The DKC Returns Wishlist

 I'm really looking forward to DKCR. It looks like it handles as well as a DKC should. It appears to have both the responsive controls I demand and the speed and beauty that I feel has always put Donkey Kong Country above its competition. But then I'd like just a little more. Something about the game doesn't sit right with me. Maybe it's the dopey name, maybe it's the odd changes to the HUD that appear to be the exact opposite changes they made to Metroid, maybe it's the utter lack of Kremlings, but something about that game needs a bit more magic. I'd like to run through a few things that would propel this game to be one of my favorite games of all time.  

Squitter

 Animal Buddies are probably a given looking at how much they're banking on familiarity, so I'm looking for Squitter in particular. He was really the best animal buddy, whose web generation made him somewhat of a half step between flying and running. As I said in a prior blog that no one read, Squitter doesn't fly, he falls with style, and that is why he is completely awesome. 
 

Kremlings

 I understand why they decided to use new enemies. Actually, no wait, I lied, I have no idea why they decided to use new enemies. Especially ones that seem so similar to Jungle Beat's enemies. Maybe Nintendo told them they had to because Kremlings weren't fresh? Doesn't matter, point is I want Kremlings in at some capacity. Maybe there are camps of allied Kremlings on the map at which you, I dunno, play a dumb minigame? Get hints for secrets? Maybe turn in collectibles for Concept Art? Retro does love it some Concept Art come to think of it, not exactly unlikely that. Point is, I want the fact that Kremlings are not the enemy to be something that is given serious attention, not glossed over like the Kremlings never existed ala Jungle Beat
  
Edit: According to IGN's interview, there are no crocodiles in the game.  

K. Rool and some Ridiculous Vehicle

 K. Rool seems a bit unlikely now considering that there are no Kremlings in the game, but really I think that makes it all the more likely. Think about it. K. Rool has been did up as a mystery before. Go and dig up your DKC2 manual, it tried to drum up some false mystery of who the final boss was the same way the first did. DKC3 did the same thing except integrated it into the story, suggesting that KAOS was the new boss of the Kremlings. K. Rool could very well be behind the Tiki men's attack while acting as a Shaman. Fits his MO, stealing Bananas for no reason.  Plus explains the lack of Kremlings. This is the result of Kremlings finally saying "We're done waging pointless war on the Kongs. Later" ala DKC3. 
 
Second thing I want from him is a ridiculous vehicle. Not like him riding the hovercraft ala DKC3 or in the Flying Eggman Chair ala KoS, that's not really what I mean by ridiculous vehicles. What I mean is the flagship vehicle. The one fit for a King. The Gangplank Galleon, the Flying Krock, the Knautilus. Where ever he is, he better have a big ass ship. And it's gotta be a lot bigger than all the other ships we've already seen.  
  
One more thing, should K. Rool show up here he might have enough weight to show up in Fisticuffs in a few years time, which would be fantastic.
 
Edit: According to this, K. Rool is not making an appearance. Well, there goes that.

David Wise

 I always thought the prerendered graphics were only half of the DKC series' beauty. Since he's free from Rare and apparently not doing anything, I hope they managed to get him in to do the music. 
   
Edit: apparently David Wise is not in on it. Don't ask me where I saw this, probably the IGN interview. 

Hero Diddy Mode  

 Diddy Kong is awesome. Always has been really. He had the best game in the series, the best development over the course of the franchise, and a really nice hat. That's why Hero Diddy mode was awesome, aside from the challenge of a perfect run.  Also, yellow hat is a plus. I forget if that was always part of Hero Diddy Mode or only in the GBA version. While I'm at it, competitive multiplayer please!  If only for different color ties and hats. 
  

(Edit 1) Options for Motion Controls

 Shaking has been used successfully in other platformers for critical moves, however I hate that they're using it for rolling in this. It's terrible not because a shake is useless, as it worked in the SMG series, but because of the way a roll is supposed to work in a DKC game. You see, the shaking is a jarring experience, and one you don't have complete control over timing. It can disrupt accurate and timely use of the A button or even the Numchuck. This is okay in SMG because the spin it triggers kills your momentum, leaving you free not to worry about hitting the jump button or fiddling with the stick while you're shaking like a madman. 
 
