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Arthur and the Invisibles Review

PlayStation 2 Review by James Lyon

18 February, 2007

You must play Arthur and the Invisibles. The human race depends on it.

Now, yes, obviously I'm going to need to inject a little melodrama into a review that heralds the next in a long, long line of average movie-licensed platformers, but hear me out. I have a plan. Gather closely.

OK, from what I know of the Godfather of evolutionary theory, Charles Darwin, and his research on the islands of Galapagos (which is, to say, not much) he coined a concept known as natural selection. Nature essentially gives a leg up to those who adapt and survive, wiping out the weakest of the species and changing the strongest for the better. Constantly getting eaten by beasties twice your size? Then divert your evolutionary path towards future generations adorned with spiky skulls and patterns on their backs that look like grimacing faces. Simple really.

In fact, we can supposedly find direct evidence of this evolution of the species deep within ourselves. The memories of our early lives are, it's said, locked away at a purely instinctive level of our being. For instance, the reactive fight-or-flight model we all possess isn't a modern conceit, it's a process honed thousand of years ago, brought about by our cavemen ancestors trying to survive in a dangerous era of sabre-toothed tigers, pterodactyls, and pedal-powered cars.

'Arthur and the Invisibles' Screenshot 1

Stumpy red-haired kid Betameche has a voice you'll want to throttle after an hour and evidently no soul (probably).

So if such is the case, then why not take a leaf out of the idea of selective breeding and engineer some worthwhile instincts ourselves? Why not take matters into our own hands? Why not, by taking Arthur and the Invisibles as an example and commanding every gamer to play it each day for the rest of our lives, instil into our minds self-made neurons of hate and apathy for the whole uninspired movie tie-in genre. Time spent gritting our teeth on its uninspired shell shall become encoded into our genetic make-up, ready for us to pass on to the next generation. Then, imagine! A world instinctually repulsed by a needless double-jump. No more justifying collecting 100 sponges or ten spatulas for an extra live, we'll stamp on those abhorrent CDs like we do spiders in the bath. No more 'Simon Says' mini-games cluttering up our precious time. We'll be free. Free! And we can finally get rid of that damning phrase, 'Not that there's anything really wrong with the game.'

Say You Want a Revolution

Not that there's anything really wrong with the game (sigh). The title doesn't have an original bone in its body, yet it's pleasant enough not to offend. It certainly aims high, I'll give it that, borrowing from some notable sources, chiefly the Prince of Persia series with its simplistic imitation of ledge-clambering and QTE fights upon the shoulders of monsters, and Demon Stone with its on-the-fly character switching for combat and puzzles.

'Arthur and the Invisibles' Screenshot 2

'Stacks' of fun. Groan.

Don't expect the same levels of action excitement found in either, though. The main elements are far more prosaic, built around block-pushing, door-opening and simple combat. Of the three characters you command, each has one or two special abilities that needs to be utilised at well sign-posted times - Selenia, Arthur's love interest, for example (voiced by Madonna in the film, who was obviously too busy to voice the inane 'Hit the action button to open the door' voiceovers to appear here), is the only one who can chop down the many brambles that block our trio's way. Speaking of which, the AI is smart enough to keep characters close to your side and sufficient in combat at nearly all times.

Counting To None

Yet the game wouldn't be so bad if it wasn't so damn slow and repetitive. Its linear nature keeps you busy with tasks aplenty, but it's hard not to feel short-changed under all the excitement as you very slowly push yet another ill-disguised block into place. While the three leads constantly chat to each other, building up a repartee to keep you awake, some of the lines do come across as either irritating or patronising if you're over the age of nine and most likely played a zillion other of these types of games. And it's suitably chunky, if pretty forgiving - any death usually sees you put back in exactly the same place with all progress intact.

In fact, the only thing incongruous about the whole affair is the last section of the game, which - apropos of nothing, except the fact that it appears in the film - rips you out of the platforming world to race down a pipe in a toy car. I only mention it because it's an annoyingly long and difficult section with sensitive steering and tricky obstacles that, due to cack-handedness took me hours to complete. Grr. I wish you better luck.

'Arthur and the Invisibles' Screenshot 3

The short flying-shooty bit I failed to mention in the review. Verdict: alright, though no Panzer Dragoon.

Visually, though, I'm rather quite gobsmacked. It's no God of War, certainly, but they know their onions. For those not in the know, the story sees Arthur shrunk to the size of a pinhead and shacking up with a group of Minimoys, semi-ugly troll-like things, for some high-falutin' high-jinks in Grandma's backyard. Now maybe I'm simply suffering from an early bout of rose-tinted nostalgia for the PS2, or maybe this is evidence of a machine giving its best to designers who've unlocked its power. I'm not quite sure why I'm impressed but I am. It's as if the sense of scale and detail is more than we should rightfully expect from an average movie tie-in. Giant bees buzz over your head as you scale skyscraper high blades of grass, the world stretching out below you as far as your tiny eye can see. Huge chunks of wood impose their shadows on beads of reflective water. Even if the movie itself is a rather ugly Euro-animation affair, its intricately designed background design - a ramshackle mixture of the Minimoy's natural world and enormous-looking human items - displays a technical prowess betrayed only by the way it plays.

