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Sean's Starfox Adventures Review
Holy crap. I can say without a doubt that is what the Donkey Kong Countries would look like if they were made on the GAMECUBE. Wait, scratch that. These are what the DKCs would look like if Rare made them for the GAMECUBE. The SFA team did a marvellous job with the graphics. The water looks absolutely brilliant when compared to, say, the water in Super Mario Sunshine, and the characters themselves are all very well crafted. The fur that we've all joked about and poked at is actually very well-done, and makes the furry characters stand out even more than they usually do. There are some parts that have pieces of the N64 conversion on them, however, these little oddities are few and far between, and so can be looked over at your leisure.
9.9
'Bout time he came back. David Wise makes his triumphant return orchestrating for the DKU, and he does a very splendid job indeed. Seriously. Go pop over to Tempus Fugit and download some mp3s. They're incredible. Each piece fits the required area very well, heightening the mood and either relaxing or tensing you in accordance to what's going on. You know, like in the DKCs. (In fact, I swear the Krazoa Shrine music at times reminds me of Crocodile Isle...) Also of top notch is the sound, specifically the speech. Like Conker, every (well, not every, but damn close enough) character in the game has his or her own voice. Unlike Conker, they're not always very good. Some characters are just bloody annoying, or sound bad altogether. They DID manage to make Slippy sound less annoying, which is a commemorable feat all the same. The "Dino-talk" works if you don't try to understand what it says and just read the subtitles.
9.9
The play control? Not too bad, I guess. Your fox-type hero responds to commands and buttons as you would expect him to, but there's some glitches. The aiming system with the staff I find to be bloody annoying, because like in B-T, the thing refuses to stay in one spot and keeps falling back to the center unless you keep the control stick pressed, which can lead to some annoyance. Also of note is Tricky. You have to indirectly control this guy, and sometimes he just does whatever he wants with no consent to your needs whatsoever. "I SAID COME OVER HERE, BITCH!" Ahem. The Arwing levels play perfectly fine, or as fine as one who's only experience with Starfox comes from the SNES version can say.
9.0
Here's where the game stumbles a lot. Lord knows I hate the word "clone", and so I will not utter it here, but the fact is that the thing is just like Zelda. This is not a bad thing by any means, of course. Once you get back the Cloudrunner Fortress, though, the game just starts to stop showing off it's guns and starts getting into a "Find Spellstone, Find Krazoa, Lather, Rinse, Repeat" phase. And damnit, who didn't see that final boss coming?
8.3
It grieves me to think that this is all Rare has to show for it's time on the GAMECUBE. It's really sad that they couldn't of ended their time on a higher note. Starfox Adventures is by no means a bad game, and it's a great addition to the DKU, but it's definately one of Rare's worst efforts. As I play it, I can't help but wonder what it would have been like if the game had stayed as Dinosaur Planet. O, Sabre, Randorn, female Kyte, I can only sit and ponder what could of been...
9.5
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