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Top Ten Problems with Donkey Kong 64 (or, Confessions of a Former Fan) [top ten]
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04/17/15, 21:50 Edited: 04/30/15, 04:22
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Atmosphere, or Lack Thereof |
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One of the stand-out elements of the original DKC trilogy was its foreboding sort of feel, that helped to elevate the game beyond its typical mascot-based peers. The darker colors and atmospheric, minor key music gave it a great sense of danger and a cool dark/light balance similar to family films like The Brave Little Toaster and Toy Story. DK64, for the most part, dispenses of that in favor of more cliche, silly colors and antics. The sound effects are right from the cartoon stock box and there’s no real sense of urgency. A few of the later stages have a cooler feel to them, but by and large, this is DKC gone through the generica filter. I like my candy-coated Nintendo games as much as the next guy, but K. Lumsy spinning on his tail even makes me cringe a bit. I mean, this is the game that starts with the DK Rap, for cryin’ out loud.
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The stages themselves have no shortage of annoying spots. There’re a good number of vertical ascension sequences, and if you happen to fall, have fun climbing up again. I mentioned Mario in the last point, but his N64 debut was a great example of varied stage design: there’re multiple ways to go from point A to point B, via wall-kicking, back-flipping, triple-jumping, side-somersaulting, etc. With DK64, almost every area has to be played the same way…which is ironic since you have MORE characters to use! There’re lots of dead-ends too if you’re using the wrong Kong, making players get a constant negative reinforcement through the game based on luck (“Aw geez, I need to go back and get Lanky now…”). There’re relatively few pure platforming sequences and combat sequences, so what’s left is…well, a glorified scavenger hunt. Busywork! The challenge rarely arises from tests of skill so much as tests of persistence and persnickety thoroughness. And to make matters worse…
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…you gotta do it five times! So here’s where the collection element is a problem. It wouldn’t be nearly as bad if certain things were shared between Kongs (Banana Medals and Bananas, for instance), but the whole game seems designed to stop you from having fun. Enjoying exploring a new area? Too bad, here’s a plate with a Chunky Face on it, better go back and get him! Ran a circle around this area to get all the bananas? Well, we tucked away five different colors in that same exact path, so you’d better do it again with everyone else!
Now, you don’t do EVERYTHING in this game five times, obviously—the Tag Barrels help alleviate some tedium and there are sections that only one character will be able to access. But there’s still way too many of these situations that arise, making the whole thing feel like tackling a giant, annoying Sudoku puzzle or something. Keeping a ton of notes in your head, repeatedly switching out, solving menial tasks. It could’ve worked okay with better stage design, faster movement, and sharing certain collectibles between Kongs. But as is, it can make the game feel like serious work.
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To be clear, I actually don’t hate DK64. I used to love it, in fact—when I first played it, it was my third-favorite game ever! It’s got serious issues though that my adult self can see pretty clearly (although I’m wondering why the adults at Rare did not). Despite this, and in the interest of fairness, here’re ten things I think DK64 does well! -Good variety within levels: Lots of pretty decent minigames here and there. -Teleporting: Kind of a godsend in the large environments. Smart decision. -Multiplayer: Rather good, actually, and the weapons finally make sense. -Combat Arenas: A good change of pace in the main game, and fits well enough with the controls. -Lanky Kong: Tiny is completely superfluous when Dixie exists, and Chunky slightly less so. But Lanky is fun and well-realized. -Arcade Machines: Playing arcade Donkey Kong and Jetpac are really neat diversions. -Bosses: Not amazing, but cool atmosphere and music and designs. -Music: Not Kirkhope’s best, but very good besides. And still the best version of Jungle Hijinx! -K. Rool Fight: Really clever and smart and memorable. -101% ending: Hilarious and awesome!
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04/17/15, 21:50 Edited: 04/30/15, 04:22 |
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