![]() The game was designed only for 16:9 display, but the following Gecko codes will remove the borders from it to allow proper display based on the Wii settings: When the Wii Aspect Ratio is set to 4:3, the game will add black borders to the top & bottom of the screen to remain in 16:9. There is a high definition texture pack for Donkey Kong Country Returns on the Dolphin forums. It got to the point where I felt like you essentially HAD to die the first time at some obstacles to even get what the hell was going on and that's just frustrating.There are no reported problems with this title. I really like difficult games actually but I nearly quite during the Cave map after blowing something like 14 lives on one level. The rest, not so much, but as you said, I guess they realized it and fixed it in that port. I don't think hitting the ceiling or one of pickaxe moles for example should be an insta-death, but should use the newly introduced two-heart system, it makes no sense to me.įalling off the rails, sure, insta-death, I get that. It's just that they're extremely difficult to me and additionally punishing with how the checkpoints are dolled out in them. To clarify, I don't dislike the actual level design in the barrel and cart stages, I think it's great. I need to try again with the nunchuk possibly. I really just wanted to play it like the SNES titles and this was as close as I got I suppose. I have a nunchuk, yeah, but found that even more awkward. Overall, the game still manages to be really likable despite me wanting to throw the f'ing TV out of the window on occasion. Yes, it must be mentioned twice for good measure. I can't stress enough how much I utterly loathe mine cart and rocket barrel levels due to their hair-ripping difficulty. I feel like nothing was added to the fun factor by relegating important moves to this gimmicky implementation and rolling especially suffers and feels imprecise. The game gets so hectic and difficult in parts with many actions having to be performed quickly in succession that the whole 'oh shit I meant to blow not roll into the abyss' if I don't come to a complete stop is getting tiresome. I'm playing with the horizontal controller setup, as in NES style without a nunchuk, and the motion-actived moves are pissing me off massively. I used to love the weather effects and moodiness of those. EDIT: The atmosphere found in the SNES titles isn't nearly as present. Why is Diddy not playable and essentially just a jetpack with extra lives? Odd. The difficulty spikes for these are off-the-charts for me as I seem to have no real issue with the regular platforming maps. I've come to physically dread seeing a goddamn mine cart and/or rocket barrel upon entering a level at this point and almost quit the game during the Cave map. Mine cart and rocket barrel level difficulty. EDIT: Soundtrack, and sound design in general, is great. Challenging default difficulty (*keep reading here as well). Feels quite charming and inspired overall. Smooth and precise BASIC controls (*keep reading). ![]() Cool art design and I'm a fan of the graphics and look in general. Truckloads of well-hidden secrets and challenge rooms. ![]() Holy shit is the level design generally fun and creative. We're currently about 60% to 70% through I suppose so I figured that's enough to get the conversation started and throw out my impressions thus far: Somehow, we never picked up DKC3 but I guess that's a bit irrelevant. To give some background, both myself and my lovely wife loved DKC1 and 2 back in the day and have replayed both several times in the past few years. So my wife's cousin dumped a few Wii games into her lap recently and much to my surprise Donkey Kong Country Returns was in there, a game we've both been meaning to properly play for ages.
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