Saturday, 14 August 2010

Review: Dragon Quest IX (DS)

I’ll be honest. I’m a little biased towards the Dragon Quest games after my experiences with Dragon Quest VIII, a game which I would highly recommend playing to anyone with a forlorn looking PS2 and 60 hours of spare time. Dragon Quest VIII had charm, a captivating story and a fantastic, albeit it traditional, battle system. Dragon Quest IX seems to have taken these qualities and to myself, and several of my colleagues, become the best RPG on the DS console.

It’s difficult to say why. The game itself seems to have very little in terms of game play mechanics that differentiate it from the other Japanese RPGs the DS offers. The reason for this, I would suggest, is because it does everything that a traditional JRPG would do, very well.

The graphics are outstanding for a DS game; in cut scenes the characters’ faces can be seen clearly and do not appear too pixilated. When in battle there is a huge amount of detail visible, both on the monsters and on the equipment worn by your party. The only time I noticed that the graphics on the game were disappointing was whilst playing on a DSI XL console, when the pixels on the characters were blown up to make the appearance of everyone and anything appears very ‘blocky’. Having said that, I do not own a DSI XL myself, and this has been the only game I have tried it on, so I cannot definitively say whether this is due to hardware or software (hardware unfortunately – Dave).


The battle system is very simple and easy to navigate. The player will choose from several options, allowing either a basic attack, or the chance to cast a spell, to use a special ability (which are not over-powered and are situation- specific) or to use an item. You can also build up a character’s ‘tension’ over time to finally unleash a super charged move that can deal massive damage. This feature is useless in standard battles but is often a successful tactic in boss battles, allowing a bit of variation in the play.

You start the game with a default class or ‘vocation’ as they are known in Dragon Quest IX. As a minstrel you are rather akin to a Jack of All Trades which allows you complete freedom in choosing your fellow comrades later in the game. There are a number of character classes in Dragon Quest IX, beginning the game with the options of the Warrior, Mage, Priest, Thief, Martial Artist and Minstrel, but later able to unlock several additional classes. You are able to change your original character’s role about 10 hours in to the game but the level of your character is dependent on the vocation, meaning that each time you change any of the parties roles, they will start at level 1 again (unless you have previously levelled that vocation). This adds an additional level of strategy into the game as you have to think carefully about whether you have members of the party of a high enough level to support your level 1 ranger until they have gained much more experience.


At the beginning of the game you are able to design your character, choosing features such as your height, hairstyle and colour, eye shape and colour, and name. Later on you are able to choose an extra 3 companions, who you can either design yourself or accept predesigned characters created by the game. Every time you equip a new sword or a new robe or piece of armor the appearance of your character will change to reflect this. For me this resulted in hours of playing around with outfit combinations to get my characters looking as well dressed as should befit the hero of the mortal realms.

After you have created a hero you are thrown head first into the story, and learn that you are from a race of guardians, tasked with protecting the mortal world. You acquire a lovely set of wings and a halo but sadly and inevitably as in all JRPGs things start to go wrong, and the hero is cast down to the world below, loses their guardian status, and is gifted with a quest to build benevolence and thanks in order to get back home.


As with most RPGs there are a huge number of side quests that upon completion allow you access to rare equipment, weapons, items, or unlock additional job classes for your characters. This adds a great deal of play time to the game, as you set off to all four corners of the earth in a hunt for 3 rabbit tails, with the knowledge that upon completion you will receive that new shiny helm. Added to this is an achievement system that awards you new titles every time you hit a significant point. For example achieving rank 1 in sword skill, or taking part in 500 battles. For many players of JRPGS this adds to their already burning desire to have every piece of equipment or learnt every skill available.

The story is traditional, but this is in no way a bad thing, and the wit and speed with which the story transgresses means that you become captivated with the game’s plot. However due to the multiplayer ability built into the game, your own party results in 4 created characters with no personality whatsoever. There is no dialogue between your own character and your party members, and even your own character seems to have no personality. It is therefore very difficult to feel any sort of emotional attachment to any of the created characters. This is a shame because when it comes to the NPCs in the game, you often feel emotions when some evil befalls them. I do not wish to ruin the game for anyone but one sub storyline made me genuinely sad (One word, Coffingwell).

