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.
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.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.
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.
Did the game now got its deserved awards for the soundtrack? I beg that the answer is yes.
Na. I get the odd SFX coming through the rear channels, but for the most part they're completely silent.
fastest partner underwater.
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.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.
You can just fall off the track without jumping for that oneWoof, 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're not funky enough!
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.
Yes, I hate this boss right now..
It's the inventory option on the menu before you enter a level.Yes, I hate this boss right now..
How do I equip items from the Funky shop?
Thanks, guess I was just use to spamming through it by this point.It's the inventory option on the menu before you enter a level.
Bingo.
Oh yeah, this is a good one.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:
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.
:(
Ha!
Just finished the game. How do you play hard mode and select different kongs to play as?
guys I'm having one of my moments
guys hold me back
oh fuck I can't stop it
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.