Ape Escape 2 was already one of the best games ever made, but somehow the third entry managed to be even more incredible!
One word: TRANS-FOOORM!
This was the thing that genuinely made everything feel more fresh (even tho the Cyber Ace is broken AF 😂)
I loved the idea of making everything movie-themed and, well, I'm never going to appreciate enough Soichi Terada's existence. To this day, he's still my favourite composer in the gaming industry, I can still associate every stage to his tracks.
One of my favourite games ever, I hope to live to see the (real) 4th release in the series 🤞
One word: TRANS-FOOORM!
This was the thing that genuinely made everything feel more fresh (even tho the Cyber Ace is broken AF 😂)
I loved the idea of making everything movie-themed and, well, I'm never going to appreciate enough Soichi Terada's existence. To this day, he's still my favourite composer in the gaming industry, I can still associate every stage to his tracks.
One of my favourite games ever, I hope to live to see the (real) 4th release in the series 🤞
I can look past the performance issues to see that Ape Escape 3 is Japan Studios at top form in terms of their presentation and gameplay variety. Pure, unadulterated fun with the only concession being a frequently dipping frame rate. For a game that looks this good running on such aging hardware for the time I'm rather impressed for what Ape Escape 3 manages to achieve on a content scale while looking as good as it does.
In terms of gameplay mechanical changes/additions, mini-games, and overall content scale, Ape Escape sees its peak here; by far the best entry of the series in totality. I still have a soft spot for the mostly breakcore-esque soundtrack of the original.
After hitting creditd at 54%, I'm immediately diving back in to hit 100%! I'll flesh out further thoughts, then.
In terms of gameplay mechanical changes/additions, mini-games, and overall content scale, Ape Escape sees its peak here; by far the best entry of the series in totality. I still have a soft spot for the mostly breakcore-esque soundtrack of the original.
After hitting creditd at 54%, I'm immediately diving back in to hit 100%! I'll flesh out further thoughts, then.
Sort of a nostalgia ranking but I've gone back and replayed it a few times and I've always been struck by how well this game holds up. Probably one of the best 3D platformers I've seen. The biggest thing that will always stick out to me is the soundtrack, the spacy poppy synthy beats in this game are iconic and I have nearly all of them tucked away in my head somewhere. It's hard for me to even listen to that music nowadays, it gets me caught up in my feelings remembering what it was like playing this game. Fun worlds, tight controls, generally bouncy fun game with a ton of content.
Honestly, feels like a more polished and refined Ape Escape 2, that LEVEL VARIETY LADIES AND GENTS, 2 and 3 just knock it out of orbit with that, it just hits all the spots, 2 got a little something something that i cant put my finger on i aint gotta explain myself, they pretty much equal.
Some of the most creative platformers that got some type of joyfulness I ain't feel from the newer generations. Quite literally, a PS2 game.
Oh yeah final thing, only problem with these games is that the last 2-3 levels got me fidgeting in my seat wondering when we gonna wrap up but other than that, nothing but greatness.
Some of the most creative platformers that got some type of joyfulness I ain't feel from the newer generations. Quite literally, a PS2 game.
Oh yeah final thing, only problem with these games is that the last 2-3 levels got me fidgeting in my seat wondering when we gonna wrap up but other than that, nothing but greatness.
Pros:
A lot more shortcuts than ape escape 2 for choosing weapons
A more fun and specific level concept than 2 for the levels
The metal gear connection
The morphs make it way easier to catch the apes
The bosses go down according to how quickly you can attack them and it feels more like a brawl than waiting for an opening
just smoother in every way than ape escape 2
Cons:
its still just ape escape, there's just not a ton to hook onto in terms of gameplay for me
I still have no idea what the term pipo is and couldn't find any kind of explanation online
severe lack of monkey name pun translation took some fun out of the names
6/10
A lot more shortcuts than ape escape 2 for choosing weapons
A more fun and specific level concept than 2 for the levels
The metal gear connection
The morphs make it way easier to catch the apes
The bosses go down according to how quickly you can attack them and it feels more like a brawl than waiting for an opening
just smoother in every way than ape escape 2
Cons:
its still just ape escape, there's just not a ton to hook onto in terms of gameplay for me
I still have no idea what the term pipo is and couldn't find any kind of explanation online
severe lack of monkey name pun translation took some fun out of the names
6/10
So. Ape Escape 3. Third time around, which means it's fair to pose the question: what should an Ape Escape game be?
The way I see it, you have three pillars. The first Ape Escape game was made to show off the DualShock and explore some of the possibilities only it could bring to the table. So, an Ape Escape game is meant to show off innovative control schemes. Second pillar: collectathon. There's monkeys, you gotta get them. Getting them should be fun, varied, interesting. And finally: frustrating, but in a fun way. If you didn't play Ape Escape on launch, it was a crash course in teaching your hands to do new things in a space you probably weren't used to. It was 3D, there was a new stick, jump was on a bumper. It was your mom looking down at the controller when you tell her to press A. Mix that in with the primate antics and you get an entertaining bit of scramble as you try and get them in your net.
Alright then. Ape Escape 2, first on the PS2. New system, new sequel to a popular game. Makes sense. but: no new control scheme. So what do you do? Sony chose expansion. A few new (mostly bad) gadgets, more monkeys to catch. A collectathon first and foremost and an effort that generally felt more like Ape Escape 1.5 than a true follow-up. Not bad, not mindblowing. And then: 3. Same system, no new controller. Less justification for existing than before, so the bar is a bit higher.
