Рейтинг@Mail.ru
Перейти к содержанию

Уважаемые посетители! Если у вас возникают проблемы с входом, регистрацией или сменой пароля, обращайтесь в эту тему (там можно писать без регистрации) с указанием где возникла проблема - на сайте или форуме.

Авторизация  
VLQ

Donkey Kong Country: Tropical Freeze

Рекомендуемые сообщения

Игра просто бессовестно крутая во всём, глаз радуется.

Поделиться сообщением


Ссылка на сообщение
Поделиться на другие сайты

[member='VLQ'], нифига себе полноценное расследование)))

Поделиться сообщением


Ссылка на сообщение
Поделиться на другие сайты
[b][member='ACE'][/b], у них все подобные видео очень крутые, вообще они молодцы.

Поделиться сообщением


Ссылка на сообщение
Поделиться на другие сайты
Единственное что напрягает - освещение, на уровне ps2 в 2013 эт некрасиво, смотрится как версия с wii в hd(((
В snes конгах было крутое для своего времени. Изменено пользователем /anty/

Поделиться сообщением


Ссылка на сообщение
Поделиться на другие сайты

[quote name='Dark_Ogr' timestamp='1371161020' post='3376023'] я без крокодилов как-то не в восторге. [/quote]

Права на них принадлежат Рейр, поэтому Ретро придумывают своих персонажей.  

Поделиться сообщением


Ссылка на сообщение
Поделиться на другие сайты

Ямамото рассказал как Дэвид Уайз оказался вовлечен в работу над саундтреком Donkey Kong Country: Tropical Freeze

Coming from a Siliconera interview with composer Kenji Yamamoto.

“I worked with David, many, many years ago, and have stayed in contact ever since. He’s actually a friend of mine. So, as we approached this particular project, he became available. So I picked up the phone and said ‘Hey David! You have some time? Would you like to help us out with Tropical Freeze?’ And he jumped at the chance. It was a coincidence that he was available at the time… he wasn’t prior [for Donkey Kong Country Returns] and we couldn’t be happier. (Tropical Freeze's soundtrack will be original) Yet, there will be some familiarities… you can hear that it is David Wise.”

Link

Поделиться сообщением


Ссылка на сообщение
Поделиться на другие сайты
Nintendo/Retro про разнообразие Donkey Kong, секретный персонаж в Tropical Freeze, на что способна Wii U, сложность
 

A portion of a USGamer interview with Donkey Kong Country Tropical Freeze producer Kensuke Tanabe, director Risa Tabata, and Retro Studios' Michael Kelbaugh.

USG: I’ve actually been playing the older arcade Donkey Kong games lately, just to go back to the roots of platform gaming and get a feel for that. Something that I find interesting about the Donkey Kong series is that it’s so mutable. There are so many different interpretations of it. Even if you look at the first three games, you have a platformer, and then you have a game about crawling vines, and then you have a shooter. There’s this incredible variety within the series. And then, on the other hand, you have the Donkey Kong Country games, which are very consistent, reliable platformers. How do you incorporate some of that legacy of unpredictability and dynamism into something that is kind of running off a set template?

MK: [to Tanabe] I’m glad you’re answering that. [laughter]

KT: Mario is like… Let’s give Mario as an example of something that’s very clear and defined. If you look at Mario here, you have a very clear distinction between 2D games and 3D games. The 2D side-scrollers are continuing in the New Super Mario series, and then you have games like Mario 64. You have Sunshine and Galaxy and Galaxy 2 and now 3D World. Those are the 3D world Marios, and then you have the 2D world Marios. There’s a very clear line between those two series.

Now, with Donkey Kong, it’s never been that clear throughout time. We went from 2D to 3D on the Nintendo 64 and the GameCube, and then back to 2D here. We had things like Jungle Beat, these experimental sorts of projects. Here, we said, "Let’s go back to 2D. Let’s try 2D," and set to reinventing the Donkey Kong Country franchise. In the end, it’s not like we’ve ever drawn a clear distinction between two types of games. We’re really looking at, "Hey, what do we have with our hardware? What does the marketplace want?" We’re adaptable. We can respond to those needs. We’ll come up with games that might incorporate elements from both sides.

...

KT: We’re thinking that we’ll probably add one more character. So we’ll invite you to go ahead and take your best guess as to which Kong you think is going to join us.

MK: Which one would you want?

USG: Hmm. I remember… what was his name? Kiddy Kong, the baby one, in the third game? Whatever his name was.

Translator: There was Funky, Lanky, Candy… We’re going to find out. We’re Nintendo and we don’t know this? What the heck is wrong with us? Jeremy, you’re a game journalist, what’s going on.

