DivinePaladin said:
Most of your posts reek of it whenever you post anywhere but the Nintendo section. I won't go any further because I'd rather not get modded for pointing out a well-known fact of VGC.
As for the second part of your post, I'll reiterate, since you're clearly just restating what others have said on the Internet and not going off of experience, that only one set of minigames has problems working. That's Beaver Bother, and it's well-known to be the single worst part about the game. Others would argue that it's not that bad, but I am not others; those particular minigames are trash.
Moreover, the game is not meant to be a platformer at heart. It's meant to be a collectathon, the logical conclusion to everything Rare had made prior. In the 40 hours that DK64 is to 101%, I'd still say a good fourth or so of it is pure platforming of some sort, but it's an adventure game more than a platformer. In the same way that shooter fans call Prime a terrible FPS (which rightfully, it is), platformer fans going into DK64 expecting a platformer are gonna be upset. Both games are shoehorned into genres they don't belong in by critics when they're in more than just a cookie cutter genre.
I'll give you that the game can lack focus at times. Some would again argue that this is a benefit to the style, forcing the player to pick up the slack and remember where X character's bananas are and what to do with all five characters each stage. I'm not one of those people; at points, the game gets pretty goddamn tedious, at others it's a completionist's dream, sometimes both simultaneously.
To call the game terrible is to misunderstand the while point of the game. The game's quality depends entirely on the player's understanding of the genre itself. |
If you're going to insult/attack me then at least have the decency to risk a ban. I asked for examples, so give them. I'm much more inclined to report for cowardice than for someone insulting me. ;)
Even the Rare guys who worked on it said they overdid it with the collecting stuff. The game plays like a parody of Rare's work... The only problem is that it was actually made by them.
A game like that wouldn't go over well with critics and fans today. If they're going to make a new 3D DK platformer they shouldn't base themselves on some archaic game of the past.
Collecting stuff is all fine and dandy, but there needs to be more to a game. SM3DW strikes a nice balance between collecting and platforming. It's a game with much more polish than DK64.
Retro should just take the DKC formula to 3D: central hub world where you access every level where you can collect 4 .KONG letters and hidden puzzle pieces. When it comes to level design it should take inspiration from Mario 64 and SM3DW. What sets it apart from Mario platformers would be the dynamic and organic level theme. No artificial looking floaty blocks in my Donkey Kong. Levels could fall apart as you walk through them, like when you're being chased by a mad pack of rhino's for example. Or what about busting your way through a beehive when all of a sudden you fall down a honey filled slide where you have to avoid all kinds of pointy obstacles. Or what about surfting through a wild river with Funky Kong? It would work very much like the mine kart levels in the 2D games, but in 3D instead!