 However, Donkey Kong Country is different. A roll adds to your momentum, and gives you the opportunity to get through a level a lot faster by rolling right through obstacles, even off cliffs, while being in complete control. Being distracted while making this move could mean missing your chance to midair jump, rolling right into a toothy enemy, or missing the actions of a very jumpy boss that's coming for you. That may cause players to be reserved with their rolls, which is the worst possible thing that can happen as, really, you should always be rolling.  
   

Edit: I have been told that it has Wiimote on its side support. Fantastic, I've already got one of my wishes confirmed.

 
 (Edit 2) New HUD 
Let me tell you how the HUD was in the original DKC series. Your bananas were in your upper left. Your lives were in your upper right. Your K O N G letters were right up top. And, if you were transformed, your health was in the lower left hand corner. Now let me tell you how DKC Returns has it. Everything's in the upper left hand corner in an ugly box. It's just fucking terrible. They need to put everything back where it belongs before the game is released. Seriously.
 
  

(Edit 3) Kick Ass Manual 

 The Donkey Kong Country games has always had fantastic manuals, and this game should be no exception. It has to feature Cranky bitching about modern gaming and denying the quality of the game. It has to show pretty pictures of the places you will go as well as the animal buddies you will ride and barrels you will use. Odds are slim with the status of the modern manual, but it could happen.
25 Comments
26 Comments
Edited by TheMasterDS

 I'm really looking forward to DKCR. It looks like it handles as well as a DKC should. It appears to have both the responsive controls I demand and the speed and beauty that I feel has always put Donkey Kong Country above its competition. But then I'd like just a little more. Something about the game doesn't sit right with me. Maybe it's the dopey name, maybe it's the odd changes to the HUD that appear to be the exact opposite changes they made to Metroid, maybe it's the utter lack of Kremlings, but something about that game needs a bit more magic. I'd like to run through a few things that would propel this game to be one of my favorite games of all time.  

Squitter

 Animal Buddies are probably a given looking at how much they're banking on familiarity, so I'm looking for Squitter in particular. He was really the best animal buddy, whose web generation made him somewhat of a half step between flying and running. As I said in a prior blog that no one read, Squitter doesn't fly, he falls with style, and that is why he is completely awesome. 
 

Kremlings

 I understand why they decided to use new enemies. Actually, no wait, I lied, I have no idea why they decided to use new enemies. Especially ones that seem so similar to Jungle Beat's enemies. Maybe Nintendo told them they had to because Kremlings weren't fresh? Doesn't matter, point is I want Kremlings in at some capacity. Maybe there are camps of allied Kremlings on the map at which you, I dunno, play a dumb minigame? Get hints for secrets? Maybe turn in collectibles for Concept Art? Retro does love it some Concept Art come to think of it, not exactly unlikely that. Point is, I want the fact that Kremlings are not the enemy to be something that is given serious attention, not glossed over like the Kremlings never existed ala Jungle Beat
  
Edit: According to IGN's interview, there are no crocodiles in the game.  

K. Rool and some Ridiculous Vehicle

 K. Rool seems a bit unlikely now considering that there are no Kremlings in the game, but really I think that makes it all the more likely. Think about it. K. Rool has been did up as a mystery before. Go and dig up your DKC2 manual, it tried to drum up some false mystery of who the final boss was the same way the first did. DKC3 did the same thing except integrated it into the story, suggesting that KAOS was the new boss of the Kremlings. K. Rool could very well be behind the Tiki men's attack while acting as a Shaman. Fits his MO, stealing Bananas for no reason.  Plus explains the lack of Kremlings. This is the result of Kremlings finally saying "We're done waging pointless war on the Kongs. Later" ala DKC3. 
 
Second thing I want from him is a ridiculous vehicle. Not like him riding the hovercraft ala DKC3 or in the Flying Eggman Chair ala KoS, that's not really what I mean by ridiculous vehicles. What I mean is the flagship vehicle. The one fit for a King. The Gangplank Galleon, the Flying Krock, the Knautilus. Where ever he is, he better have a big ass ship. And it's gotta be a lot bigger than all the other ships we've already seen.  
  
One more thing, should K. Rool show up here he might have enough weight to show up in Fisticuffs in a few years time, which would be fantastic.
 
Edit: According to this, K. Rool is not making an appearance. Well, there goes that.

