Okay, so imagine this: it’s 1995, and you’ve got this crazy talking gecko named Gex who’s somehow managed to be everyone’s favorite before that icon with GEICO even showed up. Fast forward about 30 years, and guess what? Gex is back. Yeah, you heard me right. We’re seeing a revival of sorts with a Gex Trilogy. Is it pure nostalgia or one of those things better left in the past, like my regrettable frosted tips? Let’s dive in.
So, the original Gex. Listen, this guy first appeared on the 3DO — whatever that was — before moving over to Sega Saturn and PlayStation. His deal back then? Pure 2D action. The plot’s basically as thin as it gets: Gex gets yanked into his TV by some villain named Rez, who wants him as a mascot. Gex has to jump through these wild channels like Cemetery, New Toonland, and Kung Fuville. I mean, great resume right? Each channel has levels with remotes to collect. Why? Who knows, but they unlock more levels, so there’s that. Our gecko hero has a tail attack and some kind of mid-air tail bounce thing going on. And he snacks on power-ups for abilities — make of that what you will.
But getting into the gameplay, it’s kinda a mixed bag. You can run (sort of), but it feels awkward, like trying to jog in flip-flops. And those enemy hit boxes? Absolute sorcery. Sometimes Gex grips to surfaces, which is cool unless you’re trying to figure out what he can actually climb. His lines might make you laugh — the first dozen times — until you’re grinding your teeth in annoyance. The art style? Well, it’s not exactly Picasso, let’s just say. Honestly, out of all the Gex games, this is my least favorite.
Moving onto Gex: Enter the Gecko. This one tries 3D because apparently that was the future. I guess Rez is pestering Gex again. This time, Gex is coaxed out of his lethargy by, wait for it, money. Classic. They’ve tuned controls a bit better, but he’s still floatier than my Saturday pancakes. He’s got more one-liners — yay? You’ll definitely hear “It’s Tail Time” on a loop though. The default camera settings? Ditch ‘em ASAP. Seriously, it will mess with you like an unexpected plot twist in a bad movie.
Here’s the twist: Gex roams a hub world to jump into different screen portals. It’s got levels with three remotes, plus extra ones if you’re diligent with collectables. Those things change shapes too! Like carrots transforming into spinach cans and then, boom, TNT plungers. That’s inventiveness for you. Gex gets into different costumes, fitting the themes of the worlds, like a rabbit suit or a space getup. Overall, it’s confusing but fun — just roll with it. I actually dig this one the most out of the trilogy.
Finally, there’s Gex 3: Deep Cover Gecko, wrapping up the madness. This time Gex is out to save a Baywatch star. Going from mascot stuff to celebrity heroics — versatility is his middle name, apparently. The hub world totally devolves into confusion — why fix what wasn’t broken, right? Collectables now are just bland Fly Coins and there are bonus stages with a ticking sound that might haunt your dreams.
To their credit, levels feel more interconnected. And Gex grabs a snowboard or a tank now and then, which spices things up. Boss fights? A bit better than the previous games’ sparsely imaginative shows. It kind of feels familiar but with extra features. I think I still prefer the second game’s simplicity.
So, is the Gex Trilogy worth your time? It’s an okay set of platformers. Sure, they’ve added save states and rewind features to smooth things over. Thank goodness for that. But let’s not kid ourselves; they’re not contenders against the classics like Mario 64 or Banjo-Kazooie. Still, it’s great they’re with us again, a pure slice of the 90s for better or worse. Like an old mixtape, there are hits and misses, but it’s all part of the charm.