TTLG|Thief|Bioshock|System Shock|Deus Ex|Mobile
Page 1 of 2 12 LastLast
Results 1 to 25 of 27

Thread: Donkey Kong Country: Tropical Freeze

  1. #1
    Member
    Registered: Aug 2002
    Location: Maupertuis

    Donkey Kong Country: Tropical Freeze

    I bought this on Renzatic's recommendation. While grabbing this game, I discovered that there is a 3D platformer on the Switch starring a goddamn fox, called New Super Lucky's Tale. Self-control was required.

    Yeah, DKCTF is damn good. I think you could call it a "spectacle platformer," in analogy with spectacle fighters like Bayonetta. The levels flow rapidly from setting to setting, often with a flashy setpiece in-between, and the sheer number of settings in a single level would be enough to populate entire worlds in other platformers. From the very first level the collectables and hidden areas were a challenge, in marked contrast to Nintendo's 2D platformers, which take quite some time before they offer you challenge of any kind. However, the sheer variety of collectables means I had to consciously suppress my desire to fully clear levels before moving on. Even going over a level thoroughly, on my first try I'll still typically only two thirds of the puzzle pieces.

    The controls feel better than the original DKC trilogy, though some things still feel unintuitive. I don't have a sense for the range of the grab or ground slam, and I'm still not used to the fact that hitting enemies with the roll speeds you up. I found that the game has "Wile E. Coyote physics," which I always appreciate, meaning that for a moment after you fall off a ledge you can still jump. At first I looked askance at the variety of consumable items to help with beating levels, but by the end of the game I may be less dismissive of the idea.

    I'm starting a separate post so I can feel less awkward burbling about the game. Sometimes it takes me a very long time to finish a game, and this way I can come in and make silly one-sentence observations without feeling bad about cluttering up another thread.

  2. #2
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    Just don't play the DKC on the DS. Terrible.

  3. #3
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    Glad you like it!

    Quick protip: if you want to see all the levels in the game, the only collectibles you need to worry about are the KONG letters. The puzzle pieces are just for the 100%'ers who want to get all the action figures and fill the art gallery.

  4. #4
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Quote Originally Posted by Anarchic Fox View Post
    While grabbing this game, I discovered that there is a 3D platformer on the Switch starring a goddamn fox, called New Super Lucky's Tale. Self-control was required.
    Luckyís Tale was a free Oculus Rift launch title. A bland platformer whose only remarkable feature was that it was in VR. New Super Luckys Tale is a non-VR spinoff of it, which exists... for some reason. I donít think youíre missing much if you donít get it.

  5. #5
    Member
    Registered: Apr 2001
    Location: Switzerland
    Mark Brown of Game Maker’s Toolkit talked about it in a recent video. I don’t always agree with him on games that are less systems-focused, but this game lives and dies by its systems and they are as generic and mediocre as they come, apparently. It’s the kind of game that well-meaning parents might get their kids because there’s a cute cartoon animal in it. I only played the VR version, but I didn’t finish it. Even the VR angle didn’t make it worthwhile. It’s not just mediocre but aggressively mediocre.

  6. #6
    Member
    Registered: Aug 2002
    Location: Maupertuis
    But... fox. Okay, I'll resist. It's not like there's a shortage of fox games on Steam.

    Thanks for the tip, Renzatic.

  7. #7
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    There's a demo for New Super Lucky's Tale on the eShop. I wasn't too blown away when I played it, but your mileage might vary on it.

  8. #8
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night

  9. #9
    Member
    Registered: May 2004
    Quote Originally Posted by Anarchic Fox View Post
    The controls feel better than the original DKC trilogy, though some things still feel unintuitive. [...] I'm still not used to the fact that hitting enemies with the roll speeds you up. I found that the game has "Wile E. Coyote physics," which I always appreciate, meaning that for a moment after you fall off a ledge you can still jump.
    Um... was that no so in the original games also? I only played the first two and it was a long time ago, though.

  10. #10
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    Once you're finished with DKC, there's also Yooka-Laylee and the Impossible Layer, which is just about as good. The one nicest thing about it is how the overworld map isn't a series of nodes that you jump between, but an actual explorable world in its own right, complete with puzzles and light platforming challenges.



    Though I DON'T recommend picking up the original Yooka-Laylee, which I found to be incredibly boring.

  11. #11
    Member
    Registered: Aug 2002
    Location: Maupertuis
    Quote Originally Posted by Starker View Post
    Um... was that no so in the original games also? I only played the first two and it was a long time ago, though.
    I don't remember. Maybe if I returned to the original trilogy now I'd like the controls, although nothing would make me accept the tiny field of view.

    Thanks for the extra recommendations, Renzatic. Though I wasn't kidding about my Steam library -- I just went to count, and found I had 11 fox games there.

  12. #12
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    Starker is correct. That gameplay wasn't in the original 3 DKC games on the SNES.

  13. #13
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    I just fired up the original DKC in BSNES. You could gain extra air by rolling off a ledge, and jumping just a split second after you leave the ground. Thing is, you had to roll. If you just walked off, you wouldn't be able to jump midair.

