Gex: Deep Cover Gecko is the third and final game in the Gex series of games. The first game (simply titled 'Gex') is a 2D platformer, however, with the sequel, Gex made the jump from 2D to 3D. Both the 2D original and 3D sequels recieved fairly good reviews and are considered to be quite decent platformers. Not to the extent of the Super Mario or Crash Bandicoot series, but pretty decent nonetheless. All the Gex games were developed by Crystal Dynamics who were eventually bought by Eidos Interactive who were then bought by Square Enix. So the company that made Gex are technically still around today. only no longer under the name Crystal Dynamics and no longer developing Gex games (and I doubt any of the original team work at Square Enix anymore).
I have actually never played Gex or Gex: Enter the Gecko (the second game in the series), so I can't give my own opinion on them. However I have played Gex 3: Deep Cover Gecko, so I thought I would give the game a revisit and see if it's a forgotten gem, or if it's been forgotten for good reason.
I have actually never played Gex or Gex: Enter the Gecko (the second game in the series), so I can't give my own opinion on them. However I have played Gex 3: Deep Cover Gecko, so I thought I would give the game a revisit and see if it's a forgotten gem, or if it's been forgotten for good reason.
The way Gex: Deep Cover Gecko is set out is very similar to the way in which Super Mario 64 is structured. You start in a open hub area which is a level in its own right and in this hub area are portals to other levels each with their own setting and theme. In these levels you are given specific objectives to complete which will earn you TV remotes which allow you to unlock more levels and progress in the game. By exploring the levels further you can find coinflys (which are the equivalent of coins in Super Mario 64) and hand prints. The coinflys will give you an extra life upon collecting 50 of them, but upon collecting 100 of them (which means getting all of them in the level) you get given an extra remote. The hand prints give you a health boost when you get a certain number of them, making them important for the later levels where you'll be losing more health and giving you an incentive to go back and explore earlier levels.
You know he's cool if he's wearing shades, looking to the side and leaning on a snowboard.
There are 3 objectives in each level (meaning you can get a total of
4 remotes in each level) and these objectives normally involve
getting to a certain point in the level, finding a set amount of
hidden objects or by doing something a bit more specific to a certain
level. Although this might seem a bit repetitive, the game does a
really good job of keeping things fresh. Even though an objective in
a level might be to find something, you also need to interact with
whatever it is you're looking for. To explain this a bit better I'll
use an example. In the Egyptian themed level 'Tut TV', one objective
is to find three staffs. Simple enough, but each staff is hidden and
guarded by a tough enemy, after defeating the enemies and getting the
staffs it unlocks a hidden area where you actually find the remote.
This keeps you intrigued because you want to know what collecting the
objects will do in each level as opposed to just collecting things
for the sake of it.
Gex: Deep Cover Gecko has terrible boss levels, which is very unusual
for a platformer. Normally upon reaching a certain point in the game
you would be confronted with a boss who tests all the skills you have
learned up to that point, but that doesn't happen. The first boss is
a wrestler (a parody of The Rock) who can be defeated literally by
running in circles to dodge his attacks and tapping the attack button
straight after his attack. The second boss is a Wizard of Oz parody
which is very very simple and for that late into the game should be a
lot harder. Not only are these bosses very uninspired and easy but
they also has no build up whatsoever. I had completely forgot bosses
were even in the game until I played through it again. This is a
complete contrast to the actual levels in the game which are quite
memorable. It would have been nice to have had a short cutscene play
at the start of reaching a certain point in each hub world section
just to build the bosses up a bit more. I honestly think the game
would have benefited from not having bosses at all as opposed to
awful ones like these.
The last boss, like the ones before him comes out of nowhere (aside
from a few mentions of him in the cutscenes which play after each
mission). Because he's never seen or hardly mentioned in the game the
boss seems very anti-climactic and a very disappointing end to the
game. I do have to say however that this boss is the best in the game
and even has a short section before it which tests your platforming
ability by making you traverse moving platforms in space. Maybe if
the other bosses would have had a short platforming section before
the fight itself the whole thing would have been slightly better.
