Posted Fri Jun 20, 2003 9:13 PM
My little mini-review of Donkey Kong 64:
Graphics: 8/10 - Nice, but not as good as I expected. Since this thing needed the expansion pack, I was expecting to be blown away, but I wasn't. It's definitely no Conker. However, the graphics are good, and get the job done. Things are smooth, but seem a little sluggish compared to Mario 64. There's not much pop-up, although it happens occasionally. Camera angles could have been better, but they were much better than Mario 64 (I've never seen a 3D game that didn't have some problem with camera angles). Levels are nicely detailed with little things like butterflies moving around and such. Nice animation, and good models for the characters. Many of the items to pick up are obviously not 3D though... they're very noticably pre-rendered, and they look bad because of it.
Sound: 9/10 - Goofy tunes (The intro is especially bad, but in a funny way), but they fit the game well. Very similar to the music and sounds from DKC. Much of the music changes when you're in different parts of the levels (for example, if you enter a cave, the music changes to sound more appropriate). Characters make noises like grunts and such, but don't generally talk at all, even in the cutscenes. You get speech bubbles instead (King K. Rool seems to be an exception).
Gameplay: 6/10 - The gameplay is actually very good. The characters have a wide variety of moves, and all handle differently. You actually get more moves for each character as you go on. The game also commonly jumps off into mini-games, much like DKC did. Sometimes these are timed "get the coin" type things, and sometimes completely different, like whack-a-mole Kremlin games. Some of them are fun, but I usually found them to be somewhat annoying, and diverting from the game (I thought the same about the way DKC did them though, so your milage may vary). The main problem with the gameplay is that everything is so forced about it. A lot of your characters moves can ONLY be done when you're standing on a button that specifically tells you to do the move. Like, you'll see a button with a picture of a guitar on it... so if you're playing as Diddy, you can play your guitar there, and it'll do something (what it actually does is usually not obvious, which is also a problem... but it never does something bad, so just do them all). However, you can't play any other instruments on there or anything else. So, instead of having "context sensitive zones" like Conker has, you get different types that you have to meet character requirements to activate. Also, everything in the level has a color to it. It's either yellow, red, blue, or purple. It's color indicates what character it's meant for... yellow for Donkey Kong, red for Diddy, etc. Anything that isn't the color of your current character cannot be picked up. This means that if you find a patch of red bananas, you'll have to backtrack until you find a change barrel, then change into Diddy, and find your way back to the bananas. This may not sound so bad, but the exhaustive collecting gets irritating after a while. This and the "buttons" just serve to force replay ability in a very artificial way instead of actually making things tricky. For example, instead of making a guitar button that you have to use to break down a wall... why not just make any character able to break it down by standing in front of it and playing their instrument? Anyways, the game is fun if you can get past this aspect of it. If it wasn't for this, I'd probably have given this a 9/10. Oh yeah, and the bosses are pretty cool... except that you're forced to fight them with specific characters, which is kind of annoying (... again, forced)
Control: 8/10 - As I said before, every character has a different set of moves, which gradually grows as you get farther in the game. Of course, moves like climbing trees and jumping are common to every character. Every character has a musical instrument, a "special move", and some form of projectile... all of which are fairly easy to use, and all of which require various forms of "ammo" (although ammo is rarely an issue). In many cases, there will be obstacles that require a certain attribute to get past... perhaps you'll have to walk on your hands as Lanky to get up a certain ramp or whatever. There's also weird extras like banana fairies that you have to take pictures of with a camera... the game keeps track of how much you've found, and every level has the same amount of stuff. You change characters by jumping into "change barrels" that are located around the level (Yes, this means you often have to backtrack to change characters). There's also save point barrels where you'll start after dying.
Overall - It's a fun game, and would have been a great game if it wasn't for the forced collecting. If you don't mind the collecting, and you're a Mario 64 fan, you'll probably love the game though. It has a good theme, there's LOTS of stuff to do, so there's a good chunk of replay here. The characters aren't as lame as games like DKC3. However, don't get your expectations too high, because the game really doesn't seem like it makes good use of the expansion pak... especially not when games like Conker seem to blow this game away without using it at all. If you can find it for a good price, I'd highly recommend it, but if you don't already have an expansion pak, you might want to think twice.
I guess that wasn't very mini after all...
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I'd also like to say that I never much liked Donkey Kong Country... perhaps I'm the only one, since everyone else seems to love it so much. I'm not even sure what I don't like about it... the graphics are good, the sound is good, and the gameplay is solid... maybe it's the speed that I don't like or something, but I'd rather be playing Super Mario World.
--Zero