Alright, let’s dive into this trip down memory lane, shall we? So, we’re talking about Gex, the gecko who was like THE face of gaming before that insurance lizard stole the spotlight. And yeah, after nearly 30 years, the Gex Trilogy is getting a revival. But does it hold up, scratch that nostalgic itch, or was it better left in gaming history? Here we go.
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Okay, rewind to the original Gex. Picture this: 3DO origins, then onto Sega Saturn and PlayStation. Only 2D adventure in the whole lineup. Plot? Flimsy as a paper napkin. Gex gets sucked into a TV by some bad guy named Rez, aiming to make Gex a mascot. Channels like Cemetery, New Toonland, Kung Fuville—the works. Each has levels, needing remotes to progress. Gex fights with a tail whip and a quirky butt bounce. He munches on power-ups like fire shooting and invincibility. Plus, cameras for checkpoints, old-school tapes for passwords. Weird, right?
Oh, and playability? Totally a mixed bag—trying to run was like taming a wild horse. And those enemy hitboxes? Like trying to thread a needle you can barely see. Gex? Chatterbox who repeats lines like it’s going out of style. Seriously. While the creativity was there in the world designs, similarity doused it with cold water. Meh.
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Now, change gears a bit—hello, 3D! Gex: Enter the Gecko jumps into three dimensions. The plot? Rez again, but now Gex is lured by a cash offer from government bigwigs. And control-wise? Better, yet somehow too floaty. Gex traded quips like nobody’s business, but the camera? A mess. Swinging around like a kid on a playground. Intervention needed ASAP.
Gex roams a hub world with giant TVs serving new adventures. It’s unique—three remotes per world, plus hidden ones. Collect 100 items, get another remote. Nice touch there, using carrots, spinach cans, TNT plungers—real imaginative. And costumes? Oh, Gex loved a good dress-up. Hub world’s a bit of a maze, though. Still, liked it best among the trilogy.
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Wrapping things up with Gex 3: Deep Cover Gecko. A Baywatch star calls for Gex’s heroic help? Okay, but hub world bloat-itis strikes. Levels now feel more connected, yet still, some areas are a headscratcher. Collectibles go a bit generic—come on, Fly Coins? Levels mix things up with snowboards and tanks, plus bosses are more engaging. Felt like Enter the Gecko 2.0, in a good way.
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In the end, Gex Trilogy? It’s alright. Limited Run made smart updates with the Carbon Engine—rewind and save states for sanity’s sake. It’s authentic, messy bits and all. Extras like commercials and voice actor interviews add charm. As for platforming? Solid-ish, not reaching iconic Super Mario or Banjo-Kazooie heights. But hey, glad they’re back—bio-capsules of the 90s need their spotlight too.
Games so 90s it aches. Every detail over the top, for better or worse. Wouldn’t have it any other way.