USG: No, I forgot to do my research this morning. [laughs]

KT: Well, since we can’t think of the name, you know it’s not that one. [more laughs]

MK: Or we’re hiding it very well.

USG: What do you hope to accomplish with this game and with the series? What experience do you hope to provide that people have never seen before?

RT: For myself, I knew that Retro was working on the rotating camera, but the first time I saw it, I believed it was on a micro-stage. I knew that the camera was implemented, but the first time I was able to experience it for myself, I actually went, "Whoa!" I was a little surprised. This is hypothetical, because I don’t remember exactly, but if picture looking at a roller coaster, if you watch a roller coaster from the side doing this, you’re going to get a completely different experience when all of a sudden you’re looking at the roller coaster this way and doing this. The difference that illustrates is one of the differences we’re bringing to the game with the camera.

KT: As I think you know, this series is known as a difficult series. For the fans of the series, I don’t want to betray that expectation of a real challenge. But of course, I want to make the game as accessible as I can to casual players, people who haven’t had an opportunity to try the series yet.

So one of the things that we’ve done is, we’ve taken a feature from the 3DS version of Donkey Kong Country Returns, which is the green balloon. We brought it back in this version. It basically allows the player, as you know, to fall to what is normally a loss of life. The green balloon lifts them up and they can place themselves where they want and let go. It gives the power to use or not use it to the player, though. Basically, we’re just providing a system for players who want to use it if they want to. They can go purchase this item in-game and use it, but of course they don’t have to. It’s just giving those people a chance to get into the game a little easier and make it more accessible. You have the standard Donkey Kong challenge for our veteran players who are really into it, and we’ve got some aids that are available for people who maybe aren’t as used to the series that will allow them to have some of the same experiences as other players.

MK: I think as well, just due to the capabilities of the Wii U… It’s quite a powerhouse. We’ve been able to do a lot of great stuff that we hadn’t been able to do before. A lot of translucency in the ice. The water is just phenomenal. A lot of the shading technology that’s new to the Wii U, a lot of the lighting. It’s quite a box. We’ve been able to bring some really nice visuals to it that we couldn’t before. I think people will really like seeing it in HD.

RT: Underwater is fantastic. You saw that Donkey Kong does the breaststroke? Retro was very picky about getting that animation just right. Not only does it feel very natural, it feels really good to be in the water. You get that sense of resistance from the water. It feels like you’re swimming. It looks great, but you also get that resistance. It’s a good feel. That’s something we didn’t have in the old Super NES games.
 

Full interview here

Поделиться сообщением


Ссылка на сообщение
Поделиться на другие сайты

многим не нравилось как использовано вий управление в оригинальном кантри ретурнз, но мне доставляло.

Надеюсь вийЮ пад задействует не менее оригинально.

Поделиться сообщением


Ссылка на сообщение
Поделиться на другие сайты

[quote name='VLQ' timestamp='1372379823' post='3411573'] It basically allows the player, as you know, to fall to what is normally a loss of life. The green balloon lifts them up and they can place themselves where they want and let go. It gives the power to use or not use it to the player, though. Basically, we’re just providing a system for players who want to use it if they want to. [/quote]

всё-таки сделают чуть полегче оригинала win.png

Поделиться сообщением


Ссылка на сообщение
Поделиться на другие сайты

[member='sport14'], это добавили еще в порт на 3дс. там настраиваемая сложность. четкие пацанчики врубают "ориджинал мод" :icon_cool:

Поделиться сообщением


Ссылка на сообщение
Поделиться на другие сайты

[member='Di'], я чур на ориджинал моде до середины, а дальше без меня, лучше сложность настрою, чем виимоут об стену разобью :gigi:  

Поделиться сообщением


Ссылка на сообщение
Поделиться на другие сайты

музыка действительно круче чем в первой части. Самая ожидаемая игра 2014

Поделиться сообщением


Ссылка на сообщение
Поделиться на другие сайты
[member='капитан пафос'], Кидди Конг?

банально,но было бы прикольно если бы был новый персонаж,а тем более размером с\больше конга

Поделиться сообщением


Ссылка на сообщение
Поделиться на другие сайты

Для публикации сообщений создайте учётную запись или авторизуйтесь

Вы должны быть пользователем, чтобы оставить комментарий

Создать учетную запись

Зарегистрируйте новую учётную запись в нашем сообществе. Это очень просто!

Регистрация нового пользователя

Войти

Уже есть аккаунт? Войти в систему.

Войти
Авторизация  

  • Последние посетители   0 пользователей онлайн

    Ни одного зарегистрированного пользователя не просматривает данную страницу

×