a sad example of a sequel completely treading water and failing to expand its series concept a single iota. in many ways you could take my ape escape review and just plop it here without anything changed. many of the positives of the original game stemmed from its novelty in the space of 3D platformers and its excellent psx engine that showcased the hardware at its peak. its sequel seems infinitely lazier and less ambitious in comparison, cribbing extensively from the original with little variation and a lot of repetition. not bad, but terribly disappointing.

-all the original gadgets reappear, but the new ones are rather slight lock-and-key affairs that only serve to increase the amount of time you spend menuing to swap them in. the water cannon, bananarang, and magnet each have their own obstacles that can only be solved using them, and in no cases do the developers attempt to expand upon their usage or make legitimate puzzles involving them. lots of "oh the monkey is in a cage labeled with a banana, time to throw the bananarang" and "look a fire pit, time to use the water cannon" etc.

-dunno if I had rose-tinted glasses in the first game or not but good god the controls are stiff and unresponsive here. hikaru has no smooth speed-up and instead jerks into motion at the slightest touch of the analog stick. his first jump has range but is low, and his second jump is high but awkwardly kills all momentum. the sky flyer also feels less fluid than the original, or maybe I'm just misremembering. regardless, precision platforming felt more strenuous this time around, and the devs seem to have taken notice given that they gutted much of the legitimately difficult trials from the original

-level themes are inconsistent and slapdash compared to the mostly focused time-periods schtick of the original. no context for why I'm anywhere doing anything other than just catching more monkeys! the more elaborate interlocking levels of the original are also dumbed down here to mainly linear courses or maybe a loop here or there. might be giving the original too much credit but again I feel like it also did a better job giving monkeys specific challenges rather than just strewing them across the world haphazardly.

-soichi terada is absent this time around and thus the crystalline breakbeat and house of the original is pushed aside in favor of generic and schmaltzy midi abominations that left me with no other choice than to blare podcasts on top of it. going from a game that so perfectly nailed its quirky atmosphere with a polygonal shonen running around catching heavily-armed monkeys with a net all soundtracked by lite-rave blasts and comedown room leads... to this boring happy-go-lucky generic mascot platformer aesthetic that sucks the life out of the experience. dreadful

-ape escape itself is such a flawed design concept that the lack of changes are really striking. I said in the prior review that the right stick is meant for the camera; more specifically trying to triangulate angles between 1) your movement and position on the left stick 2) the angle of attack or object use on the right stick 3) the erratic movement of the auto-cam is actually less accurate than just having the camera on the right stick in the first place. one game (two really with ape escape 2001) should have been enough to prove this, but ape escape 2 blunders along with all of the same issues, inaccuracies, and frustrations of the original. of all the gadgets, the net is now somehow even more annoying because new cinematic swing animations that play randomly (or maybe when the game thinks you have a guaranteed successful catch?) have such severe windup that the monkey can actually simply walk out of your range during it, leading to an embarassing whiff that begs the question of why such an animation even exists.

the game's biggest positive is that at the same time of all of this it is still ape escape and is still a totally competent 3D platformer that I legitimately enjoyed in a brain-dead podcast game way during the middle section. by that point I already knew that the game was a clunker (after playing the first areas and being completely turned off the game for months) and had not quite reached the endgame (which felt utterly perfunctory and totally devoid of any iteration in challenge over the prior levels). bosses are fine too: functionally on-par with contemporaries with easy-to-parse attack patterns. the vehicle areas are simplistic but nice diversions, and thankfully they aren't over-deployed to the point of becoming stale.

ape escape thrives on its cheeky experimental streak, and unfortunately ape escape 2 lacks that charismatic edge to keep the player engaged. I wasn't expecting to see a series with a concept so fresh and flippant trot out the hits so soon in its chronology. somehow not a surprise sony withheld this one from the states for an entire year only to let ubisoft publish it in their stead.

Reviewed on Jun 09, 2022


1 Comment


1 year ago

What are you talking about, Ape Escape 2 adds jiggle physics. That alone justifies it's existence