The main difference between Super Mario and Donkey Kong Country could be summarized as proposed by Miyamoto exercise: the first can be completed without getting a single currency and, by contrast, in the second it is impossible. We can articulate the idea otherwise. The enjoyment in Super Mario lies in how much fun it is to move the character, in Donkey Kong Country , on the contrary, in the collection of objects and level design.
Although the conceptual distance between the two franchises decreased with time-on New Super Mario are 3 special coins per level and the art direction of Donkey Kong Country Returns lost the distinctive air of 3D graphics prerrendereadas and design Gregg Mayles- Tropical Freeze preserves and reinterprets the key aspects of the series. For example, mechanics removed the useless blowing Returns and introduced 2 new characters, Dixie and Cranky Kong, expanding the possibilities of movement, however, we must understand what these additions mean in the context of the franchise. In Mario levels are a great excuse-for-a platform to enjoy the unprecedented ability to move character, while in Donkey Kong Country represents the quintessence of the game: the characters make sense only to the extent that they can interact with objects, enemies , lianas, mine carts, animals, flying rockets, bonus scenes, the KONG letters, puzzle pieces, etc.. It is no accident that Super Mario impose a time limit to complete each level (forces players to quickly traverse the world), while in Donkey Kong Country it all the time we want to explore and find all the items and bonuses in each stage.
This explains perfectly why there are levels that are designed to Donkey accompanied by another character. For example, the ability to Cranky (bouncing on the floor on his staff) will be very useful in areas where there are knives on the floor and it is practically indispensable Diddy for certain letters or puzzle pieces in some scenarios. Again, everything goes according to the environment. The real star of Donkey Kong Country has always been the context. In Tropical Freeze notice this design decision in a similar way as with Donkey Kong Country Returns : background break into the foreground, there will levers you can pull to produce different effects in classic scenes carts mine stage fall about you, you will change between the planes of the levels, and so on. All this is accentuated in the scenes where you get on a rocket to propel you press A, I noted with satisfaction that a section should stay within the space formed by a slice missing on a rotating cheese.
Nintendo pursuing a clear development system with its franchises. Responsible for Tropical Freeze are Kensuke Tanabe as a producer and, not least, as director Risa Tabata. In 2002, when the Grand Retro Studios released Metroid Prime , Tabata had just turned 1 year having joined Nintendo. She never considered a hopeless player (thought that would take the company to do clerical work), but for Metroid Prime 3: Corruption played the role of assistant producer. This means that she humanities student-practically learned to develop games as they assisted in creation. Is the most important lesson that drew from all those years working with Tanabe and Retro Studios? Imagine how the players feel in different situations is essential to produce a successful outcome.
Tropical Freeze clearly expresses this design philosophy in each of its levels. Thinking about the feelings that players should experience in each scenario, I think, was the touchstone of game development. This time, instead of traversing a single island, travel to several. Each has a particular theme. On this line, each level represents the development of a different idea. No repetition of perceived instrumental concepts in the design of scenarios: a level perhaps should carefully calculate my jumps between sheets which were propelled penguins blowing on trumpets, another would jump between lianas or descend quickly by zip. Also, the worlds backlit Donkey Kong Country Returns are back and are accompanied each (not tell you how many there are), your own dose of original dynamics.
The title is an impressive creative display. But that would not work without a proper pace. Fortunately, Tropical Freeze does not waver too much on this aspect, I can really imagine the developers paying special attention to carefully dose the platforming sections, interaction with the scenario and mechanical characteristics of each level. However, sometimes your life negatively affects the rhythm and reduces the feeling of reward.
Do not be fooled: the difficulty of the franchise has not changed much with this release, but the introduction of more control points definitely affects the experience. I mean, usually, the scenarios are so long that their main dynamic change to be different from the start (you can start jumping between platforms and end up slipping on the back of Rambi a cavern collapses, for example), this causes, if you have the misfortune to lose a life, the feeling of playing several different levels glued one longer. Cohesion, then, is possible only when you finish the first pass.