It doesn't quite clear it. Up front: it's a good game. Fun, chill. But it feels like a mediocre Ape Escape entry despite trying something new. The transformations are the new core system, and to be honest, they're a great idea, a wonderful replacement for the gadgets after 2 demonstrated that there just wasn't much room left in that space. Except... the gadgets are still here, and take a back seat in both capturing and environmental puzzles. There's little need for them unless the level specifically demands their use, and even less so in general circumstances. And even when they are needed, the transformations themselves can often replace their function.
That's where the rub is. A great idea, but sharing the stage and thus not fully fleshed out. Better that transformations had been a new home for old gadget functions, expanded on so that they were more robust, the old tools put out to pasture. Instead, transformations are the dominant mechanic, sometimes fun and always overpowered. Let's talk about that.
That third pillar was frustrating fun. And there's some new tricks here to help that along. Monkeys are generally harder to catch, dodging more, stealing items. Great stuff, needed since there's no new control scheme to trip the player up. But the problem is those transformations, each with incredibly strong, easy capture options and powerful attacks. There's no dodging a successful hit from a transformation capture. In the monkey goes, and out goes the frustration. You could choose to ignore the transformations, but then why even bother with a new game? Especially when the game itself constantly showers you with morph energy, clearly wanting you to use your new toys.
This could be forgiven if the monkeys were, at least, tricky to find and make capturable. But there's nothing new here. You've seen it all before, and in better form. Most monkeys are just sprinkled about. Sometimes you hit a button. Sometimes you use the slingback. But mostly, you walk around levels that seem quite a lot like levels you've seen in previous entries, scooping up monkeys, moving along. That level variety is a particularly sore spot. The premise this time is that Specter has invaded the airwaves, but instead of going into TV programs to fight back, you... go to their sets. So many fun, inventive possibilities, mostly squandered. Instead you'll get lukewarm parodies that, once again, you've seen before, all the way down to the finale sharing the same theme as the one in 2.
So the frustration is gone, which leaves, at best, a competent collectathon with a charming bubblegum pop infusion to its music, soft visuals and great character designs. But with no new control scheme to build new gameplay around and a core mechanic that begs you to ignore it to get back to the fun irritation of stuffing monkeys into nets, it puts itself on the same shelf as Super Castlevania IV by just... missing the point entirely. A game that was made because a sequel was due, and little more. Better to have held it for the PS3 and its Move controller, or even the gyro-enabled PS4.
The way I see it, you have three pillars. The first Ape Escape game was made to show off the DualShock and explore some of the possibilities only it could bring to the table. So, an Ape Escape game is meant to show off innovative control schemes. Second pillar: collectathon. There's monkeys, you gotta get them. Getting them should be fun, varied, interesting. And finally: frustrating, but in a fun way. If you didn't play Ape Escape on launch, it was a crash course in teaching your hands to do new things in a space you probably weren't used to. It was 3D, there was a new stick, jump was on a bumper. It was your mom looking down at the controller when you tell her to press A. Mix that in with the primate antics and you get an entertaining bit of scramble as you try and get them in your net.
Alright then. Ape Escape 2, first on the PS2. New system, new sequel to a popular game. Makes sense. but: no new control scheme. So what do you do? Sony chose expansion. A few new (mostly bad) gadgets, more monkeys to catch. A collectathon first and foremost and an effort that generally felt more like Ape Escape 1.5 than a true follow-up. Not bad, not mindblowing. And then: 3. Same system, no new controller. Less justification for existing than before, so the bar is a bit higher.
It doesn't quite clear it. Up front: it's a good game. Fun, chill. But it feels like a mediocre Ape Escape entry despite trying something new. The transformations are the new core system, and to be honest, they're a great idea, a wonderful replacement for the gadgets after 2 demonstrated that there just wasn't much room left in that space. Except... the gadgets are still here, and take a back seat in both capturing and environmental puzzles. There's little need for them unless the level specifically demands their use, and even less so in general circumstances. And even when they are needed, the transformations themselves can often replace their function.
That's where the rub is. A great idea, but sharing the stage and thus not fully fleshed out. Better that transformations had been a new home for old gadget functions, expanded on so that they were more robust, the old tools put out to pasture. Instead, transformations are the dominant mechanic, sometimes fun and always overpowered. Let's talk about that.
That third pillar was frustrating fun. And there's some new tricks here to help that along. Monkeys are generally harder to catch, dodging more, stealing items. Great stuff, needed since there's no new control scheme to trip the player up. But the problem is those transformations, each with incredibly strong, easy capture options and powerful attacks. There's no dodging a successful hit from a transformation capture. In the monkey goes, and out goes the frustration. You could choose to ignore the transformations, but then why even bother with a new game? Especially when the game itself constantly showers you with morph energy, clearly wanting you to use your new toys.
This could be forgiven if the monkeys were, at least, tricky to find and make capturable. But there's nothing new here. You've seen it all before, and in better form. Most monkeys are just sprinkled about. Sometimes you hit a button. Sometimes you use the slingback. But mostly, you walk around levels that seem quite a lot like levels you've seen in previous entries, scooping up monkeys, moving along. That level variety is a particularly sore spot. The premise this time is that Specter has invaded the airwaves, but instead of going into TV programs to fight back, you... go to their sets. So many fun, inventive possibilities, mostly squandered. Instead you'll get lukewarm parodies that, once again, you've seen before, all the way down to the finale sharing the same theme as the one in 2.
So the frustration is gone, which leaves, at best, a competent collectathon with a charming bubblegum pop infusion to its music, soft visuals and great character designs. But with no new control scheme to build new gameplay around and a core mechanic that begs you to ignore it to get back to the fun irritation of stuffing monkeys into nets, it puts itself on the same shelf as Super Castlevania IV by just... missing the point entirely. A game that was made because a sequel was due, and little more. Better to have held it for the PS3 and its Move controller, or even the gyro-enabled PS4.