Okay, so here’s the thing—Gex is back. Yes, the gecko that isn’t selling you car insurance. Weird, right? After, like, nearly three decades in some dusty digital corner, Gex is jumping onto modern platforms with this whole Gex Trilogy deal. Now, here’s the burning question: do these retro games still have the same charm, or should they just have stayed, you know, in the ’90s time capsule? Let’s dive in, or whatever, into this chaotic review.
First off, let’s flashback to OG Gex. Picture this: a tiny green dude bounces his way into your living room screen from the ancient 3DO. Yeah, 2D style. So, Gex ends up getting yoinked into his TV by a villain named Rez. Why? Who even knows? Something about him being a mascot in some Media Dimension. Seriously, it’s thinner than those old pizza commercials. There’s a whole channel-hopping theme—Cemetery, New Toonland, Kung Fuville—kinda like channel flipping on a half-broken remote. Gex collects things (yay?) and bounces around. Also, eat power-ups. Flame weirdo stuff, be invincible, zoom around, you know the drill. Oh, and save points? Yeah, they’re like leftover VHS tapes.
Now, about the gameplay—rough ride, I’d say. Running’s a thing but honestly, it might make you wish you hadn’t. Jumping’s unpredictably wild, kind of like when your cat plans a sneak attack on your feet. Plus, the enemies? Hitboxes are all wrong; it’s guesswork, really. Climbing’s another story—what can you climb? The guessing game continues. And Gex, geez, he talks—non-stop. At first, it’s sort of endearing, like a quirky uncle, and then it’s nails-on-chalkboard levels of annoying.
Okay, let’s move to the sequel—now we’re in 3D (yay, progress?). Gex: Enter the Gecko throws him back into the fray, lured by cold cash. Moving around, sure, he’s floaty, like a balloon on a bad string. Remember Mario 64? This is not that. Same antics, new moves. Plus, those witty remarks are back…and back…and, oh look, back again. Adjust that camera, please, unless you love wrestling with bad angles.
This time, Gex has a hub world filled with TV screens, leading to different worlds—very on-point, but also kind of everywhere. Collect, collect, collect. Items change, which is oddly satisfying, like finding treasure in an old coat pocket. And the costumes? A rabbit, a disco king—Gex does fashion. But yeah, navigation’s messy. Still, not bad for a lizard.
And onto the final episode, Gex 3: Deep Cover Gecko. Enter chaos. It’s like a sprawling mess of places, with kidnapped Baywatch stars (seriously). Collectibles? Boring now, Fly Coins and more coins—it just doesn’t spark joy. Some extra zones are timed, and don’t even get me started on the annoying ticking. Why developers, why?
But hey, credits where credits are due. Levels connect nicely. Bosses bring more flavor. Tanks and snowboards replace routine jumping. But still, the second game feels less cluttered, not as overstuffed as leftovers in a tiny fridge.
In totality, this Gex Trilogy? It’s like an old mixtape you found while cleaning your room—it’s got its moments but isn’t topping the charts anytime soon. Limited Run did toss in some nice enhancements, saving us from total frustration. Classic quirks remain like relics from the ’90s misfits museum. Bits of extra goodness too—advert relics, chats with voice actors, artsy bits. They summed up as, well, nice. Doesn’t hit those unforgettable Super Mario depths, but whatever—these games were saved from gathering dust. And let’s face it, we all need some quirky nostalgia sometimes, right?
Games go way back, strapped to that ’90s vibe like it’s a chain. Gameplay? Six out of ten, graphics, sound…same deal. Replay? Guess what? Six again. Pretty average, I know. But still, glad they’ve resurfaced. They kinda belong here, a quirky time capsule that maybe, just maybe, deserved another spin.