David Wise

 I always thought the prerendered graphics were only half of the DKC series' beauty. Since he's free from Rare and apparently not doing anything, I hope they managed to get him in to do the music. 
   
Edit: apparently David Wise is not in on it. Don't ask me where I saw this, probably the IGN interview. 

Hero Diddy Mode  

 Diddy Kong is awesome. Always has been really. He had the best game in the series, the best development over the course of the franchise, and a really nice hat. That's why Hero Diddy mode was awesome, aside from the challenge of a perfect run.  Also, yellow hat is a plus. I forget if that was always part of Hero Diddy Mode or only in the GBA version. While I'm at it, competitive multiplayer please!  If only for different color ties and hats. 
  

(Edit 1) Options for Motion Controls

 Shaking has been used successfully in other platformers for critical moves, however I hate that they're using it for rolling in this. It's terrible not because a shake is useless, as it worked in the SMG series, but because of the way a roll is supposed to work in a DKC game. You see, the shaking is a jarring experience, and one you don't have complete control over timing. It can disrupt accurate and timely use of the A button or even the Numchuck. This is okay in SMG because the spin it triggers kills your momentum, leaving you free not to worry about hitting the jump button or fiddling with the stick while you're shaking like a madman. 
 
 However, Donkey Kong Country is different. A roll adds to your momentum, and gives you the opportunity to get through a level a lot faster by rolling right through obstacles, even off cliffs, while being in complete control. Being distracted while making this move could mean missing your chance to midair jump, rolling right into a toothy enemy, or missing the actions of a very jumpy boss that's coming for you. That may cause players to be reserved with their rolls, which is the worst possible thing that can happen as, really, you should always be rolling.  
   

Edit: I have been told that it has Wiimote on its side support. Fantastic, I've already got one of my wishes confirmed.

 
 (Edit 2) New HUD 
Let me tell you how the HUD was in the original DKC series. Your bananas were in your upper left. Your lives were in your upper right. Your K O N G letters were right up top. And, if you were transformed, your health was in the lower left hand corner. Now let me tell you how DKC Returns has it. Everything's in the upper left hand corner in an ugly box. It's just fucking terrible. They need to put everything back where it belongs before the game is released. Seriously.
 
  

(Edit 3) Kick Ass Manual 

 The Donkey Kong Country games has always had fantastic manuals, and this game should be no exception. It has to feature Cranky bitching about modern gaming and denying the quality of the game. It has to show pretty pictures of the places you will go as well as the animal buddies you will ride and barrels you will use. Odds are slim with the status of the modern manual, but it could happen.
Posted by Kowbrainz

I have faith in Retro to do this series justice, although I'm sort of wondering to myself whether everything they do has to be for my nostalgia or whether they can pull off some good, innovative ideas. Otherwise the game could well have been released to wiiware or something like Sonic 4. 
 
Animal buddies and a good soundtrack are something I'd like to see (enguarde's been in every DKC game to date, don't make this his first time sitting out please!). Also bonus rooms - didn't see any of this in the trailer but that was a large part of the original games, so I'd like to see that stuff and maybe a lost world while they're at it.

Posted by Asurastrike

Having played a TON of DKC, the game gave me the impression of being a little too easy. But that's based off of like 15 seconds of gameplay, so we'll see.

Posted by TheMasterDS
@Kowbrainz: Oh yeah, definitely need a lost world. Maybe that's what the Jiggys will be for? Like a DK Coin split up into 7 pieces? Though honestly, I think I prefer the single collectible to the more abundant collectible.
Posted by TaliciaDragonsong

We need King K.Rool, badly.
 
Ain't a DK without him!
Hope he comes a'knocking at the (what you think) last battle and knocks those Tiki's the fuck out and steals the banana's. 
 
We needz us some animals tho, I will probably never forget how much fun I had running over Kremlings with Ramby.

Posted by bigdaddyjack21

Is this game completely 2d? Seems like the Wii is regressing

Posted by KuwabaraTheMan

David Wise and Animal Buddies are a must, as is a good overworld. I'd like Dixie Kong to be somewhere in there, too. Maybe as a bonus for beating the game?

Posted by RawkHawk2010

Animal Buddies are a must. Just remember, what we've seen thus far has been described as "the tip of the iceberg" by Retro. 
 
I have no worries.

