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Rare makes their DS debut with an enhanced release of their N64
kart classic, Diddy Kong Racing. The original took the kart-racing
genre in an area no one had yet to explore - adventure racing -
asking players to explore an overworld map to pick their races and
uncover secrets before asking them to do the same thing on the actual
tracks. Not willing to stop there, DKR also sported three different
vehicles, kart, plane and hovercraft, each handling differently,
allowing access to previously unreachable areas and changing the
nature of many of the games' tracks. Throw in slick graphics, bubbly
music and one of the greatest multiplayer games of all time, Fire
Mountain's egg-hatching battle stage, and you have one high quality
game. Taking the same "more equals better" approach with the DS
version, Rare has creating a long list of enhancements and additions.
New graphics, new and reworked tracks, new characters, touch screen
and microphone elements, a create-a-track mode, customizable vehicles,
online support - and that's not even a complete list!
Taking
all of those additions and changes into consideration alone, it
would appear that on paper Diddy Kong Racing is destined to go from
great to amazing. Unfortunately, that is not the case. It appears
as if Rare, unaccustomed to the DS and the trials and tribulations
developers have already gone through during its first year or so,
made a freshman mistake and the game pays for it. Trying to take
advantage of every single feature that the system has to offer while
adding even more features on top of that, DKR DS is littered with
partially realized content. Had the source material been of weak
stock, this game would have been a disaster, but the genuine fun
and innovation DKR initially brought to the N64 still shines through
here, even if there is a thick line of clouds to push through.
Diddy
Kong Racing starts as any other mascot-based, kart racer, pitting
cute animals against each other in races spanning twenty different
tracks and five weapon types, to see who can accumulate the most
ranking points, finish in first place or collect all the items before
time runs out. But it is what they did from this point that made
the game stand out above even the series that started it all, Mario
Kart. Starting by fusing elements from adventure games, such
as an overworld map to explore and placing a premium on collectables,
with two non-kart vehicles, the plane and the hovercraft, Rare then
wielded this new hybrid to our notions of a kart racer, creating
a unique product that blended both the familiar and unknown into
a cohesive package.
Enter
Diddy Kong Racing, circa 2007. The majority of content that appeared
in the original has been carried over, with the only truly noticeable
exceptions being the absence of Conker the squirrel and Banjo the
bear, playable characters that were removed due to Microsoft's ownership
of Rare. The first feature that grabbed my attention was the graphics.
Tapping into the more powerful DS, Rare gave the game a facelift,
reworking textures while adding new ones, changing course layouts
and improving the frame rate and performance. For the most part
these changes are implemented with success, especially now that
the game runs with additional fluidity and no slowdown, although
I must cry foul over the pixelated roads and skies - the smoothed
out textures and solid colored skies of the original weren't the
eyesores the current choices are. DKR might not push the DS to any
new heights, nor even reach the bar set by 2005's Mario Kart DS,
but that shouldn't take anything away from the solid 3D engine that
game runs on.
To
continue on the presentation tip, the sound department has received
a similar upgrade. Most of the upbeat, sugary tunes from the original
made the transition here, remixed to accompany a few new ones. The
sound effects have also gone through the remix washer, many completely
rerecorded, although none of this changes the super cute animal
voices. One of features exclusive to DKR DS that I had far too much
fun with is the unlockable sound recorder, where you can record
your own sounds for when you fire a weapon, get hit with one, win
a race and more - I found an Arnold Schwarzenegger soundboard and
recorded some of his more vulgar lines into my copy! I am sure the
majority of you can find more wholesome ways to take advantage of
this feature.
Once
you drive into gameplay, DKR's engine manages to cross the finish
line every time, but not without some running problems. The parts
of the game left intact from the original are just as enjoyable
as they ever were; the creative track design, the twenty original
tracks and four exclusive ones that ask you to explore in-depth
for hidden items, multiple vehicles and the multi-tiered weapon
system. Most of the areas have at least one boss race where players
go one-on-one against a huge monster to unlock extra courses or
to receive prizes. The racing controls have been "improved" according
to Nintendo's fact sheet, but random bouts of troublesome collusion
detection and the hovercraft's cumbersome default handling has me
begging to differ, especially during boss races where one mistake
can mean a loss. I also hope the new touch screen and microphone
starting line boost motions don't fall under the improved controls
banner, because having to slash the touch screen with a stylus while
holding down the gas button - all with my right hand - before watching
my opponents make it work effortlessly and laugh as I have to pause
the game and put the stylus away, does not strike me as improved.
Blowing in the mic to power-up the fan in the hovercraft is applicable
enough, but the other two touch screen motions are horrendous.
More
new features abound in the gameplay department. Levels that feature
balloon-popping or protecting your kart with the stylus break up
the racing action decently enough, while others where you must draw
lines on a map to steer your racer, like in Kirby:
Canvas Curse, or control a virtual steering wheel via the stylus,
are virtually unplayable. Gone are the collectable bananas littering
the courses - they have been replaced by coins. These can be spent
on unlocking bonus levels, modes and more, as well as purchasing
upgrades for each of the three vehicles.
This
opens the floodgate for more problems than benefits though, as many
of the best secrets can only be unlocked by purchasing them, yet
coins aren't plentiful enough to get all the unlocks without extensive
backtracking. If just about all the multiplayer options, modes and
tracks weren't locked up awaiting purchase then balancing a budget
wouldn't matter, but it really does - and don't think you can get
away from not upgrading either. Failing to upgrade your vehicle
may cause problems for veteran racers and could make progress almost
impossible for novices, as your opponents' vehicles get better and
better. The upgrade system only allows you to pick one upgrade per
vehicle (not one per category like it should be) and the prices
are far too high for a game that is trying to get you to spend your
coins on other things. There are so many awesome things to unlock,
but I begrudge having to work hard and replay levels over and over
just to gather the coins necessary to unlock them.
But
there is one mode change that trumps every other - in the best way
possible - and that is the additions to multiplayer. Diddy Kong
Racing has a robust set of options for this: up to eight players
can race against each other in either Single Card Download Play
or Multi-Card Play, and up to six can face off over the Nintendo
WiFi Connection. Regardless of your choice you can choose between
single races, the coin collecting Token Tussle, duke it out on any
unlocked Battle Tracks (two to four players only), battle for pole
position in a four track trophy race or engage in some TT Wish Race
action. TT Wish Race, an unlockable mode where you can create your
own tracks using the touch screen to use in multiplayer, will quickly
become DKR's greatest asset in lasting appeal. Don't be surprised
if every developer from here on out magically adds this feature
to their racing games.
It's
a shame that Rare wasn't a part of the DS movement from the get-go,
because many of the problems in Diddy Kong Racing, such as the overabundance
of gimmicky modes and half-realized features, could have been avoided
with the experience that most developers received during the first
year or so of the system's existence. Thankfully, the source material
was so strong it is able to push past the problems, with a big helping
hand from the deep and addicting multiplayer modes. Though it plays
second fiddle to its old rival, Mario Kart, Diddy Kong Racing shows
that there is still a place in the gaming world for kart-driving
monkeys, plane-flying turtles and hovercraft-steering tigers.
Reviewed by Tony Peters for AceGamez (All Rights Reserved).
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