Seriously, this boss looks horrific... Why didn't they build it up more throughout the game? This is the only time in the game you see it and it's the final section of the game.
But the absolute worst thing
about Gex: Deep Cover Gecko is that you can't get all of the remotes
in a level in one run. There have been times where I've been looking
for the coinflys and done all three of remote objectives but only
been able to actually get one of the remotes because getting one
forces you out of the level. This doesn't make sense. I've already
hit the criteria for unlocking all three remotes but I have to get
one, exit the level and then play through the level another two times
hitting the same criteria I've already hit in the last play through
to get all the remotes. This isn't helped by how big and maze-like
some of the levels can be.
This is also one of my major
problems with Super Mario 64, because it's the exact same thing only
you replace remotes with stars. However in Super Mario 64, at least
the levels sometimes change depending on which star you are aiming to
get (an example being in Jolly Roger Bay, in which a ship is
sometimes floating on water and it is sometimes sunk underwater
depending on which star you're going for). But in Gex: Deep Cover
Gecko, the levels don't change, you can achieve every objective in
one playthrough, but you can't actually get all the remotes for doing
the objectives, you have to play through each level at least 3 times,
which becomes boring and completely ruins the flow of the game.
Congratulations for wasting half an hour of life on each level because you have to do it three whole times!
Having talked about some of
the things the game doesn't do well, lets now talk about what it does
do well (for the most part). Level design. The levels are all
drastically different to each other visually and within each level is
a really good amount of detail and gameplay variety. Most levels
offer a short vehicle section and some are more short and gimmicky
while others are longer and more platform heavy. It also uses themes
which are not common at all in platformers like a murder mystery, war
and fairytale themes. However some themes are more common for the
genre such as the Egyptian, pirate and snow levels. But still because
they have their own charm, it still feels fresh. Each level is also
full to the brim with detail, with funny little quotes written on the
walls, goofy (and level unique) enemies and interact-able objects
like a mailbox that pukes out coinflys when its hit.
One of my favourite levels
is the Army Channel level, which actually has quite an original theme
for a platformer. In fact I can't think of a single 3D platformer on
the PS1 that has an army/war theme. But even though the level is
small (consisting of three small areas), it has a lot of variety
thrown in, featuring a tank section where you blow up a city, a
prison area where you can find a hidden bunker where it could be
assumed the prisoners of war escaped and a combat maze section where
you can use mounted machine guns to destroy searchlights in order to
navigate your way through the level and find some 'secret plans'.
My only issue is that a
couple of the levels later on in the game are slightly more dull than
some of the earlier ones. For example the Mythology level, while a
very good theme, is just a very boring level to play through. It
isn't clear where you're supposed to go and what you're supposed to
do to progress and there are an abundance of power-ups that feel a
bit unnecessary and over used. Which is odd because in most other
levels the power ups are used very sparingly. But for the most part,
the levels are great.
Who doesn't want to play a game where you're a tank driving lizard?
The
overall gameplay really consists of simply exploring each level and
navigating your way around it in different ways in order to complete
all of the objectives. A lot of variety is added through the vehicle
sections that appear in most levels (it should be noted that the
vehicles are all unique and used in different ways) and the level
specific objectives (such as shinking down to the size of an ant to
destroy balls on a pool table, bubbles in a sink and fleas on a bears
head). But also in the secret and bonus levels you can also play as
different characters, some of which have unique abilities, but this
isn't essential and the game can be completed without doing this.
The controls for the most part are typical 3D platformer controls.
You can move, jump, attack with your tail, enter first person view,
manually spin the camera and adjust how far away the camera is. There
are however a few things that make Gex control differently to other
platformer characters. When you press the jump button while already
in the air you can perform a spring jump which sends you higher than
a normal jump, you can use your lizard tongue to swallow flys, giving
you an extra life or more health (or temporary power-ups which
actually feel a little bit redundant and unnecessary because they
aren't used much) and you can perform a karate kick with your tail.