Posted by JJOR64
@TaliciaDragonsong said:
" We need King K.Rool, badly.  Ain't a DK without him! "
I agree.  He HAS to be back if this is a DKC game.
Posted by Godzilla_Sushi

I have so much faith in Retro to do this game well. For better or worse I wouldn't want any other company working on it. They have met those expectations before though. DKC still holds up for a lot of reasons. The trailer shows off some of the separate plains and variety, but you just know there is more to it!

Edited by TheMasterDS

Know what, I also want options to disable the shaking needed to roll because rolling needs to be done with complete precision.

Edited by bartok

Let's see I only want to play as Donkey Kong. Oh, and I want to ride animals and collect bananas. If they can manage those three things then I will be ok with it.

Edited by TripMasterMunky

I agree with all these things as well as:
 
Lost World. Should have one. Stuff like this back when added to the magic of these games. I remember going to my friend about DKC3 and being like "oh mannn, how'd you get to the lost world?"
 
Organic Design. The bad guys need to be based off animals. The levels need to be based of atmospheric environments. That boss in the DKCR trailer looked pretty goofy and didn't seem to be based off any kind of animal. It looked like it belonged to a Raving Rabbids game or something. DKC is not cartoony. It is stylized. Don't confuse the two. This is probably my biggest worry about the game so far. It just looks way too goofy and cartoony. It needs that organic "grit." The designs of the DKC series are still just as fresh and unique today as they were in the mid 90s.
 
A New DK Hollowing Audio. Did you hear that shit at the beginning of the trailer? DK sounds like he has asthma. Give that dude some manlihood. Needs more depth when he's bangin' his chest.
 
Ground Slap. A move that wasn't entirely practical in DKC1. But it was fun and would be a great throwback. I've seen DK can get low and blow on things. Which is kinda weird. They better not be taking away his manhood even more by replacing his slap with a blow. Ground pound doesn't count. He has to get low, and then SMACK that ground.
 
Hero/Classic Mode. I don't like the health bar. Not only does it make it seem easy and take away some of the realism (yes I'm crazy), the actually HUD-design of the health bar is ugly. Looks very kiddy. I know they won't change it, so maybe they can have a Classic or Hero Mode that gets rid of it.
 
Challenging Gameplay. I don't want another New Super Mario Bros. DKC was always challenging. Make it so. Doesn't have to be Mega Man, just challenging is all.
 
Ambiance.  Whether it's aquatic or not. Birds chirping. Frogs croaking. Lava bubbling. Miners mining. Monkeys hollowing. Footsteps shoveling. Wings flapping. I loved this about the DKC series, it always felt very natural, organic and living.
 
Rhythm. Speaking of ambiance. Let me spin a short tail. Bayou Boogie in DKC2. Swampy levels that played this beautiful song. Frogs croaking bring in the musical score slowly, and they continue throughout the level. As the player, you're going throughout the level, jumping on giant cattails and whatnot. And then you come across parts where you must jump consecutively on the heads of dragonflies. When you make contact with each one you hear BZZT. This mixes in so perfectly with the ambient and mystic track that has the frogs croaking. It feels like you're playing along with the music as you jump from one dragonfly to the next. BZZT...BZZT...BZZT!  It's hard to explain, but easy to experience.
 
Bonus Areas/Exploration.
Even though DKC was a sidescroller, it always felt like there was stuff to explore. Hidden warps, bonus areas, shortcuts in levels. There was always cool hidden stuff. And on the first level of DKC1, the treetop canopys were great. You could get on top of a lot of those. Or you could not even notice them and just keep trucking on land. It may seem minor, but that kind of design made it feel more like a true jungle.
 
Some Kind of Mechanical Level. Something along the lines of this or this. It's an interesting constrast to the more natural environments, and lets you know that you took a wrong turn somewhere, and now you're in some serious shit.
 
Lore. That's right, I went there. DKC is not a great game. It's a great series. There is story and characters. The sequels continue that story and character development. This is what fascinated me growing up. There's DKC books that came out around that time. Yes, it's true, I have a couple of them. And they're pretty entertaining for young readers. It inspired me at the young age I was to write down some DKC fan-fiction in a notebook. Yes, I still have it. Yes I'm that awesome. It was like 5 pages but still that's a lot when you're young. So don't fuck up the lore. Respect it.
 
