Random Gaming Thoughts

Anything that is gaming related that doesn't fit well anywhere else
User avatar
dunpeal2064
Next-Gen
Posts: 5350
Joined: Tue Feb 01, 2011 12:55 pm
Location: Central Valley, California
Contact:

Re: Random Gaming Thoughts

Post by dunpeal2064 »

Yep, waggle to roll, and to ground pound, which you only do to get items.

Galaxy had more waggle and everyone loves that game.
User avatar
Stark
Next-Gen
Posts: 9585
Joined: Wed Jan 05, 2011 8:43 pm
Location: Wylie, TX

Re: Random Gaming Thoughts

Post by Stark »

Violent By Design wrote:Well, what are the flaws?
I beat the 3DS version and did a small write-up here: http://www.racketboy.com/forum/viewtopi ... 68#p848768.

One of the biggest flaws in my opinion is the reliance of the roll-jump in later levels to increase difficulty. This wouldn't be a problem normally, but I found the roll-jump very difficult to pull off consistently and this was even worse on the Wii, because you had to waggle to pull of a roll. Controls that are difficult to pull off consistently is not good design for a platformer. That sort of thing should be for fighters or games like God of War or DMC. Several of the latter levels in DK I had to use upwards of 25 lives to pass some levels and it wasn't because I was trying to go for a collectible, it was because the level was poorly designed.
Let strength be granted, so the world might be mended...so the world might be mended.
Violent By Design
Next-Gen
Posts: 1627
Joined: Tue Jan 10, 2012 10:23 pm

Re: Random Gaming Thoughts

Post by Violent By Design »

Stark wrote:
Violent By Design wrote:Well, what are the flaws?
I beat the 3DS version and did a small write-up here: http://www.racketboy.com/forum/viewtopi ... 68#p848768.

One of the biggest flaws in my opinion is the reliance of the roll-jump in later levels to increase difficulty. This wouldn't be a problem normally, but I found the roll-jump very difficult to pull off consistently and this was even worse on the Wii, because you had to waggle to pull of a roll. Controls that are difficult to pull off consistently is not good design for a platformer. That sort of thing should be for fighters or games like God of War or DMC. Several of the latter levels in DK I had to use upwards of 25 lives to pass some levels and it wasn't because I was trying to go for a collectible, it was because the level was poorly designed.

I thought the roll jumps felt very smooth and good when you did them, as for actually performing them, I didn't think it was very hard. It takes a level of execution/concentration, but comparing it to a fighter is strange. I mean maybe some people just are not good at the game, it certainly isn't a cake walk, but I don't know about implying that the controls are broken.
Violent By Design
Next-Gen
Posts: 1627
Joined: Tue Jan 10, 2012 10:23 pm

Re: Random Gaming Thoughts

Post by Violent By Design »

I never beat the game btw, but I have gotten quite far in it, so there could be levels you're referencing that I haven't gotten too.
User avatar
dunpeal2064
Next-Gen
Posts: 5350
Joined: Tue Feb 01, 2011 12:55 pm
Location: Central Valley, California
Contact:

Re: Random Gaming Thoughts

Post by dunpeal2064 »

Roll-jumping was super easy on the Wii. You flick your controller once, and jump. The roll animation is so long that you have several frames to jump. It never felt inconsistent to me, which is why I am always so baffled to see people slam this game specifically because of that. Some of the later levels require near-perfection to get the KONG letters or beat the speed run, and I was able to match the required perfection with no problem.

What levels were poorly designed, assuming you don't just mean every level that requires a roll-jump? I found the levels in DKC to have better design than the other DKC games by far.
Violent By Design
Next-Gen
Posts: 1627
Joined: Tue Jan 10, 2012 10:23 pm

Re: Random Gaming Thoughts

Post by Violent By Design »

dunpeal2064 wrote:Roll-jumping was super easy on the Wii. You flick your controller once, and jump. The roll animation is so long that you have several frames to jump. It never felt inconsistent to me, which is why I am always so baffled to see people slam this game specifically because of that. Some of the later levels require near-perfection to get the KONG letters or beat the speed run, and I was able to match the required perfection with no problem.

What levels were poorly designed, assuming you don't just mean every level that requires a roll-jump? I found the levels in DKC to have better design than the other DKC games by far.
That's how I felt. The rolls are very long. It's not like you have a tiny window to jump in order to execute the roll jumps.

You're given a lot of space and time to do them, actually you are given more room than the visuals would suggest frame-rate wise.

As for the actual motion control, like every Wii game, a lazy flick is all that is required.
User avatar
Stark
Next-Gen
Posts: 9585
Joined: Wed Jan 05, 2011 8:43 pm
Location: Wylie, TX

Re: Random Gaming Thoughts

Post by Stark »

dunpeal2064 wrote:What levels were poorly designed, assuming you don't just mean every level that requires a roll-jump? I found the levels in DKC to have better design than the other DKC games by far.
Yeah, I don't mean every level that requires a roll-jump, I don't even mean any level that even has that. I mostly mean when you have to roll-jump, land, roll-jump again. Then there are those where not only do you have to pull off the above, but lava is rising or something is crashing down behind you. It's beyond frustrating. A lot of the rocket barrel levels are extremely unforgiving too and when you add that mistakes on rocket barrel or cart levels is instant death, it's just insane. Make that for a harder difficulty, the normal should be like if you get hit by an enemy, you lose a heart and flash for a bit.
Let strength be granted, so the world might be mended...so the world might be mended.
User avatar
dunpeal2064
Next-Gen
Posts: 5350
Joined: Tue Feb 01, 2011 12:55 pm
Location: Central Valley, California
Contact:

Re: Random Gaming Thoughts

Post by dunpeal2064 »

You do lose a heart when you get hit?

Unless you mean lose a heart when you fall down a pit... in which case, what platformer actually does that?

And yeah, all that frustrating stuff you listed, I would list as reasons the game is superior to most hold-your-hand platformers. The game is pretty tough and actually kills you. I'm so sick of games that can't kill me. One point we do agree on, the game is unforgiving. I just don't think its unresponsive controls that cause this, but a well-designed game that doesn't let you cheese your way through.
Violent By Design
Next-Gen
Posts: 1627
Joined: Tue Jan 10, 2012 10:23 pm

Re: Random Gaming Thoughts

Post by Violent By Design »

Maybe the 3DS version is different, but in the Wii version you do not get killed in one hit.
User avatar
dunpeal2064
Next-Gen
Posts: 5350
Joined: Tue Feb 01, 2011 12:55 pm
Location: Central Valley, California
Contact:

Re: Random Gaming Thoughts

Post by dunpeal2064 »

In fact, with Diddy, you don't die until you take 4 hits. And after 2 hits, if you can find diddy again, full health. You can also pick up hearts by ground-pounding stuff.

I have never played the 3DS version.
Post Reply