The multiplayer option in the game is excellently integrated. One player acts as a host and up to 3 friends can join in on their game. However they are not limited to simply following the host around, but instead can explore much as they can on their own game. There has even been the inclusion of blue chests that can be opened by the non-hosting players, as well as by the host when they return to single player. If the host requires assistance, other players can jump to their aid after a summons, which pulls them straight into the host’s current battle seamlessly.


I would highly recommend this game to any fan of the JRPG or even to anyone who is looking for a good game to get their teeth into this summer. Although some might consider the battle system slow moving, or the game play too similar to other games available, the game has bucket loads of charm which will captivate anyone willing it to give it a chance. Now, I need to go and hunt down some slimes to complete my set of slime armor…

VERDICT: 9/10

Mary Antieul, Contributor

Thursday, 12 August 2010

PlayStation Phone Emerging?

Over the last few years there have been a few rumours doing the rounds singling out a potential link between the PlayStation brand and the mobile Phone. Many still believe that in order to truly succeed, as well as compete against the iPhone and DS casual market, that the PSP2 will effectively double up as a mobile phone and a lead gaming device, offering all the usual gaming and multimedia functionality on the go along with the ability to make calls.

Today, Engadget is reporting that Sony may well be planning to release a new mobile phone that not only has some serious gaming potential, but also that it features the prominent PlayStation branding firmly on its design. The new smartphone, currently in development at the Sony Ericsson wing of the company, is reportedly powered by the Android 3.0 operating system, and features a version of the Snapdragon SoC (system on a chip) running at 1GHz.

The device is speculated to have graphical capabilities somewhere in the region of the original PlayStation (PSX) to that of the PSP, and Sony are said to be interested in bringing existing franchises such as God Of War, Call Of Duty and Little big Planet to the system.

Apparently, the design of the phone is similar to both the Samsung Captivate and the PSPgo, featuring a panel that slides out to reveal the controls used for gaming. A d-pad and action buttons were mentioned, along with some shoulder buttons and a touch pad to replace the analogue nub found on all versions of the PSP. The device will also feature a 5 megapixel camera, and the overall screen size is estimated to be between 3.7 to 4.1 inches.

An October release date was said to be possible, which means that the device would arrive to market long before the PSP2 and provide Sony with a reasonable alternative to Apple’s domineering platform.

Interestingly, the phone is said to be labelled with the Xperia brand, although the PlayStation branding will also make an appearance. Could this be part of a unified branding strategy across all Sony platforms?

It definitely looks that way. However, having two devices with the strong PlayStation branding could very well split the market, with some wondering whether or not this phone is a proper successor to the existing PSP, or simply an extension of the brand in a different form. Certainly, it isn’t the PSP2, as rumours from other sources have already confirmed that it is being worked on independently from other mobile projects, meaning that this new smartphone is more of an extension of the whole PSN and PlayStation branding concept revealed by Sony a while back.

Saying that, the report also mentions Google, and the company's plan for a new 'ecosysyem' with Sony, so maybe this is only part of their original strategy.

Perhaps the biggest question that needs answering right now, is how this device will fit in the grand scheme of things with Sony’s own PSP2, and the PlayStation platform in general – something that isn’t apparently clear to us at the moment, and certainly makes little sense given the likelihood of the PSP2 emerging shortly.

Either way it is clear that the company sees incredible value in the space Apple currently occupy, and are looking towards this new cross branded phone as a way of entering that market.

Wednesday, 11 August 2010

Tech Report: Kinect - The Latency Question


There has been much talk about the high latency surrounding the Kinect, along with the heavy burden caused by the additional CPU usage that is needed to run the more complicated Kinect games. However this doesn’t have to be the case, and recently in an interview with CVG, Blitz Games and chief technical officer, Andrew Oliver revealed that they have developed a way around the limiting latency factor.

“There are various technologies involved. Some people are using a skeletal system, and it takes a little bit of time to calculate. It’s only a split second. We're actually using a different masking system, which can tighten things up. But this is all software-based, so where some people might see some little cracks, they're easily fixable by software. That is, the camera fundamentally works and gives you the input; game designers are running forward in a completely new area and learning this stuff. It's like any console. The first few games will look like nothing compared to second and third generation.”

He then elaborated on the question of how much lag can we expect to see using their approach, and how cleaver coding can almost eliminate it.

