Billy Hatcher and
the Giant Egg is the most consistently frustrating game I have ever played. The
amount of times I thought to myself how much fun it would be to rip the disc
out of the system and toss it into the beyond, never to be seen again, is impossibly
high. Everything about this game is designed to be as irritating and
unforgiving as humanly possibly. And it’s all covered up by bright colors and
an overly sweet vibe.
I don’t want to
come off too strong so I’ll start by saying that I absolutely love the game’s
presentation. It’s colorful, cheery and goofy as possible. The game is fully
aware that a game about a boy and giant talking chickens is as preposterous and
childish and it comes and it runs with it. The only way the game could get
anymore childish is if the game’s graphics were done in crayon ala Super Mario
World 2. The cuteness is actually hypnotizing like some kind of mind-numbing
children’s TV show.
The graphics
themselves are solid too but nothing standout. The game was built on the Sonic
Adventure 2 engine and the game looks a touch above that game. Bright, solid
pastel colors make up much of the game’s palette. It’s certainly pleasing to
the eye but the art-style isn’t original enough to make any sort of impact.
It’s certainly “cute” but it’s that generic kind of cute. Even the creature
designs are lackluster. They all look like rejected Digimon which are already
pretty dull as far as cute Japanese monsters go. The enemy designs are nothing
to write home about either. Their big grinning faces and generally dark color
schemes evoke a sort of “Nightmare Before Christmas” vibe but once again, it’s
not enough to make any sort of lasting impression
The graphics,
although good in a technical sense, totally drop the ball in the other
categories. They’re nice looking but considering what they could have done with
the game, they certainly aren’t impressive. Thankfully, the sound department
picks up the slack and helps to make up for the underwhelming visuals. Mariko
Nanba, the game’s composer, helps to make the levels feel alive and bombastic. The
main theme, Chant This Charm, is absolutely adorable and totally infectious
even if its 100% gibberish. The actual level themes aren’t exactly the cream of
the crop or even Nanba’s best work but they get the job done and they
complement and even improve on the level’s aesthetics.
Billy
Hatcher’s biggest gimmick is the eggs that Billy must use in order to defeat
his avian foes. It’s an interesting idea if woefully under-utilized. For
instance, certain eggs can hatch into little monsters that you can use as an
alternate form of attack but these creatures are rarely helpful and generally
only used to solve super-easy puzzles. On top of that, you cannot take them
into boss fights which makes me question why they’re even around. There are
only about eight monsters with most of the eggs (of which there are a lot of)
containing little items and trinkets.
The eggs
themselves are also very unwieldy which would make sense if the game didn’t
randomly decide that momentum is not an issue at certain points.
Inconsistencies like that are far, far too common in Billy Hatcher and drag the
game down a considerable amount. Another thing about the egg is that the larger
they get, the harder it is to gauge what’s in front of you or where you, you
being Billy, is going to land. I had more than my fair share of deaths that
were caused by the egg pushing me off of a narrow platform into a bottomless
pit. The eggs are also very inconsistent about how fragile they are. Certain
attacks will barely damage the egg but then the same attack will hit the egg
and break it. It’s possible it has to do with the angle the egg is hit at but
the game does a terrible job of telegraphing that if that’s the case.
The biggest
problem this game has though is its teeth-gnashing, controller throwing,
intentionally annoying level design. The best way to describe it is “The worst
parts of 2D Sonics and Super Monkey Ball thrown into a blender”. Much like a 2D Sonic game, everything works
like it should until you hit a wall, physical or otherwise. Once you hit that
wall, the game loses all momentum and instead becomes a tedious slog. And you
never get that previous sense of fluidity back unless you restart the level.
And heaven forbid you lose your egg. If you lose your egg, consider yourself
dead. Billy is totally useless without the eggs; even his jumping ability is
unreasonably terrible.
Billy Hatcher also
suffers from one of the worst cameras in the post Playstation age. This comes
as no surprise, seeing as how this game was made with the Sonic Adventure 2
engine, but you’d think Sonic Team would have at least attempted to make a few
improvements. But no, it’s as bad as it always was. The camera will often get
stuck behind a wall, an enemy, the egg itself, whatever. To sum it up, if the
camera can get stuck on an object, it’ll get stuck on that object at least
once.
Billy’s Hatcher
combat is also incredibly clunky and not very entertaining. I’ll concede that
it is fun to flatten your enemies in quick succession but that’s about the
maximum enjoyment you’ll get out of its combat. If you miss your chance to
quickly flatten the enemies on your first go-around, you’ll be forced to turn
around, adjust the camera and go in for round two. It tries to be tricky and
far more involving by giving some of the enemies’ health bars but that doesn’t
really work for a game like this. Billy Hatcher, much like Sonic, is a game
about time trials and speed and things like this only slow it down.
And
that’s not even mentioning the boss battles. Some games, 3D platformers
especially, do not need boss battles and Billy Hatcher is no exception. The
boss fights here serve no real purpose and are more often than not,
pathetically easy. When the bosses aren’t super-easy, it’s because the camera
is too busy having a seizure or it’s because the game is glitching out. Billy
Hatcher might have one of absolute worst final bosses in any 3D platformer.
It’s glitchy, the camera goes haywire and it’s incredibly tedious and
repetitive. On top of all that, the boss fights don’t offer any
experimentation. Like I mentioned before, you can’t bring your animal buddies
to help you and you can only use the default egg.
It’d
be unfair to say that Billy Hatcher’s difficult is entirely the fault of poor
game design because there are parts that are designed to be legitimately
challenging and to the game’s credit, those parts are well thought out and
intelligently designed. However, the parts of the game where the difficulty
stems from control problems, camera issues and weird physics far outweigh the
well-made portions of the game. The take-away message here is that every single
death in Billy Hatcher feels unfair. And that makes for a very unpleasant
experience.
But,
if you have the patience of a saint, you may find something to like in Billy
Hatcher. There’s loads of replay value here with each world having eight
missions (for a grand total of 56!) and an emphasis on speed running will keep
the dedicated busy. At its core, Billy Hatcher is a Sonic game with some
Katamari Damacy and Super Monkey Ball, pardon the pun, “rolled” in.
Make
no mistake; Billy Hatcher is another mediocre 3D platformer that was made at a
time when Sega, or more specifically Sonic Team, could do no right. It’s got a
cutesy look that’ll draw in those easily won over by cute things (like me) but
that cute exterior hides a dark, very frustrating underside. If it were hard
and fair, like an old NES game, I’d be in love with the game but as it stands,
Billy Hatcher is a poorly made game whose flaws greatly outnumber its
strengths. All that being said, I still adore the game’s concept and I think
the game would greatly benefit from a sequel because it’s not an inherently
flawed game; in fact, Billy Hatcher is a game whose shortcomings are caused by
rookie mistakes and a terrible engine. Billy Hatcher was an interesting experiment
that played it too close for comfort and ended up paying the price for it.
FINAL SCORE: 4.0
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