![]() ![]() These usually involve manipulating environmental objects or running through a series of platforming challenges to reach a point where the environment can be manipulated. To its credit, there are some interesting boss fights to be found in KND. The first revolving aerial dogfight against a monstrous snot spewing bomber is a little too much, for example. The game does also include some interesting on-rails shooting segments, but even those drag on a bit much in the end. That is, there is little reason to not being able to do something we could do earlier. Instead, it's as if they were arbitrarily stripped of certain powers to make the switch plausible. KND does at least try and create some distinction between its levels by forcing players into different roles (those of the various Numbuhs, or kid agents) but the characters don't feel special or better equipped to handle particular tasks. And again, the game feels incapable of maintaining a solid pace and a good sense of control thanks to the platforming bits and an always irksome camera. ![]() Neither shooting nor clumsily beating foes into submission is particularly exciting. If we are to leap through a series of treacherous timed platforming events, we should at least not be limited by basic control inadequacies.īetween all the platforming comes KND's other types of action - melee and ranged combat, namely. This added level of frustration makes the already lacking amount of interesting content a little more bothersome. This makes it hard to quickly predict a course of action or determine where you are in the immediate area. While none of these platforming segments is original, most problematic is the game's clunky collision detection and strangely uncooperative camera that prevents players from obtaining clear views of environments. With controller in hand, players can leap around the game environment landing on a variety of moving platforms, dart between perilous lasers, vault over electrified grates, circumvent pools of toxicity and otherwise move around miscellaneous obstructions. To keep the game accessible for younger audiences, KND employs a simple jump and double jump type of world navigation system. The biggest portion of KND is the basic platforming. Unfortunately, no single type of gameplay in KND is developed enough to support itself and the greater whole comes off as a series of disjointed missions with little staying power. In fact, the ideas behind multiple character use, platforming, ranged combat, melee combat, and the occasional appearance of brief on-rails sections have served as the foundation blocks of similar games for many years. This game tries to saturate its own set of similar adventures with that style, but fails to deliver any semblance of enjoyable gameplay to augment its reliance on the source material and create a compelling product for any age group.ĭespite a penchant for the continual use of nonsensical acronyms (found in the show, as well), the principles that comprise Codename: Kids Next Door Operation V.I.D.E.O.G.A.M.E. Most of these exploits make good use of bathroom humor and prepubescent acts of heroism to elicit laughs. Since 2002, Cartoon Network's Codename: Kids Next Door (or KND) has been entertaining children in half hour segments with its rowdy depiction of five well funded ten-year olds and their ongoing operations against oppressive adults. ![]()
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