“It depends on what technology you're using. I have seen a few games with a bit of lag, but that is the software choice of the creators; they've programmed it a certain way, and they'll come up with new techniques. We will tighten and tighten it. There doesn't need to be a lag. We can get it down to maybe two frames behind, which is pretty insignificant; you won't notice. We're just learning new tricks. Ours is pretty tight.”

His comments make for interesting reading. Although we have always known that it was down to software in determining how the image is processed, we had no idea that the system in place was so flexible, that the developers can choose what data they want to use from the Kinect.

Ultimately, the way that Kinect works will always produce some lag, even if it is just a very small amount. There is no way around this. The device still needs to provide data to the Xbox 360 console in the form of a depth map, plus RGB camera image, whilst also performing basic set up routines with the sound sensor, before then transmitting it down the USB 2.0 cable to the machine, all of which results in a small amount of fixed lag.

In addition there is more lag added on top of this when the data gets processed by the 360 console. The amount of lag which takes place here depends entirely on how the developer chooses to interpret, and in turn use the data. They may choose not to use the RGB camera layer, instead simply relying on the depth map information, or they could just bypass any skeletal tracking altogether, thus saving on overall processing time but also resulting in lower latency but a more basic motion tracking system as a result.

Indeed, what we now know is that it’s the developer that decides which parts of the system to take advantage of. In effect they can choose to you all, or none of the above tracking methods according to what kind of experience they are looking to create. This means that they could produced a fairly basic game not too dissimilar to something you’d find on the Eye Toy, but with minimal lag. Or something which uses the full extent of the full body tracking available when using the depth map plus RGB camera image combined, resulting in a highly accurate and advanced experience, just at the expense of having noticeably more lag.

For project at Blitz Games they seem to be towing the line between the two. Although we can’t be sure as to how much complex data they are choosing to discard, we do know that to get the overall latency down to one or two frames, that you’ll effectively need to scrap most of the depth map information and forgo advanced skeletal tracking. Essentially, pairing back the image processing down to a bare minimum of what the Kinect can do, whilst also trying to maintain some of it’s more trademark features.

Having a less laggy system is always preferential with regards to any control system in gaming, whether that be a standard control pad or a motion-tracking camera. However, in this case finding a cleaver solution to the issue might also negate some of, or most of the additional features that the Kinect provides over other motion controllers.

You could argue, that what is the point in getting the lag down to one or two frames when you are having to cut back on many of the things which in essence makes Kinect so special. If you’re not going to be doing motion tracking, and just taking advantage of the standard RGB camera then why bother to use Kinect at all. Especially when a simpler solution such as the PS Eye could well be enough to handle the type of software you are trying to create.

So, assuming that Blitz Games aren’t using any kind of depth buffer at all for their title, then Ubisoft could easily convert the game over to the PS Eye with minimal issues. Effectively, if you’re only using a full-colour video stream to create image information for processing then you can do the same using other basic camera systems, thus defeating the point of using Kinect.

However, it is likely that the depth buffer is being used in some way with regards to determining specific object tracking with the final image, even if it isn’t as fully featured as the system used in Microsoft’s own titles. The depth buffer provides valuable information allowing you to single out certain objects for tracking without having to isolate them from an entire full colour image in order to pick out the specific parts in which to track. Using the depth buffer for this purpose would also cut down on the amount of processing that needs to be done. Again, highlighting another plus point for reducing latency with Kinect whilst still taking advantage of some of its advanced features.

All this is simply based on an assumption on what Blitz Games are using with their custom software solution. But without knowing exactly which parts of Kinect they are using, and to what extent, it’s a fairly moot point at this stage. Although it does beg the question of whether it is actually possible to produce a nearly lag-free experience when using any kind of advanced body tracking features with the device.

One thing we can say for sure though, is that titles featuring low latency are probably not using the skeletal tracking system, and that titles which have a noticeable amount of lag are. It’s really that simple, though not in terms of getting the low latency solution to really work effectively.

For Blitz Games solution they have taken to using the GPU of the Xbox 360 along with performing some less strenuous calculations on the CPU. So far most titles we’ve seen use the CPU to do most of the work, and according to Oliver doing it this way can be pretty slow in comparison.