Aw, now. Taking the game as a whole, I feel a little bad holding it up as an example of the problems with lazy movie cash-ins. But, no. No. Somebody has to be that sacrifice. Play, so that future generations can bring themselves closer to perfection. Come to think of it, for best results, play at the moment of conception. Coital passion infused with abject hatred shall save the future. Together we can rid this curse for good!

But wait! What if I'm wrong? What if such sacrifice creates a martyr? What if, instead of hate, it breeds a benign tolerance? What if I've doomed humanity to a destiny of gaming ennui it actually likes? What if I've created a world of docile Eloi too passive to resist the whims of savage Morlocks (die-hard Ghost Recon fans and THQ developers), lapping up unlockable artwork like a kitten laps up creamy milk? No man was meant to hold such power. Let's stop this insanity before it's too late. I'm aborting this experiment right now. Let's just slap a score and a verdict on the bottom here and we can all forget the game ever happened.

6/10

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Comments: 1-16 of 16 in total

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kelly's_h
18/02/07 @ 09:26
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Excellent review!

I don't know whether I'm stunned with brilliance or baffled with bull :)


Edited 1 times, most recently on 18/02/07 @ 09:36
ProtoformX
18/02/07 @ 10:03
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I love EG's reviews of movie tie-in games. With this genre there's rarely anything to say as they all follow the same formula so it shows a great skill with random strings of thought that an entire review has been written on a game that, in a way, has ben reviewed countless times before.
paul_haine
18/02/07 @ 10:32
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"Nature essentially gives a leg up to those who adapt and survive, wiping out the weakest of the species and changing the strongest for the better."

It's not necessarily about strong vs. weak, it's about those who have adapted better to the particular ecological niche. For instance, most humans are stronger than the average tortoise, but in an environment full of, say, lions, it's the species with a hard shell and retractable limbs that's going to stand a better chance of survival.

I'll go and read the rest of the review now.
18/02/07 @ 11:35
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What was that other theory of evolution (lamar... something)? The one that claimed giraffas "want" to have a long neck?
18/02/07 @ 11:36
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Heh, yes, Darwin is often interpreted as "strong vs weak" - which doesn't explain why fleas exist.
Monkey_Chops
18/02/07 @ 11:37
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Nice Grant Morrison reference.
paul_haine
18/02/07 @ 11:41
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"What was that other theory of evolution (lamar... something)? The one that claimed giraffas "want" to have a long neck?"

That'd be Lamarckism. The idea was that individual members of a species could pass on characteristics acquired in their own lifetime - so for instance, if a horse stretched its neck to reach the higher-up leaves on a tree, its descendants would also have slightly longer necks, ending up as giraffes.
18/02/07 @ 11:47
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Ah thanks, that's the one. I remembered it because a friend of mine (a biologist) held a lecture in a school and, according to him, all the kids mistook Lamarckism for Darwinism and "strong vs weak" instead of "adapted".
Edited 2 times, most recently on 18/02/07 @ 11:52
Rodafowa
18/02/07 @ 12:23
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Grant. Morrison. Is. The. Man.

That is all.
dirigiblebill
18/02/07 @ 12:49
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Why the hell did Luc Besson have anything to do with this movie?
Khab
18/02/07 @ 14:03
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It's isn't survival of the strongest, no. Never has been. It's survival of the FITTEST - as in the best-adapted species for a particular niche.

Otherwise, elephants would rule us all.
BremXJones
18/02/07 @ 16:00
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I'm glad I'm not the only one who'd have dropped in a load of Invisibles References if I were reviewing it. Good work, Lyon.

EDIT: Except for your horrific misreading of Darwin.

KG
Edited 1 times, most recently on 18/02/07 @ 16:02
Freek
18/02/07 @ 16:08
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That little bit of evolution also applies to games. Except it's survival of the most profitable, so it's absolutely imperative that NOBODY ever plays the crappy to avarage movie tie in games if we want them to go away.
And that's much, much more important that breeding hatred towards them in the subconscious mind.
Tim
18/02/07 @ 17:04
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Just to join in the smugness, but the reviewer is definitely describing Lamarckian evolution rather than Darwinian. Which is, like, bogus. You can't 'create' new DNA for your offspring to inherit.

No, I don't know why I bothered either :-).
James_Lyon
18/02/07 @ 22:08
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Bremx: "your horiffic misreading of Darwin"

Well, l did say "not much".

Edit: Please forgive me. I'm trying to write this on the DS web browser. Welcome to the 21st century,
Edited 2 times, most recently on 18/02/07 @ 23:29
19/02/07 @ 03:17
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Somebody should tell Dr Oliver Curry...

Comments: 1-16 of 16 in total

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