It’s too bad that the multiplayer mode doesn’t “zoom out” at times instead of letting one of the players get lost off screen (New Super Mario Brothers Wii is a good example of this feature), and I think maybe giving Donkey Kong a half flutter-jump (kind of like what Yoshi does) would help even out the jumping abilities he and Diddy Kong have. I haven’t tried very many of the “time trial” level challenges, but I had to guess, the rolling could get frustrating during them. Although it would have been nice to be able to choose between different controller configurations, it’s not impossible to get used to the rolling feature. Personally, I think this game has a few problems with the remote shaking features, but this may be because I played the original Donkey Kong Country games for so long. As a result, it’s easy to recommend to any Wii owner, whether they grew up with Donkey Kong or not, as a must have game. The new features and mechanics work well enough, but the game overall works so well because there haven’t been any drastic changes to the original formula. Should’ve stuck with the system from the original series, ‘tighter’ and better. ![]() It can be fun, but more often someone’s unintentionally griefing. Holding the Wiimote on it’s 3cm-thick side and trying to coordinate button presses and less-than-ideal ‘waggling’ isn’t comfortable nor as precise as you’d expect for a platformer. Okay, okay – include motion controls to justify it being on Wii, but please give me the option to play with a GC or classic controller. Controls are irritating and uncomfortable. They were good fun, disappointed they were missing. Instead of the (unintentionally, I’m sure) slow/boring levels I would’ve preferred deliberate underwater levels, what with there serenity’n’stuff. No issues with the difficulty but that being said, there are a few things I didn’t like: Level design is awesome, soundtrack is great and lots of little jokes hidden throughout had me constantly amused.
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