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Donkey Kong Country Returns announced [N-CONF]

TheGreatMightyPoo said:
There have been times my wrist has actually hurt somewhat during Galaxy 2, etc... but at the same time, the other day it hurt when playing a Gamecube game using my Wavebird.

Not enough to stop me from playing but enough to notice it but games are too fun to be halted by moderate to severe pain!!!!

I was in middle school when DK Jungle Beat came out, and I LEGIT hurt my wrists playing that because I would hit the bongos too hard. Still couldn't stop playing though! :lol

But yeah, it definitely didn't stop me from playing Galaxy 2. I'm about 200 stars in and the only reason I stopped was to play Peace Walker. Galaxy never caused me to be physically unable to continue playing, but I just have a very low tolerance for waggle controls like that. I'll rage quit earlier than the average person will if my death had anything to do with waggle, simply because I find those controls to be so offensive on a conceptual level. replacing button presses with shakes is not exactly the progression in the video game industry, imo.
 
The spinning in Super Mario Galaxy is tolerable, but it's the biggest blotch on the control system. I'm not sure why anybody would be for a less responsive control scheme. There are good uses of waggle controls, and then there is the spinning in Galaxy. Why would waggle be used for on-and-off controls?

It's just like using a touch screen to play the original Genesis version of Sonic the Hedgehog: yeah, it works, and yeah, you can get used to it, but no, it'll never be as good as what it replaced.
 
Himuro said:
That's a terrible comparison. Spin is simply the wave of the wrist. It's not hard and it's simple and instinct the first time you do it.

The only time spinning is ever remotely a hassle is when underwater. I love water levels and I can't stand Galaxy's water levels because of the camera and controls.
Yeah, spin is not hard. It's just totally unnecessary and makes the controls less responsive than need be. Don't get me wrong: it works. It's just not as good as it could have been.
 
The only time I ever had trouble with motion controls in any of the Super Mario Galaxies was throwing those damn fireballs.... and I think that was more of a timing thing.
 
Skiesofwonder said:
The only time I had ever had trouble with motion controls in any of the Super Mario Galaxies was throwing those damn fireballs.... and I think that was more of a timing thing.

i had trouble with this too, but i finally figured out that you have to be very precise with when you start and stop your fire ball throws. you can't just shake continuously to continuously throw fireballs, you have to flick the remote sharply for each individual fireball. once i figured this out, it worked very well and was actually quite fun because it became highly responsive.


Himuro said:
It does not make the controls less responsive and it's not unecessary either. It adds a whole lot to the platforming. What you're arguing is that flood's hover move in Sunshine is unnecessary, because flood and the spin do the same shit -- enhance upon the platforming and let you perform tricks in any way you see fit. How do you get to a hard to reach location? Backflip -> wall jump -> spin -> wall jump -> spin? Or triple jump -> wall jump -> spin?

Spin adds a shit load to the platforming.

Why did I even bother responding to a Loosus post?

i dont think he meant that the technique itself was unnecessary, just that waggling to execute it was unnecessary. and i agree with that sentiment.
 
Himuro said:
It does not make the controls less responsive and it's not unecessary either. It adds a whole lot to the platforming. What you're arguing is that flood's hover move in Sunshine is unnecessary, because flood and the spin do the same shit -- enhance upon the platforming and let you perform tricks in any way you see fit. How do you get to a hard to reach location? Backflip -> wall jump -> spin -> wall jump -> spin? Or triple jump -> wall jump -> spin?

Spin adds a shit load to the platforming.

Why did I even bother responding to a Loosus post?
What the fuck are you talking about. :lol


Why is it unnecessary? How the fuck are you going to do it? Have you seen the wiimote?

How are you going to throw fireballs and spin without using motion controls? C, Z, B and A are taken already. It's not like you can use 1 and 2
Hey, it's not Nintendo's fault. Nintendo was just the developer of Super Mario Galaxy. What we need to do is ask the company who made the controller about that why there are not enough buttons for simple games.
 
Himuro said:
Why is it unnecessary? How the fuck are you going to do it? Have you seen the wiimote?

How are you going to throw fireballs and spin without using motion controls? C, Z, B and A are taken already. It's not like you can use 1 and 2.

which did you do more often? shoot star bits or spin attack?

how about spin attack is mapped to B, and star bits are mapped to C? or hell, waggle the nunchuck to shoot star bits since you seem to enjoy that so much.
 
