![]() The first is that I want to make sure that people are surprised and delighted when they play the final version of the game - when they get that production version in their hands and there's all these great things for them to discover for the first time. And so what I decided to do was really keep things pared down, for two reasons. ![]() People wouldn't be able to get through it. Tanabe: Well, the thing is, if I was to put together an E3 demo that had all of the stuff that I wanted to show people, it would be huge. Tanabe, "Can we show this? Can we show this?" (laughs) He can tell you more about his thinking on that. There were a half-dozen things that we were asking Mr. Was there anything that maybe you were ready to show, but because of time constraints you couldn't? Anything you'd want to talk about? ![]() IGN: When you were putting together the demo for E3, I'm sure that you were mulling over what to show and what to hold back. If this doesn't give you hope, nothing will. I thank it too that first trailer barely showing anything only to later have the shnitzel surprised right out of me. That worried me quite a bit, but then the game came out and boom we were all head over heels. I remember all of us thinking, unless Yoshi was in a screen shot no one could tell the games apart. That makes me very happy, again I am reminded of Galaxy 2 when it was first previewed. The dude directing this game only wanted to show the bare minimum in the trailers and demos we got. If the Underwater Stages (which I always though DKC did better than any other platforming franchise) are gone, what's replacing them? What new gameplay ideas are stepping in, and why haven't we seen even a hint of them yet? Is Nintendo even letting Retro be creative with this game? I know Nintendo is bizarre and paranoid when it comes to releasing footage early for fear of people "stealing" their ideas, but I can't see that coming into play with this game? It bothers me that what we've seen of this new Donkey Kong Country game is pretty much stuff we've seen before in previous iterations of the franchise. It had platforming AND swimming.ĭo you guys all hate swimming levels in 2D Mario games and wish they were gone, too? Aren't they like the exact same thing? Hell one of my favourite levels from DKC2 was one where the water level changed throughout the game. Yeah, some underwater levels were hard but that's the point, isn't it? To provide a challenge? I never felt ripped off like the levels were poorly designed or the controls were crap. It's just a different type of level to provide some variety to the game. To me the underwater stages were no different than the minecart levels or the barrel blasting levels. I don't want every level to just be right-to-left platforming. I'm surprised the underwater levels are so unpopular here. Are they going to introduce some new elements to take the place of underwater levels and animal buddies? If this is just DKC with less stuff, what's the point? They have do something different to make this stand out in comparison to the other DKC games. Stick with Tropical Freeze–-past the frustration, past the sometimes unfair deaths–and you will be rewarded for your efforts.I'm not thrilled about either of these changes. One world even has you work your way through a food processing plant, weaving past chopping blades and jumping over conveyer belts.įor every maddening, difficult level, there are 10 delightful ones. One level has you throwing sacks of water to extinguish path-blocking fires, while another has you attempting to navigate past the wiry tentacles of a giant octopus. Donkey Kong Country Returns: Tropical Freeze is a brilliant Mario-style game, one that constantly introduces new wrinkles to the gameplay in a way that reminded me of the excellent Mario Galaxy games.Įven in the world comprised entirely of underwater levels, Tropical Freeze consistently finds new ways to surprise. I probably would have shut the game off right then and there if not for the fact that traversing the level a second time provided another opportunity to hear the background music.īut these are exceptions to the rule. In another stage, after outrunning a giant spiky fruit, I jumped onto a platform that promptly collapsed, sending me tumbling to my death before I could even react. In one of these levels, sharks jump out of the background at you, but it is extremely difficult to tell when they're about to hit you. (Yeah, it's kinda like Flappy Bird.) It can be hard to tell where you are in relation to the level's obstacles. The biggest culprits are the levels in which you ride a rocket barrel and must control your altitude by holding and releasing the A button so you don't crash into various hazards.
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