Rare's masterpiece.

+

1) Real-time animation of the some of the highest quality that I've ever seen in a game on any platform.

2) Too many environmental effects to count. Falling leaves, dancing flowers, commenting characters, humorous cut scenes intricately woven into the game play, catchy band music, bees the hum the tune as you walk by... and many more. All of these effects provide the player with a constant stream of simple pleasures and make the game very fun to play.

3) This level of professionalism in comedy has never been seen in any game that I've ever played.

4) The evil cat king wants to kill Conker so he can use him to fix his broken table, how ridiculous is that! Wonderful comedy.

5) Conker helps all of these people out because of money. It's sad, it's true, and it's hystarical. It's also a kind of joke often used in British comedy, which isn't surprising since this game was made by British people.

6) There is a wide variety of different things that you do as you make your way through the game: throw toilet paper at the Great Mighty Poo, shoot Tediz with machine guns twice the size of your body, run around and jump across platforms, smack stuff with your frying pan, swim, zoom-zoom boat racing, a wide variety of different multiplayer games... and so much more.

7) Hilarious cut scenes.

8) It gives you the option of skipping the cut scenes, just in case you ever want to skip them.

9) The whole concept of having a cutsy platformer where the main character spends the entire day recovering from a hangover is just the most ingenious thing. It's a concept that has never been done before, and it works so well because cutsy platformers are supposed to be for innocent kids, whereas hangovers and profanity are supposed to be for sinful adults (in the western world anyway).

10) Selecting the menu options by panning around a bar is much more immersive than scrolling down a menu.

11) Of all the cliche's they could have picked, the ones they used were the coolest.

12) When Conker is drunk, he stumbles around. When he's pushing a boulder uphill, it moves more slowly showing that the boulder is heavy. When he's in the dance club his idle animation is dancing. All of these things are great techniques for demonstrating the feeling of the environment and the characters.

13) Excellent use of establishing shots (i.e. the rope loosens as the vampire bat drinks more blood). Short cinematic sequences can have their advantages after all.

14) The "Chapters" section, which allows the player to reference any section of the game without having to go through the game again, is something that this game would be incomplete without. With so many hilarious, hystarical, and fun things in this game there needs to be a way to quick reference them all.

15) The blood splats, bullet holes, and cracks in the camera are a really good environmental effect. It brings the environment one step closer to the player.

16) The regenerating chocolates are a good idea.

17) The cut scenes at the beginning of the multiplayer levels add a lot of depth to the level. There's a story behind it. Well, kind of.

18) All of the multiplayer games are original, and not quite like any other type of game.

19) The basic interface is very simple: walk up to something and press a button. The action that the button does is different depending on the context in which it's pressed; it's context sensitive. This is a very versatile, simple, and ingenious way for the player to interface with their environment. It may also explain some of the reasons for the GameCube controller having one major action button.

20) The Matrix level was the funnest thing I have ever done in any game, ever.

21) Games that leave the player with a theme at the end are few and far between, and fortunately Conker's Bad Fur Day is one of them. This game combines, comedy, variety of game play, cutting edge environmental effects, and adult themes. Every game should do that!


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1) The camera control is somewhat awkward. A lot of times completing a task can become difficult just because the camera isn't in the right place.

2) When you use the R button to look around, Conker's head suddenly takes up 2/3 of the screen. This kind of defeates the purpose of using the R button to look around, unless the player is interested in looking at Conker's head.

3) The Z-targeting way of controlling the camera used in Ocarina of Time would be a very good solution to fixing the camera control problem. What I like most about that particular control scheme is that it is the most like reality. In reality you move your head in the direction you want to look; in Ocarina of Time you point Link in the direction you want to look and press Z. Also, on a PC first person shooter, you point the mouse in the direction you want to look. Giving the player the ability to instantly look in any direction she wishes is the ideal format for camera control in my opinion - it is the most like reality.

4) A map would be nice.

5) The camera angles make it very difficult to tell which direction something is in. It makes the control very awkward and difficult.

6) On the fast-paced zoom-zoom race, the player dies fairly often. Whenever dying is a frequently occurring thing, it makes sense to have the transition from death to life very seamless so that the game keeps going. Unreal Tournament is a good example of this. The zoom-zoom race, however, is not. I think the same problem exists with the barrel rolling downhill feature.

6.5) Actually, the transition from death to life is generally bad.

7) The game seems to be a little too heavily weighted on the action oriented side. There should be more strategic game play.

8) Some button keys would be nice; like those used in Ocarina of Time.

9) On the caveman boss, when he knocks you down with the quake wave it knocks you off your dinosaur and slams you on the ground. This becomes very annoying because it knocks the player back too far - I have to get back on my dinosaur and try to approach him again. Maybe it shouldn't knock you down as much, such as if you were to stay on the dinosaur and have him knock you far enough away from him so that he can't knock you down again before you have a chance to do anything.

10) There is too much getting attacked without knowing where it's coming from. A radar might fix this problem. Or perhaps just better camera angles.

11) Too much precision is required in some areas, especially when you have to aim your crosshair. Consoles in general are bad for aiming because you have to use a joystick to point, whereas PCs are better because you can use the mouse to point.

12) On the War level where you have to lower the bridges to get the tank across, after I get shot down it is very difficult to get back up again without being shot at or bombed immediately afterward. It is also difficult to tell how I'm supposed to dodge the bullets and the bombs.

13) The giant guns at the beginning of the war level that I saw at E3 were sized down in this version! That was a big disapointment for me.

14) Whenever an enemy becomes present, the player should be able to see where the enemy is. But because of the camera angles, she can't.

15) The multiplayer games do not have music.

16) It would be very useful to have a map of the multiplayer level displayed in the corner to show where the player should go to get the money/gas canister/missile/etc. This would also be useful if the player wants to locate an enemy, or if the player simply wants to figure out how to get to point B without exploring around first.

17) Although players could spend hours playing the multiplayer games, many people may be scared away from purchasing the game due to the content in the one player game.

18) The N64 controller makes my hands hot and sweaty.

19) The difficultly towards the end of the game was too difficult. Going through those parts was only fun when I knew how to go through it step by step.