At first, I was disappointed in the ease of the first worlds and the speed and ease with which accumulated lives, a pair of islands then I realized why the game had been so vehement. Although I did not experience the classic simian rage this franchise can raise until it was well advanced, the title boasts an acceptable balance of defiance against frustration. However, if you run into trouble completing some level, there is always the possibility of purchasing an item to Funky’s Fly ‘n’ Buy, a store where you have access to each island. If they played the 3DS version of Donkey Kong Country Returns quickly identify the items for sale: you can buy extra lives, extra hearts and even random figures obtained in a mechanism that will remind many Super Smash Bros.
As faithful companions of this complex proposal platforms, we have the triumphant return of David Wise (one of the original composers of the franchise) and distinguished participation Kenji Yamamoto (one of the main responsible for the music of the series Metroid ). Along with arrangements of classical tracks SNES games, we wonder how music Horn Top level 2-3 or 2-5 Hop Alpine Incline. The art direction in general is satisfactory. In particular, I would like to praise the enemy design and clear visual language (a penguin with a horned helmet is a clear sign not to jump on it).
Although the presentation is not as spectacular as that of Rayman Legends , the way Tropical Freeze weaves visual concepts with dynamic gameplay is superior. Moreover, and although at first glance is not apparent, each level hides interesting details such as woodpeckers with hats for the cold bore the background trees in certain scenarios or a gramophone that played when hit Simian Segue. The game system is an accurate amalgam indispensable elements.
From new characters introduced until slight modifications in the control and the ability to modify its type regardless of whether you use the directional cross or analog stick, Tropical Freeze is a much stronger and richer than its predecessor to offer Wii (also is a pleasure to leave behind the Wiimote and use instead a Wii U Controller Pro). Perhaps simply remove the mechanical Kong POW, which is, once you’ve filled a special bar, make a move with your partner to eliminate all the enemies on screen and replaced by a specific object (in Diddy transforms lives Dixie in golden coins and Cranky) hearts. I think this addition is superficial compared to the rich range of possibilities offered, for example, the companions of Donkey Kong, vehicles or Rambi the rhino.
Another section well done are the heads; exhibit caution when similar levels design, as each one feels unique and confronts the player with new mechanics as the battle develops (wisely choose the character that will accompany them!) . I will not pass any details on them, so they’ll have to trust me when I say we are one of the best aspects of the title. On the other hand, low water levels are back and are accompanied by a mobility which inevitably causes a slight frustration, but ultimately are a welcome respite from traditional levels.
In the cooperative mode, up to 2 players can share the adventure. Developers, fortunately, did not succumb to laziness of putting 2 identical characters, but implemented different for each movement. For example, Dixie can hit the floor with her ponytail and shoot the jump, but instead can only shoot Diddy. Cranky, moreover, yields dentures. Furthermore, each of the additional characters can effect its distinctive maneuver in the air.
There is also the possibility of uploading Donkey’s shoulders, as if it were the single player mode, and shoot enemies. Unfortunately, the camera when playing co-op is not well implemented, it is only one player, rather than expanding to fit taking 2 if not left behind or ahead. We also acknowledge the possibility of using from the Wiimote to Gamepad only the Pro Controller or Wiimote with Nunchuck as control options. Experience, unfortunately (and levels in which you control a mine cart or rocket are proof), it is not intended for 2 players. In terms of content and duration, I can tell you it took me about 18 hours to finish, but completed almost all levels with the KONG letters, so that someone who just want to pass the title probably takes about 12 or 14.
However, this must be added that several scenarios hide alternate routes, and Time Attack mode, which is to try to complete a level in the fastest time possible and compare the result with friends and Miiverse. Donkey Kong Country: Tropical Freeze is a treasure island, will require a relentless attention, patience and sense of wonder, but the rewards will be great to conquer. An anecdote from childhood Stevenson summarizes the efforts and simple spirit of this title.. “He never gave up on the task pursuit of happiness-the imposed Began to preach his gospel as a child did not allow even his father mocking his toy sword. ‘I say,’ exclaimed, ‘the sword is golden, silver scabbard and the child who has it is quite happy.’ “By playing Tropical Freeze guess what the developers wanted to provoke Me: stoke a burning thirst for happiness.