Infamous Nikko wrote:I remember Mickey's Speedway scored well in NOM, how was that?
As far as speed and control were concerned, Mickey's Speedway had
a lot going for it. It feels beautifully responsive--perhaps even more so than DKR--and the whole thing can be really engaging cuz of the blistering pace of races (they can noticeably outstrip the other N64 kart games, especially on the shorter circuits at higher cup classes). The sense of speed is heightened considerably by the fact that the game actually looks really smooth, too, and little touches--such as leaves sweeping off the ground as you move--do a lot to spotlight what the game's good at it: controls and visual polish.
It's a shame those visuals don't get much room to experiment. With regard to characters; course design; weapon design; and characters, the whole thing is a
jarring step back from DKR and all its diversity, both visually and imaginatively. Gone is the adventure mode and its organically expanding game and exploratory traits, as well as its multiple vehicles to facilitate that exploration. The weapons are honestly
appalling, ranking amongst the worst
I've ever seen in a kart-racing game for their baffling plainness. The characters number few and are insufficiently varied. And the courses, though fairly plentiful, are devastatingly insipid and conservative in design, often appearing quite bored and by-the-books. Nigh-on all of these areas are sorely pedestrian in design; and as far as imaginative impulses go, I'd say Mickey's Speedway has very few to showcase. It's an infuriating step back from DKR.
But most infuriating of all is the fact that, at its core, i
t's still compulsive. It's not a cake-walk, when the bigger cups roll around, but it's not so unfair that you're particularly eager to dismiss it. Mechanically, the game's very robust--and it's enrapturing for being a lot like Diddy Kong Racing in terms of feel--but just
that bit more polished. The compulsiveness of the game only seems to yield irritation, mind, as you're constantly brought back to be reminded of a saccharine-rich game that seems--maligned as this may seem--engineered to sell on the merit of the Disney license. Rare had plenty of imaginative talents back in 2000; and I think a proper combustion of Disney and Rare--rather than an uncomfortable and misconceived reliance on an interpretation of the former--could've pulled off something pretty special.