Himuro said:
Star bits are pretty essential to how I play Galaxy.

so map em to C or waggle.

my point is, star bits are like a tertiary ability in that game, and they're hogging a prime button that could be used for something WAY more important.


Himuro said:
Waggling star bits makes no sense as you have to AIM to use star bits.

ARRRRRRRRRRRRRRRRRRRGGGGGGGGGGGHHHHHHHHHHHHHHHHH

http://cristinalaird.files.wordpress.com/2009/08/the-hulk-superhero-400a062507.jpg[img][/QUOTE]

that's why i said nunchuck. aim with wiimote, shake nunchuck to shoot them. "IT ADDS LOTS OF DEPTH TO THE GAME"
 
Or just get rid of star bits. What a fucking worthless mechanic that was to begin with. Just let your friends shoot those with another controller.
 
loosus said:
Or just get rid of star bits. What a fucking worthless mechanic that was to begin with. Just let your friends shoot those with another controller.

yeah, i'd be down with this. although i think the starbits could be really neat if you had more control over the camera. whenever i wanted to shoot starbits at something, it would wander off screen or something, and it would be difficult to manipulate the automatic camera by steering mario around while also aiming starbits. :lol


Himuro said:
Yes, getting extra lives and a means to defeat enemies without jumping on them is completely worthless.

Someone stop me from replying to Loosus. SOMEONE PLEASE HOLD ME BACK.

cos galaxy really needs more ways to get extra lives, right?

and personally i prefer jumping on enemies to waggle attacking them since there's not a lot of precision there, and i have problems aiming star bits while the camera is moving. but that's just a difference in play style, i guess.
 
You can still have your star bits! Just ask your mom to come downstairs to help you out, man! I bet she loves shooting star bits.
 
Himuro said:
What you're arguing is that flood's hover move in Sunshine is unnecessary, because flood and the spin do the same shit -- enhance upon the platforming and let you perform tricks in any way you see fit.

:lol Sorry, I get your point, but Fludd certainly didn't enhance the platforming in Sunshine for me--hence why the fluddless levels were seemingly most people's favorites in that game.
 
It's much easier for me to believe there's some sort of failed attempt at surreal meta-comedy going on here than that people are seriously bitching about this.

I had to click twice to post this because my cursor wasn't positioned right and I right clicked my magic mouse. :(
 
Himuro said:
On topic: I'm glad they've confirmed you can use the wiimote sideways!


http://www.youtube.com/watch?v=dyBhP4nw3bw

You were saying?

Being essential has nothing to do with it being an "enhancement." If a car were designed that runs off of nut-poundings, you can be damn sure I'm not going to drive that car.

I actively detested Fludd, even after finishing the entire game with 120 shines. I hated how it controlled, I hated how it would often slow down the platforming segments, and I hated that Nintendo thought other developers would steal their idea. :lol
 
redbarchetta said:
Being essential does not mean it's also an enhancement. If a car were designed that runs off of nut-pounding, you can be damn sure I'm not going to drive that car.
:lol

even i dont think it's THAT bad!
 
beelzebozo said:
but won't sitting in that hard computer chair aggravate your hemorrhoids? or that awful computer screen might hurt your glaucoma
:lol

loosus said:
The spinning in Super Mario Galaxy is tolerable, but it's the biggest blotch on the control system. I'm not sure why anybody would be for a less responsive control scheme. There are good uses of waggle controls, and then there is the spinning in Galaxy. Why would waggle be used for on-and-off controls?

It's just like using a touch screen to play the original Genesis version of Sonic the Hedgehog: yeah, it works, and yeah, you can get used to it, but no, it'll never be as good as what it replaced.

A new challenger appears!
 
:lol @ people saying there's a loss of efficiency when waggling to spin. Like they can tell the difference.

The thought of people saying things like "oh gosh, I missed that jump because waggling delayed my spin by 1 millisecond" is so far-fetched it makes me laugh.

If you want to say it doesn't feel good, or your wrist hurts... well, ok. To each his own. Now, trying to justify the hate pointing that there's less efficiency is just hilarious. :lol
 
Using waggle for spin is like pushing the button, except the waggle makes it more immersive. WTF loosus are you rtarded?
 
