In this review, we evolve into something else in the GameCube game, Scaler. We find out how well this adventure game plays.
This game was released in 2004.
The plot of this game is that you are some teenager being interrogated by some military type person. After multiple attempts to torture you, a portal accidentally opens up and transforms you into a lizard. You then escape from your confines and escape through the portal. Several lizard people behind the one-way mirror along with the military person then chase after you. From the games perspective, there really isn’t anything else in the way of context at the beginning, so you’ll just have to run with this one.
When you appear on the other side, you’ll start getting a feel for the controls. You can jump, do a tongue attack, a claw attack, double jump, and a few other basic moves. C stick, of course, controls the camera.
As you progress, you’ll encounter Leon. He ends up being a bit of a sidekick in the quest. The first encounter is simply to advance the plot. After that, you’ll get to ride the vine. You automatically move along and the camera is also automatic. You can jump, duck, and you directional movement and jumping to switch tracks along the way should that option become available. In addition to this, you’ll build up electricity to power your biggest regular attack. You get a limited number of shots, so this works very well to restore that limitation.
As you progress, you’ll notice that you can collect energy spheres. Individually, they aren’t worth much, but there are loads of these everywhere. So, you’ll need to collect a bunch in a similar fashion to the bolts in a Ratchet & Clank game. These operate as the games currency for the most part.
There are also larger energy orbs you can collect. Each level has 10 of these. The more you collect, the more pictures in the photo gallery you can unlock. You really don’t need to unlock these for the purpose of advancing the game, but they are worth a nice amount of energy, so it is worthwhile to collect anyway if you can.
In addition to this, you’ll also encounter blue orbs. Each one restores one health. If you max out your health, you can’t store more, so collecting more when your health is maxed out is, sometimes, a waste.
At the end of the level, you’ll encounter Leon’s bird-like creature thing. This has two functions: access to the evolutionary menu and the ability to move between unlocked levels.
The evolutionary menu is where you can trade in your energy orbs for “upgrades”. This can include storing more energy attacks, increasing your health capacity, and increasing the power of your general attacks. These items will gradually unlock as you beat levels, but for the most part, the menu will largely remain barren if you keep buying things at the earliest opportunity.
The other ability is to switch between levels. First, you’ll be given the option to save. Then, you’ll be able to fly away from the landing zone and go to the world map. Energy spheres line the way between levels you have unlocked already. Just hover over the level you want and select it. Alternatively, you can also access the image gallery in this screen.
To unlock levels, you need to collect green eggs. These eggs generally operate as keys for the game. The more you collect, the more levels you unlock. Some are guarded by boss fights while others are generally at the end of the longer paths in the game. For the most part, where you collect eggs is also a teleporter to transport you to the start of the level in question (there are a few exceptions which typically involve a boss level). You’ll also be able to save at these points too.
Another thing you’ll encounter is transformation abilities. You need to defeat a pre-determined number of these enemies in order to become one. After that, you’ll be able to freely transform between the levels alternate character and back again. Just remember that the game decides when you can and cannot transform and which character you’re allowed to transform into.
Different transformations have different capabilities. The first one allows you to roll ball bombs at enemies. This can be useful for curve shots on slopes or simply long ranged attacks. This is exceedingly useful for defeating enemies without them knowing you are there.
Another ability is the giant ball ability. You can generally speed through areas. You can activate spikes to cause damage, but this will slow you down. In order to preserve your speed while using spikes, jump into the air. A nearly critical move for the racing mode in this game.
There are, of course, others, but that is a sampling of them.
For me, this is one of those games that has strengths and weaknesses. One of the weaknesses is the level design. Generally speaking, levels have a single path that eventually splits. It’s up to you to find where that split is so you can get a level’s second egg (assuming there is a second egg). When a level only has a single egg, generally, there is just a single long path. There’s very little exploration involved in this game. As a result, it has a very linear feel to it.
In addition to this, the game’s “vine ride” mode can be artificially difficult at times. Sometimes, it just slows you down to a crawl and you have to adjust accordingly. This is generally OK. Unfortunately, sometimes the camera swings so far out or at such an odd angle, it makes jumps or ducks far more difficult than it needs to be. I found that to be particularly annoying. Sometimes, I can visualize where the obstacles were before the camera makes a move and guess when I need to jump, but it’s still annoying nevertheless.
Meanwhile, the camera in normal modes can be a bit of a pain. Sometimes, you’ll run backwards in order to strategically re-position yourself with enemies. As a result, the camera goes quite wonky. Sometimes, it even jams into a wall, forcing you to fiddle with the C stick to fix the camera. A minor nuisance, really, but it is there.
The map works pretty well. If you are trying to find hints as to where the path splits are, this can help out a bit.
In addition to this, the learning and difficulty curve is reasonable. It takes a bit of getting used to to get a feel for the quicker movements, but that’s about it. Nothing to really complain about.
After a while, however, the game does get to be rather repetitive. Fight enemies, ride vines, fight more enemies, ride the vines, fight a boss, repeat. There are small things that do break up the monotony, but it only partially covers up just how repetitive this game can be at times. Sadly, the wafer-thin writing in the storyline and the flat characters doesn’t really help things along here.
Generally speaking, this game does have many of the basics there. Unfortunately, it wasn’t all that exciting to play after a while. The camera can be finicky, the vines can be artificially difficult, gameplay is repetitive after a while and the level designs are really basic. While the minimap system does work and the learning and difficulty curve is respectable, I have a hard time saying that this is a particularly amazing game – especially given the writing in this one.
Arguably, the strongest point in the game is with the graphics. A lot of detail was clearly poured in to a number of levels. With all of the detailing in the alien world, you’d think you were on some sort of psychedelic acid trip. This game has loads of scenery within the levels themselves and even throws in a few random flying or swimming monsters going by in the process. There is the addition of a color pallet changing plant that turns everything green and several other interesting effects. So, overall, a great effort on that front.
Audio is decent. The music generally gets the job done at providing some interesting atmospheres. Sound effects are actually pretty solid throughout the game. As for the voice acting, well, they are decent. It’s a bit hard to tell with such bad writing, however. All in all, though, a reasonable effort.
Overall, this game is generally one of those games you might play to pass the time, but I wouldn’t call it especially memorable. The camera work is a bit finicky. In addition to that, the vine ride camera’s make those sections artificially difficult at times. The writing generally leaves a lot to be desired. Also, the level designs are very basic and the repetitive play doesn’t help matters. Good minimap system and great learning and difficulty curve, though. Graphics are great, though the audio is only decent. So, a fairly mediocre play in the end.
Overall
Furthest point in game: Obtained the first 13 green eggs.
General gameplay: 16/25
Replay value: 6/10
Graphics: 8/10
Audio: 3/5
Overall rating: 66%
Drew Wilson on Twitter: @icecube85 and Facebook.
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