Elemental Gimmick Gear

Elemental Gimmick Gear

released on May 27, 1999

Elemental Gimmick Gear

released on May 27, 1999

Elemental Gimmick Gear is a sci-fi fantasy action-adventure game. It primarily uses hand-drawn art, switching to 3D graphics during boss battles.


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First half is great but the second half drops off in quality and has many irritating puzzles that aren't worth the trial and error you have to sit through. An amazing premise in a desperate need of being remade/revisited.

Dreamcast Marathon -

E.G.G. should be a miracle: a 2D Zelda-like on the Dreamcast with almost impeccable atmospherics is a rare treat on a console packed with, for lack of a better term, more brawny than brainy experiences; I think of games like Crazy Taxi and batsh*t fighters and beat-em ups in the Power Stone and Dynamite Cop category, or breakneck fast 3D platformers in the Sonic Adventure category.

Not that the aforementioned games don't require any strategy or thinking, but they are almost tiring in their hyperactive insistence on frantic showcases of (at-the-time) pyrotechnic visual wizardry. I never thought of the Dreamcast as a inherently 'relaxing' console, not even as one for relaxing action games. Not that it's particularly starved for such a thing (Shenmue, for example) but it doesn't exactly shine in this category of games.

E.G.G. fulfilled that specific niche for me as a Zelda-lover and a Dreamcast owner, as well as relaxing game enjoyer. If I were rating it on vibes alone, it would be 4 stars, easy. However, the gameplay is quite tiring - and not easily overlookable. For one, the combat is very clunky.

The knockback from enemies is extraordinarily irksome. For some of the enemies move extremely fast, to where it's impossible to get a good vantage point to hit them; and really, they are more likely to hit you (even if you sneak up to them) with how fast their response is. This means your HP can drain from like 200 to 0 really fast, and I'm not kidding.

Also, there is really only a few dungeons in this game, and only 1 main one named Fogna. This is pretty cool in concept, but I'll be danged if it doesn't lead to some ultimately painful backtracking. I would have enjoyed more interesting variety in the setting, even just artistically. Although it is stunningly beautiful, it wears thin, because the games setting never really varies that much. The areas seemed to blend into each other a little too much. We have weird little desert/shrubbery areas, and some mechanical sci-fi areas, but not much more.

By far my least favorite part was how is every time you select to continue - it doesn't start you off at the HP you were at on the room before, but bumps it down to not even half of your full HP. So you can die at a boss, select continue and well, too bad, you're back at like 55 out of 200 HP.

There is a lot of positives to this one - but I'm going to shelve it and give it another chance. It's biggest merit is it's spectacular art style and music - and being a unique game for this system. However, it took a lot of patience, at least for me.

(My total play time was about 5 hours 40 minutes)

I watched my Dad play this as a kid and delved deep into my memories to find it again as an adult. I didn't realize it as a kid, but it's actually a Zelda-like! This game is obscure, but it's a good egg.

Interesting/complex level structure, with a single vast dungeon you revisit with new items. It also has amazing artwork and a unique aesthetic. It's got a beautiful, gritty, dystopian world. This is a game with a strong artistic vision.

I enjoyed it quite a bit until I got very stuck and gave up (too confusing after the midgame, Walkthrough Syndrome).

Being themed around EGGs it's also quite funny, but not really on purpose. Also, the English translation I had is a bit scuffed, but that adds to its charm. The inspired worldbuilding shines through, despite the translation.

An interesting looking setting visually, but feels too much like a sci-fi manga/anime setting jammed in to the form of a game. The game section is very much functional, but the high reliance on HD art means that the levels, well, feel like HD art more than anything, with a few puzzles and enemies dropped in. The ways the levels all connect to each other underground is neat, but it's never that interesting to traverse (and confusing).

Still, as far as game worlds go, the density does feel neat. It's just a fairly lifeless feeling game world since your interactions feel limited despite the fancy art. It feels very "modern-day AAA" in that sense - expensive art but nothing much in the way of interesting interactions..

I did like the boss fights though, even if they were a bit finicky with the movement... the weird boss movesets require you to move around in some fun ways and using your egg's spin ability was pretty fun.

i loved the art direction with the per-rendered backgrounds. navigating them? not so much. may just be my ageing eyes, but there were some perspective & color blending issues here and there that boggled my mind.

movement can be finicky, especially when trying to use some traversal abilities. pretty clunky overall. really does make you feel like you're roaming around in an ancient egg mech. this issue is compounded by a couple of enemy encounters since many of them are pretty damn fast (or have insane range) and require you to be more reactive than your egg will let you be.

the "Elemental" part of "EGG" is just that -- elemental powers you obtain throughout the game that help you solve puzzles and traverse the map. nothing really notable here.

coolest thing about this game for me was the transition into 3D for the boss battles. they weren't great by any means, but they broke up the annoyances of navigating these maps and i also can't hate the attempt at throwing this into a 2d game.

if you're into the zelda-type thing i'd say give this a shot. it basically is that except you're saddled with the pros and cons of being a dude in an ancient egg mech. at the very least, check out the music. lots of great tracks on this OST.

Charming, but insanely dated and frustrating. Slippery movement on thin platforms makes the game artifically padded due to the need to replay sections. Timing puzzles that have 0 margin of error and lack lustre combat make for a pretty but, ultimately, skippable experience.