The momentum system worked so well that even Mario should have learned a thing or two about how to give full control over to the player without jeopardizing anything, at all. Why someone would change the Super Nintendo DKC controls is beyond anyone's range of thought, it effectively is the climax of game mechanics in video-games. Still, they went ahead and added a whole new button to complexify a system so pure in its fundamental form. Customized button-sets are rarely anything groundbreaking these days, Retro Studios should have little to no problems adding up. Something so basic that should have been mandatory on the Returns. I had a really hard time with this since I would have chosen the D-pad over the analog stick but had to rethink my choice because using the shoulder buttons to run was too much of a hassle.Īt least this time around you can choose the mode and the movement type. Depending on which one you chose you could ONLY control with the analog stick or the D-pad. The 3DS version of DKC Returns was especially horrendous, you either had to set the shoulder buttons to perform the roll or the front upper ones. There were two main problematic aspects, the fact you couldn't set the preferred method while maintaining the movement type and how loosy the mechanics were set. ![]() The problem with the controls were half addressed in this sequel, though the road still feels long and treacherous. ![]() The base games were the most spectacular experiences anyone could have in gaming, these new ones aren't exactly bad in the new style they've chosen, but the controls ruin it nevertheless.Īt first it was the abysmal wiimote, then came the 3DS version, and we were certain the nightmare was real, unchanging. By now it shouldn't come as a surprise to no one but these new games don't really do the original Donkey Kong Country franchise its justice.
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