Like I said, Kimmunicator is a 3D game, but still sticks to its side-scroller roots. How does that happen, you ask? The environment is fully 3D, while you can only move in a set path across the screen. The 3D world means that the path Kim follows can move away from the camera, towards the camera or even turn corners.
Unfortunately with the transition into the 3D realm, the game also seems to lose some of the flair and vibrant color that the previous versions had. In older Kim Possible titles, the backgrounds and environments seemed to come straight from the series. Colors were bright and full of detail. Granted they were pre-rendered and could afford to have that kind of detail in them, but the 3D models found throughout the new game are bland and lack any real definition. Though the 3D effect is nice, the fact that the system is on par with the N64 (as far as the number of polygons it can push) makes it feel like the Kim Possible games have taken a step back rather than forward.
Also, because the camera is so far removed from Kim's position on the screen, she typically comes out looking small and with very little detail. Typically she looks more like a beefed up stick figure rather than a genius, crime fighting, cheerleading teenage girl.
The game's music and sound effects still fit the license. The music is either a direct port from the show or sounds close enough like it that it could be used in any of the episodes. Like its predecessors, Kimmunicator doesn't sport any voice work, so between-mission cut scenes will have you reading text from the screen to find out what is going on in the story.