Enter The 36 Chambers
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The only thing that should matter is whether or not you enjoyed it.
Beyond that it wasn't anything more than a good game.
Beyond that it wasn't anything more than a good game.
Nintendo Life didn't even acknowledge it. Neither did NintendoWorldReport. And as for the soundtrack... I don't think it received a single nomination. Utterly ridiculous.
Scorch'n Torch is amazing
I always ask myself the samething, DKCTF is very underrated.
But I guess that Totilo's gameplay sums up: it seems that journos can't play challenging platformers anymore.
It was a hilarious streaming, but I can't find it anymore. It seems that they deleted. That's a shame, I loved to watch him losing his temper because he doesn't know how works treadmills hahahahah
EDIT: found it!
http://www.twitch.tv/biggestinjapan/c/5024566
Watch it from 4:13:00, it's delicious! (from 4:17:00 he starts to freakout)
I love how he doesn't see the visual cue that shows where a platform will appear and he complains how "everything about this is just memorize, memorize, memorize" but it isn't =P
EDIT 2: THANK YOU for this thread, I'm having the time of my life watching this video again =P
I love it that now reviewers stream their gameplay. Really puts things like this into perspective:
Reminds me of Klepeck streaming Evil Within and failing against the first enemy in the game during the tutorial an insane number of times, then the 2/5 score.
Nah, that intro was genuine bullshit.Reminds me of Klepeck streaming Evil Within and failing against the first enemy in the game during the tutorial an insane number of times, then the 2/5 score.
That's actually Richard Eisenbeis playing in the stream and not Totilo.
Nah, that intro was genuine bullshit.
People want the freedom to act and learn without an incredibly over-dramatic reset button on any tiny mistake throwing them back into an incredibly confined circumstance with little to no feedback on what they did wrong or what they are expected to do. That is not a result of coddling, it is just bad, unfun design. If you get your rocks off over the "challenge" of monotonously checking off a list of theories on what to do and watching the same cutscene over again because of a non-skill-based total ultimatum, congratulations, you're some kind of masochist when it comes to gameplay design and are in the extreme minority (and should probably try Dragon's Lair), not some kind of old-school gamer badass who remembers days everyone else forgot or gave up on. Plenty of very challenging games are very well received, but that kind of shit won't fly for good reason.It really wasn't. It's an absurdly simple section and the fact people actually had trouble with it just goes to show how coddled we have become as gamers. I guess since it's an intro scene it's expected to just be hold up to make it through, and any small roadblock in the way of the story is unexpected and alien.
Yeah, you ain't gonna see game journalists nominate it for a soundtrack award. Music just isn't their forte, and frankly neither is skill with the footage they capture of themselves failing miserably at playing games.
Thankfully a site that knows it's video game music gave it Score of the Year , Wise was pretty happy about it as well.
Ah, I guess I can go to bed in a positive mood. I know that Metroid fans are going to hate me for saying this, but I sincerely wish that Retro is working on another DKC game.
Couldn't Monster Games work on a new one that measures up to the first two Retro games? They handled DKCR3D, assisted with DKCTF and I'm assuming a number of people were contracted in and don't work at Retro Studios proper and hence could be brought back in without messing with a different potential project.Ah, I guess I can go to bed in a positive mood. I know that Metroid fans are going to hate me for saying this, but I sincerely wish that Retro is working on another DKC game.
Ah, I guess I can go to bed in a positive mood. I know that Metroid fans are going to hate me for saying this, but I sincerely wish that Retro is working on another DKC game.
Donkey Kong Country: Kremling Katastrophe
Make it so, Retro.
Couldn't Monster Games work on a new one that measures up to the first two Retro games? They handled DKCR3D, assisted with DKCTF and I'm assuming a number of people were contracted in and don't work at Retro Studios proper and hence could be brought back in without messing with a different potential project.
Ah, I guess I can go to bed in a positive mood. I know that Metroid fans are going to hate me for saying this, but I sincerely wish that Retro is working on another DKC game.
Ah, I guess I can go to bed in a positive mood. I know that Metroid fans are going to hate me for saying this, but I sincerely wish that Retro is working on another DKC game.
Ah, I guess I can go to bed in a positive mood. I know that Metroid fans are going to hate me for saying this, but I sincerely wish that Retro is working on another DKC game.
