Review gedrickdelfuego 4/5 · Sep 5, 2019
Hidden Gem from a Bygone Era
I picked this up to bridge the gap between finishing Final Fantasy XII: The Zodiac Age, and the release of Link's Awakening. I'm not exactly sure why I became interested in the game, but after such a behemoth like FFXII I needed something nice and relaxing to play, and a 3D platformer was the perfect medicine to my …
I picked this up to bridge the gap between finishing Final Fantasy XII: The Zodiac Age, and the release of Link's Awakening. I'm not exactly sure why I became interested in the game, but after such a behemoth like FFXII I needed something nice and relaxing to play, and a 3D platformer was the perfect medicine to my gaming fever.
It actually popped up on Gamestop.com as a used game at my local store, so considering I'd have a week to try it out, I went for it, and got a nice discount to boot!
What followed was some terrific platforming from THQ Nordic, and as I close in on the ending of the game, I can easily say that Sphinx is definitely one of those hidden gems from the days when the likes of Jak & Daxter, Ratchet and Clank, Prince of Persia, God of War, and the rest of the swaths of 3d games were king. Of course, the question is, "how did it age?"
I don't care about graphics, but I'll throw it out there first and foremost - the game looks great. Nothing to complain about there.
I do care about sound design, and the music in Sphinx is excellent. I do wish, however, that some voice acting was added into this remastered release. One thing that struck me as odd was just how silent and uncomfortable the cutscenes are without any sort of sound effects.
Banjo-Kazooie had garbled sounds for voices, and it worked - if you mute the game during conversations, you experience uncomfortable silence akin to a blind date gone awry. It also was what I consider to be a huge source of the charm found in the Banjo titles.
Speaking of charm, despite the aforementioned audio (or lack thereof...), there is still loads of charm present in the cutscenes and overall atmosphere of the game. The game's antagonists are your typical slap-sticky goofballs, the closest comparison I can draw is with Jafar and Iago from Aladdin. But the NPC animations and the wigglyness of the movement all wraps up a very fun game that harkens back to the charm of the Playstation 2 and even Nintendo 64 days of gaming.
As far as the actual gameplay goes, you find yourself controlling not one, but two protagonists with different abilities: Sphinx, and Prince Tutenkhamen, who has been turned into a mummy. They exist on the same timeline and so, as you control Sphinx and gradually find parts of Tutenkhamen's soul, you are transported into the Castle of Luxor where you will uncover new information and tools, which are transported back to Sphinx to further his expedition.
What separates Sphinx from other 3D games of its day are the level of complexity in the puzzles. The overworld is fairly large and contains different structures set in a fictional version of ancient Egypt. As you learn new tools and acquire new abilities, you can explore the levels deeper, find secrets, do side quests, and of course, progress the main storyline.
Combat is one of the very few areas of Sphinx and the Cursed Mummy where the game suffers. It does feel at times like the combat was added as a mere afterthought, which is unfortunate, because most of this issue comes from the poor camera angles.
The lack of save points in logical locations also should have been addressed by implementation of either a) more save points, or b) auto-saves before transitioning into another room.
Minor issue aside, this is a terrific port and I'm glad THQ Nordic allowed me to experience this in a modern, portable way.
I give it 5 Bags of Popcorn and 2 cups of soda.