Soleron said:
What did Retro actually DO with DKCR? Took the game as is from SNES, put a 'NSMB' coat of graphics on it that frankly anyone could, and came up with some good level design for it. That doesn't show the team is capable of really standing out. They could have got Artoon to do it. Or perhaps people's standards for what consitutes a praiseworthy studio are much lower now that the genre-defining studios of the past are gone, bought out or transformed? I understand liking a game because you like it. I don't understand why there's a need to build up these kind of narratives for developers. You're just setting yourself up for disappointment, or even worse not realising how much better things could be; not letting the dev realise they could put so much more in a game. |
I'm the first one to admit that DKCR had one serious flaw for me personally, which was having to shake the remote to roll. Terrible design choice IMO, but that's all it amounted to: A design choice that I didn't agree with. Nobody (well, almost nobody) can take away from the devs for the beauty and polish that went into the game from a technical aspect. For example, the fact that you attribute DKCR's graphical presentation to a "NSMB coat of graphics" is truly astonishing; NSMB Wii can't hold a candle to DKCR visually.