These extra moves that Gex has really separate him from other
characters like Mario, Spyro and Crash and makes him actually feel
like a gecko rather than just being a gecko for no reason other than
aesthetics.
I'm sure this is the first and last game I'll praise for making you "actually feel like a gecko".
Even though the way Gex controls is good, there is a problem here
which is very typical of this era of 3D platformers. The camera. On
some more precise platforming sections (particularly in later levels)
you sometimes can't tell if you're going to miss a platform or land
on it and because Gex falls very quickly it makes it difficult to
adjust your jump in mid air to make up for this, often resulting in
you falling to a lower section of the level. One good thing however
is that because of the way the levels are designed, you very rarely
actually fall to your death, so you can climb back up and give it
another go without losing anything other than your time. Your
precious, precious time.
While we are on the subject
of issues with the game... In the tutorial it is stated by your
tortoise butler (yes, Gex has a tortoise butler) that you “press
crouch while running to perform a deadly karate kick”. This is
strange and I didn't understand at all how to do this move when I
first played the game. The reason for my confusion is because the
explanation on how to do the karate kick is completely wrong. You
have to crouch while running and press the jump button all at the
same time. Which probably sounds complicated, but it actually isn't.
I really don't understand how they got the explanation of one of the
most vital moves in the game wrong in the tutorial but still, you can
figure it out on your own after a bit of experimentation.
Another slight issue is Gex
will sometimes pull himself up a ledge with his tongue if you jump
close enough to it, but when and where he does this is very random.
He simply does it if he feels like it half the time, and on some
ledges it seems impossible to do it at all. This can be a little
finicky but thankfully most of the time you don't need to rely on
this anyway because you can easily make most jumps by doing a karate
kick or tail bouncing.
You lying scumbag.
Now... I've played a lot of
platformers in my time and I know that a lot of them don't have good
plots. But this game's plot is so strange and out of nowhere that I
don't really know how to comprehend it properly.
The game starts with a
cutscene showing Gex being lazy watching TV in his house. The TV
shows a news broadcast which states that Agent Xtra (obviously
spelled with an 'X' to be 'cool') has been kidnapped by Rez. The
broadcast is then hacked into by none other than Agent Xtra (who by
the way, is a live action person instead of being a cartoon person
like the news reader who was previously seen) who tells Gex that she
has been kidnapped in order to 'get to Gex'. Gex agrees to find her
and the game begins.
My issue with this, is that
as a player who hasn't played any previous Gex games, I have no idea
whatsoever who Gex is, who Rez is and who Agent Xtra is. The
characters aren't introduced, they just appear as if we are already
supposed to understand their motivations and relationships to each
other. Which to be fair, if you have played the previous Gex games,
you probably would know who they all were. But sequels are supposed
to reintroduce the characters in order to make the story make sense
even for those that haven't played or watched or read the original
material. An example of this being done well in a video game of the
same genre is Crash Bandicoot 3: Warped, in which the main
antagonists and protagonists are introduced to the player in the very
first cutscene. We know who is who and what relationships these
characters have to each other straight away. At the start of Gex:
Deep Cover Gecko we don't even see Rez, we just hear his name
mentioned once. How are we supposed to care about the main bad guy if
we don't even have a clue what he looks like? We never actually see
him having any impact on anything either, we're just told that Rez is
up to no good by Agent Xtra. Why should we believe her? Maybe Rez
hasn't done anything wrong at all!
It was the tortoise all along! I knew there was something fishy about him!
In the very next section of
the game, we navigate around Gex's secret base (apparently Gex has a
secret base...) and enter big TV sets to enter the levels. How does
this even work? We are given no explanation as to why Gex has a
secret base or why he has the ability to enter TVs. It can be assumed
from the size of the base and the fact Gex has a butler that he's
rich, but we don't know why he is rich or even why he built
teleporter TV sets.
I guess you could just say,
“oh it's a video game, just get on with it” and that's exactly
what you have to do, but it's a little bit jarring to start the game
and have no clue as to who any of these characters are. And it makes
it so you don't really know who you are fighting or why you are doing
it.
