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Freaky Flyers review
Diddy Kong Racing on the N64 was a beautiful little game. Leaping on the Karting bandwagon and more than making up for many peoples' disappointment at Mario Kart 64, it took things further than the already well-traveled cartoon driving route, adding very enjoyable hovercraft sections, as well as fairly nondescript flying ones. Its combination of likeable characters, tight handling and fiendishly, soul-destroyingly difficult challenges won it many admirers.

Since then, though, next-next generation technology has created a world of gamers who are getting harder and harder to please. In 2003, Freaky Flyers' tribute to Diddy's flying sections has caused nothing but apathy around the world. Its hackneyed name is a terrible start; characters which don't come straight from the Approved School of Japanese Character Design (in short: big eyes, little nose, optional mouth) won't help win it any admirers in this age which champions, largely without question, all things Eastern. Can its relentlessly oldskool gameplay save it?

The first thing that'll strike you on your initial load is the staggeringly high production values of the title. Its very own title track featuring lyrics, a series of very well rendered and animated cartoons, and a pleasant menu system are excellent starts, and bode well for the game ahead.

Controls are simple. The stick governs your movement, the triggers control your acceleration. Other buttons are mapped to shooting, using bonus items (the usual selection - rockets, homing rockets, mines, shields, smart bombs) and performing stunts to turn faster or avoid a hail of bullets aimed your way. However, to begin with, the handling of most of the characters feels very imprecise - it'll be a few races in before you start shooting down any of your opposition with your standard gun. The first few races take account of this - with very few tight turns or narrow corridors, beginning players will adjust to the game in no time and most gamers won't struggle until the first of the "bonus" minigames.

Thankfully, the difficulty level soon becomes acute in the main game, and for all the right reasons. There are no easy rides here, and simply knowing the courses is not enough; you'll need to fight tooth and nail to finish in the required position, a long-overdue change to a genre which has traditionally been over-simple and, as a result, over-short.

Adding further to the difficulty, the races aren't just races - in true Diddy Kong style, there are a number of side-quests to undertake, such as shooting down a set number of opponents, shooting targets mounted to trees, or clearing dams in rivers. This concept has been developed to a far greater degree than it was in Diddy Kong, and will add a fair bit of replay value to the game, assuming the gamer enjoys the main game enough to persevere with these other quests (some of which are very, very difficult to complete).

Sadly, during the game a stuttering and inconsistent frame rate conspires to rob Freaky Flyers of the gaudy charm wrought of its well-rendered locales and oddly likeable characters. The music too, by and large, is professionally produced, featuring one or two vocal tracks (not as funny as they try to be, but with a certain appeal nonetheless) as well as more traditional race-game arrangements. Use of sound is excellent, and in a
welcome break from the norm, the voice acting is generally superb, particularly in the exceptionally well-done DVD cartoons between races. The announcer is among the best yet in video games, a smooth and low-pitched voice with an easy, sardonic style which won't have you searching for his volume control.

With yet another nod to Diddy, abstract minigames appear throughout the adventure - defending a fort from marauding bandits, for example, or piloting your vehicle Fantastic Journey style through a human body. It's fair to say that none of these games are enjoyable enough to be played through over and over, but they're available to play from the menu in any case. The minigame instructions can be vague in the extreme, and the
off-putting number of times the first one in particular could be failed, simply because the player hasn't understood what's required, has the potential to be infuriating. By the time it's completed, though, the player will at least be used to the controls and more than capable of blowing opposing racers out of the sky with grace and finesse.

The two-player mode includes all the racing options you would expect, but also adds a dogfight mode which is among the best in the genre. It's disappointing that there is no option to fight against computer controlled drone pilots, but the inclusion of this mode alone makes this a title worthy of purchase for those who like their multiplayer action.

So, it's not a bad game at all, it just feels rather uninspired. In a world of copycat, 'me too' titles, though, this is a minor sin, and easy to forgive. It's not for everyone, but those who don't subscribe to the doctrine that all things Western are inherently bad and don't take their gaming too seriously will be able to have a fair bit of fun and a
medium-term challenge with this title, particularly if they make use of the multiplayer options. It's a nice attempt to recreate the feel of one of the best games of previous generations - we should hope that the developers will look a bit closer at what else made Diddy Kong great, and try Freaky Hovercrafters next.

Feedback via Forum or Email us ntsc-uk score 6/10
System: Microsoft Xbox
Genre: Action
Developer: Midway
Publisher: Midway
Players: 1-4
Version: United States
Writer: Stephen Pringle
Pros:
- Difficulty level and multiple characters make it a long-lasting experience
- Excellent multiplayer mode
- Professional production values with gameplay which almost matches
Cons:
- Irritating, juddering frame rate
- The first mini-game
- Not an original idea in sight
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