[Nintex] said:
Oh man, Mario was such an artistic dolphin in Super Mario Sunshine, he could hop on his belly and jump around while the water flowed down his pants, holy shit.
I read as 'autistic dolphin' and didn't realize it's wrong until robor posted
 
They had better replace the water levels with something amazing then. I guess the only other thing they could do would be to fly...or something. Replace the water levels with air based ones...*got nothin'*

Shit, this is disappointing as hell. Ill still buy it at a high price anyway though :^/
 
Add me to the list of people who are disappointed about the lack of swimming levels and the lack of Kremlings. The latter is puzzling. On some of the video interviews, they laugh and say 'there will be no crocodiles' as though it were obvious and would be dumb to expect otherwise.

Game still looks like a blast, and the way they were tight-lipped about animal buddies leads me to believe that we'll get them.
 
Kyleripman said:
Add me to the list of people who are disappointed about the lack of swimming levels and the lack of Kremlings. The latter is puzzling. On some of the video interviews, they laugh and say 'there will be no crocodiles' as though it were obvious and would be dumb to expect otherwise.

Game still looks like a blast, and the way they were tight-lipped about animal buddies leads me to believe that we'll get them.

i don't think it's that confusing. it seems to me they're dialing back the rareware additions to the donkey kong universe and keeping only the things that nintendo has expanded upon and used in their own games. so, for example, you see diddy has been retained, as he's been used in mario sports titles and the like and is a nintendo acknowledged part of the overall donkey kong world. the fact that this is called "donkey kong country" has more to do with the fact that donkey kong as a sidescrolling platformer is synonymous in fans' minds with "donkey kong country." i think there's something pretty healthy for the series for it to be stripped to its core and to see what's essential.

now, mind you, if the game is released and the enemies are formless suckage, then i'll join your bemoaning the kremlin absence. but i don't think it's hard to see why they aren't here.
 
beelzebozo said:
i don't think it's that confusing. it seems to me they're dialing back the rareware additions to the donkey kong universe and keeping only the things that nintendo has expanded upon and used in their own games. so, for example, you see diddy has been retained, as he's been used in mario sports titles and the like and is a nintendo acknowledged part of the overall donkey kong world. the fact that this is called "donkey kong country" has more to do with the fact that donkey kong as a sidescrolling platformer is synonymous in fans' minds with "donkey kong country." i think there's something pretty healthy for the series for it to be stripped to its core and to see what's essential.

now, mind you, if the game is released and the enemies are formless suckage, then i'll join your bemoaning the kremlin absence. but i don't think it's hard to see why they aren't here.

Uhm, well, I kind of completely disagree with your theory. ^^'

Yes, it was Miyamoto who suggested to head in a new direction with the enemies, but I doubt it was to neglect the old additions made by Rare (Kremlings and K. Rool have been used in several Mario spin-offs and DK sub-series).
In his mind, it was probably a way to make this game feel more fresh and new, and also to give Retro's designers a chance to get creative.

But I believe that line of thought is mistaken, if you are reviving a 15 years old series with a huge nostalgic appeal like Donkey Kong Country, and then simply "forget" about all the characters that people grew to love at the time, and justifiably expected to return, you end up disappointing your primary target audience.
It's a sort of fan-service without fan-service, not the best choice if you ask me.
 
Retro has too much talent to recycle the whole series especially when it comes to something of an art/visuals aspect.

Rare was never known for their great character designs(though I liked the ones in Donkey Kong Country and other games somewhat).

I guarantee the end bosses in this new game will be a million times more creative than Rare's but that's not a great feat.

The other enemies will be cool too and not just "there" like the ones showed so far are.
 
redbarchetta said:
There is a middle-ground between neglect and reliance, y'know.
And how is this game not exactly that?

Because it doesn't have fucking Kremlings? How about you actually watch gameplay videos.
 
beelzebozo said:
i don't think it's that confusing. it seems to me they're dialing back the rareware additions to the donkey kong universe and keeping only the things that nintendo has expanded upon and used in their own games. so, for example, you see diddy has been retained, as he's been used in mario sports titles and the like and is a nintendo acknowledged part of the overall donkey kong world. the fact that this is called "donkey kong country" has more to do with the fact that donkey kong as a sidescrolling platformer is synonymous in fans' minds with "donkey kong country." i think there's something pretty healthy for the series for it to be stripped to its core and to see what's essential.

now, mind you, if the game is released and the enemies are formless suckage, then i'll join your bemoaning the kremlin absence. but i don't think it's hard to see why they aren't here.
The Kremlings were used in the Mario football games.
 
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