
Now it's possible I'm just missing something (so if I am please inform me), and I don't know if this started on DKC Returns 3DS, but there's an issue in DKC Returns HD for co-op where both players can no longer jump on the same enemy. In the original this allowed for both players to make precise jumps that required using the enemy for an extra bounce, in HD this is removed and can cause death in many instances, as the second player to jump on the enemy now passes right through it with no extra bounce. This can also throw off the synergy between the two players.
Another issue pertains to how grabbing now works, which has run (for alternative controls), grab, and combine all assigned to the same button. In the original to combine you had to simultaneously press up on the D-pad and the grab button, now it's just the grab button. This particularly screws over the Diddy player as many times the DK player will accidentally grab Diddy. This means the Diddy player may have to constantly dismount DK in order to play independently. This is not just a nuisance, but can also result in death (as shown in the video).
Unless DKC R 3DS first made this change, it was DKC Tropical Freeze on Switch which started this change to grab, so it has this issue too.
One way to make it less annoying is to play with modern controls so run is no longer a thing, and won't be yet another action assigned to that button.
I hope this post gets enough traction to reach Nintendo's ears so they can hopefully patch this. All they need to do is revert these things to how they were in the original releases (or at least make it an option)
I don't want this post to be seen as a "$60 for THIS CRAP?!?! Nintendo SUCKZ" angry rant post, I don't agree with destructive "criticism", what I'm saying here is constructive criticism. I believe in civil ways to relay our issues.
All I want is for these issues to be fixed.
by xXglitchygamesXx
28 Comments
Im not sure these are “big” issues but okay
Can we just appreciate for a moment what a high effort post this is? Text explains everything clearly and succinctly, plus a video for illustration (with footage from two versions of the game) with no fluff.
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For the enemy jumping issue, I would make sure to run tests on the exact same enemy (location and type). Could be something unique to enemies that walk and not enemies that fly?
THe game feels weird to play, it feels clunky and slow. unsure if its input lag or not but it just doesn’t feel very good.
So for those who have completed the originals; how big a deal is this change? Mildly annoying or literally unplayable?
I agree with OP. This should of been addressed before release. Nintendo needs to find the hardcore players to beta test these things so they can be identified and fixed before release.
The whole “same button to run and grab teammate” thing is an issue in Super Mario 3D World too. My boyfriend and I are constantly accidentally killing each other because of this.
I don’t understand why Nintendo doesn’t just use a different button for grabbing another player
Hopefully this gets patched?
The second issue feels like the [spin jump situation](https://www.youtube.com/watch?v=mmes5rhR-jQ) in New Super Mario Bros. U Deluxe.
Has anyone tried to hold down the right joystick on the start screen? Maybe a random Nintendo employee added the option and we don’t even know it
Team up and grab being the same button being an issue could be avoided if one is careful (It’s still annoying though). But both players not being able to bounce on the same enemy fundamentally breaks Co-Op, some sections where you need to bounce on an enemy become impossible to get through without one of the players having to die if they’re separated.
The small window for both players to jump on the same enemy was a genius move by Retro Studios to make Co-Op actually enjoyable, they are so dedicated to even the smallest details. On the contrary, Forever Entertaintment overlooked and broke so many of those small things while making the port to Unity. There’s a massive gap in the quality level between the two studios.
That jump was hard to judge tho, he was barely if at all above the enemy to bounce off him. Jumps are done in completely different situations and should both be on flat ground on a walking emery to judge properly
This is the kind of detail required for QA’ing in video games. You should start applying 😀
$60
Not a fan of any of these rehashed games. Feels super fucking lazy to me and they play like shit.
Unfortunately, unless there’s some serious gamebreaking bug discovered, I don’t see this game getting any future qol updates.
If the same issue with DKC5 wasn’t patched/corrected in the Switch, I doubt this one will be patched by Nintendo. Sad.
Nice try, diddy 😜🤣😭
I hope the right people at Nintendo see this!
I wonder if the first game was actually a bug and this is correct. It makes more sense to not allow two to bounce off the same enemy.
DK is favorite game ever but this new versions strees me out, those new mechanics are trash af, i also hate i have to keep druming the ground to do actions every map, in snes you had to do it once in a while just to get some barrel or coin, wasnt that bad
Did you try on the same enemy though?
The first issue can be considered a bug and not a feature of the original game.
10/10 for presentation
These are features not bugs – they justify the $60 price like Funky Mode did in Tropical Freeze
That’s pretty disappointing, did they even play test it?
Yeah this was driving me nuts while I was playing with my daughter. Every time I wanted to grab on to something I’d hang on to Donkey Kong instead.
It’s horrible game design to put these both on the same button. Even 5 minutes of co-op play testing should’ve revealed this problem.
Partner and I just gave up co-op 1/3 through Tropical Freeze and instead switch off every life/stage. So many gameplay elements – cannons, barrel jet, mine cart – are basically single-player anyway. Worked out well for us. We beat Tropical Freeze a week ago, then she ordered DKCR for us which we immediately hopped into.