Editing Donkey Kong Country Returns
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==Development== | ==Development== | ||
{{quote2|I'll never forget as we were wrapping up our conversation with [Shigeru Miyamoto] in Kyoto, he said in English, 'Please take care of DK. He is my friend.'|Bryan Walker}} | {{quote2|I'll never forget as we were wrapping up our conversation with [Shigeru Miyamoto] in Kyoto, he said in English, 'Please take care of DK. He is my friend.'|Bryan Walker}} | ||
After the completion of ''[[metroidwiki:Metroid Prime (series)|Metroid Prime 2: Echoes]]'', employees of | After the completion of ''[[metroidwiki:Metroid Prime (series)|Metroid Prime 2: Echoes]]'', employees of Retro Studios felt "franchise fatigue" and considered to create a ''[[Donkey Kong (franchise)|Donkey Kong]]'' game next, although the studio wound up creating a [[metroidwiki:Metroid Prime 3: Corruption|third Metroid Prime installment]] after [[Satoru Iwata]] suggested a sequel to showcase the Wii's motion controls<ref name="Kiwi Talkz">Kiwi Talkz (October 2, 2021). [https://www.youtube.com/watch?v=4sWfE2x-ClM "Bryan Walker Interview (Metroid Prime Trilogy, Donkey Kong, Mario Kart 7, Project Management)"]. ''YouTube''. Retrieved October 2, 2021.</ref> ''Donkey Kong Country Returns'' development's started after several core developers of the ''[[metroidwiki:Metroid Prime (series)|Metroid Prime]]'' series left [[Retro Studios]], which made several executives skeptical of whether the developer could keep making high-quality games.<ref name="Iwata Asks">[http://iwataasks.nintendo.com/interviews/#/wii/donkey-kong-country-returns/0/0 Iwata Asks: ''Donkey Kong Country Returns''] (accessed March 08 2012)</ref> At the same time, [[Shigeru Miyamoto]] wanted to make a new ''[[Donkey Kong Country (series)|Donkey Kong Country]]'' game and suggested Retro Studios as its developer. Since many Retro Studios employees were fans of the series, the suggestion was welcomed enthusiastically by them.<ref name="Iwata Asks"></ref>. The game's director Bryan Walker further opined that after multiple senior developers of the ''Metroid Prime'' series left Retro Studios and another key developer passed away, it "did not feel right" to immediately continue the ''Metroid Prime'' series. Following internal conversations, the studio wanted to specifically revisit the ''Donkey Kong Country'' series due to the success of the games,<ref name="Kiwi Talkz"></ref> making it the first game developed by them not to be of the ''Metroid Prime'' series. | ||
Development started out slow, with the developers creating only two of the | Development started out slow, with the developers creating only two of the eight bosses during 2009.<ref name="Iwata Asks"></ref> The pace fastened around 2010, as the team increased in size and after E3, as Retro Studios and Nintendo eventually agreed on how the levels should be designed.<ref name="Iwata Asks"></ref> | ||
Bryan Walker explained that early in development, the team struggled to get an | Bryan Walker explained that early in development, the team struggled to get an handle on the game's aesthetics, mentioning how early art mockups looked like "''like something you would see in ''Metroid Prime'' – very sullen, dark, edgy, menacing palm tree''"<ref name="Kiwi Talkz"></ref>. The team, however, "''learned very quickly''" and soon made tweaks for more appropriately whimsical designs<ref name="Kiwi Talkz"></ref>. | ||
[[Kensuke Tanabe]], who had worked on the localization of the original ''[[Donkey Kong Country]]'', | [[Kensuke Tanabe]], who had worked on the localization of the original ''[[Donkey Kong Country]]'', and his assistant [[Risa Tabata]] supervised Retro Studios during development, giving their opinions on the level designs and requesting enemies to be changed. Tanabe also asked for the creation of a multiplayer mode to distinguish the game from ''[[Donkey Kong Jungle Beat]]''.<ref name="Iwata Asks"></ref> | ||
As a producer, Shigeru Miyamoto gave extensive | As a producer, Shigeru Miyamoto gave extensive feedbacks and mentorship throughout development<ref name="Kiwi Talkz"></ref>. Other inputs included requesting that the music not be changed.<ref name="Iwata Asks"></ref> | ||
In a 2021 interview, Kynan Pearson, a former member of Retro Studios who had worked on the game, revealed that the silhouette levels were inspired by the aesthetic of Frank Miller's ''{{wp|Sin City}}'' comic series.<ref>GameXplain. (November 13, 2021). [https://www.youtube.com/watch?v=o6kkQ-USS_w Ex-Retro Dev on Metroid Prime World Design, Ignoring the Kremlings, & Sin City x DKCR?! + More!] ''YouTube''.</ref> | In a 2021 interview, Kynan Pearson, now a former member of Retro Studios who had worked on the game, revealed that the silhouette levels were inspired by the aesthetic of Frank Miller's ''{{wp|Sin City}}'' comic series.<ref>GameXplain. (November 13, 2021). [https://www.youtube.com/watch?v=o6kkQ-USS_w Ex-Retro Dev on Metroid Prime World Design, Ignoring the Kremlings, & Sin City x DKCR?! + More!] ''YouTube''.</ref> | ||
==Reception== | ==Reception== |