It's not even funny how much I want this to be a real thing. I'm sure
Dana Gould wouldn't have minded the extra work, either.
Gex is a painfully short-lived series of games about a TV-obsessed,
wise-cracking gecko. It began life on the 3DO console and, much like
CrashBandicoot for the original Playstation, became a
sort of de facto mascot for the system (as well as for his developer,
CrystalDynamics). I only ever knew one person who owned a
3DO. He was a friend of a friend, and he got more use out of it as a CD
player than a proper games console. This was likely a typical story as
Gex didn't stay exclusive to the 3DO, getting released on the
SonyPlaystation, SegaSaturn, and PC. It
was a serviceable 2D side-scroller, its main draw being a more diverse
variety of locations beyond the typical terrains common to SuperMarioBros. or SonictheHedgehog (fire,
water, ice, etc.). Gex's abilities to interact with these
environments was also notable. Mario could jump high,
Sonic could run fast, and Gex could stick to walls and
ceilings. Reviews of the time were middling, at least when it came to the
Saturn, Playstation, and PC ports. The
3DO version would be well-received, if only for the platform creating
such a low bar for quality.
I only played the first game a few years ago on the Playstation3. Gex's moveset was definitely its best feature, but the
level design left much to be desired. Playing off of Gex's wall
crawling, exploration was encouraged over more straightforward,
left-to-right layouts. Unfortunately, there often wasn't very much to
explore, leading to a lot of backtracking.
Despite a lukewarm reception, Gex did get a pair of sequels in
fairly rapid succession, this time in full 3D on the Playstation and
Nintendo64. At this point, a number of well-known videogame
mascots were trying to make the leap from 2D to 3D with relatively mixed
results. Mario hit the ground running with SuperMario64 and Sonic would have some awkward first steps on the
Saturn (Sonic3D Blast and SonicR)
before getting a decent foothold with SonicAdventure on the
SegaDreamcast.
While I was aware of these sequels, I never played them as I was busy with
RPG's, racers, and fighting games. Also, rentals of DonkeyKong64 and BanjoKazooie put me off of the
whole 3D platformer genre for some time, with their large but mostly empty
levels and ludicrously lengthy laundry lists of largely insignificant items
to collect. In any case, I was glad for some variety in the space, as
Gex didn’t seem to share the same flaws as his lesser 3D brethren.
Sadly, it didn’t have many strengths on offer, either.
This N64 cover art was also used as a marketing image for the
game.
The operative phrase when discussing the reception of any Gex title
is, "Not for any lack of trying." Some may argue it was the dawn of the
internet that caused Gex to fall by the wayside, that a TV-obsessed gecko
wouldn't be relevant in an era when more and more people were beginning to
look to the web for content. For my money, Gex was never so topical.
Many of his references were from sitcoms and shows predating his game by
several decades, so being out of touch is par for the course. Frankly, the
most topical Gex ever got was him becoming a secret agent in the
sequels, as Pierce Brosnan's portrayal of JamesBond was hitting its stride at the time with
Tomorrow Never Dies and The World Is Not Enough. If newer
efforts were to have him spouting modern memes or other varieties of
internet humor, he’d likely be met with the same reception as a certain
cartoon dog who died on the way back to his home planet.
Speaking of sitcoms and animation, it may well be that
FlippinDingDong’s tribute is more on point than anyone realizes. Both
Mario and Sonic have had several animated programs dedicated
to them, to say nothing of Mario’s overall longevity keeping him in
the public consciousness. Even Bubsy had a
pilot, and he’s gotten a
revival
in the last few years. Whether that translates to any long-lasting success
remains to be seen, but it’s hard to ignore the correlation between having a
mainstream presence and a gaming IP enjoying a longevity. Gex rose
and fell within a single console generation. There were plans for a
Gex 4 on the Playstation 2 and Gamecube, but it was
canceled
at the concept art stage. The most recent news about the gecko came in 2021
and 2022 when SquareEnix registered trademarks for
Gex in the EU and Japan, respectively. This was a few months before
SquareEnix sold off its CrystalDynamics/Eidos
properties to a holding company known as the EmbracerGroup.
