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Anonymous /v/715661521#715676635
7/17/2025, 4:47:48 AM
In the last thread, an anon made a good point about the Japanese not getting K. Rool. This also ties into why Nintendo took so long with getting a game like Bananza out the gate: Specifically because DKC was entirely western, mainly British, there was a culture shock when it came time for the Japanese to make DK games. Rare's DKC games on the GBA and Diddy Kong Racing DS all broke a million...but every game developed by Namco, Paon and even Nintendo/Nintendo Tokyo failed to do so. Retro's DK games did break a million and more, but you can tell there was still a lack of Rareware charm, mainly the British wit and charm that was sprinkled in every element from the designs, names and so on. Nintendo also had a closer hand in Retro's DK games and it shows. Cranky isn't supposed to be playable, he's a shittalker. Making him playable misses the point completely and the lack of Engaurde in the water levels also show a different design philosophy, opting for more of a 'gameplay' style with an air meter and spinning depleting your air.

Not that the Rare DKC games didn't have gameplay in mind, but it shows that you need more than gameplay for a game to really stick out. Even the touches like K. Rool's gold armor and left eye showcases what you're dealing with.