Using the advice given to me here, I wrote up a more cohesive piece on Scooby Doo and the Cyber Chase for PS1. Having structure in this review, in my opinion, makes it ten times better than what I was able to write about Bushido Blade. I hope it gets checked out, so I can get more feedback.
Scooby Doo and the Cyber Chase PS1
The Phantom Virus transports Scooby and the gang into a virtual world in this videogame adaptation of the movie by the same name. The game consists of 7 worlds with 3 levels in each; multiple worlds from the movie are missing, so don't come to the game if your expecting a faithful retelling of the movie's plot. By pulling from the source the material, the developers manage to make all of the worlds visually unique.
Most of the 3D platforming is nestled in the first 2 levels of each world, but is broken up by vehicle segments sprinkled conservatively throughought. The two playable characters are Shaggy and Scooby Doo, it is seemingly random as to which one you are going to control in a level. This doesn't mean much, as the only difference is the size of your hitbox; there are no significant changes, if any, in how they control. The game demands a lot of your ability to move on a narrow diagonal path using the d-pad, but don't even think about taking it slow; Those bone projectiles in Rome are a doozy.
The camera is most often fixed behind the character as you navigate the narrow cooridors, that make up most of the game. At some points the camera obscured upcoming platforms making it difficult to tell where I was going to land; a segment late in the game involving catapults is particularly egregious.
Your only weapons in the game are pies, they are important in the early game but for a long stretch the only time you need them are in the bossfights that occur every third level of each world.
In general, I think that it if a game has bad controls you can adapt, play by the games rules, if your patient; Scooby Doo and the Cyber Chase is one of those games, though the unresponsivness of the controls, that frequently have you running into holes when your positive you had the timing on the jump, are particularly bad and provide a steep learning curve.
I guess it's time to say this. It took me one sitting of about 97 minutes to beat this game. As a kid I just thought this game was really hard, but as a kid you don't really know if that is true or if the game is just bad. The game is bad, no denying it; nevertheless I had fun and felt good about myself when I made progress on tough levels; upon finishing the game I mostly felt relieved it was over, but I felt the slight sense of satisfaction that comes with any job well done.
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