Not Use the Lore from DK64. Really, it's for the best.
 
Call it Donkey Kong Country 4. Because then I would lose it!
 
I could go on for a long time about this stuff. So I'm gonna stop it here. Despite me listing all this stuff the game needs, I'm still very excited about the game and I feel like Retro Studios is a great choice for the game as they in many ways mirror the relationship Rare had with Nintendo at a time. Have you seen the Retro Studios website as of late? Makes me stoked! Reminds me of like 90's DKC promo stuff.

Posted by TaliciaDragonsong
@TripMasterMunky: 
 
Nice list and I agree with a lot!
Something does tell me we shouldn't get our hopes up too much.
But nonetheless I am VERY excited, I even hooked up my old Snes and played some DKC, and its hard (as we love it) indeed!
 
Big agree on the ambiance and the music btw! That stuff is tight.
Posted by TripMasterMunky

Couldn't find a decent clip of my swamp level. But here's a couple audio tracks. I know people talk about Stickerbush Symphony a lot. I know, it's an amazing track. But there are others like the following that are just as good if not better.
 
Bayou Boogie
Hot-Head Bop
Forest Interlude

You would NEVER hear this kind of music in a video game today. And I hope DKCR brings this kinda stuff back. I could list the whole soundtrack but I'll stop there.

Posted by TheMasterDS
@TripMasterMunky said:
"
 Organic Design. The bad guys need to be based off animals. The levels need to be based of atmospheric environments. That boss in the DKCR trailer looked pretty goofy and didn't seem to be based off any kind of animal. It looked like it belonged to a Raving Rabbids game or something. DKC is not cartoony. It is stylized. Don't confuse the two. This is probably my biggest worry about the game so far. It just looks way too goofy and cartoony. It needs that organic "grit." The designs of the DKC series are still just as fresh and unique today as they were in the mid 90s.
 "
 
 Buzz  
Yeah, always was solid designs. Where do you fall when it comes to Buzzes though with their mechanical spikes and exhaust legs? Personally I was fine with them, but I suppose they're slightly less realistic than say, the Zingers before them. 

@TripMasterMunky said:
"Ground Slap. A move that wasn't entirely practical in DKC1. But it was fun and would be a great throwback. I've seen DK can get low and blow on things. Which is kinda weird. They better not be taking away his manhood even more by replacing his slap with a blow. Ground pound doesn't count. He has to get low, and then SMACK that ground.
 
Bonus Areas/Exploration.
Even though DKC was a sidescroller, it always felt like there was stuff to explore. Hidden warps, bonus areas, shortcuts in levels. There was always cool hidden stuff. And on the first level of DKC1, the treetop canopys were great. You could get on top of a lot of those. Or you could not even notice them and just keep trucking on land. It may seem minor, but that kind of design made it feel more like a true jungle."
From what I can tell, those things are confirmed to be in it already. Apparently you do a ground slap if you shake while not touching the stick and you blow if you do it while ducking. 
 
On the topic of exploration, it appears that there are a number of Jiggies in every world that you can collect. The count I've seen from 2 of the levels are 9 jiggies and 7. Some will come from bonuses, which are based on collecting bananas like in DKC1, only you get a prize when you collect the last one. 
 
@TripMasterMunky said:
A New DK Hollowing Audio. Did you hear that shit at the beginning of the trailer? DK sounds like he has asthma. Give that dude some manlihood. Needs more depth when he's bangin' his chest.

Hero/Classic Mode. I don't like the health bar. Not only does it make it seem easy and take away some of the realism (yes I'm crazy), the actually HUD-design of the health bar is ugly. Looks very kiddy. I know they won't change it, so maybe they can have a Classic or Hero Mode that gets rid of it.
 "
Something about those elements make it seem to me like they're not final sounds or HUD. I believe the howling audio is from Jungle Beat, which I hope isn't there to stay, and the HUD is just so poorly designed. Like, sticking the Kong letters in a tiny bar on the left hand side? Really? 
 
Maybe it's just poorly designed and that's it, but still maybe.
Edited by ryanwho

Don't go overboard with the remixes, the originals are really very good. No new DK friends. The more I think about DK the more it reminds me of Sonic. Only difference is Nintendo cut Rare loose before they could do anymore damage.

