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Donkeykong underwater music
Donkeykong underwater music










donkeykong underwater music

I don't want to speak for him, but he wants the player, once they buy the game, to experience surprise and joy. Tanabe is that he's very, very concerned about the player. Retro: One thing I've learned in working with Mr.

Donkeykong underwater music series#

And then a boss fight, to show people what to expect and to remind them of what's come in the series before. Just a nice beach front to sort of set the scene. The mine carts that are so iconic for the series.

donkeykong underwater music

Additionally, I felt like as this is sort of the debut of the game, keeping it pared down to elements that people would remember fondly and things that were representative of the series itself. The first is that I want to make sure that people are surprised and delighted when they play the final version of the game - when they get that production version in their hands and there's all these great things for them to discover for the first time. And so what I decided to do was really keep things pared down, for two reasons. People wouldn't be able to get through it. Tanabe: Well, the thing is, if I was to put together an E3 demo that had all of the stuff that I wanted to show people, it would be huge. Tanabe, "Can we show this? Can we show this?" (laughs) He can tell you more about his thinking on that. There were a half-dozen things that we were asking Mr. Was there anything that maybe you were ready to show, but because of time constraints you couldn't? Anything you'd want to talk about? IGN: When you were putting together the demo for E3, I'm sure that you were mulling over what to show and what to hold back. If this doesn't give you hope, nothing will. I thank it too that first trailer barely showing anything only to later have the shnitzel surprised right out of me. That worried me quite a bit, but then the game came out and boom we were all head over heels. I remember all of us thinking, unless Yoshi was in a screen shot no one could tell the games apart. That makes me very happy, again I am reminded of Galaxy 2 when it was first previewed. The dude directing this game only wanted to show the bare minimum in the trailers and demos we got. If the Underwater Stages (which I always though DKC did better than any other platforming franchise) are gone, what's replacing them? What new gameplay ideas are stepping in, and why haven't we seen even a hint of them yet? Is Nintendo even letting Retro be creative with this game? I know Nintendo is bizarre and paranoid when it comes to releasing footage early for fear of people "stealing" their ideas, but I can't see that coming into play with this game? It bothers me that what we've seen of this new Donkey Kong Country game is pretty much stuff we've seen before in previous iterations of the franchise. It had platforming AND swimming.ĭo you guys all hate swimming levels in 2D Mario games and wish they were gone, too? Aren't they like the exact same thing? Hell one of my favourite levels from DKC2 was one where the water level changed throughout the game. Yeah, some underwater levels were hard but that's the point, isn't it? To provide a challenge? I never felt ripped off like the levels were poorly designed or the controls were crap. It's just a different type of level to provide some variety to the game. To me the underwater stages were no different than the minecart levels or the barrel blasting levels. I don't want every level to just be right-to-left platforming. I'm surprised the underwater levels are so unpopular here. Are they going to introduce some new elements to take the place of underwater levels and animal buddies? If this is just DKC with less stuff, what's the point? They have do something different to make this stand out in comparison to the other DKC games. I'm not thrilled about either of these changes.












Donkeykong underwater music