The slew of gameplay videos continue, as Nintendo Treehouse Live chugs on, eager to showcase all of the new Nintendo games and ideas. This most recent demo footage showcases Donkey Kong and his abilities within Skylanders SuperChargers. There’s also some concept are that we’ve gotten from GoNintendo.

Both DK and Bowser Amiibo are being created for the new
Skylanders SuperChargers game. Both characters were chosen for their likeness to in-game characters, and their character designs led to better movesets. The video above shows off Turbo Charge DK and his vehicle: Barrel Blaster. He may attack enemies by slamming them with barrels, and his upgraded attack (a reference to Donkey Konga) drops a bongo, which stuns enemies. Once SuperCharged, his Barrel Blaster gains a sidecar with Diddy Kong to ride along. Some of DK’s upgrades include: making all barrels TNT, spiked barrels, and laser barrels.

Originally, DK’s barrels spawned bananas, but that was scrapped for some of the other ideas currently implemented. There was also a lot of
concept art revealed to show the different iterations DK has gone through until now. What do you think of Donkey Kong being in a Skylanders game? Let us know in the comments!

Source: Nintendo Treehouse Live @ E3

Our Verdict


Mariah Beem
I am very fond of video games, which is why I chose my major of Video Game Design with focus on Narrative. The idea of being able to make people feel the way I do about games through my own game is my main goal. I want to be able to give gamers a way to connect and be brought together by an experience that could be powered by elation, sadness, or even fear. It is emotions such as those that hook people into games and make them want more. By connecting a well-thought story with mechanics, character design, level design, and even audio, a game can be unstoppable - and ridiculously fun to play. I believe that narrative design is not a static thing. For narrative to be done well, it must be fluid and dynamic - something that is able to be changed by the player. Whether that be by choices, the knowledge the player gains from exploring, or simply who the player talks to, the story must bend and change and grow. This is why I want to be a narrative designer: there is definitely more to it than meets the eye, and I love a challenge.


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