, not the rolling mechanic. They said pounding the ground with waggle was a satisfying feeling that they brought over from the Jungle Beat games (never played those).
 
DieNgamers said:
I don't have any problems with the spin attack in Mario Galaxy, in fact I like the way you do it. Why should it be annoying in DKC then? ;D

Because it's not precise. The spinning thing in Mario is not really a main mechanic, whereas in DKC it's crucial to the gameplay. Refer to this video:

http://www.youtube.com/watch?v=FF_zBn2yHUE

I can tell doing stuff like that with Wiimote waggle would be highly frustrating.
 
agrajag said:
Because it's not precise. The spinning thing in Mario is not really a main mechanic, whereas in DKC it's crucial to the gameplay. Refer to this video:

http://www.youtube.com/watch?v=FF_zBn2yHUE

I can tell doing stuff like that with Wiimote waggle would be highly frustrating.
I used spinning all the time. However, maybe rolling isn't that important in DKC:R either, compared to the old DKC games. For now I trust them and believe they will design the challenge in a way so you don't get frustrated with the controls.
 
DieNgamers said:
I used spinning all the time. However, maybe rolling isn't that important in DKC:R either, compared to the old DKC games. For now I trust them and believe they will design the challenge in a way so you don't get frustrated with the controls.

that's what I'm afraid of :/
 
I've never watched Fallon before... it's pretty crazy that we've come to a place in our society where people can just play videogames on TV, and their studio audience reacts with excitement and everything.... I know it's late, late night but things have changed :P
 
agrajag said:
Because it's not precise. The spinning thing in Mario is not really a main mechanic, whereas in DKC it's crucial to the gameplay. Refer to this video:

http://www.youtube.com/watch?v=FF_zBn2yHUE

I can tell doing stuff like that with Wiimote waggle would be highly frustrating.
The music here is really damn good.

agrajag said:
I know what you're refering to, but I'm sure they were talking about the ground pound, not the rolling mechanic. They said pounding the ground with waggle was a satisfying feeling that they brought over from the Jungle Beat games (never played those).
Yeah but the ground pound and roll are the same button so it's kind of a given.
 
Linkzg said:
Well, the Jimmy Fallon video made me happy to see this game uses the nunchuck and wii remote instead of the wii remote sideways (or it is just another option).

I think this game looks great. The main reason I'm slightly down on it is because I liked Jungle Beat (Gamecube version) more than the DKC games and was hoping to get a sequel to that. DKCR looks like it takes some ideas from Jungle Beat and changes up what was in DKC, so I'm sold.

This.
 
BishopLamont said:
WTF? Why are you happy that a platformer lacks sideways remote support?

I'm not happy that it lacks the sideways remote style, I'm happy that it has the nunchuck+wii remote setup. Options are good, man. Just look at Metroid Other M and how some people seem turned off the game.

Personally I'd rather just play with my Classic Controller Pro, no motion controls there mean they probably won't support it. I'll probably play it with the wii remote sideways like I did NSMBwii, but it depends more on how it feels when I play it. nunchuck+wii remote is crazy comfortable.
 
Linkzg said:
I'm not happy that it lacks the sideways remote style, I'm happy that it has the nunchuck+wii remote setup. Options are good, man. Just look at Metroid Other M and how some people seem turned off the game.

Personally I'd rather just play with my Classic Controller Pro, no motion controls there mean they probably won't support it. I'll probably play it with the wii remote sideways like I did NSMBwii, but it depends more on how it feels when I play it. nunchuck+wii remote is crazy comfortable.
IGN Interview discussing control scheme: http://wii.ign.com/articles/109/1099190p1.html

IGN: Since it's an old-school, 2D side-scrolling game it seems that people are more favorable to the "classic" way of holding the Wii Remote like an NES controller, versus the Wii Remote and Nunchuk combination. Was there a balance between the two when you were developing it? What was the decision decision behind that?

Tanabe: Mr. Miyamoto had been saying from very early on, since he was involved in Jungle Beat, that he was very aware of the sort of campy idea of slapping your hands down much like Donkey Kong does when he ground-pounds. The idea that came from that was "Well, why don't we let the player have that same sort of experience?" Because it's sort of a very satisfying, ape-like motion. And that's why we've focused on the Nunchuk + Wii Remote control scheme.

But that being said, New Super Mario Bros. Wii did come out and offer the option to hold the controller sideways in that classic style. So, in light of that, we also decided to bring sideways, classic control style to Donkey Kong Country Returns. It's not available in the E3 version, but it will be an option in the final game.
 
agrajag said:
Because it's not precise. The spinning thing in Mario is not really a main mechanic, whereas in DKC it's crucial to the gameplay. Refer to this video:

http://www.youtube.com/watch?v=FF_zBn2yHUE

I can tell doing stuff like that with Wiimote waggle would be highly frustrating.