At the time of this writing, it's not actually known for certain if
Gex was part of the sale. It's possible SquareEnix held on to him and is planning some kind of revival.
I wrote my last entry about SquareEnix’s legendary franchise before learning of the company’s most recent plan to sell FFVII-based NFT’s, a move that is quickly earning them a tumbling snowball's worth of backlash and criticism. It got me thinking about the history of the company, especially when the Playstation came on the market. This is by no means an exhaustive nor comprehensive history, merely a general impression from an outsider's perspective. During the 16-bit era, hey were known for publishing titles to the SuperNintendo, FinalFantasyIII (technically VI, but that's another matter) being one of their most acclaimed releases. Squaresoft, as they were known back then, was leery of Nintendo’s insistence on cartridges over the CD-ROM format. On the other side of the great dividing wall between Nintendo and Sega, the SegaCD, despite not being financially successful, demonstrated how RPG’s and strategy games could benefit from the extra storage space, if only in the presentation department. Thus, their decision to abandon CampMario for the greener pastures of Sony’s gray underdog was made.
Squaresoft went all in on Playstation’s promises of a bigger and better medium for their games, and I was there for it. I didn’t necessarily buy every single release, but I followed every announcement diligently. New games seemed to come out weekly. Not all printed money like FinalFantasyVII, but what hits they had were obviously more than enough to buoy their b-list brethren. It felt like the company was willing to take risks on more niche and obscure titles others would pass on, maintaining a faith the financials would work themselves out somehow.
About halfway through the PS2’s life cycle, Square seemed to begin losing their way. The bubble birthed on the back of the PS1 hadn’t burst, but the surface tension was beginning to show signs of weakness. Focus was shifted to their major franchises like FinalFantasy while other established titles were allowed to languish by the wayside. The excitement of the new frontier was long gone, and they fell off my radar. I’d still keep an eye out for what was next for the FinalFantasy franchise albeit I’d stopped playing the games around the release of IX, last part of the great PlaystationOneTrilogy. Overall, though, I’d lost interest in RPG’s and started looking to other, more action-oriented genres. I often joked I had an abusive relationship with role-playing games, that I loved them dearly but had no time for them. KingdomHearts was probably my point of saturation. It was a good note to end the relationship on, an overall well-made game whose only real fault was an off-the-rails story that, as I've heard from even its most devoted fans, didn't get much more coherent in the sequels.
I do genuinely love this image, albeit I can't help but think they're up there looking for the lost plot.
When it came to the PS3, I found myself practically ignoring SquareEnix (as they came to be known then) beyond a passing fascination with Final Fantasy XIII and one of its spin-off games. After that, it was off the radar again. The next major piece of news that caught my attention was their acquisition of the TombRaider franchise, giving it a fresh, gritty reboot I met with almost complete indifference. Nier: Automata held my interest for a bit, but had much the same problem as Kingdom Hearts, with a gonzo story nobody seems to have a full and proper handle on. This was the time of the PS4. From what I can tell, the PS5 isn't going to see much from its old friend. TombRaider, along with a number of other IP's, has been completely sold off to a holding company in favor of some Crypto currency venture I don't pretend to be knowledgeable about.
This is no longer a label that piques my curiosity nor captures my imagination. I don't recognize it from its heyday.
And this one just makes me sad.
Calling them sell-outs is admittedly unfair. They're not so risk averse as to only bank on FinalFantasy and their merchandise which they're just as quick to advertise as any of their games. They have a wide range of titles currently on offer, and when I look upon PowerWasherSimulator, part of me is assured they haven't changed as much as it may seem. Square-Enix has changed to be sure, but so have I, and maybe that's what I'm really sad about.
What I really want to know at this point is, given the sale of their former Eidos properties, who owns the rights to Gex?