  14. #14
    Member
    Registered: Aug 2002
    Location: Maupertuis
    A great deal of care and passion has been put into the scenes of Donkey Kong punching boss animals.

  15. #15
    Member
    Registered: Jul 2002
    Location: Edmonton
    Quote Originally Posted by Renzatic View Post
    Glad you like it!

    Quick protip: if you want to see all the levels in the game, the only collectibles you need to worry about are the KONG letters. The puzzle pieces are just for the 100%'ers who want to get all the action figures and fill the art gallery.
    That is a good tip! I've had this game for maybe a year now but haven't gotten very far in it, partly because, well, it's difficult, but also because it feels like there's an overwhelming number of collectibles. I'll focus on the KONG letters now.

  16. #16
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    Glad to be of help.

  17. #17
    Member
    Registered: Aug 2002
    Location: Maupertuis
    The owl was a long, tense ride. Somehow I beat it my first try, yet felt as drained as I do after a Dark Souls boss.

    Now, three monkeys are kicking my ass. It's Sekiro all over again.

  18. #18
    Member
    Registered: Aug 2002
    Location: Maupertuis
    I beat the monkey. Ahem.

    At first, I thought the recent 2D Mario games compared unfavorably to this one in every way. I see an exception now. There are many places in DKCTF where you will die if you simply do not press a button long enough -- the autoscroller sections come to mind. In many other places, death is only one mistake away. This never happens in the Mario games, where every death requires multiple mistakes in succession. This makes the Mario games easier in general, but it does hold for their harder parts too, and it's a way in which the 2D Marios are superior to DKCTF.

  19. #19
    Member
    Registered: Aug 2002
    Location: Maupertuis
    There's a truism that water levels are bad. Or at best, they're worse than the remainder. The exceptions that come to my mind are games that are entirely water levels, like Aquaria and Subnautica.

    DKCTF has an entire world of water levels. What the hell. Then it has a water level boss. I had to set the game down for long intervals, but thankfully I'm now through. Anyway, I'm not going to go for secret levels, just the main ending, so that means I can stop stressing out over KONG.

  20. #20
    Member
    Registered: Aug 2002
    Location: Maupertuis
    World five down. Its theme was delightful, and the boss fight was very fun, though I admit Donkey Kong was in the wrong.

    The companion system is... kinda terrible. You grab a barrel near the start of the level, and now you have twice the health plus an extra ability. Then, you die at a checkpoint with no barrel, and the level becomes more than twice as hard. It's making me wonder whether the entire notion of temporary powerups in platformers is a vestige of the early days of console gaming, better off discarded.

    In most games I can't achieve a state of flow, but platformers are an exception. I'd characterize the best hardcore platformers, like Super Meat Boy, Jumper and Celeste, as ones which require you to achieve a state of flow in order to advance. After the first two worlds, DKCTF became a game that punishes me for feeling flow. Every time I stop proceeding cautiously through a level and start to feel like I can improvise responses to its hazards, I die. Then I'm back at a checkpoint (likely without a companion), having to creep through the level to beat it.

    I have no doubt that there's a level of skill beyond which flow becomes possible again, but I'm not willing to invest the effort to attain it, when the middling skill level is so painful.

  21. #21
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    I liked the water levels alright. They weren't the best in the game, but they were a helluva lot better than most water levels you see in other games.

  22. #22
    Member
    Registered: Aug 2002
    Location: Maupertuis
    That's true.

    Anyway, something strange happened: I'm having nearly as much fun on World 6 as I did on the first ones. Partly it's because the level design improved, and partly because I quite like levels that force you to keep moving. I may have also passed a skill threshold while grinding World 5, and realizing that Dixie Kong's L+R golden hearts stack (up to eight hearts!) made play much easier. So, my final opinion won't be nearly as negative as I thought.

    That being said, World 6's autoscroller is miserable garbage.

  23. #23
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    You didn't like Juice World? I thought it and Matterhorn World were the best bunch of boards in the game.

    ...I dunno if those are their official names, by the way. That's just what I call them.

  24. #24
    Member
    Registered: Aug 2002
    Location: Maupertuis
    Juicy Jungle had my favorite theme, favorite bossfight, and second-least-favorite level design, after the water world. Its levels were frequently flow-killing.

  25. #25
    Member
    Registered: Aug 2002
    Location: Maupertuis
    Finished about a week ago. The last world was quite fun, except for the wretched autoscroller. The boss fight was fun too. I tried one of the postgame levels, but it was beyond my ability.

    I figured DKCTF would have a beautiful speedrun, and sure enough, there is one. Within seconds of watching it I learned a technique I hadn't known, bouncing off the surface of the water while rolling. Cranky Kong is fastest, and some of the boss techniques are nuts. The last worlds were difficult enough that I could rarely pause to admire the setting, but the speedrun let me do so.

    I enjoyed the game much more than I did the original trilogy. I'm grateful that the last world was better than four and five, so that I didn't sour on the game. I'll play the next entry in the series, most likely. If the developers tossed out the autoscrollers and improved the companion mechanic, the result would be one of the best platformers out there. For now, the game still values aesthetics over gameplay, like its grandfather.

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •