NotLiquid

One Winged Slayer
Member
Oct 25, 2017
36,209
guys I'm having one of my moments



guys hold me back

oh fuck I can't stop it

HhCr9ZN.gif
 

PlayBee

One Winged Slayer
Member
Nov 8, 2017
6,148
After replaying this I'm actually hoping Retro is making another DKC. Awesome if it can be as good as TF. Incredible if they can make it even better.

I wish there was a definitive version of DKCR cause I want to replay it now. The best option is emulating the Wii version so I have have 4k 60 fps and remap the controls, but I'd still miss out on the 3DS levels.
 

srtrestre

One Winged Slayer
Member
Oct 25, 2017
19,181
Finally done with chores. It's all Tropical Freeze from here on out, ALL DAY ER DAY
 

Weiss

User requested ban
Banned
Oct 25, 2017
64,265
So now that I'm in the last world I do believe this is straight up one of the best platformers in recent memory but I do have some niggles with it.

- I hate how heavy Donkey Kong is.

- The roll always seems to stop right before I hit an enemy.

- I don't like how the other Kongs are just power ups, especially since without them Donkey Kong feels really handicapped.
 

Xtortion

One Winged Slayer
Member
Oct 25, 2017
6,953
United States
So now that I'm in the last world I do believe this is straight up one of the best platformers in recent memory but I do have some niggles with it.

- I hate how heavy Donkey Kong is.

- The roll always seems to stop right before I hit an enemy.

- I don't like how the other Kongs are just power ups, especially since without them Donkey Kong feels really handicapped without them.

Rolling isn't really meant for attacking unless you have a partner to enable infinite use of it. DK solo is actually very agile if you make liberal use of the roll jump.
 

1000% H

Member
Oct 25, 2017
4,639
I dont agree with the boss fight complaints. Having checkpoints between within the fights themselves would eliminate all challenge. They already give you a partner barrel so you start off with 4 hearts, and then during the battle itself theres multiple opportunities to get hearts. I also feel like decreasing the bosses health would trivialize them. Each cycle integrates new and increasingly complex attack patterns to learn so its not like youre fighting against the same thing. The boss fights are designed to test your skill, and if you dont mess up and do the fight perfectly, they actually do down pretty quick.
Also, I'm pretty sure you're guaranteed a heart from hitting the boss if you only have one left so as long as you can survive "a" cycle you can keep on living.
 

Robin

Restless Insomniac
Member
Oct 25, 2017
3,551
Rolling isn't really meant for attacking unless you have a partner to enable infinite use of it. DK solo is actually very agile if you make liberal use of the roll jump.

Yep. What Xtor said, although one of my own slight nitpicks is how can be a bit more difficult than it maybe should be to execute a good roll on a tight platform.
 

coconut gun

Banned
Nov 1, 2017
682
The thing I like about the bosses is that they're built in such a way that if you're quick and don't fuck up, they go by pretty fast. Like you can cycle the Owl boss into his final phase really quickly if you don't miss any opportunities to hit him.

I particularly like the second phase of the Owl where you have to hope on enemies and throw one at his face. You can get 2/3 hits needed to phase him in the first barrage of enemies if you don't miss anything.

I hear the complaint that they're long fights and I can empathize with that, but I really do like how the length allowed Retro to build in a way to speed run bosses that have phase swaps every 3 hits.
 

NotLiquid

One Winged Slayer
Member
Oct 25, 2017
36,209
The thing I like about the bosses is that they're built in such a way that if you're quick and don't fuck up, they go by pretty fast. Like you can cycle the Owl boss into his final phase really quickly if you don't miss any opportunities to hit him.

I particularly like the second phase of the Owl where you have to hope on enemies and throw one at his face. You can get 2/3 hits needed to phase him in the first barrage of enemies if you don't miss anything.

I hear the complaint that they're long fights and I can empathize with that, but I really do like how the length allowed Retro to build in a way to speed run bosses that have phase swaps every 3 hits.
Being able to blaze through most obstacles if you're snappy enough in general is a rare talent Retro pretty much perfected in the game and is something you can see throughout the entire design process.

Just like how DKC2's levels were meticulously crafted primarily around it's secrets it feels like the way bosses and levels act in this game were almost built around how you can speed through them. It's still pretty amazing to me that the platforming can be this meticulous yet be structured in a way that takes heavy advantage of DK's weight and momentum in speedrunning capacities.

The same way the bosses seem to cycle through obvious patterns, and yet you can take advantage of those patterns to build your own shortcuts within the game play. It only sticks to formula when doing so is in service of enabling the player's flexibility.
 

Robin

Restless Insomniac
Member
Oct 25, 2017
3,551
Woof, just grabbed the secret exit in Sawmill Thrill, took me awhile to figure out how to time my jump off the track, but I finally got it after seven or eight attempts. Also one attention to detail I really find lovely is how Funky's shop is given a unique exterior for each world.
 

Dad

Member
Oct 25, 2017
532
Woof, just grabbed the secret exit in Sawmill Thrill, took me awhile to figure out how to time my jump off the track, but I finally got it after seven or eight attempts. Also one attention to detail I really find lovely is how Funky's shop is given a unique exterior for each world.
You can just fall off the track without jumping for that one
 

entremet

You wouldn't toast a NES cartridge
Member
Oct 26, 2017
65,904
Anyone playing this game as Funky and Donkey concurrently? I have two save files going.
 

