Gex 3: Deep Cover Gecko

Gex 3: Deep Cover Gecko

released on Mar 23, 1999

Gex 3: Deep Cover Gecko

released on Mar 23, 1999

When Gex is watching TV one day, he discovers that Rez has kidnapped Agent Xtra (the agent from Gex: Enter the Gecko's backstory), head of the TV Terrorist Defense Unit, to get to him. He teleports to the batcave-like lair he has in the Media Dimension, and begins another adventure. Each level parodies a certain aspect of television culture (here the levels exist as stand-alone channels). Gex enters each level through a television set. He must collect remote controls to advance to the next level in order to complete his mission and rescue Xtra.


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I don't know anymore big boob woman

An additional part and not to say that it is the best of the worst, the game is very repetitive especially at the end, but it has a strong charm of adventure and travel through different worlds, I especially remember the near-endless climb to the top of the bean tree, burn it in hell.

Добавочная часть и не сказать что лучшая из худших, игра очень репитативная особенно под конец, но имеет сильный шарм приключений и путешествий по различным мирам, особенно запомнился околобескончный подъем наверх бобового дерева, гори оно в аду.

the nostalgia has worn off and it's hard to say that this was a "slept on classic", like i used to view it. it's still definitely a good platformer and stands out amongst the unsuccessful mascot platformers it was rubbing elbows with. the biggest drawback to this game is that the level design feels less tightly designed and engaging. if gex: enter the gecko was crash bandicoot meets spyro, this game is just super mario 64 (all weird comparisons, i know). you have levels like organ trail and red riding in the hood (dumb but great level name) that are functionally just tall, tall mountain. meanwhile, i don't really have a good analogy for a level like poltergext or samurai night fever. etg was less conventional and it paid off in that way, but dcg does conventional level designs moderately well in a fairly decent presentation, especially compared to etg's rougher textures and fidelity. gex also controls what feels like a trillion times better in dcg than he does in etg.

the biggest thing that might shy people away from this game is that there's less emphasis on platforming as opposed to collecting, though it's not absent wholly. this game leans much more into the collectathon aspect, and it doesn't always hold up (see: the fact that flycoins can glitch out and go beneath level geometry in my three goons.) i do think it's a lot more fun in the moment-to-moment gameplay, though, because the levels are more focused in their theme, and having them only appear once means that there's nothing left on the cutting floor to warrant redoing the level theme. levels like sleepless in seattle, organ trail, unsolved mythstories, and red riding in the hood are great because they each focus on simple ideas and then execute them fairly precisely. meanwhile, levels like my three goons and superzeroes suck the fun out of the game like a vacuum. this is due to their tedious nature and lack of fun level gimmicks that make the moment-to-moment gameplay of traversing the level 3 times more memorable and engaging (something each of the 4 levels i listed prior succeed at.) the contrast between etg and dcg is much more stark after playing them in quick succession; in some respects, i think the best gex game could've been a marriage between etg's solid level design and dcg's polish and refinement.

i would ever so slightly say that dcg is the better gex game of the two (why did they call it gex 3 when there's only 2 gex games? i hope someone got fired for that blunder.), but it's definitely closer than i would've said half a year ago. if you take the best designed levels of etg and put them through dcg's polish and presentation, you'd have probably some of the best 3D platforming you could find from a midbudget title of that time.

The 3D platformer sequel that some people wish to forget existed as it featured a real life Playboy blatantly flirting with an animated gecko after every single level. However the worst part comes with the camera controls taking a huge hit in performance and maneuverability with no explanation.

This becomes quite the problem in levels where it gets stuck or moves around to fit the level design rather than the player. And the slowdowns can occur quite frequently leaving the footage at around 15-20 fps.

While much like its predecessor it features a variety of channels with different scenarios to go through, the collectibles and open world area now are more vast and open to exploration. Unfortunately some of them are hidden in areas quite difficult to acces without glitching hitboxes or a huge number of attempts.

To add insult to injury, after the final boss the game does not save meaning everything you didn't save before the final battle gets erased. Fantastic.

It's an okay platformer, I guess. The Greece level sucks ass.

The best of the trilogy and not half bad