The Making of Donkey Kong 64 (2019)
gamesradar.com
gamesradar.com
Honestly, the very first one was a lot more innovative:
- completely original licence, with terrific characters, world design and music composition
- incredible graphisms pushing the limit of what the console could do
- new gameplay mecanisms everywhere: dual play, animals, barrels...
- humour a the center of platformer for the first time
The 64 version just reused that. I have to assume this was amazing for the people that started the serie with this one, because while it was nice, it's probably the least remarkable of the whole serie.
It's like when everybody told me how good Mass Effect was, the pinnacle of RPG. Then I played it and was stunned people enjoyed it so much. It was a far cry from even classic titles of 10 years before. Linear, bad UI, lacking combat system and a scenario ripping off Babylon 5. But then I realized: if this is your first big RPG, then yes, it makes sense.
So if it was, indeed, your first DK and you haven't played D&K, then playing the rest may feel backward. And you enjoyed all the goodness in one big shot.
I found the endgame and last boss fight particularly memorable.
You do have a point but with very few exceptions every innovative game after the 80s is in some sense an iteration on existing concepts.
And maybe I was already too old when I finished it. Everything taste differently when you are under 12.
Speedrunning those classic SNES titles: DK3, Contra IV, Super Metroid, Castlevania IV, FFIV. Still fun in 2021 ;)
PS1 Crash Bandicoot "making of" really gets into detail the transition to 3D in the 90s:
I consider DKC3 to be a masterpiece level work of AV art.
DKC is great 2D platforming. DK64 was comprised of random minigames and unfortunately was not anywhere near the greatness of other 3D platforming games (Super Mario 64). If I wanted minigames, I'd play N64 Mario Party.
I managed to finish the game as a kid and it felt like an achievement to me. I was never bothered by the collectathon aspect. I just liked to replay same levels multiple times with different kongs.
But maybe as a kid I wasn’t playing for hours and I remember that for me the timespan to finish games such as DK64, Banjo-K/T or Mario 64 was accounted in _years_. Every completion of one of those games was a little event in my life.
In this context, DK64 was a perfect shot for me : nearly infinite adventure before fighting against King K.Rool in a memorable boss fight with the inimitable style of Rareware boss fights (I have fond memories of beating Gruntilda - and its skeleton).
I miss rareware.
I’d love to see a new DK with the « darker and stranger » theme of DK64 .
Super Mario 64, OTOH, holds up remarkably well: the controls flow so much faster and easier. It just feels natural to move around, with much less frustration. The camera is the biggest negative there, but that's a tough problem to solve for 3D open-world platformers, so I cut them some slack.
Last year during lockdown, I spent a lot of time visiting my mom and broke out the old N64. Starting fresh I finally beat DK64 completely through, something I never accomplished when I was young.
Still today, DK64 is one of my favorite video games ever. The theming was top notch. The different musical styles and decorations are incredibly immersive, and as a kid, collectathons became extra competitive, not boring, especially if you had siblings.
You must be joking. DK64 is filled to the brim with disjointed, character-specific minigames, including multiple instances of Simon Says. Mario is far more integrated.
Example: In Mario, the racing minigame is against a Koopa, across the whole level, using Mario's movement mechanics. In DK64, it's some strange talking car in a toy factory, never seen before in the entire series, and takes place on a dedicated, isolated track.
There's another interview about DK64 floating around where somebody from Rare comments on all the complaints they received about it.
Another interesting tidbit from this article... I didn't realize the Expansion Pak was used for lighting. From what I'd heard before, they added the Expansion Pak as a requirement because it stopped random crashes from occurring. But they never figured out why exactly it fixed them.
Facetious of course, but genuinely curious why hell is a problem?
‘Godverdomme’ (goddamn) can be more appropriately translated into ‘god damn me’. It’s obvious why this might be offensive to a Christian.
I guess from the US Christian point of view maybe there’s some sort of similar association when people say ‘hell’ …
Years later I learned that in the UK, where Rare was based, "Hell" was not considered a swear word as much as it is in the US. (God help you if you say "bloody" though - but I hear they've eased up on that too.) This was the first time I realised whether or not something was considered a "swear word" was cultural.
I never owned it, but I did play it at my friend's house whenever I got the opportunity. I loved it.
To beat the game you don’t need collect anywhere near all of them, and it felt reasonably balanced to actually beat the game.
I've really enjoyed some levels (the factory level is nice!), while I despised others, such as the water one with a sunken ship. I specially hate when levels over rely on kong changes just to unlock things. They make you do four or five round trips just to hit all switches and pads related to each kong. This just seems lazy...
The factory level is nice because it has plenty of platforming (which in my opinion could use some more!) and they require each Kong platforming abilities to reach different places. That's the king of thing they should have focused more trough out the game. Miyamoto even said that climbing mountains is the thing that inspired SM64 levels, so I wished they had took that to hart in DK64.
Fungi Forest and Crystal Caves are okay, but have way too much switching between characters.
Gloomy Galleon and Creepy Castle are tedious grinds no matter how you slice it.
I loved this game, and Banjo Kazooie / Banjo Tooie. So many happy memories.