Monday, October 26, 2015

Conker's Bad Fur Day (2001) Review



Lucas Versantvoort / 19 Oct 2015

Conker's Bad Fur Day, made way back when that shiny Rare logo on the box meant something, is one of my definitive childhood games. I bought it, or rather my parents did, when I was quite young. I must've been like 10 or 11 which is why I'm still a bit stunned that my parents got it for me, especially since the game featured a big M (for Mature) right on the box. 
What to say about the story? That wonderfully nonsensical story. Our hero, the squirrel Conker gets wasted on night in the local bar, The Cock and Plucker, gets lost on the way home and wakes up the next day with the worst hangover. This is what Conker calls a 'bad fur day'. Basically, his entire quest is...to get home to his girlfriend Berri. That's it. No saving the world from an evil tyrant. Just get your ass back home. Of course, Conker gets involved in all kinds of wonderful nonsense, but for him the ultimate objective is to go home. The other main thing to consider, plot-wise, is the evil Panther King who has a problem of outlandish proportions. You see, the Panther King likes his milk. He likes a table he can put his glass milk on whenever he's not actively consuming it. But when said table has only three legs, he gets a wee bit angry, you see. So, he sends for his assistant, professor Von Kripplespac, to find a solution. His solution is to put a squirrel underneath it, a red squirrel to be precise, since it would fit perfectly underneath the table. So, the Panther King sends out his lackeys to get him one of these red squirrels.
And so the foundation is laid for some of the most off-the-wall humor that has ever graced the N64. It's this random, yet delicious humor that's the reason why the game has enjoyed a cult following to this day. The N64 mostly had a kid-friendly reputation, so to see Conker's Bad Fur Day get away with all kinds of crazy humor and foul language was great, particularly in retrospect. One moment you'll meet a drunken scarecrow who'll teach you about context-sensitive buttons (they're sensitive to context), the other you'll bump into a redneck pitchfork who's gonna...stick his big fork right into yers (yeah...). One moment you'll stand on a monk's stone tablet who'll then toss you upward and the other you'll need to use a sunflower's triple D tits. When you die (or...lose a life), you meet Gregg...the Grim Reaper in the afterlife who tells you that you've got a few more lives/chances. The game's filled with these fourth-wall breaking jokes that are really well done. The context-sensitive joke is another one.
What's great is that the game was also something of a technical miracle back in the day. Just look at the draw distance in the overworld section and the lack of fog in the distance. Very little pop-in of objects and characters too. Marvel at the detail with which Conker is brought to life: individually animated fingers (instead of Goldeney-esque cement blocks for hands), lip-synching, his tail has physics instead of being a rigid texture, he has all kinds of appropriate facial expressions. Conker's also got countless animations: push against a wall and rather than keep walking, he'll respond appropriately by putting his hands up against the wall. Walk very slowly and he'll tip-toe around. Stand still and he'll read a magazine, casually start tapping his feet, drink some juice or juggle some balls. I also like how when you rotate the camera closely around Conker, he'll look directly at you with his permanent smile and wide-eyed look. He'll also look directly at objects of interest close to him instead of just blankly staring ahead. A modern title like Skyrim would need a mod for that. Then again, it's Bethesda. If they tried to implement head tracking, it'd probably break a quest or something somehow. Other great details? Too many to mention: Franky the pitchfork's slow walking animation, his homo-erotic dialogue, the view from the top of the barn where you can see the major areas you'll visit (jpeggy, but still), the stuck-up, aristocratic cats, Gregg's hatred of cats; the list goes on.
The game's not without its downsides. The camera can be a bitch to maneuver, making it hard to see where you are in relation to your enemies and surroundings. Also, some of the humor hasn't retained its impact after all these years. While the war and Dracula parodies and so on are still great, the Matrix scenes aren't. Not only because Matrix parodies are old nowadays, but because the game doesn't really do anything with them. The parody is intended to work through recognition: 'ahh, I know this. This is from The Matrix.' There were opportunities to really make something out of it, but they didn't make the most of it, unfortunately. Also, I remember the game's difficulty being all over the place. The opening level immediately throws some really tricky jump sections at you after which the game gets easy for a while. Then later, you beat the Terminator haystack boss in that 'basement' underneath the barn and the water starts filling up the basement. You're then forced to climb upwards all the while throwing knifes to cut electrical cords with laser-precision. For all its merits, this game could be absolutely infuriating. Often, the first thing I'd do upon booting up the game was enter the 'unlock all levels' cheat code, because sometimes I couldn't be bothered. I just wanted to play the fun parts again.
But yeah, it's nice looking back on a game and realizing not only how funny it was (and finally getting some of the references and obscure dirty jokes), but that it's also got its place in history due to its remarkable technical competence. In a way, this is the kind of game that should be made more often: a bunch of developers putting their heads together and making the game they want to make.

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