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Sphinx and the Cursed Mummy Preview (Hands On) Preview

Developer
Eurocom
Publisher
THQ
Genre
Action
Release Date
Fall 2003

At first glance, Sphinx and the Cursed Mummy may look like every other run of the mill platformer that’s come out lately. But upon closer inspection, you'll probably notice that there's a lot to like about this upcoming Gamecube and PlayStation 2 title from Eurocom and THQ. The game combines an interesting premise, steeped in Egyptian mythology, with two well-crafted characters that have truly unique talents. Throw in some challenging platforming sequences, clever puzzles and hack and slash action and you've got the makings of an interesting game to say the least. If everything comes together as planned, Sphinx could possibly challenge some of the more established franchises out there.

The first level requires the use of the main protagonist, Sphinx. Sphinx is a very agile character and has the ever-present double jump at his disposal. Certain items and weapons can be designated to specific buttons on the dual-shock controller, much like the control scheme in Ocarina of Time. He even has a blow dart that operates in a similar fashion to Link's slingshot.

Sphinx's level is a little more straightforward than his mummified companion. The blow dart was often required to trigger various switches and buttons. The double jump was also put to good use when jumping from platform to platform. As for combat, Sphinx can execute various combos and jumping slashes with his sword. Unfortunately there is no lock-on button, so combat often consisted of hitting and running to avoid counterattacks. This isn't really that big a deal as the game places less emphasis on combat as it does puzzle solving and traversing the platforming sequences.



The gameplay changes quite significantly when you play as the Tutankhamen the Mummy. Playing as the Mummy is much more cerebral then the blow dart toting, double jumping Sphinx. As a matter of fact, the Mummy has no weapons at all and cannot perform the double jump, making him far less nimble. One thing he does have going for him is that he is already dead thus making him impossible to kill.

The Mummy's main gameplay mechanic is his ability to use his body as a conduit for electricity and fire. Standing by an electrode will electrify the Mummy, so to speak. He can then use the electricity to jump-start various platforms and other machines that will help him progress further. Standing in an open flame will ignite the Mummy, allowing him to light torches and burn down certain obstacles in his way. Both fire and electricity diminish quickly, so you'll have to solve puzzles promptly if you wish to advance. Be careful not to touch water while charged with fire or electricity, as it will instantly put both of them out. Thankfully, you can go back to the source of the fire or electricity and "recharge" as many times as you like.

The Mummy also has a limited array of stealth moves at his disposal, although they are never really put to the test in the demo. He can crawl, making it easier to make it past some of the narrow walkways. I can imagine him using this technique to quietly slip past enemies as well. He can also sneak with his back against the wall, ala Solid Snake. It'll be interesting to see how these moves will be utilized in the final build.



Graphically, the game is looking pretty good. Sphinx looks as though he was ripped straight out of an ancient hieroglyphic. His animation looks great and definitely has a heroic swagger as he runs, jumps and slashes. The Mummy is much more humorous in nature and provides a bit of comic relief. Watching him squirm as he is electrocuted or lit on fire is absolutely hilarious. Both levels look somewhat on the plain side but are well designed and certainly fit into the aesthetic of the ancient Egyptian theme.

The sound is probably the weakest part of the production so far. That’s not to say its bad; it's just that there isn't much of it. The sound effects are actually pretty good but could probably stand to be sampled at a higher bitrate. The music is relatively subtle, but it suits the style of the game and isn't invasive. No voice acting has been implemented, but a game of this caliber is deserving of it. I suspect you'll be hearing voices to go with the finely crafted characters when the game hits the shelves.

I'll be the first to admit that I was skeptical when I received Sphinx. But playing through both levels gave me a taste of what could potentially be this year's sleeper hit. The PlayStation 2 version will be hitting stores near you this September, with the Gamecube version following a month later. Expect a full review of this up and coming title very soon.

Preview by Erick Kelsen





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