We're now on the final day of E3, and things are starting to wind down at last. We have all the trailers that are fit to show, we have all the news that's fit to print, and we continue to have all the late-night shows that are probably not fit to air. Whether you've seen too much E3 to last a year or have managed to avoid as much of the annual industry hype machine as possible, you are very welcome to enjoy this Alternative to E3.
This year's theme has been 3D platformers for the N64, one of those historical time-and-place genres that is of great sentimental value to me. This culminated in a recent seven-part rundown of the game design genius of Super Mario 64, and I've been in a "never say never" sort of mood about creating a sequel with some other N64 platforming paragon. However, while there are some 3D platformers for the N64 that I cherish dearly, I can appreciate that they won't take to a long-form analysis as readily as Super Mario 64 did. Instead, those games are getting their due here and now during 2015's E3 week. Please feel free to check out the table at the end of this blog to see what else I covered in this four-day period, and talk about your own N64 guilty pleasures in the comments below. I'll even take in Yoshi's Story and Hybrid Heavendegenerates proponents: all are safe here.
And now... it's finally here, performing for you:
Donkey Kong 64
My beloved Donkey Kong 64. The most divisive of the N64 Rareware platformer quartet, DK64 reintroduces the world of Rare's SNES Donkey Kong Country series in a new 3D format, taking what the developers had learned from developing the first Banjo-Kazooie game to make the "ultimate" 3D platformer with Nintendo's simian sparkplug and his primate posse. They may have overdone it, however. Just a little.
Donkey Kong 64's tepid reputation goes beyond a certain opening musical number, focusing more on the game's overabundance of moving parts. There's five separate ape protagonists, each with their own abilities, collectibles and ape-specific interactive stage elements, and there's numerous collectibles beyond simply the coins (bananas) and stars (bigger bananas) equivalents with you completing tasks for numerous goons in return for useful upgrades, special bonuses, the core progression collectible (the aforementioned bigger bananas), or necessary progress of a different sort. Exacerbating this cornucopia of collcetible crap are the grenades, five different types of weapon ammunition and health pick-ups and the stages become so filled with little bouncing/spinning gewgaws that there's scarcely any room for the puzzles and platforming - the ostensible gameplay core of the genre to which DK64 belongs. DK64 sometimes feels more like a modern open-world game, where you're given a huge environment with very little level design variation and tasked with collecting several hundred knick-knacks from every nook and cranny of this enormous world: except DK64's world is not as big, and the collecting is the primary goal rather than some incidental activity that might unlock an upgrade or concept art or something. It's telling that Banjo-Tooie and Conker's Bad Fur Day would greatly dial back the number of collectibles (to almost zero, in CBFD's case) almost assuredly due to DK64's reception.
Still, though, I can accept that collect-a-thons aren't everyone's cup of tea, and while I still adore this game for indulging the very habitual, casual form of enjoyment that is finishing collections of random objects - sort of like how moreish those hidden object games are for the iOS/Android crowd - I can at least recognize, in my kleptomaniac reverie, that the actual gameplay aspects of DK64 are far too busy (and occasionally surface-level rudimentary) to be deserving of a deeper analysis. Maybe an analysis of what went wrong would be a better way to frame a longer piece on Donkey Kong 64, but considering I'm of the mindset that believes this game is amazing I would probably not be the ideal choice to write such an article.
I still think Donkey Kong 64 is one of the better Rare games for the platform, but we've discussed my unfortunate proclivities enough already. Well, at least the ones pertaining to this particular video game. I said pretty much all I wanted to before the screenshots appeared, so instead I'll wish you all a happy E3 (what's left of it) and will consider my options moving forward for a N64 platformer I might actually want to cover more in-depth. Banjo-Kazooie seems like the obvious choice. There's also the matter of Yooka-Laylee, which I hope to see next year, and the upcoming Indie throwback A Hat in Time, about which I'm hoping for great things. Grow Home proved that there was some life to the genre, if you know how to approach it, so I don't think we're quite done with games like these just yet.
That's it for Alternative to E3 this year! Cranky, take it to the fridge!