Having only played this Gex
game my assumption is that Gex is rich and built this big secret base
after the events of Gex: Enter the Gecko (the second Gex game) in
case Rez ever returns. When Rez does return (in Gex: Deep Cover
Gecko) Gex enters the TV sets in his base that allow him to enter
specific TV broadcasts and he gets rid of the bad guys inside causing
chaos which results in that particular channel being fixed and making
Rez's evil influence on the world weaken by reducing the amount of
channels he controls on TV. It's actually quite deep to think of it
as a criticism of how we are all influenced by TV... Or by how its a
criticism of horizontal integrated business models where every
channel is owned by a big corporation which ultimately has a huge
amount of power over what media we consume, thus effectively
controlling what we know and don't know about the world... Or am I
reading too much into a game about an anthropomorphic lizard?
Either way, the game ends with you and Agent Xtra in a room in Gex's
secret base. Gex is wearing a robe and Agent Xtra herself is wearing
a dressing gown. Gex then proceeds to cut off a video call from
Alfred (Gex's tortoise butler) and tell Agent Xtra that it's “Tail
Time”. Yeah. The less said about the ending the better.
Who wouldn't love Gex? Such a handsome gecko. So green. So scaly.
The game's graphics and
visuals are actually very good. Each level looks really alive, with
all sorts of interactive objects, lots of unique enemy types and Gex
wearing a different costume in every level. Each level feels vastly
different to the last, which is quite a difficult thing to pull off
and even very popular games like Super Mario 64 don't even do this
all the time.
The graphics are cartoony,
colourful and vibrant while also being very mysterious and moody in
the levels that need this effect. Each level is inspired by a
specific TV genre and the game does a good job of portraying this
genres visually. From the yellow, sandy Egypt level to the grey and
brown war level.
I also really like the
attention to detail in the visuals. Like how Gex splats on the floor
when falling from a height, how when he's riding a camel and the
camel jumps, he grabs hold of the strap and pulls himself back down
to the camel in a gravity defying cartoon fashion and how there are
unique idle animations depending on what level you're on. All things
that may go unnoticed, but they make the game feel all that much more
charming when you do notice them.
One of the best puns in the game for sure. Elfis. Get it? Because it's a North Pole level? Elves live there? Elfis? Anyone?
The first hub world actually
does a good (if not quite lazy from an actual level design point of
view) job of showing the player how Gex controls. By entering the
'Wreck Room', which is basically just the tutorial level, you can
learn all of Gex's basic and slightly move advanced moves. By
smashing containers on the wall of the first hub area you can find
all the collectables you'll be finding in the actual levels. A
voiceover also explains what each item does, just in case you're
unclear about what you just picked up. (Shame the voiceover didn't
tell me what the hell is going on with the story).
Also hidden in the very
first section of the game is a secret area which involves you hitting
three suspicious tape machines to open up a wall housing a secret
bonus level. This teaches the player that hidden areas can be found
by interacting with suspicious looking objects (just like in real
life right?) and serves as useful knowledge for later in the game.
Also, there is a hand print collectable which you can't get at all.
This teaches the player about power-ups. To get this collectable you
need Gex to turn into a vampire which enables him to glide through
the air. This is primarily used in the murder mystery level but you
can get it in the hub world by staring at a painting of vampire Gex.
This actually requires you to take logic used in the murder mystery
level (in which you use a magnifying glass to enter paintings) and
apply it outside of that level by assuming that staring at a painting
will achieve a similar effect. This is some complicated puzzle
solving right here. Luckily most other puzzles in the game are
nowhere near as complicated as this. Sort of weird that they put this
at the start of the game but still, it serves as a nice little
advanced tutorial section.
What's with the terrifying mummy faces coming out of the walls? These are the things nightmares are made of.