Posted by TheMasterDS
@ryanwho said:
" Don't go overboard with the remixes, the originals are really very good. No new DK friends. The more I think about DK the more it reminds me of Sonic. Only difference is Nintendo cut Rare loose before they could do anymore damage. "
I think it's important to say how much of DK's past we need in this game because they already tried none and that didn't fucking work. Way I see it, everyone who was around in DKC2 is good to go. That means Cranky, Swanky, Funky, Wrinkly, Candy, and most importantly Dixie. As for Kiddy and the DK64 Kongs, they can fuck right off. 
    
(Note: I forgot about Squawks while writing this bit. But to add him in would mean completely rewriting 3 paragraphs. So just pretend Rattly/Winky don't exist until it's you're turn to write a list.)
New topic gang, what Animal Buddies do we want? Let's say you can only have 4 ridable (Or playable perhaps) animal buddies and 2 support animal buddies. Which would you choose?  I would go with Rambi, Squitter, Enguarde, Squawks, and Ellie. Actually, come to think of it, that's all the possible options, isn't it? Huh. Well, okay, lets assume one of them is replaced by a new guy. Which would it be, and what would you replace it with?  

Personally, I'm appreciate what Rare was trying to do with DKC3 when it comes to Animal Buddies. They were trying to get rid of the animal buddies that offered the level designers very little to work with. Hence why Squitter was kept over Rambi, and Ellie was presented as a replacement. To the mind of the level designer, Ellie was the best animal buddy of the lot. She was versatile and had a lot of potential. She was afraid of Rats, she had a water based projectile perfect for the riverbanks, boardwalks and waterfalls the game was full of, and she could use barrels to defeat foes. However, looking at DKC Returns, she wouldn't fit in here at all because she's not about the speed like Rambi is. That's why I feel she'll be the one to not come back. 
   
Now, who would I have fill a 5th slot? I'm gonna say an Octopus that can shoot ink to propel himself real fast and climb up walls and shit fast. I say this after thinking about it for a minute and for a few simple reasons. One, DKC is about speed in the end, and a fast buddy you are in control of works. Two, it offers a way to presumably run over water (Yes, it's an octopus that can breath air. Maybe it's got a water tank on its back, I dunno.) which isn't something anyone else can do, and three climbing can serve as a platforming challenge if he's fast enough. This probably isn't a good idea though. 
 
As for secondary guys, I'd bring back Parry because he's bursting with potential, and I'd bring back Clapper because who wouldn't want to turn water to ice again? 
Posted by Kowbrainz
@TripMasterMunky said:
" Couldn't find a decent clip of my swamp level. But here's a couple audio tracks. I know people talk about Stickerbush Symphony a lot. I know, it's an amazing track. But there are others like the following that are just as good if not better.
 
Bayou Boogie
Hot-Head Bop
Forest Interlude You would NEVER hear this kind of music in a video game today. And I hope DKCR brings this kinda stuff back. I could list the whole soundtrack but I'll stop there. "
You missed Mining Melancholy. ;P 
Totally agree about Stickerbush Symphony though. Love the song but there were so many other masterpieces in DKC2 from Mr Wise. 
 
The other members of the Kong Family and animal friends, I agree that the ones from DKC2 were good. DKC3 had some that I liked but I think a lot of people who were only fans of the original game would get pissed at those additions, heh. Totally agree about omitting the DK64 stuff though; Tiny and Chunky sucked ass and I have bad memories associated with that game in general. 
 
Don't know why you keep talking about jiggies, that's a Banjo-Kazooie thing. I've seen bananas, banana bunches, banana coins (a DKC2 thing) and KONG letters so far but no jiggies.
Edited by TheMasterDS
@Kowbrainz: There are Jiggies in the game that can be seen on youtube videos. Well, they're a coin that's split into pieces which have jigsaw ends and they're collectible. Same thing practically. 
 
Oh! I forgot to say, they should also bring back KAOS! Make him out of Tiki Wood and have him run on magic. That would be incredible.
Posted by Kowbrainz
@TheMasterDS: Ah okay, I see now. That's kinda weird although I'll be interested in what they do. 
 
Checkpoint pig almost seems like a throwback to Troff and Scoff from DK64, or whatever the pig's name was, the one in front of the boss door with a hippo friend you had to feed bananas to. 
 
