The music, and the whole aesthetic really is just very pleasant and relaxing. I kind of like that this feels low stakes. This is maybe the first Nintendo game though that I feel they are over charging a bit for. Outside of the music and the pre rendered intro, it feels like a budget game, which I’m totally fine with from Nintendo, but I think 30 or 40 dollars would have been a better price. I think even captain toad has more going on presentationally and that was only 40 at launch I think.I find the music direction very pleasant and jazzy. The art style is the typical Mario look nowadays which has never really been bad, but I guess coming off of Mario Wonder it can be jarring lol.
The Mario vs Donkey games were always lower stakes games.The music, and the whole aesthetic really is just very pleasant and relaxing. I kind of like that this feels low stakes. This is maybe the first Nintendo game though that I feel they are over charging a bit for. Outside of the music and the pre rendered intro, it feels like a budget game, which I’m totally fine with from Nintendo, but I think 30 or 40 dollars would have been a better price. I think even captain toad has more going on presentationally and that was only 40 at launch I think.
This is the first one I’ve ever played. Still think the price should be lowerThe Mario vs Donkey games were always lower stakes games.
Yeah that surprised me too, but it wouldn't surprise me this is one of those games they've sat on for a while.My big takeaway from the demo was the snow world during sunset so I’m probably in.
Edit: actually my big takeaway was the voice seeming to be Martinet?
Gameplay is the same as the original and wants precision. Also the demo levels are basically a tutorial, the difficulty amps up hardI don't know about this one. I already have it preordered through Best Buy's B2G1 deal, and the bite-sized levels are probably perfect for my current work schedule...otherwise I'd most likely skip out after this demo. Movement is clunky and puzzles are very easy (granted we only played 3 levels but still)
People who played DK94 usually have that reaction. People who never played DK94 are "What a great unique game! They should have made more!", until they discover DK94 and they fallback to that reaction.See, I played a couple of levels of the demo, and to me it feels like someone said "what if we did more DK94, but removed all of the charm?"
Hey, the gameplay side of things is solid. And the new jazzy soundtrack is adding a lot of new charmPeople who played DK94 usually have that reaction. People who never played DK94 are "What a great unique game! They should have made more!", until they discover DK94 and they fallback to that reaction.
It is a good game, do not get me wrong! But its predecessor made 10 years before was just better.Hey, the gameplay side of things is solid. And the new jazzy soundtrack is adding a lot of new charm
People who played DK94 usually have that reaction. People who never played DK94 are "What a great unique game! They should have made more!", until they discover DK94 and they fallback to that reaction.
There is a stark difference in level design between DK94 and MvsDK. AFAIK all the cool moves are optional in '94 - you can complete the game without a single backflip or triple jump - but you need them in MvsDK. In this sense, I get where you are coming from when you say that the levels are "more tightly designed", but I enjoyed the freedom given by '94 more. It was a sort of proto-BotW/TotK. There is a solution, but the player is left free to experiment with other, equally valid solutions.My hot take as a person who played Mario vs. Donkey Kong before DK94 was that the latter was actually overrated, the levels are nowhere near as tightly designed since it doesn't have the score-chasing incentives that rewarded and required exploiting the cool new moves. It's already been a decade since I played it though so that might just be me being contrarian and it sounds like they've removed that angle from this remake anyway so, egg on my face![]()
There is a stark difference in level design between DK94 and MvsDK. AFAIK all the cool moves are optional in '94 - you can complete the game without a single backflip or triple jump - but you need them in MvsDK. In this sense, I get where you are coming from when you say that the levels are "more tightly designed", but I enjoyed the freedom given by '94 more. It was a sort of proto-BotW/TotK. There is a solution, but the player is left free to experiment with other, equally valid solutions.