“Well that's interesting, because obviously if you're trying to run your game and look at these huge depth buffers and colour buffers, that's a lot of processing. And it's actually processing that a general CPU is not very good at. So you can seriously loses half your processing if you were to do it that way. We've found that it's all down to shaders, but turning a depth buffer into a skeleton is pretty hardcore shader programming. What you tend to do is write all your algorithms, get it all working in C++ code, and then work out how to now write that in shaders.”

What he’s describing here is how the team at Blitz Games are effectively doing all the depth map processing and skeletal tracking on the GPU using customised shader routines.

“The GPU on the Xbox is very powerful but we've all only been using it for glossy special effects. A really good example of this is Kinectimals, as the most intensive thing that you can do on a GPU is fur rendering. So that GPU is doing all the fur rendering, and I can guarantee that it's also doing a lot of image processing too. It's brilliant that the Xbox has a really good GPU and can handle both these things, but actually writing that shader code to do image analysis is hardcore coding at its extreme!”

Like we mentioned earlier having the GPU handle the processing of all the image data from the Kinect can be incredibly difficult. Although the GPU definitely appears to be more suitable for such a task, it’s just that writing code to take advantage of that requires looking at the problem from outside the box. Now while this is pretty commonplace in PS3 development, on 360 it’s a far rarer occurrence. However it seems that for anyone looking to provide a different Kinect experience, that’s exactly what you will have to do.

Certainly, from the comments coming from Blitz Games’ Chief Technical Officer we can expect titles using the GPU to not only have lower latency, but also retain some of the advanced skeletal tracking feature specific to Kinect. Oliver describes how he and his team are already working within two frames of latency, which should translate roughly to around 132ms lag on top of what your HDTV is already adding to the signal.

Comparatively, top titles which run at 30fps, such as Halo3, are displaying 100ms of lag on top of your HDTV processing delay, and Sony’s own Killzone 2 is said to feature at least 150ms on top of that also. By contrast many first-party Kinect titles are operating at 200ms plus input lag.

When looking at these numbers it is clear that having around 132ms lag in a best case scenario is actually rather good, and is inline with what we expect from most ordinary games running at 30fps. Even Criterion Games’ Need For Speed: Hot Pursuit exhibits at least 100ms of lag at present, with the developers hoping to reduce that down to below the 90ms mark.

Playstation Move also operates within the same basic threshold, with the system capable of delivering games with only around 1 or 2 frames latency; that’s around 66 to 140ms lag on top of your HDTV. This means that through a custom approach to processing data, Kinect is more than capable of matching the Move’s higher numbers with regards to latency.

So, what has become apparent today is that games specifically created for Microsoft’s Kinect don’t necessarily need to have high levels of latency, with the overall complexity of the motion tracking method used signalling just how much lag will or won’t be present.

This also means that there will be a correlation between the kinds of games you can expect to have high latency on the Kinect to the ones that don’t. Titles which use the full potential of the device’s advanced body tracking capabilities, such as yoga or fitness games, are also the ones which will feature noticeably more lag. However, they will also be the ones to really demonstrate how different Kinect is compared to other motion control solutions.

Replicating your movements and translating them to your TV screen accurately is exactly why most people will be buying a Kinect, regardless of the latency. If the experience provides something far in excess of what was possible on the Wii, or on PS Move to the same degree, then it won’t really matter all that much.

What does matter however, is that developers have finally confirmed that they do indeed have a solution to the problem. Performing image analysis on the GPU is clearly said to be faster than MS’s own CPU solution. Plus, there’s always the choice of circumventing some of the full-body tracking in order to use a simpler system whilst still taking advantage of the device’s ability to generate a depth map.

In the end gamers will be sold on Kinect not simply by how much lag they encounter, but by the types of experiences on offer. And if those experiences do indeed manage to bring something fresh and innovative to the table, then adjusting to a little lag here and there isn’t likely to influence their decision to jump in. So, whilst the device might not be suitable for the types of ‘core’ gaming experiences we know and love, that’s not to say that other ones which can possibly cater to those, and casual users, won’t in turn come along and provide the best of both worlds with regards to low latency and advanced body tracking.

Ultimately, it’s going to take one or two years to really see the benefits of this technology, and like when learning new console hardware for the first time, cracks and small niggling issues are going to have to be worked out. Perhaps fittingly, this is also a statement echoed by Blitz Games, who believe that the kinds of experiences that you’re going to be getting in second or third generation of software will be far over and above what we are currently seeing today.

