I must admit that despite its foibles, I am fascinated by Cubivore. I don’t really know what brought this on, considering that it’s a mostly forgotten about Gamecube exclusive (though interestingly, co-developed by Saru Brunei and Intelligent Systems, the latter responsible for Advance Wars and Paper Mario) that I only heard of when a guy I knew submitted a soundtrack sample from the game for a contest. It really stood out to me though, from the really quaint blocky environments and low-poly textures alongside its rather melancholic tunes and soothing ambience, to its core gameplay concept of devouring other panel monsters to evolve your protagonist and become the King of All Cubivores to restore Wilderness to the world. After finally finishing it, I’m honestly pretty impressed. Don’t get me wrong, I agree with a lot of the others here that the combat is extremely grueling, but I think that’s exactly what makes this game shine. It’s very barebones: the A button lets you both jump out of the way and pounce at enemies (depending on whether or not you’ve locked on to enemies by holding the left trigger, and letting this lock charge fully does more damage), and the B button lets you block but stops you in your tracks. Then, once you chip away all of the enemy’s health, you have to swing them around and tear off their limbs to eliminate them by furiously rotating the analog stick (which can take several tries because the timing is very tight). Combine this with the laborious task of dodging/fighting multiple enemies at once while carefully targeting the correct foes to snag the correct color upgrades from devouring foes, all while your enemies are trying to do the same to you, and you’ve got some absolutely brutal combat. It makes for these very tense moments, constantly rotating the camera due to the limited FOV and trying to read your opponent or get the jump on them while keeping an eye on your health, all so you also don’t get knocked down and devoured, and it absolutely sells its subtitle of “Survival of the Fittest.” At the same time, this further accentuates the game's contrast from any downtime spent wandering about these often peaceful and quiescent levels, really making you savor and appreciate your lingering moments of safety until you must once again, throw yourself into the breach.

That said, Cubivore does suffer from one fundamental flaw: it doesn’t do quite enough to prod the player into constantly experimenting and unlocking as many mutations as possible. You see, Cubivore’s final stage and bosses require the player to unlock at least 100 different mutations to proceed onwards after completing the third stage… but to my knowledge, it never fully tells the player that this is required, and is rather vaguely hinted at instead. The issue here is that Cubivore’s circumstances never really necessitate such a high number of mutations outside of gate-locking the final stage: there are a ton of different mechanics and traits that would take a ton of time to list, so I will simply say instead that it’s quite straightforward for players to figure out exactly what specific mutations and color-types mesh best with them, and focus on unlocking and using those forms with classic bread-and-butter combat skills to clear the levels. The alternative is gobbling up every single enemy to grab as many different color combinations as possible, but this could result in losing a valuable mutation on hand if you don’t already have it saved as an EZ-mutation (which must be unlocked from mating or from a specific number of the unlocked mutation, namely during mutations number 20, 50, 80, and 100). Personally, I was met with the pretty abrupt lock after only snagging 60 mutations myself during my first run, and was then sent back to the title screen, where I could select each of the first three stages (Piggy, Grizzly, and Chicky), and essentially had to replay them until I hit 100 mutations, which was definitely not as interesting and sapped some of my goodwill. If you don’t want to be forced to replay these stages, then you have to clear and fight enemies in a very specific manner because levels are quite linear: you can’t go back to previous segments of each stage once you move onto the next segment, enemies will never respawn until you go back to the title screen, and there are no quick checkpoints in-between the individual segments of each stage (so you won’t be able to “devolve” your character to a form with less limbs once you’re inevitably forced to mate to take down larger enemies that require nothing less than a difference of “one limb”), meaning that you can only restart stages at the very beginning. As such, this either requires previous knowledge of all the enemy traits present within a stage + meticulous planning to hit as many forms as possible, or closely following a walkthrough. The structure is definitely a bit of an impediment as a result, and I think this could have been greatly alleviated with more quality-of-life features that wouldn’t force me to constantly restart to respawn enemies for additional traits, as well as firmer messaging that would let players know outright to shoot for 100 mutations.

Regardless, I’m glad I finally got the chance to clear Cubivore. There was a really visceral satisfaction to be found from getting to the final stage and destroying all the final bosses with my now overpowered character, all from grinding out more powerful mutations and thoroughly upgrading all my stats via all the different training areas and collecting powerups along the way. Despite how unfortunately grindy it became from needing to replay levels, I do have a soft spot for these wacky yet interesting and lovable titles that were made during this era. It’s absolutely emblematic of a time when first- and third-party developers alike were readily willing to run with crazy concepts and push them to their limits. While I can’t quite say it’s worth the 400+ dollars asked for online, it’s definitely a nice little diversion that’ll get a few kicks out of you if you’re looking for something unpolished but definitely memorable.

Reviewed on May 29, 2023


3 Comments


10 months ago

Always wanted to try this, thanks for the comprehensive breakdown

10 months ago

Great write-up as always Drax, especially for a game I had an inkling was doing a good job at selling its appeal after trying it out for a bit. To share some fun trivia I learned a few years ago, I should note that the game was originally gonna be for the 64DD, but repurposed to a standard cart for the console when that flopped, and then repurposed again to becoming the GC title we have now since that was coming out soon. Two years ago the N64 prototype was dumped online, and two months after that a backport of Atlus' translation was released, albeit with differences to fit with any major changes. I'm not sure if it's complete - in the sense that you can effectively play the whole thing start to finish, of course - but it's worth a look if anyone's interested.

10 months ago

@DJSCheddar: No problem, don't be afraid to look up stuff if the terminology ever confuses you! It's surprisingly easy to get lost in all the terms used, and it'll save a lot of frustration in the long run.

@BlazingWaters: That's a really interesting tidbit, thanks for letting me know! It looks like the prototype has its own page too. Perhaps I'll look more into giving it a trial run if I get really bored one of these days.