Some More Thoughts On Mario Kart: Double Dash
I just had a sudden second consideration of Mario Kart: Double Dash, the GameCube racing game which you may recall me writing about some time ago.
Summary of previous reviewAfter playing it extensively (well, somewhat) for several-days-to-a-week prior, I reported that I felt the game could be enjoyable, and it was quite addictive in the single player mode, for a while, due to its difficulty and unlockable extra tracks.
Nonetheless, this seemed to cover what was a slightly poorly designed, or, rather, un-funly designed game; the tracks felt highly forced and one-way most of the time - hardly any of the proclaimed 'shortcuts' were actually short-cuts, but rather slight route-deviations to get an item.
There was no room for unique, innovative cuts for shaving time off the course (using the feather to breach an otherwise impossible jump on the SNES version rendered all kinds of tricks possible). All in all, for the temporary fun, there is no sense of exploration - something which pervaded previous titles in the series. You're really on rail, technically, from start to finish.
Anyway, these are my past critiques of the game. But, having just seen some pictures of the upcoming Nintendo DS version (which is on its way), my mind switched to another glaring problem with Double Dash:
Addition to previous reviewThis wasn't necessarily apparent with earlier courses, but later on it came across strongly that the tracks weren't made for the sake of the racing; they all felt like gimmicks, each one was just the railed drive I mentioned, but with different visual features/appearances. The issue I have is that you feel more like you're going through an art-gallery rollercoaster, designed to impress and amuse you, rather than an actual test of your skill to get through. True, the game is difficult, but not because you can't get through the courses, but because someone attacked you and messed everything up.
It's far more apparent with the last few courses that you're riding through a waltzing waters demonstration,
occasionally dodging the odd simple obstacle or bend. Each track relies on its individual visual features to define itself, not difficulty or hazard-style.
The ol' SNES original featured a set of track templates (the basic tiles, backgrounds etc. which made up the track), and wasn't afraid to re-use them for new tracks, only this time adding tougher hazards, tighter bends, and thinner paths. Double Dash wouldn't dare to attempt this feat, since its tracks rely far too much on presentation, not design.
Not to mention, the tracks feel too short somehow.
The verdict of Brins Recapping this time, you may have great fun with this game, both in single and multi-player. The issue stands, however, that you are having said fun in disappointingly designed, unchallenging courses - very rarely will you have any problems navigating your surroundings... just those homing shells.
That pretty much sums up everything I have to say on this game.