All that’s now left is for developers to really spurn their creativity by fully taking advantage of the various coding tricks and optimisations they’ve learned. And of course, for Microsoft’s marketing department to convince people that Kinect is really worth that £129 price of entry.

Monday, 9 August 2010

Eyes-On: Kirby's Epic Yarn

Kirby has always been one of those secondary Nintendo characters, playing the lead role behind the likes of Mario, Link and Samus Aran. But he’s also always been the more unique fellow of the bunch, and individuality as they say will get you far. So far in fact that after nearly twenty years and as many games he’s still going strong, and still playing second fiddle to other Nintendo heroes.

Some things never change, though with Kirby that should be re-written to some things always change, given the character’s unique shape-shifting abilities and power to use these multiple forms in the most unlikeliest of ways. The culmination then is with Kirby’s Epic yarn, a highly stylised platform adventure that is perhaps on first impressions almost as magical as the wondrous Super Mario Galaxy.


But let’s not get ahead of ourselves here. This is still a Kirby game, and in many ways closely follows the blueprint laid down for the series way back in Kirby’s Adventure on the NES. However Epic Yarn also looks like becoming one of the most imaginative straight up platform titles to date, which is something that is undeniably represented by the game’s unique art style and all round bubbly, happy feel.

Everything from Kirby himself, to the various foes he meets, the colourful vistas in the background, and the whole environment is covered in a fabric-like look. This look is initially somewhat similar to the paintbrush effect found in Okami, or the hand-sketched appearance of the world found in Yoshi’s Story on the N64. However, rather than being soaked in a lavishly painted or pencil drawn style everything looks like its been created from various types of fabric; a blend of cotton, wool, and other various textiles from cross stitch patterns to knitted designs all make up every single piece of the game’s unique visual appearance.

But this isn’t just an artsy graphical effect, instead this is something that is completely interwoven with the foundations of the gameplay and make up of Kirby’s world. As our squishy little friend bounces around the environment, platforms contract and expand, just like when you sit down on your sofa, or rest on a cushion in real life. This gives the game a kind of floaty feel to it - something that connects the art style to what we experience in reality, and in turn sucks us deeper into the experience.


Another nice touch is the how the use of zips, when pulled, reveals pathways to new areas throughout the stage, or how tugging on a thread dislodged from a piece of the background scenery opens up a door allowing Kirby to teleport into other parts of the level. You can also find openings which seem to take you behind the scenery itself, leading to concealed loot and other stuff to collect. It’s pure genius and just what you’d expect from the minds at Nintendo.

These elements shown off so quaintly in the gameplay footage I’ve witnessed so far really adds to the tangibility of a world made from various fabrics, with everything reacting as you’d expect, but also creating a real vibrancy and magical touch to things. Seeing Kirby transforming into a car for example, and watching him bounce across the screen in a completely un-realistic fashion but in a way so inexplicably natural in the context of the game world that it immediately takes hold of you, makes you almost fall in love with the concept on offer here, even if some of it isn’t particularly original.

Outside of the bouncy environment and beautifully realised fabric-inspired world, Kirby himself also has some neat little textile touches of his own, such as when he attacks enemies by whipping them with an arm made from what appears to be a woollen thread, or how instead he latches onto them before rolling them up into a little ball ready for throwing.

These little abilities make Kirby feel like he is part of the fabric nature of the world itself, and also allows the developers to try out new things in unexpected ways making the your time spent with him equally refreshing. It’s undeniably cool, and is just one of the many inspiring elements the game has to offer.


Like in previous titles Kirby can also once again transform into various objects, changing both shape and size gaining new abilities as he does so. However, unlike before he does this without needing to gobble up the various enemies he encounters instead having these abilities from the get go.

In Epic Yarn these powers are activated with either a single touch of the attack button when in certain areas - such as when Kirby is immersed in water thus immediately turning into a pink submarine - or in others by simply tapping a combination of the d-pad plus the attack button on the Wii Remote when in the air or on the ground. Doing this I’ve seen Kirby change into a car and a helicopter, each providing our pink friend with the means to complete his quest and unlock new areas and secret passages.

