I just wish DK64 wasn't the pinnacle of collectathon platformers, and they continued to make them after it came out.
Because its nowhere near as bad as people make it seem, usually its revealing themselves to just be bad at the game and blaming the game for it (sans a few things like the bonus games near the end being quite terrible), and we could have so much more interesting things happening with now decades of technological improvement towards physics engines and environmental effects.
Instead its mostly relegated to indie games (where gimmicks or padding are used to disguise the short run times) and very rare Nintendo first party games that aren't saddled with retarded gimmicks (so basically Odyssey and seemingly the new DK game).
Also we need a timeline where Midway Games doesn't go bankrupt and continues to make arcadey fun games even into the era where things are all brown and serious. Sumner Redstone is my personal Jewish nemesis for what he did to that company, and I hope he is rotting in hell in the worst way possible.
Personally I've always thought Banjo Tooie was the pinnacle, but I've never really played DK64. There is a hack which allows you swap between the kongs anywhere which is supposed to make it a lot better.
Tooie is a lot of busy work with not a lot to show for it. Like multiple steps for a Jiggie that would have been singular in the original, with almost no fanfare for even getting it beyond throwaway (those little jingle celebrations when you get the big plot token go a long way to making them feel worth something). It was great at showing how interconnected they could make the worlds, but by the second half it just felt like a slog.
I enjoy the first half a lot, until you get to "oh you need to come back here through a shortcut unlocked 3 levels later to do 1/3 parts of this Jiggie's quest!" and then it spirals down. Anytime I feel the desire to play it again, I just do Kazooie and enjoy it more.
The Tag Anywhere mod for DK64 actively ruins any challenge or thought the game has in the name of QoL ease. Most bananas (colored or golden) are deliberately placed to be challenging for X Kong to reach, and not so for Y Kong, so half the goal is "how do I get fucking Chunky here." When you can swap on the fly you just negate most of that, and you just as soon not even have multiple characters.
There are certainly spots where its meaningless busywork to run back to swap for something, not a perfect system. But even they knew that, its why the colored bananas (the big complaint people always have about it) only require 75/100 to be considered "complete." And only the final level needs a hair more than that to unlock the boss.
I don't fault people for playing with the mod, but for a first time playthrough its absolutely ruining.
I just wish DK64 wasn't the pinnacle of collectathon platformers, and they continued to make them after it came out.
Because its nowhere near as bad as people make it seem, usually its revealing themselves to just be bad at the game and blaming the game for it (sans a few things like the bonus games near the end being quite terrible), and we could have so much more interesting things happening with now decades of technological improvement towards physics engines and environmental effects.
Instead its mostly relegated to indie games (where gimmicks or padding are used to disguise the short run times) and very rare Nintendo first party games that aren't saddled with retarded gimmicks (so basically Odyssey and seemingly the new DK game).
Also we need a timeline where Midway Games doesn't go bankrupt and continues to make arcadey fun games even into the era where things are all brown and serious. Sumner Redstone is my personal Jewish nemesis for what he did to that company, and I hope he is rotting in hell in the worst way possible.
Personally I've always thought Banjo Tooie was the pinnacle, but I've never really played DK64. There is a hack which allows you swap between the kongs anywhere which is supposed to make it a lot better.
Tooie is a lot of busy work with not a lot to show for it. Like multiple steps for a Jiggie that would have been singular in the original, with almost no fanfare for even getting it beyond throwaway (those little jingle celebrations when you get the big plot token go a long way to making them feel worth something). It was great at showing how interconnected they could make the worlds, but by the second half it just felt like a slog.
I enjoy the first half a lot, until you get to "oh you need to come back here through a shortcut unlocked 3 levels later to do 1/3 parts of this Jiggie's quest!" and then it spirals down. Anytime I feel the desire to play it again, I just do Kazooie and enjoy it more.
The Tag Anywhere mod for DK64 actively ruins any challenge or thought the game has in the name of QoL ease. Most bananas (colored or golden) are deliberately placed to be challenging for X Kong to reach, and not so for Y Kong, so half the goal is "how do I get fucking Chunky here." When you can swap on the fly you just negate most of that, and you just as soon not even have multiple characters.
There are certainly spots where its meaningless busywork to run back to swap for something, not a perfect system. But even they knew that, its why the colored bananas (the big complaint people always have about it) only require 75/100 to be considered "complete." And only the final level needs a hair more than that to unlock the boss.
I don't fault people for playing with the mod, but for a first time playthrough its absolutely ruining.