Donald Duck: Goin’ Quackers

Developer: Ubi Soft    Publisher: Ubi Soft    Release: 12/20/00   Genre: Platformer

Many parties would touch the Disney license over the years. And to be completely honest for the most part it was treated right. While we (rightfully) give props to Capcom and Sega for creating some of the greatest platformers of all time Ubi Soft is often forgotten in that conversation. While they only churned out a few games over a few years they were all respectable. Donald Duck: Goin’ Quackers is an unassuming platformer that oddly spanned console generations with most versions being different in numerous ways. The Nintendo 64 game is one of the best of the bunch and a pretty good Crash Bandicoot clone for younger gamers. Whether that is good enough is up for debate.

Television reporter Daisy Duck is on the scene covering the discovery of the lost temple of evil magician Merlock. Unfortunately Merlock is still around and kidnaps her for snooping around. Watching this unfold on TV are Gyro Gearloose, Donald Duck, and his rival Gladstone Gander who decides he will be the one to save Daisy first. Gladstone uses up all the energy in Gyro’s teleport system, forcing Donald to travel the world planting antennas to boost the machine’s power to reach Merlock’s lair.

Simplicity is the name of the game in terms of mechanics. Donald can punch or jump kick enemies for offense and double jump with the best of them. Donald can only take two hits before death. In a bit of comedy the first time you take damage will incite his legendary temper as he flies in to a blind rage of temporary invincibility. Speaking of invincible the frequent milkshakes also make you invulnerable briefly. Seriously there are at least three or four of these in every level, it is ridiculous.

Donald Duck: Goin’ Quackers is a throwback to the 2d platformers that defined the 16-bit era while using modern technology. Let’s not beat around the bush, Goin’ Quackers is Crash Bandicoot in a Disney skin. The game is primarily a 2d platformer but for some of its levels switches to a third person view like Naughty Dog’s title. The levels are still on a set path but there are more opportunities to move around within its narrow environment. Although it attempts to mimic the greats of the genre Goin’ Quackers does not quite reach those heights.

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Ubi Soft has done a good job aping Crash. But when taken as a whole the level design is often rudimentary and often amateurish. The simplicity of the levels speaks to a design that is afraid to push things too far. The game it is patterned after excelled through careful enemy placement, tight control, and creative challenges. Goin’ Quackers has blind leaps of faith, slippery control, and simple bosses. You can see toward the end what the game could have been as it assumes a level of skill from the player. The last few levels are legit challenging in the way the classics were while still being accessible. If they had sprinkled more of that creative spark throughout the game it would be so much better.

Calling Goin’ Quackers easy is an understatement. It is clear this game is intended for younger games as it goes out of its way to be accommodating. Enemies are infrequent and you can rack up extra lives quickly. There are checkpoints every few feet which is overkill. By the time I reached the second round of levels I had over twenty lives without even trying. If you possess even a modicum of skill there is little to test your abilities until Merlock’s lair. There is a notable spike in the final set of stages but that is putting it mildly; it simply means you have to take things slowly which is no problem as there is no timer. If you have trouble breezing through this in a little over an hour you suck at video games.

Goin’ Quackers is a short game overall. Each world has four levels that are of medium length. But the lacking challenge means you will blow through it quickly. For those that want to plum the game’s depths there is more content. Collecting all three of Huey, Dewey and Louie’s toys in each level unlocks bonus levels that are reminiscent of the chase stages in Crash Bandicoot. If you complete these you gain access to time trials for each stage. Beating the times will provide some challenge but the rewards are not worth it in my opinion. I suppose the journey is the reward but it is not fulfilling here.

In Closing

This is a tough one. Donald Duck: Goin’ Quackers does not try to be anything more than the simple game that it is. What is here is enjoyable and I like it. But would I recommend it? Maybe for kids but seasoned gamers will probably tire of it quickly and never play it again.

6 out of 10

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