|
Billy Hatcher and the Giant Egg is the latest 3d platformer affair from the collective
genius of Yuji Naka and SonicTeam. SonicTeam are responsible for quite a few games
that touch the very soul of gaming. These include Sonic, Phantasy Star Online,
Samba De Amigo and Chu Chu Rocket and most notoriously the misunderstood classic,
Nights into Dreams. These guys ain't complete chumps; they know what they are
doing, but some games take some patience and you can't make an omelette without
breaking a few eggs.
SonicTeam haven't really mastered the 3d platformer in quite the same way as
their now friendly Japanese brothers, Nintendo. Sonic Adventure wasn't 100%
the real deal and Sonic Adventure 2 didn't seem to know how to shuffle cards.
For this roll of the 3d platformer dice Sega, SonicTeam and Yuji Naka have come
up with a brand new character in a brand new world involving a remarkably large
amount of poultry, eggs and black birds manifesting themselves as evil beings.
The story isn't important. The game follows the recipe: several worlds, be it
ice, pirate, circus, use these levels multiple times with multiple goals, get
to the end, leave to boil for 3 minutes runny or hard and et voilà a
3d platformer.
Billy tries to be unique in several ways. First off Billy, the main character,
can only walk, jump and climb ledges. In the good old days if a character could
climb ledges, it would've been hailed the greatest. Now however standards have
changed, so Billy can use eggs of the large variety to dispose of the enemies
polluting the idyllic world of Morning Land. Once a conveniently located nest
has been found, Billy is able to walk up to an egg and immediately roll it.
Rolling giant eggs, or normal sized ones could be perceived as impossible. An
egg is not a ball, it is not uniform in shape or density, i.e. It would roll
off somewhere at random. Fortunately our rooster suit wearing hero is no stranger
to rolling these mutant eggs and is capable of rolling them in the same fashion
us normal folk would roll a zorb.
Giant egg rolling physics aside, Billy is capable of a number of egg related
talents: jumping with an egg, throwing an egg, bouncing with an egg , running
with an egg and spinning an egg forward and it returning like a yo-yo. With
these veritable egg skills mastered, Master Hatcher is able to extinguish the
dastardly army of black birds. These fellas manifest themselves as anything
really; brown things with eyes, blue things with eyes and spiky things, some
beak related enemies, a few dinosaur type what nots, whatever the situation
a previously unimagined creature will appear with a disturbing intent.
Destruction of said foe can involve walking the egg into them. However, if
one wanted to use a tad more finesse, then a quick yo-yo throw sends the evil
beings off with ten pin bowling richochets, and these combos are a very neat
way of making the task of saving the universe a lot more engaging. Groups of
enemies line up in triangular formation, a swift flick of the egg and they go
flying into each other with bemused expressions of defeat. Be wary though as
eggs are not invincible and can only take a finite amount of hits before they
explode leaving a rather depressing yoke in its wake.
Vanquished crows leave behind fruit encased in bubbles. Rolling over this hygienically
sealed food feeds the egg. There are many eggs of many different colours and
patterns and they have three stages of growth and proportional power, from the
initial size, all the way to potential hatching. Once an egg has been hatched
it can contain any number of delights that aid young Billy in his quest. Mostly
the hatchings are offensive weapons presenting themselves as some of the single
most bizarre creatures ever witnessed. Flying green and white duck billed platypus/dogs
or maybe a yellow deranged bat monkey that shoots lightening. It's all dependant
on the livery of the shell, but essentially they provide a direct attack straight
ahead, but they are also integral to puzzle solving as certain hatchings are
capable of freezing water or putting out flames and so forth. Some eggs contain
what can be best described as 'Billy Upgrades', enhancements making Billy faster,
invincible, more charming, the usual. Curiously though, it is not possible to
know exactly what an egg does until after you have used it, and even then its
not guaranteed until the egg database is checked once the level is complete.