People want the freedom to act and learn without an incredibly over-dramatic reset button on any tiny mistake throwing them back into an incredibly confined circumstance with little to no feedback on what they did wrong or what they are expected to do. That is not a result of coddling, it is just bad, unfun design. If you get your rocks off over the "challenge" of monotonously checking off a list of theories on what to do and watching the same cutscene over again because of a non-skill-based total ultimatum, congratulations, you're some kind of masochist when it comes to gameplay design and are in the extreme minority (and should probably try Dragon's Lair), not some kind of old-school gamer badass who remembers days everyone else forgot or gave up on. Plenty of very challenging games are very well received, but that kind of shit won't fly for good reason.
The chainsawing is not instructive. All it does is confirm one of your theories as one of the of the not-it things that results in it happening. Being awake and at the controls has nothing to do with it, since until you find the solution, you have no idea what the solution is, and no skill will prevent him from cutting your head off if you have tried anything but the exact thing you need to do, so the only thing you can do is try new things until you happen upon the one that is intended. It is still the very definition of tiral-and-error. Very few games are designed this way because it has nothing to do with real exploration, learning, skill, or challenge.I would say that the enemy spotting you and chainsawing your head off is your feedback on what you did wrong and are expected to do. It has nothing to do with challenge and more to do with enjoying a game that actually expects the player to be awake and at the controls.
That being said, I'm looking forward to seeing another Donkey Kong Returns soon hopefully, and it doesn't need to reinvent the wheel for me to love it. I just want to see a culmination of Retro's Return series to reach its apex. Animal Friends would be nice, and alongside bringing back the Kremlings easily a great draw, although I'm still mixed on how I feel about the Animal Friends working with Return's style which has a different pace from the original where I think the Animal Friends wouldn't work quite as well. Rambi's alright, but Enguarde would feel redundant since the Kongs are more adept underwater now, Squitter's webbing ability works better with slower paced platforming that doesn't rely on set pieces and diagonal movement as much like Returns, etc.
Well, like you said, now that the Kongs have their own unique abilities, the Animal Buddies are a bit obsolete. Surely there are other ways to incorporate them without removing them entirely. I'd take Expresso over a dumb mine cart every day of the week. Except for Sunday.Yeah, but I feel like people would be disappointed a bit if the Animal Buddies return as a on-rail Rocket Barrel Blast-type mechanic as opposed to elevating the basic platforming.
One idea I think would be neat though, to fix another big issue with Returns which is the fact that 2P is useless on the Rocket Barrel/Mine Cart levels, is to transform Player 2 into the Purple Squawks during those segments, and they can fly around and help gather items. I think letting players have a bit of relief for those rather difficulty segments, and give the second player something to do instead of both players battling the controls together, would be a cool idea.
I sort of think the poor co-op goes hand in hand with the lack of Animal Buddies, Returns just has a tighter design-style that's built around set-pieces and directly interacting with the level, which fall apart when you try to accommodate a second player, or include an Animal Buddy.
In Country, most of the Animal Buddies were built around letting you bypass segments of the level---with Expresso, Squitter, or Rattly, there were moments where you could basically leave the level and completely escape the platforms by moving over them. That pretty much never happens with Returns, the game is built around the player always being surrounded by the level, they're actors on a stage, and always are interacting with it.
Rambi's unique among the Animal Buddies, as he detracts from the movement ability of the Kongs (except for a bit more speed), and forces them to be on the ground more. His one ability allows you to break through obstacles, but that's encouraging you to interact directly with the stage. He's the one Animal Buddy who doesn't give you freedom, he simply pushes you along the script. So it's no surprise Retro kept him, as he works perfectly well with their level style...the fact he's the most well-known doesn't hurt, either.
But with the way Returns and Tropical Freeze is set up, unless they change things and make things more free-form, I just can't picture the Animal Buddies working as smoothly. For me, to accommodate the Animal Buddies would be removing the tightness of Returns' level design, and personally I enjoy what Retro has done with the tightness.
I'd be happy at the least with seeing the Animal Buddies get decent cameos.
EDIT: found it!
http://www.twitch.tv/biggestinjapan/c/5024566
Watch it from 4:13:00, it's delicious! (from 4:17:00 he starts to freakout)
I love how he doesn't see the visual cue that shows where a platform will appear and he complains how "everything about this is just memorize, memorize, memorize" but it isn't =P
EDIT 2: THANK YOU for this thread, I'm having the time of my life watching this video again =P