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Rhythm action games have come to the fore in recent years for console users, especially
ones that require their own dedicated peripherals. On the one hand there are the
movement-based titles such as Dance Dance Revolution, and on the other such titles
as Guitar Freaks and Samba de Amigo that have unique controllers. Donkey Konga
is the next in line and the first time such a genre has been prominent on a Nintendo
machine (if we discount the exceedingly rare N64 Disney DDR game). In essence
Namco have brought over their successful Taiko no Tatsujin game from PS2 to Gamecube,
and replaced the drums with bongos, but is it still as good?
The premise of the game is pretty much the same as usual, wherein the correct
actions displayed on screen should be performed in time with the music. The
bongo itself, sturdy in design and able to withstanding a lot of hitting, allows
4 different actions to be performed: left hit (yellow symbol), right hit (red
symbol), double hit (purple symbol) and clapping (blue flash) via a microphone
housed between the barrels. Each of these may be in the form of a single hit,
or in a "roll" of multiple hits. Whilst there might be less complexity
than Taiko, the clapping element brings a new dimension to proceedings. Having
to remove at least one hand from the bongos to perform a separate action means
co-ordination is rather important to prevent hands from getting mixed-up and
completely out of control. The microphone sensitivity can be adjusted and it
is encouraged that non-players can help with the clapping. On some of the hard
songs, this is the only way to beat them unless you happen to be some sort of
god.
Most play options are available from the off; those which are not must be bought
using currency earned within the game. The game follows a template used by many
others, in that single player mode is for honing perfection on the songs and
earning currency, which can be spent buying expert level songs, mini games,
and drum sound effects. In solitary mode, a certain level of competency for
each song is required in order to pass, and a much higher level to score a gold.
Each beat is graded according to accuracy (good, okay, bad, miss) and coins
awarded on good or okay hits. A score is also awarded for each successful hit
and how large a combo of successful hits has currently been achieved.
Multiplayer is where the fun and excitement of whacking seven shades of hell
out of plastic instruments really comes into play. There are two main modes
available: free play, where all that is recorded is the accuracy of the beats;
and competition, which is essentially a two-player version of the solitary mode
with a couple of new elements thrown in. Firstly there is the ability to reduce
your opponent’s score by hitting the POW block that comes up, and secondly
by properly stopping fruit machine reels to rack bonus points.
Competition mode is frantic and requires some concentration as the songs are
split into their own beats, and both players are not doing exactly the same
rhythm. Spoiling tactics, distractions and the ability, if set up correctly,
to make your claps heard by the opponent's microphone and ruining their combo
are all part of the fun. Much as it can be hilarious to watch people being
all over the place and getting horribly out of time with their hands, it is
even more satisfying to actually play. There is real potential for being "in
the zone", or relaxed and casual at the same time. It is up to you to decide
how to approach playing the game.
Graphically the game isn't going to win any awards. No massive polygon models,
no rendered backgrounds, no real time lighting present here. Just simple, colourful
graphics that do their job and make playing as uncomplicated as possible. The
most work that the game has to do video-wise is during the mini games, and even
that isn't pushing the boat out far. For a game such as this, it is the audio
side that is far more important. Many of the buyable drum sounds are humorous
for the first one or two plays, and then upon noticing that everyone around
is usually cringing in pain, realise that they are not so easy on the ears.
But that is by the by and not very important as the default drum sound is great.
The real focus has to be on the song set chosen for the game.
The most immediate thing is that many of the songs are quintessentially Japanese.
Apart from the Latin and game theme tracks, most of the rest are not going to
be immediately recognised by a lot of Western players. How much this Japanese
version of the game (assuming Namco and Nintendo see sense and release it worldwide
with regional song sets) will appeal and how much play time it accrues will
be quite dependent on whether or not the rest of the tracks catch your ear.
There is a mix of anime themes, advert music, folk, dance, classical and J-Pop
present, with naturally some being easier to transfer to the bongo concept than
others. Many of the J-Pop tracks are quite catchy in a small cheesy type way,
though overall it will massively depend on the taste of the player, and tastes
always vary. Personally it is quite an eclectic mix of music and one well worth
listening to repeatedly. Hats off also to the bizarre in having a Japanese version
of "Grandfather's Clock" present, something totally unexpected within
such a game. There's something there to appeal to almost everyone, and if there
isn't, then you're just being a fuddy duddy.
The difficulty doesn't really ramp up until the expert songs are unlocked.
Easy and normal for the most part are not that taxing, so on a scale of complexity,
don't quite match up with their Taiko counterparts. They can be used for introducing
people into the whole rhythm game genre or for younger (or older) persons to
play and not feel frustrated. Once expert level is available, then the game
does start to show its teeth on some tracks. The Latin tracks are frantic combinations
of bongo and clapping, whilst some of the J-Pop tunes have multiple waves of
very fast beats. Experienced rhythm players may not find them as challenging
as some in Taiko, but for most of the other not so co-ordinated in the world,
they are more than what is needed to warrant multiple playing to hone timing
and achieve 100% completion.
So where does it leave Donkey Konga in the scheme of things? Fans of Taiko
should slip easily into playing it and find it to be a similar, yet new novel
take on the genre. New players in general should be able to handle the easier
playing levels and gradually work towards beating the higher-level songs. Either
way, interacting with a game by hitting something a lot always goes down well,
and in that respect Donkey Konga delivers. It is ideal fun for both the serious
and casual games player, and entertaining for those not taking part to watch
the participants flinging their hands over the place. A game which is perhaps
an acquired taste, but with it being no more expensive than any other (even
with the controller), one which deserves to be tried and experienced.
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