Wonder Trek

Wonder Trek

released on Dec 10, 1998

Wonder Trek

released on Dec 10, 1998

Wonder Trek is a puzzler action game only released in Japan for the PS1. You play as two zoologists: professor Fable and Nick. They are stranded on an island after a plane crash and you and have to find a giant phoenix egg.


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Decided to write this as so little information exists about Wonder Trek. Consider this an informal overview.

You find yourself stranded on an island overrun by poachers, that have driven the animal population to near-extinction. Intertwined are sequences shedding light on the animal’s struggles due to outside contact and how their lives have been impacted. There is a thread of nature preservation that binds the adventure as one, knowing we too are invasive in these lands. A direct, but soft-spoken message that reasons with the audience and asks us to reflect.

Was it a success? Not a clue. This was the only game developed by Zest Works and it's a remarkably strong effort. Very deserving of a wider release. Playable without any advanced proficiency, as the narrative and game logic follow classic adventure principles. Production was handled by Japan Studio and is notably in line with their evocative work.

You have an island to explore, animals to rescue, and six orbs to collect with a corresponding statue. Your tent acts as the the primary hub at the center of an interconnected island, making traversal an open-ended pursuit. Playfully animated action and light puzzle solving are the driving elements as you piece together structure. The game radiates affection as its universal langauge.

Impression of game design is good-quality. Like I mentioned above, the importance of a central hub in an adventure game is really key for setting up location memory and ease of getting around. You are rarely lost. Sense of flow is intact. The early to mid game is completely wide open and has that great sense of exploration/adventure. None of the item management is obtuse or roped around inane puzzle solutions. Action is loose and fun; boss fights are actually enjoyable which is a rarity in these kinds of games. A merger of action<=>puzzle is hard to get just right - yet it somehow straddles the line with proper interplay - neither side feeling superfluous.

There’s an additional area after competition of the game detailing the animals you met and their extinction and/or endangerment in the real world. It’s a neat example of appropriately tackling these issues for a younger audience while still delivering on a fun game that doesn’t compromise its design elements.

Tips:
Rotate the orbs to see their corresponding colors.
Get the key early. You’ll need it to open up important items/locations.
Healing items respawn every so often at your tent.
Use the rare fruit in the maze.
You rarely need to use your partner. They will “respawn” at a nearby location if lost.
Explore everywhere. Pressing circle gives you a wider view of the area.
There are multiple endings! Try rescuing all of the animals.

More in-depth notes:
https://soto.aikotoba.jp/wandertrek/index.html