While a DS port of the PS2 original was certain to be a mixed bag, it's still amazing how much this version of the game drops the ball. Every obstacle is dealt with by Cookie stepping on a button, and Cream doing an action on the touch screen or via the microphone. This leads to prolonged periods of Cookie standing still and having an enemy come after him to steal your time. Segmenting the game in this way would be fine, but without anything for Cookie to reasonably do, the player is left pacing awkwardly with one hand, tapping away with the other.

Either due to hardware limitations or its nature as a portable or because of the touchscreen implementation, levels are also much shorter and less dense than on PS2. There are fewer enemies and obstacles meaning many levels end before arriving at their meatiest parts. The Adventures of Cookie & Cream wasn't some exemplar of kishoutenketsu design like a modern Mario title, but there was still room for mechanics to flourish and interact more meaningfully than they can here.

Cookie & Cream never feels like the synthesis that the title implies, its two halves becoming as disparate as a tub of chocolate ice cream and one of vanilla placed next to each other in the freezer. Sure, they're together, but they have no bearing on each other. Even if it would betray some of the DS's appeal to get rid of the touchscreen functionality, a system closer to the PS2's single-player would work wonders, the left controls moving Cookie, the right, Cream. They could even have them remain on separate screens, perhaps eschew the big orange buttons and bring back the tangible object interaction? Or maybe I'm barking up the wrong tree, complaining about the single-player in a game meant for pairs, and I should just eat my deconstructed Oreos with a forced smile.

Reviewed on Mar 03, 2023


Comments