Simplicity is the key here, and according to Nintendo all the main actions can be performed by using just the d-pad plus the 1 and 2 buttons on the Wii Remote, with motion control being used just for specific abilities and not as the main way of doing things.


What’s cool about the way this is done is that you now have far more choice as to how you approach certain situations, and how you avoid potentially fatal encounters. Of course, some of Kirby’s abilities are restricted to when he is in certain areas of the environment; for example he can only change into a submarine when immersed in water, or turn into a parachute when falling in the air from a ledge rather than when jumping up off the ground.

Also to make things easier still (though hopefully not too easy) Kirby’s Epic Yarn is said to take a more relaxed approach to difficulty, being more of a smoothly calm challenge than a mountainous struggle for survival. I guess you could say that it is rather soft like its fabric-inspired exterior, which is both pleasing to hear but also faithful to what fans of the series myself might expect.

However, for those looking for something extra to keep yourselves occupied whilst playing through the game – just in case you find it a bit too pedestrian – there should be plenty of hidden areas and secret pathways to find throughout many of the colourful stages, along with lots of cool stuff to collect on the way.


So far it certainly seems like Nintendo, and the guys and gals over at the appropriately named Good Feel Inc are ticking all the right boxes with Kirby’s Epic Yarn, especially with regards to all the subtle touches being added throughout every facet of the game world and all of its characters. It definitely looks like quickly becoming one of the most exciting, and charming titles on Nintendo’s release calendar, whilst also being a fitting follow up to the character’s last home console excursion, Kirby 64: The Crystal Shards, which debuted nearly ten years ago.

Kirby’s Epic Yarn is due for release on the Nintendo Wii early next year, and as already stated, looks set to be another superb adventure featuring our favourite squishy pink blob. We look forward to hopefully get our first hands-on with the game in the near future, and certainly can’t wait for the final copy to arrive for us to review. In the meantime take a look at the inspiringly cute and rather lovely trailer for the game.

Saturday, 7 August 2010

250gb Xbox 360 Kinect Package Sighted

Just when you thought that Microsoft were done announcing new Xbox 360 consoles, and launch day Kinect bundles, another one comes right along.

According to Joystiq the company are planning to release a 250gb Xbox 360 S Kinect bundle to run alongside the existing 4gb package announced last month. The 4gb model plus Kinect is set to retail for £250 in the UK, making it competitive against Sony’s PS3 plus PS Move deal (expected to be more expensive) whilst also shaving £30 off the price of Kinect compared to buying both the 360 console and the motion sensing device on its own.


No word was given on how much more the 250gb pack will retail for. However, if going by the price of the 4gb package something around the £300 mark sound reasonably accurate to me. This would still keep the machine competitive against a PS3 plus PS Move pack, whilst also giving users an expected reduction on the stand-alone Kinect price. Though non of these pricing plans for the 250gb bundle have yet been confirmed, and all the information that has been uncovered so far has come solely from a picture located on the outside of a 4gb 360 + Kinect hardware box.

No other details were revealed, other than the fact that a bundle with the higher-end Xbox 360 and Kinect was forthcoming. However it is believed that the bundle will at least include some demos of Kinect software, and assumingly a copy of Kinect Adventures like with the 4gb console bundle. Joystiq seem to belive that these demos may well be included as an aditional DVD on top of any existing software pre-loaded on the hard drive.

At present Microsoft have not given a response to the leak, although we expect an official announcement on the subject shortly.

The Kinect and 4gb 360 + Kinect package is due for a release on November 4th in North America, with confirmed details of a European launch yet to be announced.

Thursday, 5 August 2010

Eyes-On: Donkey Kong Country Returns (Wii)

The Donkey Kong Country series of games were some of my all-time favourite when growing up. The beautifully rendered 2D sprites based off lush 3D imagery, and the truly moody sound effects and music meticulously complemented the incredibly smooth gameplay mechanics - something which bared more than just a small resemblance to the ‘perfect path’ methodology first found in Sega’s Sonic The Hedgehog 2.

Yessss sir, the DKC franchise was indeed some of the sweetest slices of gaming action I have ever encountered to this day, and now Nintendo, in conjunction with Retro Studios are hopefully bringing it back in style for 2010. Lets go bananas!


