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Aussie Ben's Donkey Kong 64 Review
Graphically, Donkey Kong 64 features many noticable improvements for the 3-D Platform genre. Areas span pretty much as far as the eye can see (a notable achievement), the worlds are huge - each boasting many, many different textures (I've been playing Ocarina of Time recently, and believe me, it just looks so...well, plain in most areas), and lighting is featured quite a bit.
It's clear that the team was experimenting with lighting, because it is absolutely everywhere in the game. The lighting certainly seems to consist of every colour on the spectrum, rather than just the white light that we know of. In other words, it's overdone. Don't get me wrong, it looks quite impressive, especially in areas such as the mine cart race where everything speeds past so quickly, and in boss areas, where it's featured prominently. But the lighting seems to be used in every single place possible - even where it's not necessary - and unfortunately, that just distracts from the overall feel and makes it seem a bit...well, tacky.
Characters in DK64 are excellently rendered. While not of promotional render quality as promised (was that really promised?), a lot of care and detail has been given to the Kongs and Kremlings alike. Kritters and Klaptraps are two that I'd especially like to note. Oh, and Donkey's spine indentation in his back. You know you have quality when you can practically see an ape's shoulder blades.
9.0
We're all quite used to the awesome aural feast that David Wise provided us with for the Donkey Kong Country series. Whether it was techno, jungle jazz or cool soothing melodies, they had it all. So it's rather strange to have what seems to be an inferior Banjo-Kazooie soundtrack happily bouncing along with the Kong's latest adventures. While there are some tracks that particularly stand out (including Frantic Factory, Angry Aztec and Hideout Helm), the rest just seem to be mediocre. Any DKU fan could (and SHOULD) be able to hum the Jungle Hijinx theme or even Stickerbush Symphony, for that matter. In comparison, DK64's music just doesn't seem to be, well...catchy.
Unless you count the DK Rap.
Sound in DK64 is adequate, as it is with most games. Nothing particularly over the top, but the stereo is nice (I'd like to say that the Dolby Surround was, too - but unfortunately I can't test that - YET). Donkey Kong Arcade's sound is emulated spot on - not a problem at all. I can only presume that Jetpac was emulated correctly too. Oh, one more thing - big thumbs up to Rare for getting "hell" in an 'E' rated game. I mean really, you'd have to be a really sad person to get upset over something as trivial as "hell" - especially when there's MUCH stronger language in *gasp* real life! Hats off to Rare.
8.5
I really haven't got anything bad to say at all about DK64's controls. Everything is clearly explained both in the manual and again in the game, so it's your own fault if you don't know what to do. Some people have been complaining that when you jump it feels 'floaty', but I don't feel it myself. Must be just me. I am incredibly pleased at the absence of an air meter when swimming underwater, because as we know, all Kongs have special lungs which turn water into oxygen. Or they have gills. Or it's a game. (Take your pick.)
The only two things that really frustrated my in the control department were: Enguarde, who seemed to have as much control as a Jellyfish tumbling down a hill, and Beaver Bother, which has suggested one of two things:
- There is no God.
- There IS a God, and God's having a jolly good laugh at my expense.
9.0
I'm sorry to say, but DK64 is not what I'd call the paragon of originality. Having a game where the length is increased by the fact that you must collect at least 105 objects with each different character, and that each character can only pick up their own objects stretches over from fun into the teetering boundaries of torture. The levels are good and well designed, it's just that if you didn't need to collect 500 bananas of assorted colours to open a boss, then well...I'd be much happier. Golden bananas could have been subsituted for coloured bananas, and the coloured bananas could have been all yellow and used for extra lives. I would have preferred it that way, myself.
Aside from this, the game is pretty enjoyable. As I said, levels are well designed and large, as are the objectives. Bonus games are (for the most bit) enjoyable. The Minecart sections are exhilirating. It's not a bad game. Far from it - it's just tiresome after a while, which is much different. If you got tired of it, you could put it down for a bit and then try again later. If it was a bad game, no amount of rest would make the game any better.
6.0
As mentioned in Originality, Donkey Kong 64 is overall a pretty enjoyable game. But the game's attempt at making it longer by backtracking with five different characters makes it fall flat on its face. Rather than enjoying the tasks, they become a chore, and nobody likes chores. By the time you reach the fourth level, Gloomy Galleon, you'll either be wondering why you're still playing, or forcing yourself to finish the damned thing. Let it be known now - there's no need to collect 100 bananas for each character - 75 to get the banana medal is enough. However, strive to collect all the Golden Bananas. The little extra that you get at the end makes you feel that you've accomplished a mammoth task, because you certainly have.
So, is it worth a purchase? Well, let me put it this way: in terms of length, you'll definitely be getting more than your money's worth.
8.0
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