Disney's Treasure Planet PlayStation 2

  • Publisher: SCEA
  • Release Date: Nov 11, 2002

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  1. Jun 13, 2013
    This game is mediocre at best. And there are several reasons why. The first reason, which explains most of the others, is how obvious aThis game is mediocre at best. And there are several reasons why. The first reason, which explains most of the others, is how obvious a cash-in it was. The movie was constructed to market itself to kids, and as such, spinoff titles like this and other toys and memorabilia were cranked out as fast and cheap as possible. Levels are sparse, with infinite falls everywhere, and cracks in the level geometry when you try anything too intense, like walking towards a point between two walls that you can't fit into. Every level has 5 challenges; a speed test, 2 obstacle courses, and 2 recurring fetch quests: get all the coins, and get all the glowing green orbs. In most games, coins would have some value. They would be a currency you can use to improve your character, unlock areas, or alter the game environment. But instead, it's a fetch quest. Every level. Twice.
    The combat has 3 attacks: ground pound, and then an interchangeable punch and kick. The only difference between the punch and kick is the animation. There are 3 recurring enemies, and some special enemies. But get used to a lot of little grey aliens with clubs, red robots with wrenches, and kamikaze robot chickens.
    Most of the areas have some sort of interesting puzzle, but only because it is the only time some feature is used in the game, is bizarrely obtuse, or has obviously never been playtested. Which is a theme you encounter a lot. There is rarely a level where you never wonder, "Did anyone ever actually play this during development?"
    The difficulty curve is as schizophrenic as the homeless man under the bridge kids throw crumbs at. Every level is a circle or figure-eight that you have to run around 3 or four times to find and complete every quest, although you could do 60% of the quests in each level (that is, 3 quests), and still beat the game.
    Not that the game doesn't have it's charm. It's heartening that some things from the film were shoehorned in, although I have never known shoehorns to be as violent as this sort of grafting must have been. Speaking of shoehorning, there are stealth sections. These are by far the glitchieset parts of the game. The AI has a heart attack, and has such a limited range you can literally run past them without ever crouching if you're fast enough, which you are about half the time.
    Falling to your death, which you will do far more than any other type of death, takes an inordinately long time. If you're on your solar surfboard thing and grind against the wall in an attempt to stay alive, you can make your fall animation go on for 30 seconds or more.
    Aside from occasional sparks in level design, the creators of this obviously had little investment in the product, and throw the film in all aspects but it's barest and most abstracted bones out the window. While it can be fun going through and beating the quests, that's only because you have no idea how hard any of them are going to be, and the interspersed near-impossible goals tease you as you're off doing the boringly easy ones. Also, a lot of the bugs are fun to exploit. Like a lot of bad things, this game can be very funny and even absorbing if you approach it in the right mindset.
    The only part of this game I can wholeheartedly recommend is the loading screen, which has a fun little starfield you can fly through.
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