I been having too many problems with compadibility with games. Some games like angry birds refuse to run properly but I had toki tori and edge run perfectly. I rad robot unicorn attack run perfectly but became unplayable after an update :/
So let me get this straight, a constant run, barely any skill platformer is proof you can do platformers on mobile?
sorry, I strongly disagree
Barely any skills? Really? Well someone can do some amazing linguistic gymnastics out their chocolate starfish.
While this game does sound rather good, how does it sound better then Origins?
Them's fightin words
C'mon bro, Rayman games can get tricky, if it's a good transposition there's definetely some "actual skill" involved.
Great review, this looks good.
Me too, I loved Rayman Origins, but DKCR had much better aerial movement and a quicker, more controlled feel, even with the dreaded waggle-roll (which wasn't really that bad).
Although it's a toss up as to whether the final falling-steampunk-castle level from Origins or the first secret level from DKCR wins the award for the best platforming level in years.
More on topic, considering the several levels in Origins that pretty much required constant running (all the treasure levels for example) I can certainly see how it would translate particularly well to an auto-runner for mobile.
I pity those who are so allergic to motion controls that they'll refuse to give a damn good game like this a chance.
It definitely would have been better to give players the option to map that move to a button on the classic controller, but with a little physical dexterity and practice, it's easy enough to pull off the shake move with precision and proper timing.
But even without going to those lengths, I still very much think that DKCR is the superior game. I wish they were coming up with a sequel...
But I'll take Rayman Legends in the mean time. :-)
This comes from a gamer who shares a strong passion for platforming games. I mean I own a copy of every side scrolling Mario game with the exception NSMB 2, and a copy of every side scrolling Sonic game, as well as games like DK Country, Aladdin, Bubsy, Hook, etc.
That's not to take away from the many other fine platformers that have come along the way, but Origins really is just that well crafted with beautiful animation, smooth gameplay and hella fun multiplayer.
I'm just gonna be the dick who blatantly states that 'mobile gaming will never live up to console gaming' which is really a crock of dooky as well (it's quickly drawing more support as technology improves). I just hate mobile gaming because a phone was meant to be used for communication purposes, not gaming (imo).
I've given the game a chance, and the nature of the input is just wholly unappealing to me. Gameplay is my most revered tenet when playing a game, and when an important command is forced onto an unenjoyable input, that really tarnishes my experience.
The controller is the interface between a player and their game, and the facilitator to my enjoyment. When that interface blemishes the experience, similarly to how a chain is as strong as its weakest link, my entire experience is lowered.
To illustrate my point with hyperbolic example, with a little practice and physical dexterity, banging my head on the wall to squash a bug is easy enough... but that doesn't mean I want to do that, especially not in a genre that's hugely defined by its precision-based inputs. The previously existing method of input, physical button pressing, is unarguably more precise, and intrinsically less frustrating. The verdict of the 'quick shake/waggle' is that it's either not a big deal or a game breaker. That sounds like a terrible replacement for the tried and physical buttons - and that's also how I generally feel about touch controls (which is why I hope this has Xperia Play support!).
I've had zero issues with the shake-to-roll in DKCR, but then again I've only played through the first world. Maybe the rest of the game demands more precise roll timing or something.
@revrevolution
And game consoles were meant to only play games without the hassle of PC shortcomings, but they are multimedia hubs with digital content and they require patches and updates. Things happen.
And if you are upset about playing games on an iPhone, use the iPod touch instead. That way, you won't actually be playing on a phone. Problem solved.
If I know you as much as I think I know you based on what I've gleaned from your writing, I'd bet that if you attempted to do all the time trials in DKCR, you'd wish that there was an option to map "roll" to a button.
Also, I agree that a game like this (Jungle Run) is a stunning example of how you can make classic gameplay language work with new mediums. That being said, I am hoping for a PC port (or a 3DS port, for that matter), because I'm never going to have a cell phone.
"I wouldn't call the motion controls in DKCR "waggle". A quick shake is more like it."
Sorry, but that's the very definition of splitting hairs. Incidentally check out 'waggle' in the dictionary:
'v.intr. To move shakily; wobble: waggled down the steps.'
I assume you mean that it didn't bother you and I have to say that I tend to agree with you. The shake to roll has only given me a couple of issues, so it doesn't bother me too much. That said it's unnecessary and would be better served by button presses (at least as an option).
I have not attempted time trials, no. I'm sure its something that I could adapt to with little frustration. As someone who has owned a Wii since the beginning and was never as bothered by most motion implementations as others have been, I see such controls as nothing more than skills that need to be honed in order to perform flawlessly.
It stands that DKCR is a modern platforming classic. If you ever play it and 100% it, I still bet you'd see the lack of a button for "roll" as a poor design choice.
Also, if Stealth thinks that there is no skill to the new Ubi Rayman games somebody needs to get that man a spoon so he can eat my ass.

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