Wrong. You spin in Galaxy constantly, if you know what you're doing. Not even for hitting dudes, just for precise management of your jumps. Precise. The "waggle" has not once ever been difficult or annoying in Galaxy, and there is absolutely no reason to think it'll be a problem in DKCR.

You'd think we'd be past this "waggle is the devil" fearmongering at this point in the Wii's lifespan.
 
Tathanen said:
Wrong. You spin in Galaxy constantly, if you know what you're doing. Not even for hitting dudes, just for precise management of your jumps. Precise. The "waggle" has not once ever been difficult or annoying in Galaxy, and there is absolutely no reason to think it'll be a problem in DKCR.

You'd think we'd be past this "waggle is the devil" fearmongering at this point in the Wii's lifespan.


bullshit. The waggling is not precise in Galaxy and there is a delay between the waggle and on-screen movement, like with all other games. Take off the rose tinted glasses.
 
upandaway said:
The music here is really damn good.


Yeah but the ground pound and roll are the same button so it's kind of a given.

in DKC, you had to hold down+roll to ground pound. So it's entirely possible to have different inputs for the two mechanics.
 
agrajag said:
bullshit. The waggling is not precise in Galaxy and there is a delay between the waggle and on-screen movement, like with all other games. Take off the rose tinted glasses.

Yes I am clearly blinded by rose of my immaculate 242-star Galaxy 2 run where I spun all over the place, often in situations where it needed to come out immediately or else I'd be fucked, and never once experienced a delay or missed spin. Use whatever rhetoric you need in order to justify your position, but when I needed to spin, I spun, and the spin happened. Immediately. One hundred percent of the time. In situations demanding MUCH more "precision" than the rolling in DKC has ever demanded.
 
autobzooty said:
And that was pretty damn terrible. An ugly blotch on an otherwise amazing game.

This news is pretty damn disappointing. Can't believe anyone at Retro Studios thought that this would be a good idea....

autobzooty said:
I can't believe ANYONE at nintendo thought it would be a good idea. Although I'm not sure why I continue to be shocked when huge flagship titles like Galaxy and NSMBW use waggle to replace a button press. I can only pray that sooner or later, they'll realize what a total kick in the balls that is for fans of properly implemented motion control, like myself.

:lol

no

Galaxy's spin attack, and motion controls in general, felt great and its a better game because of it. Same thing goes for NSMBW and i'm sure the same thing will be said about DKCR.

If the fans getting kicked in the balls are the same who want to play SMG on a fucking dual-stick controller then i hope Nintendo has the iron boots equiped.
 
agrajag said:
bullshit. The waggling is not precise in Galaxy and there is a delay between the waggle and on-screen movement, like with all other games. Take off the rose tinted glasses.

Yes, its precise.
I have NEVER had an issue will delays or anything else regarding that particular motion-controlled attack, so as far as i'm concerned its as precise as it has to be.

And....rose tinted glasses?
 
Let's get one thing straight: the spin jumps in the galaxy and nsmbw games are awesome and no amount of arguing will ever make the people who think they don't work, right (ever).

But shaking the controller to roll in DKCR was a problem for me. I never was in a situation where I had to roll off a cliffside for a hard to reach coin, but it was an annoyance to say the least. With the Mario games, shaking the controller felt right because that was sorta the natural inclination for years (make Mario move further by physically moving the controller). In DKCR, it just doesn't make sense. At least, it didn't to me.

Also, I'm not sold on the slamming the ground thing. It slows down the game and kinda sucks. I'm not sure what clever stuff will happen as a result of it, or if anything clever will result from it.
 
AniHawk said:
Let's get one thing straight: the spin jumps in the galaxy and nsmbw games are awesome and no amount of arguing will ever make the people who think they don't work, right (ever).

But shaking the controller to roll in DKCR was a problem for me. I never was in a situation where I had to roll off a cliffside for a hard to reach coin, but it was an annoyance to say the least. With the Mario games, shaking the controller felt right because that was sorta the natural inclination for years (make Mario move further by physically moving the controller). In DKCR, it just doesn't make sense. At least, it didn't to me.

When you use it in Galaxy, it's kind of like Mario is a top and you're spinning him.

So I can see why it feels awkward.
 
Is it just me or is Diddy's voice squeaky in the video? Doesn't really sound like his current voice actor, you hear his proper voice in the Sports Mix trailer so it's not like the voice actor's been replaced.

Maybe it's just stock clips, actually that's no surprise as DK's clips are from Jungle Beat, but Diddy's voice hasn't been in a platformer yet, so I guess they're waiting for the voice actors to do the final recordings from Japan.
 
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