AceBandage
Banned
Skiesofwonder said:Anyone got a link to the footage? I missed it.
http://www.latenightwithjimmyfallon.com/video/donkey-kong-country-returns-demo-62510/1236116/
Skiesofwonder said:Anyone got a link to the footage? I missed it.
Skiesofwonder said:Anyone got a link to the footage? I missed it.
Regulus Tera said:Well, at least now I don't have to choose between this and Kirby.
AceBandage said:
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).
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.
pirata said:Whoa, wait, did Reggie come out and say directly that 3DS is coming in 2011?
We can't be friends.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).
Spike said:Yeah, he said 'next year.' So, March 2011 it is, then.
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.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...
apotema said:Well, considering MP games have better music than DKC, this score will be masterful
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.
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.
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*
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.)Busaiku said:Yeah, the animation definitely looked a lot better than what I assumed given the camera footage at E3.
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.
KevinCow said:It's no worse than waggling to spin in Mario Galaxy.
It wasn't someone at Retro though.autobzooty said:This news is pretty damn disappointing. Can't believe anyone at Retro Studios thought that this would be a good idea....
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.
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.
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
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.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.
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.
The music here is really damn good.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.
Yeah but the ground pound and roll are the same button so it's kind of a given.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).
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.
BishopLamont said:WTF? Why are you happy that a platformer lacks sideways remote support?
IGN Interview discussing control scheme: http://wii.ign.com/articles/109/1099190p1.htmlLinkzg 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: 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.
That TV... must have... a pretty awesome scaler.NintendoGal said:I'll just leave this here and say that look...
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Off-screen and distance are Wii's best friends.Wizpig said:That TV... must have... a pretty awesome scaler.
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.
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.
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.
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.
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.
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.
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.