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Hynad said:
Samus Aran said:

Pretty much every level in DKC: TF tried to change up the formula, very rarely were levels too similar.

Mighty No. 9 is 2.5D but it makes poor use of it. Original Mega Man was 2D because 2.5D games weren't possible during that era. I fail to see how that is the essence of Mega Man, sounds like a poor excuse to not innovate in the franchise to me. They could do a lot of crazy shit with back- and foreground interaction. Every level I played in the beta of Mighty No. 9 felt the same and that's not something you want in a game. I gave plenty of reasons, you just keep dismissing them without reason.

I can describe most levels in DKC: TF with just a couple of key words and you'd know what level I'm talking about. Let's test it out:

- Giant squid (or is it an octopus, no clue lol)

- Bouncing jelly

- Inside the beehive

- Fruit factory

- Rocket and cheese

- Hurricane alert

- Forest on fire

- Breaking ice

- Minekarts and... saws?!!

- Excuse me, but where is the floor in this level?

- Popsicle factory


And most of those don't change the gameplay in any way. Just the setting. But that's beside the point, again. The way the game looks has no bearing in why the dev had problem porting it. The game is coming out on the PS3 and 360 as well, and they seemingly didn't have any problem with those ports. So the way the game looks has nothing to do with the topic. You keep bringing this up over and over again. You keep bashing the game again and again. What for?

Simple, nothing on this game seems to suggest it would be hard to port to the Wii U, except lack of talent, experience or determination.

And you react to the setting, so it does change up the gameplay. It keeps levels from getting stale. Mighty No. 9 has that problem with regard to the levels I have seen.