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Review
By: Siou
Choy
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| Developer: |
Heavy
Iron Studios |
| Publisher: |
THQ |
| #
of Players: |
1 |
| Genre: |
Platform |
| ESRB: |
Everyone |
| Online: |
No |
| Accessories: |
Memory
Card |
| Date
Posted: |
10-31-02 |
I doubt
seriously that there is even one person in modern western
civilization who hasn’t seen at least one episode of the
Scooby-Doo cartoon. Anybody with any acquaintance with video gaming
history would most likely also be aware that practically every
attempt at a Scooby-Doo video game has led to some truly god awful
results. With that in mind, Scooby fans should be glad to hear that Scooby-Doo!
Night of 100 Frights is by far the best Scooby-Doo game ever
made. While I realize this is damning by faint praise, this most
recent addition to the Scooby-Doo video game library is the closest
developers have yet come to capturing the look and feel of the much
beloved cartoon.

Plus #1 – the
game uses the actual voices from the recent semi-yearly Scooby
cartoon/movie releases. There are also a few celebrity voices
as well (more on that later). The opening movie that plays at
startup sets the tone, actually attempting to copy the original
cartoon theme animation, but translated into a 3D milieu (which I
thought was a really cute idea). Unfortunately, the folks at Heavy
Iron Studios thought that adding that goddamned laugh track would
complete the illusion of authenticity. So, for those of you who
forgot (or who’ve never had to sit through all the pre-recorded
hilarity that ensues every time a "zany" character walks
through the door in your average brainless sitcom), that means any
time Scooby does something stupid, we’re forced to listen to some
canned howls, guffaws, and coughs. What, did they think we were too
stupid to know when we’re supposed to laugh (not that you actually
will, unless your mental faculties are at a considerably lower level
than, say, your average Howard Stern listener)? Major points
detracted for this one.
Plus #2 - the
AARP probably loves Heavy Iron Studios. After all, they put octogenarian
"comedians" Don Knotts and Tim Conway to work doing
voiceovers (they serve as guides, giving you gaming hints and basic
tools, such as a shovel that allows you to dig up the Dagwood
sandwiches that are, strangely, buried throughout the game beneath
sunflowers), providing them with their first taxable income in
decades (or at least since "Matlock" went off the air). Of
course they also included boomer queen Tim "transsexual
Transylvania" Curry camping it up as the incongruously
effeminate-sounding ultimate bad guy of the game; which can be a
plus or minus, depending on how you feel about Rocky Horror.
We won’t even get into Clue.
There are some
pretty nice key frames for the opener and the FMVs that play
throughout the game, and in the course of gameplay, you will
encounter an awful lot of the bad guys Scooby collared during the
series’ original 1969 run. However, every silver cloud seems to
come with a gray lining in Night of 100 Frights. While the key frames
and character design may have been fairly well done (particularly in
comparison to Scooby games’ past performance), there appears to
have been no effort whatsoever put into making things look smooth
during these same cutscenes (including the game intro) by means of
in-betweens or transitions. In plain English, while it may look nice
as a series of stills, in point of fact, characters’ movements
come off as being extremely choppy, slow and awkward. I
understand this may be attributable to having been produced at a
lower frame rate than GameCube games normally run at – still an
inexcusably lazy move on the part of Heavy Iron Studios. At least
games like Animal
Crossing were designed for the N64; there’s no way a game
that looks, at times, this polished could have ever been produced
for Nintendo’s earlier, far less powerful system. More, no time
whatsoever appears to have been spent on backgrounds during these
same movies, particularly in regards to making them mesh with and
match the look and dimensionality of the foreground characters. For
one glaring example, in one cut scene early in the game, the mystery
machine has been drawn in (badly, I might add) as a cartoon, while
the characters ostensibly "inside" it remain 3D animated.
In addition, the sound appears to be badly digitized
throughout the game’s FMVs, even in regards to the theme song
playing during the game’s opener. Even if you turn the treble all
the way off, you can still hear some rather pronounced
digital whine and buzz during any speaking or singing parts. Just to
make things a bit more painful, all of the non-theme music seriously
sucks. I know, gamers worldwide are shrugging their
shoulders, and naming off games by the dozen with lousy soundtracks,
but if you are bold enough to venture into the murky waters of the Night
of 100 Frights experience, prepare yourself for a night with
Kenny Loggins (Billy Joel? Elton John? Celine Dion? Let your
imagination run wild…) – you are going to be treated to a
heaping helping of some truly horrible yuppie music lite. It’s
truly frightening when a Hallowe’en-style game not only fails to
deliver any scares (friendly, smiling ghosts and jack-o-lanterns,
anyone?), but actually even sounds safe.
While perhaps
inherent to the very concept of a Scooby-Doo game, Night of 100
Frights is privy to one of the stupidest gameplay paradigms I’ve
ever encountered: much like its SNES progenitor, Scooby-Doo
Mystery, you can only get so far (and mind you, it’s a very
short way) before your fright meter bottoms out, and you are forced
to restart the level. The only thing that gets you past more than a
minute worth of gameplay is eating sandwiches and pieces of cake you
encounter floating in the air along the way (if you can believe it, Scooby
snacks are collected solely for the purpose of opening doors/levels,
which are blocked by "snack gates"). Worse, if perhaps to
be expected, given that you’re playing solely as coward supreme
Scooby-Doo, most of the game is spent avoiding the monsters
(which most of you bought the game to see in the first place).
Instead, you find yourself forced to spend most of your playing time
performing asinine mini-missions like finding galoshes so that you
can jump in a tarred sandbox, just so you can get yourself a box of Scooby
snacks. Or how you have to go on a little mini-quest to find a
helmet, before you’re allowed to walk through any cobwebbed
doorways. Stupid stuff like that. When you start the game, you have
and can do almost nothing, and collecting this sort of
nonsensical item allows you to get a bit further in your travels.
Stupid, but not damning in and of itself…until you take into
account that this sort of item search takes up the better part of
the game. In fact, you need to collect literally dozens of Scooby
snacks just to get in the front door.
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