E.T.K. – the extraterrestrial Koala. Review

Stitch Experiment 626 Info

genre

  • N/A

players

  • 1

Publisher

  • Sony

Developer

  • N/A

Release Date

  • 01/01/1970
  • Out Now

Platform

  • PS2

rating

E.T.K. – the extraterrestrial Koala.

Games based on movies are usually pretty bad, but the Disney games tend to at

least be playable. Still, I’d really like to see a game that doesn’t just repeat

the movie. For example, Stitch: Experiment 626 is a ‘prequel’ to the movie

Lilo and Stitch.

If Disney really had the nerve, they would have designed this game around

the movie’s clever marketing campaign. Known as ‘Inter-stitch-als,’ the commercials

depict the cute-as-cancer Stitch invading other Disney movies, from dropping

a chandelier on Beauty and the Beast to hitting on Princess Jasmine.

Just

think: the game would be like a platforming version of Kingdom

Hearts
. Or even better, GTA 3 with Disney

characters!

Instead, we get a game that references other classic games and does a half-decent

job of tying them together. In this prequel, Stitch (who looks like a blue koala

version of Max)

is let loose to collect DNA and destroy everything around him.

Stitch can hold weaponry in four of his six appendages. Nearly everything

can be destroyed – boxes, scientific equipment, giant out-out-place tiki-head

statues – you name it. DNA, the collectible “coins” of this game, is often uncovered

in these objects. While collecting DNA, Stitch lays waste to armadas of gentle,

peace-loving alien bugs and stormtroopers.

There are parts in Experiment 626 that play like a three-dimensional

Bionic Commando. Stitch can hold a grappling hook in one of his arms,

enabling him to shoot out an energy beam that can attach itself to certain bars.

Stitch can then swing his way around to other bars in order to make it through

the large stages. In some of the other stages, Stitch can strap on a jetpack

and blaze through loops. It’s a fairly generic game device, but the quick pacing

reminds me more of the speed bikes in Battletoads then the anemic Superman

N64.
Traditional platform elements are also squeezed in, but they’re the

least innovative and inviting gameplay style you’ll find in the whole game.

Stitch also wields the power of bullet time, the ability to move faster than

the world around him. He can jump up in the air, and then float in a moment

of slowed time as he pinpoints his landing attack target to bounce on. He can

avoid enemy fire while he dishes it back in a cartoon version of Max

Payne.

Unfortunately, the bullet time is a touch glitchy. A few times in the first

world, I would be dishing out fire when suddenly the grappling gun would shoot

out followed by short momentary bursts of bullet time. Not only is it disrupting,

but it eats away at Stitch’s speed meter, which dictates how much he can access

bullet time. Bullet time is also hampered by the lack of enemies, both in variety

and quantity. It’s not so fun slow-time jumping without having something to

destroy.

The game features simplified 3D platformer style controls with a touchy and

sometimes problematic camera. The right analog stick can be used for looking

and re-centering, but it’s cumbersome to use during play. The camera is just

awful when it comes to fighting bosses and climbing up walls. I wish they had

just gone all the way and given the game first-person style dual stick controls.

Scattered throughout the levels are Squid-bots, which provide race challenges. By activating one of these bots, you are led on a squid chase around small sections of the stage. When you finally catch up to the last Squid resting stop, you earn a movie reel that can later be used to purchase clips from the movie.

I’ve

reviewed a lot of Disney games, and I think I can safely say that these clips

are just like trailers that spoil the best parts of the movie. Thankfully, at

least this time you aren’t forced to watch the clips. Plus, it’s good

for little kids, though they would probably have a better time just watching

the movie when it comes out on video.

The ‘prequel’ story of Stitch: Experiment 626 is told though small,

moderate quality CG film clips. There isn’t much – it involves Stitch’s jealous

brother known as Experiment 621, as well as a giant talking hamster. These sequences

aren’t really enough to build a decent full story and I really wish they worked

more in, but at least they aren’t repackaged FMVs.

The graphics are mixed. There are some areas that look visually impressive, with energy beams darting around vast alien ships. But in general, the look is inconsistent. Some objects are textured richly, while others look too flat. Some objects are cel-shaded with outlines while others are not. It’s a strange look.

The sound is surprisingly fitting, with techno beats to match the wanton destruction

of stuff. Stitch constantly makes these guttural noises. They verge on being

annoying, but help keep the atmosphere of the movie.

Stitch: Experiment 626 is a touch on the more difficult side for the

target age level, but in fitting with Stitch’s indestructible nature, you get

unlimited lives.

Stitch: Experiment 626 definitely gets points for creativity and inventiveness.

It tries to bring together many disparate game ideas, but these ideas weren’t

pushed all the way and at the very least weren’t polished enough for a final

product. Movie games are on tight schedules to release on time with the movie’s

premiere, and this one seems a little rushed. It just lacked a good final once

over. Stitch Experiment 626 stitches many game ideas together, but unfortunately,

the thread is a bit loose.

REVOLUTION REPORT CARD

2
Rating
Clever game ideas and integration
Good level of challenge
Doesn't just rehash the movie
Needs more polishing
Touchy camera
Should have had dual stick controls
Inconsistent visual style