Y2K Game: Elemental Gimmick Gear
Elemental Gimmick Gear
This game was released right in the middle of peak Y2K: 1999. However, upon first look, you could have mistaken the release year to be 1995 or 1996; at most 1997. You probably wouldn't guess that it was released on the Sega Dreamcast. It definitely has that Moebius inspired visuals akin to Panzer Dragoon. So, you could make another easy mistake and conjecture that Elemental Gimmick Gear was released on the Sega Saturn. It wasn't. It was released on the Dreamcast anno 1999. This game is incidentally a demonstration of how fast technology was evolving at the time. In just a few short years E.G.G. felt outdated. In fact, it began as a Saturn project that ended up being completed for the Dreamcast. Aside from being a solid game in it's own right, E.G.G. functions as a unique time capsule that bridges the fifth to the sixth generation of console gaming.
Moebius Art
E.G.G. is a top-down, 2D action/adventure game. The most direct comparison many have made is to A Link to the Past. They both involve overworld exploration, an interesting story, permanent powerups, enhanced gear, and puzzles scattered throughout its world. That's where the similarities end because E.G.G. has a unique and distinct visual direction unlike anything. The background to this 2D world is completely hand drawn and it is gorgeous. Like Panzer Dragoon, E.G.G. takes large influence from the French artist Moebius. It is ancient monoliths decorated with futuristic panels. If you are thinking of glowing computer monitors in a stone temple that wouldn't be out of place in ancient Egypt, you're on the right track. The world of E.G.G. is very much like this and it is positively enchanting. It's very easy to simply admire the attention to detail as you're navigating this throughout.
Charming Story
The story revolves around a man who has been discovered inside a 5000 year old machine by an excavation crew. The local scientists went to work and studied this machine. They created what they call Elemental Gimmick Gears of their own. The man is called the sleeper because he's been asleep for so long and continues to sleep. Then one day, the environment of Fogna shifts and wreaks havoc and destruction. The sleeper awakens with no memory of who he is. He sets off to investigate the rumblings, recollect his past, face down pirates, and discover the mysteries of the Fogna calamity. There are some surprising twists, so I don't want to spoil it if you haven't played it and intend to do so. I loved the hopeful message at the end about how humans are capabe of destruction, but they're also capable of creation and that's reason alone to preserve humanity and the world they live. It's a cheesy and optimistic antidote to the usual post-apocalyptic pessimism.
With Character
The characters that inhabit this world are somehow charming. Take for instance, the old man that has about ten different stories to tell you and rewards you if you pass his quizzes with moneys and even a rare power-up. Or how about that foolish child that keeps falling off the rubble and requires constant rescue? There's also the young lad that assumes himself to be the town's protector. Perhaps my favorite cast of characters are the patrons of Rot's Bar. As soon as you walk in, you are greeted by the sounds of a bright piano playing the most miserable blues you have ever heard. You just know everyone in there has a story of being down and out. Now they're just waiting for the next train out of here, or else they're waiting for the bottom of the next bottle. Rot himself shares an interesting backstory with the main pirate Juji.
Hypnotizing Sounds
Speaking of the blues, the music in this game is splendid. The soundtrack absolutely captures each of the dungeon's vibes perfectly. The music always carries an air of mystery and wistful longing. This goes totally in line with a mind that's lost in the fog searching for a way to reclaim its lost memories. These emotions also convey the loss and trauma the citizens of Eastokion experienced during and after the outbreak from the Fogna ruins and are now searching for a way to rebuild among the rubble. Of course, there are more upbeat tracks during boss fights and the like that are equally as endearing. Truly, wandering around amongst the excquisite art while listening to the hypnotizing soundtrack is one of the games pleasures.