After seeing Donkey Kong Country Returns at E3 earlier this year, I’ll admit it; I didn’t really like the new direction the game was heading in at all. For me it lacked some of the charm of the three Super NES instalments, along with failing to completely replicate those games simple but highly addictive gameplay mechanics. There was also no sign of any Kremlins to be found, just a bunch of goofy and angry looking animals reminiscent of some of the poorer critters in DKC 3, and an overall blocky attempt at matching the style of the first game in the series.

If anything I felt that Donkey Kong Jungle Beat better represented where the series should be going, seeing as it not only maintained the series trademark curvy and smooth graphical look, but also some of its magic.


However after an extended exposure to DKCR my views have relaxed somewhat. Maybe it’s the fact that you can’t very well expect a linear continuation of the past, or that when looking back at DKC3, you can easily see a dramatic shifting of art styles in the subtle changes made to the series by original creators, Rare. In fact, I will probably say that DKCR is pretty faithful as a continuation of that game, just set on the original jungle paradise of the first DKC, and without those pesky Kremlins.

Either way I’m more than happy to receive another proper entry in the series even if it feels more like a New Super Mario Bros homage style title. Though that in it self is no bad thing, and we might just actually get the most exciting one of those yet with this latest DK outing.


As already mentioned the familiar faces of the Kremlins are officially out - or so it seems with no sign of K Rool and the old crew of crocodile-esque creatures anywhere to be found. Instead DK and the rest of the gang – in this case Diddy – must contend with the Tikki’s; another bunch of rabid critters who have only gone and stolen our favourite ape’s much loved banana horde. He must really hate this sort of thing, since this will have been the second time that it has actually happened.

Both Donkey Kong and Diddy Kong return to the fray in pursuit of said banana horde, with a range of new and familiar set of moves, and a brand-new real-time two-player mode to replace the old tag-team mechanic. This time around you control both characters simultaneously rather than as separate entities.

Our heroes also have most of their old moves from the first two games. DK can still barrel roll over enemies using the attack button, along with gaining extra jumping height and length by using for non-offensive purposes. Diddy does much the same thing, although with a cartwheel rather than a roll. The two friends can also team up once again, with DK being able to throw Diddy up onto usually unreachable platforms to gain access to secret areas and hidden items. Diddy also has use of a little jet pack this time around, in which he can use to briefly hover above the ground, or give a small-extended lift to any jumps DK does when he holds onto his back.


According to Nintendo when playing in single player the two characters are always teamed-up, with Diddy providing his additional skills at all times. When in played in two-player mode however, each player controls just one of the two characters for a more unique experience. This also means that due to the way the level design seems to work from in the trailer, it means than there also has to be some crossover in terms of moves between both Donkey and Diddy. In DKCR the ground pound move for example is no longer exclusive to DK alone, instead Diddy can also use a variant of the very same move.

This streamlined single-player design, with full individual control for two separate players means that the gameplay although very similar to the Super NES games, also has some pretty substantial differences. One of which is how the game’s health system works. In DKCR as you no longer constantly switch between both characters your health is now governed by a series of red hearts at the top of the screen; a return of the traditional energy meter not at all characteristic of the series.

Another, is that if one player manages to die in two-player mode, he or she then can come back if the other player bursts open a floating DK barrel on screen, much like the system seen for multiple players in NSMB Wii. Also, like in that aforementioned title the second player can choose to climb onto DK and take a backseat ride whilst the more skilled of the two players takes full control. After which, or even during, the second player can make a break back to freedom again.


Like with previous games in the series players are once again tasked with collecting bananas along with the four K O N G letters that appear in each level. Hidden bonus areas also make an appearance, but so far from what we’ve seen they remain rather inconspicuous unlike in the second and third DKC games, in which they where marked with a large ‘B’ indicating, yep you guessed it, a bonus area of sorts. Here in DKCR they seem to appear more as a natural part of the environment or as a disguised barrel, rather than the “here I am” type inclusions in later instalments.

In terms of level design and gameplay outside of the various move sets and team-up features, DK’s latest appears to be a direct extension of the classic gameplay featured in his first three games, but with some massive changes and enhancements. Along with the usual platform jumping and banana and item collecting, the game also sees you hop between areas to and from the background scenery adding in an extra depth to the experience. It looks very much like a faster-paced variant on the mechanic used so imaginatively in Sony’s Little Big Planet, with DK getting the same treatment here.