WestEgg

One Winged Slayer
Member
Oct 25, 2017
14,051
Reading this thread is convincing me I need to dig out returns as soon as I'm done with Tropical Freeze.
 

David Sr.

Banned
Feb 27, 2018
740
There is a lot to love about Returns even in the wake of Tropical Freeze, here's a random assortment of bits that make me still think "this game!"

- In World 1 the path diverges between the tree top stage and sunset shore, notice that the tree top stage takes place within the same timespan and sunset just over in the jungle and not by the shore since the stages are effectively being booked as Kong's chosen route through world 1, basically our first moment of Retro map based time progression seen a lot more in TF

- The one two punch of Stormy Shores and Tidal Terror in World 2

- Mast Blast in world 3 is one of the best stages in the series for playing out a sense of progression, you constantly move towards the background starting from the ruins/jungle, to the beach and then to the ships on the ocean. Few stages share its style and the ship areas have a structure of design seldom seen in the rest of the game.

- Bombs Away and Grip N' Trip, jesus fuck, adrenaline pumping minecart, the set piece at the end of bombs away when the track breaks off, phwooooooar.

- World 5 beginning the killer run of 5-6-7, pure platforming arse platforming galore.
From here it would just be me gushing about various stages in these worlds.

I will add another pretty good point about that in-game narrative we all love in our TF but was also present in DKCR, and that I barely see mentioned:

In 2-3 Peaceful Pier you are chased by some pinchy pirates that, at the end of the level, try to get you by shooting the anchor of the ship with the cannon. However, the shot misses and the anchor gets nailed to something that forces the ship to violently stop and get behind you:

8fEdmoA.gif


Some levels later, in 2-5 Blowhole Bound you find a poor sad whale that has been trapped by something sticked to its blowhole that... whelp, yes. It's the very same anchor from the very same ship, that at the end of the day it appears that it actually did hit something with the shot.

19ni9Ol.gif
 

Gartooth

Avenger
Oct 25, 2017
8,440
Just got 100% on Funky mode with using him the entire game. Yeah Funky immediately made the game a cakewalk. Being able to stack power ups in the middle of a level also causes a lot of the challenge to evaporate.

I did die quite a few times, but a lot of that was intentional (ex: retrying to get a KONG letter) or because the design of the specific level doesn't bend as well to Funky's moveset and power ups.

I can see the merits of this addition for less skilled players as without Funky mode the game could be an unbeatable obstacle, but for myself I plan to stick to Original mode for future playthroughs.
 

TheIdiot

Banned
Oct 27, 2017
2,729
How can you grab barrels while rolling forward? I see people do it on time trials but I can't seem to replicate it.
 

Chacranajxy

Member
Oct 29, 2017
905
Y'know, it's crazy. I played the shit out of this game 4 years ago, but even now, I'm continually just more and more impressed with each level by how damn good this game is. This is still my favorite platformer ever.
 

Nocturnowl

Member
Oct 25, 2017
27,336
Just unlocked hard mode, I can tell I never play the secret seclusion stages because they still trip me up, 5-K platform problems? oh I ace that first time, levitation station? more deaths than any other stage.
Also that stage smells, probably the most unpolished one of the lot /salt.

Game is still the platforming GOAT, bonus rooms are still tedious poo that make the otherwise enjoyable puzzle piece hunt a pain.

Now to check out the Xtortion RttP for DKCR

What is this gif from?

hero academia, I think
Bingo.

I will add another pretty good point about that in-game narrative we all love in our TF but was also present in DKCR, and that I barely see mentioned:

In 2-3 Peaceful Pier you are chased by some pinchy pirates that, at the end of the level, try to get you by shooting the anchor of the ship with the cannon. However, the shot misses and the anchor gets nailed to something that forces the ship to violently stop and get behind you:

8fEdmoA.gif


Some levels later, in 2-5 Blowhole Bound you find a poor sad whale that has been trapped by something sticked to its blowhole that... whelp, yes. It's the very same anchor from the very same ship, that at the end of the day it appears that it actually did hit something with the shot.

19ni9Ol.gif
Oh yeah, this is a good one.
And of course said crabs are the world boss as well, it all comes together.
 

Stairouais

One Winged Slayer
Member
Oct 25, 2017
2,928
France
I put so much pressure on the buttons, i'm afraid to play this game undocked. I fear I'm gonna break the joycons in half.
 

Chris87

Member
Apr 22, 2018
57
This fugly face boss is garbage

Did that one a bit earlier and it took a few attempts!

The one part that kept getting me was when he goes really big and tries to trap you. With most of the bosses you can develop a strategy that will get you through any given phase unscathed. On the occasions that I got through that section without getting hurt it was always more by luck than judgement!
 

WestEgg

One Winged Slayer
Member
Oct 25, 2017
14,051
Getting to the end of Frozen Frenzy with Cranky to get the secret exit just took me way more attempts than Bopopolis or any of the temple levels combined.
 

NeoBob688

Member
Oct 27, 2017
3,878
First time playing, great game.

I wish it was possible to make the music louder in handheld more, like in Xenoblade 2.