The music in Gex is good
and, like the visuals, it really puts across the certain genre of TV
show you are playing. Although the music is good, it also isn't
particularly memorable. Every level uses the same song but heavily
remixes it in the style of the level. You would think that A: this
would make the music memorable and B: the music would get boring, but
actually I didn't think it did either of those things. Maybe the
music was intentionally a bit forgettable because Gex's voice is
supposed to be the primary focus. But still, the music gets the job
done. It's just a shame there aren't any stand out music tracks.
One slight annoyance with
the music however, is that why is the music in the hub world so
creepy and mysterious... Isn't it supposed to be Gex's house? To him
(and therefore the player playing as Gex) it shouldn't be mysterious
or creepy. This is slightly odd and is the only point in the game I
thought the music didn't really fit.
I just mentioned that Gex's
voice is supposed to be the main thing you hear in levels. This is my
logic because he hardly ever shuts up. Every ten seconds or so he's
making puns and jokes, some of which are okay and really hit home his
sarcastic and easy going nature, but seriously, they should have made
him shut up a bit more. However, having said this you do have the
option to turn the voice sound off. Which I did do after a while
because it does get quite irritating hearing Gex constantly repeat
the same jokes when you're spending a long time in one particular
level. And when I say he doesn't shut up, don't think I'm
exaggerating. In the fairytale level, he talked about genetically
modified crops three times in a row. The exact same dialogue three
times in a row with no longer than a second of silence in between.
What is it with this game and strangely scary enemies? Look at the grin that spider has! Sends shudders down my spine...
A fun fact is that in this
particular game Gex is voiced by Danny John-Jules who is popular for
playing Cat in the British sci fi sitcom Red Dwarf. Although in the
American version Gex has a different voice actor. This may seem
strange at first but the logic behind this is that because the Gex
games parody TV shows the American and British versions of the game
needed to make different references in order for the jokes to make
sense. So in European regions Gex is English, while in America Gex is
American. And as such they have different voice actors.
Another slightly annoying
thing about the music in this game is that the jingle when you
collect 50 coinflys or get a TV remote is very very loud and ear
piercing. They could have made this quieter and it would have been a
nice thing to signify when you've achieved something but instead it
has you reaching for your real life TV remote to turn your TV down
every 10 minutes.
The pause menu also makes a
really loud and abrupt noise but for some reason I actually think
that this is quite funny, whether this was the intention or not I
don't know, but I imagine this would annoy some people too.
When you get the four collectibles from the secret levels, you gain access to the vault. In here you can input cheats to make the game easier. But we don't want to use that!
Overall I would say this is
a lost little gem of the PlayStation 1 era of games. It actually
surprised me replaying it how good it is and how with a few tweaks
here and there it could have been something really special. It is
quite strange how it never got another sequel on PS2 and at this
point I think it's safe to say that we'll never get another Gex game.
Which is a shame because if it had gotten a 4th chance I
think it could have really got everything right. Definitely play this
if you're a fan of Super Mario 64 or a fan of 3D platformers
generally. Even though the general structure is nothing original it
does bring some interesting ideas to the table and is worth your
time. It is however stopped from being a great game by a few issues.
So although it's a lost gem, it is only a little gem. A lost, little, unpolished gem.
5/10
Pros
- Great level themes and
level designs which keep the game feeling fresh all the way through
- Really good graphics
and art direction
- The slow rise in
difficulty is great and offers a challenge without ever getting too
difficult
- The attention to detail
is very good and makes each level interesting and unique
Cons
- You can't get all the
collectables in one playthrough of a level despite being able to hit
all the criteria for getting them in one playthrough
- Camera can be a little
bit intrusive, especially on more difficult platforming sections
- The story isn't very
detailed and puts the player in a situation where they don't know
who anyone is, especially if you haven't played a previous game in the series
- Gex's voice is annoying
after a while because he speaks to much
- Boss levels are
extremely easy and dull
- The levels do begin to
get slightly worse as the game goes on, the earlier levels are much
more memorable
- Although the enemies in the game are different visually, from a gameplay point of view they are all the same. Just tap the attack button and they'll die eventually
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