Oh, almost thought you said KAOS was definitely returning. He was originally operated by DK and Diddy though so that'd be kind of odd... unless *notsomuchasurpriseplottwist* K Rool ended up being inside of him.
Posted by TheMasterDS
@Kowbrainz: Well, maybe not KAOS exactly, more like KAOS 2.0. This time made with Voodoo instead of pots and pans and with a power source that isn't enemy monkeys. 
 
Speaking of Voodoo, what if there was the Voodoo equivalent of a factory? Like a hellish place made of wood and moving parts where the Tiki Men are made? That could be a neat place to see, as it's not exactly something that's been done several times before (No one correct me if I'm completely off base).
Edited by TheMasterDS
@TheMasterDS said:

" K. Rool and some Ridiculous Vehicle
 K. Rool seems a bit unlikely now considering that there are no Kremlings in the game, but really I think that makes it all the more likely. Think about it. K. Rool has been did up as a mystery before. Go and dig up your DKC2 manual, it tried to drum up some false mystery of who the final boss was the same way the first did. DKC3 did the same thing except integrated it into the story, suggesting that KAOS was the new boss of the Kremlings. K. Rool could very well be behind the Tiki men's attack while acting as a Shaman. Fits his MO, stealing Bananas for no reason.  Plus explains the lack of Kremlings. This is the result of Kremlings finally saying "We're done waging pointless war on the Kongs. Later" ala DKC3. 
 
Second thing I want from him is a ridiculous vehicle. Not like him riding the hovercraft ala DKC3 or in the Flying Eggman Chair ala KoS, that's not really what I mean by ridiculous vehicles. What I mean is the flagship vehicle. The one fit for a King. The Gangplank Galleon, the Flying Krock, the Knautilus. Where ever he is, he better have a big ass ship. And it's gotta be a lot bigger than all the other ships we've already seen.  
  
One more thing, should K. Rool show up here he might have enough weight to show up in Fisticuffs in a few years time, which would be fantastic."

Speaking of K. Rool, remember this from a game hopefully no one played because it was a Mario Sports game? Also it wasn't very good according to Giant Bomb's own Ryan Davis.
   
 K. Rool in Mario Super Sluggers in August 2008  
Suddenly their decision to make K. Rool into some sort of Shaman could mean so much more. According to NeoGAF insider man, this Return was in the cards since 2006. They could've easily decided on a tribal design within the first year and told Nintendo, right? Or maybe that's a complete coincidence that a Tribal K. Rool was put into a random sports game 2 years before a tribal enemy attacks DK Island in order to steal bananas. I guess it's worth noting that the above render is the same as DKJC's render with different clothes, but then that's hardly conclusive. It's probably that they didn't want to make a new nicer model. 
 
Edit: "The final boss is not a Crocodile says Retro"
Posted by TripMasterMunky

Thanks for the news update. 
 
Hmmm, no K. Rool. I'm more okay with that than I thought I would be. I welcome some fresh fiction, and to avoid the series becoming same old same old. 
 
I do however, feel Rool still has to return at some point. He has to. Maybe not in this game, or the next. But if Retro continues this as a series, he needs to make an Epic return with his Kremling crew and fuck shit up again. Perhaps Retro has a planned story arc for the Tikis, and once that arc is completed, Rool can come back full force. 
 
Too bad Wise can't came back for the music, that would be amazing. From what I've heard so far though, I'm fairly confident in Retro's ability to stay true to DKC's unique soundtrack. 
 
And I agree having the HUD like it was in the original DKC games would be a lot better. I really hate the new HUD.

Posted by Dalai

Believe it or not, I hope they don't skimp on the water levels. I typically hate levels with swimming, but in DKC they were actually fun. Also, fewer Kong cameos. Dixie, Funky, Cranky are cool... the rest I can live without. 
 
I wonder if Cranky bitching about the improved graphics will play today, especially on the Wii.

Online
Posted by TheMasterDS
@Dalai: This is 2 weeks 4 days late, but its been confirmed that there are no water levels in the game, which I don't think is a big loss honestly. The water levels were slow and monotonous, and are really the last thing that a fast paced game needs. I guess this'll mean no Enguarde, but considering that he was the only thing that made water worthwhile to me I'm not concerned really. 
 
Anyway, new wish, kick ass manual. The manual better be full of Cranky Kong bitching and moaning about modern gaming.