
That the Kung Fu Panda videogames have been commercial successes is not open to debate, with each of the multiple releases on near every format having proven itself in the videogame retail charts on numerous occasions, both at full price and as budget releases. With such a strong reputation obviously having grown amongst consumers, you’d be forgiven for assuming that Kung Fu Panda may act adversely of the opinion that videogame adaptations of motion-picture releases, by-and-large, are inferior products. Vicarious Visions are responsible for this Nintendo DS release, and with a past littered with both handheld successes and poor excuses for using a licence, it’s not easy to tell at a glance whether Kung Fu Panda will be a rewarding experience.
Kung Fu Panda is a Platform title, though a fairly non-traditional one. Players must still defeat various enemies throughout their adventure and will still travel from point A to destination B with only so much of a
truncated version of the story from the motion-picture and a map with an arrow acknowledging the location of your objective for guidance, but this in itself is reflective of a level structure that is built less around a typical left-to-right set-up and more around the pre-designed world that the film presents.
The game in fact takes this design to its very limits, attempting a Metroid style adventure within the limited architecture. Obvious Morph Ball inspired moments appear with regularity, though strangely are exempt from and tests of either physical or mental dexterity, and certain paths will remain locked or hidden until the player earns new abilities (playing momentarily as different characters) later in the game. While it remains entirely intriguing to discover a new route that cannot yet be accessed, the challenge involved with accessing them once granted the required ability is less than taxing.
The control set-up is pleasing devised, with the D-Pad and Face Buttons performing the same functions, opening the door for left-handed gamers. Aside from movement, jumping and the “Morph Ball Lite” sections, all commands are conducted on the Touch Screen. Drawing a line will execute an attack in that direction, tapping an object will grab it and following with a line will perform a throw manoeuvre. The variation is surprisingly deep – allowing for uppercut attacks and combos – and the precision in the recognition of which move you intended to perform is almost infallible.
Kung Fu Panda isn’t overly pretty, but it’s comfortable in its’ visual qualities. Bright environments and bouncy characters bring the canvas to life in a manner immediately recognisable as derivative of the motion-picture release, and for that fans will be wholly thankful. The sound quality is perhaps the greatest asset Kung Fu Panda offers, as even when played through the Nintendo DS system’s built-in tinny speakers the cast are immediately familiar with incredibly authentic voice acting.
As far as third-party Nintendo DS Platform titles go, you could do worse than Kung Fu Panda, but there’s no doubt that any experienced videogames player will take only a few hours to walk through it’s uncomplicated story. The target market is obviously children and early teens, and inexperienced players within this demographics will find Kung Fu Panda an enjoyable experience, but it’s hardly representative of the best the genre, or indeed it’s host system, have to offer.
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