Clunky Combat
There's definitely one bone I have to pick with E.G.G. and that is the combat. It's clunky as hell. Controlling the robot doesn't feel sexy at all. It almost seems to stumble as it walks. It's main attack is a punch and it has zero range. You have to walk right up to an enemy to land one and by then, you will have suffered some damage. It does have a spin attack that's much more effective. However, it costs health points every second of use and takes a while to charge up. You acquire power ups along the way. But they take a second too long to charge up. If you get hit while charging, it stops and you have to charge up all over again. It's also difficult to aim the damned beams. Perhaps the area attacks are the better option. Just walk into an area and wipe everyone out with a plasma blast.
One approach to combat is to make use of block. When approaching an enemy, hold block and inch your way towards them. Block doesn't negate all damage, but it does minimize it. The best strategy is to charge up your spin attack before entering an area and just attack every enemy until they're all cleared. I recommend getting the eco spin. Yeah, it's nightmarishly tedious to obtain it, but it is worth it and it makes the game more enjoyable. Actually, come to think of it, maybe the best strategy is to avoid combat altogether. It's not like you'll be rewarded with experience points or permanent bonuses. Dodging foes opens up the game to its absolute greatest strengths: puzzle solving and exploration.
Cerebral Exploration
If the soul of E.G.G. is its captivating art design, its music, and its simple yet charming story; then the heart of E.G.G. must be its puzzles and exploration. There is absolutely no hand-holding in this game. The environmental puzzles are not trivial. There's a good chance you will even get stuck. I myself got stuck in two locations: one in which you had to set fire to random log; and the other where you had to place a block across a pit and use it to grapple halfway across and drop to the walkway below. There are other tough puzzles that took me a while. Don't be ashamed to use a guide. The game is short on hints. And the rather lame translation doesn't help. There's a certain sense of acheivement in solving these puzzles, though. I can't think of another game involving puzzles that challenged me this much. Granted, I don't play puzzle games at all. But as far as your standard action/adventure rpg type of game, there's nothing quite like the puzzles encountered in E.G.G.
The exploration in this game is also top notch. First of all, journeying across Fogna's many regions is its own reward because of the beautiful and unique artwork. It makes backtracking much more tolerable. Not only that, everytime you acquire a new power up, it's usually worth going back to regions that where unexplored because you didn't have the proper abilities. Often, you discover a permanent power-up, such as a defense, attack, or mind boost. I love the health boosts the most. Moreover, backtracking towards unexplored regions is necessary to enter new dungeons and progress the story forward.
Flawed Boss Battles
Another point of contention is the boss battles. Remember when I mentioned that E.G.G. started off as a Saturn game? It's evident being a predominantly 2D game, but the clearly tacked-on 3D boss battles is the slam-dunk proof of this. The overworld 2D combat is clunky, the 3D boss combat is even worse. Apart from waddling around and throwing punches with zero range, you have to figure out to how to best defeat them. It's almost like a puzzle unto itself. One in particular, Tantarm, was just arduous. You have to use your wimpy wire-arm long punch on a foe that teleports and conjures up a fake double. Tantarm was the most egregious, but the rest aren't much better. Again, your best hope is to obtain the eco spin, and just charge at them with the spin attack.
Another Case for a Remake
I talked about how MDK is a game that's more worthy of a remake than your standard old-school masterpiece. I believe that Elemental Gimmick gear is another game that qualifies. It could benefit from better dialogue and a more fleshed out narrative. It will improve immensely with a superior combat system and better boss fights. Completing these changes and E.G.G. becomes a spectacular must-play game. Nothing else about the game needs to be changed.
A Flawed Hidden Gem
Despite its setbacks in the combat department, I can still recommend this game. As stated earlier, get the eco spin as soon as you can. Use it to clear out enemies when entering a room. When available, use an area attack such as the geo or the plasma. Or, if you can, ignore the enemies and walk right past them. It's generally not worth engaging in combat. I'm afraid you can't opt out of boss fights. It's a shame that E.G.G. possess these flaws because if it didn't, this would be a bonafide hidden gem. As it is, it's more of a flawed gem.

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