From the trailer we can see that mine cart stages make a triumphant return, as does the vine swinging and barrel blasting sections from previous games. The barrel blasting in particular looks far crazier than before, with both DK and Diddy being shot out at even higher speeds than ever expected. Some of the barrels also feature jet propulsion, whilst also moving backwards and forwards, and up and down, making things even harder to comprehend. And this is along with some moving and rotating at the same time.


It certainly looks a little too OTT at times, although it also fits in with the slightly funkier, more energetic look Retro Studios have created for the game. And it’s this look that both sets it apart from previous games in the series whilst also tying it in together nicely. What we have here is a return to natural jungle paths, dark caves, and lost cities type stages of the first DKC, but filled with creatures that are generally more suitable to populating the world than the heavy reptile influences of the past.

However it is also noticeable that the game has lost a little bit of the series distinctive feel about too, especially when you compare it with the Super NES games. That’s not to say that it’s particularily bad or anything. But I definitely think at present that it fails to live up to being a true DKC sequel, instead appearing to be something more a long the lines of a New Super Mario Bros Wii style reinvention. Then again, the game also looks like being lots of fun too, and Retro Studios have a solid track record behind them.


Visually, DKCR also runs into a few issues. Though it still looks reasonably nice, and represents a good attempt at recreating the style and feel of the original trilogy, whilst updating it for a new audience without alienating too many old fans such as myself. It also looks rather blocky too, and suffers from some ugly jagged edges where the Wii fails to provide any kind of anti-aliasing.

The actual characters themselves – both DK and Diddy, and some of the enemies – lack the smooth curved finish, and impressive fur shading effects from DK Jungle Beat, which is a shame, and sadly the environments don’t fare so well either. Although solid enough in artistic terms, technically they don’t share the same sparkle as the likes of DK Jungle Beat and Super Mario Galaxy, with much of the game currently looking slightly angular in places and a little blocky overall.


Coming from the powerhouse that produced the stunning Metroid Prime series, what we’ve seen so far is a little disappointing and not quite as smooth and polished as it could have been. At least the game does run at 60fps though, whereas all the trailers we’ve seen have been encoded at 30fps highlighting the rough edges slightly more than you’d actually see when seeing it first-hand.

Thankfully the animation itself is first-class, and is full of subtle little nuances packed full of personality. This really gives the characters and environments an organic, living feel to them. It also helps glaze over some of the less impressive parts of the game’s visual make up.


Of course, all this talk of slightly disappointing graphics and more outrageous gameplay mechanics may not make all that much of a difference as long as the game is really fun to play. And case in point, although I rather dislike some of the enemy designs in DKC 3, and found the soundtrack to be nowhere near as engrossing as the first two, I did still find myself having a massively enjoyable experience with plenty of little magical touches to be found along the way.

With DKCR it’s pretty clear that Nintendo and Retro Studios are taking a leaf out from Rare’s book in expanding the formula whilst not loosing sight of where it originally came from. And whilst I don’t like all of the changes, there’s no doubt that every facet of the game looks far better than the mediocre travesty that was DK64, and also appears very much in-keeping with the original DKC games when you start to scratch under the surface. Plus much of DKCR is strictly under wraps at this point.

Despite seeing so much new stuff in the E3 trailer for the game, there are still a few things that go unanswered; such as whether or not we’ll see the return of the map screen and hub world overview from past titles; how the save system will work; and if any of DK’s charismatic buddies will return. So far nothing has been confirmed with regards as to if any of the rideable animal friends will make an appearance, or whether members of Kong’s extended family will play some part in the overall grand scheme of things. Hopefully they will, but please, leave out any of those sorry souls from DK64.


We should hopefully find out about these things, and more, if we get a chance to go hands-on with game, and if not, then Nintendo will certainly drip-feed us with more essential info.

In the end I’ve loosened up quite bit to the game's change of direction and overall art design on offer here, along with the spiced up gameplay adjustments. And well, to be honest, simply appreciate another 2D instalment in the series regardless whether or not it is quite the way it would have been imagined back in the day. If anything DKCR is shaping up to be exactly what DK64 should have been - slight issues and personal disagreements aside, and minus that god-awful DK rap.