Four
years of development and what do you get?
During
play it's easy to see why DK took so long to create, it's not
just a single game, but four built into one. Each new episode
manages to completely alter the world around so that the only
familiar elements are you and your sidekicks. Textures, level
architecture, models, weapons and sounds are all pushed through
the 'change-o-matic' machine to create totally different environments.
From the seething canyons of ancient Greece with it's metallic
stone and yellow sandy beaches, to the back streets of future
Japan, wet with rain and showered with mud covered metals and
rubble.
Every
time you change environment it's just enough to make you want
to play through and reach the ending of the game. Marred by
some dodgy weaponry, dated gameplay, architectural glitches
and useless game elements (sidekicks), there's no doubt DK has
its problems.
However
on the good side the controls are simple and flowing, the gameplay
basic yet packed with action and the episodes varied and quite
often eye catching. Weaponry can be as entertaining as it is
effective and the general flow of things is enough to keep even
the most hardcore of players going for some time.
In
contrast DK is a lot of fun to play, its problems lie in the
inordinate amount of repetitive play and lack of depth (no real
use of NPCs). At its heart sits a bog standard blaster that
died long ago in the shadows of Doom and Quake, as such it stands
little chance of critical acclaim amongst today's love buddies
(Half-Life, SOF and Elite-Force etc.).
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