The levels in Billy Hatcher and the Giant Egg definitely follow ahorribly well
trodden path of influences, including the hopelessly predictable snow level
and the slightly less used pirate level with a dash of clowning around on the
circus level. It seems that SonicTeam aren't ashamed to follow this route, and
to be fair the actual design and structure of the levels are quite enticing.
The first phase of each level usually involves finding the local rooster/leader
character and getting them to call the sun up on the land. This is quite a subtle
way of introducing the land, its motif and general vibe in a fairly tame way,
but what it does do is show off the rest of the level architecture. From giant
swooping slides to fiery chasms, it really encourages and invigorates the experience,
the sense of wonder and discovery is sparked.
Within any level will be specific platforming tasks which can only be accomplished
with use of the ubiquitous egg. Billy can jump into a green ring and bounce
from it like a trampoline, a series blue rings is used like a pipe taking Billy
over vast distances and orange rings are directional pinging devices where timing
is the key. In amongst the rings and egg bouncing there are bridges and slides.
Bridges are pinball style tubes, where, depending on the colour, the egg will
roll down solo or with our poultry enthused hero in tandem, these also bridge
gaps, but judging the speed down them can be tricky. Shooting an egg down a
solo run means a swift sprint to the other end of the bridge minus an egg and
a lot of timing and skill. Sending an egg down the chute with Billy attached
too fast or too slow can lead to messy end. The slides have an interesting Super
Monkey Ball influence. Once on a slide, Billy will grasp the egg for dear life
and will roll with it, controlled in a similar way to the encased monkey game.
However, Billy can jump, so the element of timing jumps, rolling and balancing
on slides certainly mixes, or scrambles things up a bit. There are probably
too few slides sadly, but when they are implemented they certainly get the heart
racing.
Billy is one charming experience and this is enhanced by the visuals and the
sounds. The game looks like a high end Dreamcast game with a bit of GameCube
graphical flair. Is this a bad thing? It certainly is solid looking. However,
on occasion during particular intense moments or graphics that are trying to
show off, the game does let itself down a tad in the frame rate department.
The character models are all very respectable and especially endearing and likeable
with the bad characters being slightly more nasty and evil looking, in a nice
way. It just oozes character, and this is thrown over the top by the intensely
memorable theme tune and music, and the voices are so darn cute and cuddly it
should be illegal. Billy exclaims 'Good Morning' when he successfully completes
a level, and it makes even the strongest person wilt a little.
This game is jammed packed with unlockcable extras for those who persist and
perfect and collect the tricky gold emblems. In fact the extras are so good
that all that needs to be said is to keep a GBA and GBA link cable handy. The
multiplayer is reasonably entertaining too, although not exactly packed with
options. It builds on what is learned in the single player and lets you use
those skills in combat.
Billy Hatcher isn't without its flaws. Some phases of levels involve killing
100 crows. Fine, its fun, but finishing the level means traipsing past all the
enemies that are superfluous and getting the emblem at the end, which can involve
dying and game over. On the upside though dying is handled quite well. Invisible
check points are triggered at useful points throughout the level, so if all
the lives are used up its more the incompetence of the player than the terseness
of the level design.
The biggest flaw, which can be attributed to all of SonicTeam's forays into
the 3d realm, is the camera. Unlike Nintendo's camera, the SonicTeam version
is a fixed distance from the character, so pulling down on the stick brings
the camera closer to the floor, as opposed to the more useful zooming out. This
causes frustration when trying to locate what to do next on a level or trying
to judge distances on the few but critical jumping sections. Not only that,
but at times the camera will shoot off into a 'helpful' third angle, completely
uncontrollable, and causing mild disorientation as the camera swings into position.
Those who have played Sonic Adventure will be familiar with the nuances of the
camera; those who haven't will be taken a-back by its strict nature.
Charming, that certainly covers it. One damned charming game from start to
finish. It's not perfect, it's not flashy, but it is a real adventure of discovery,
and there are plenty of extras to keep everyone happy. |