A new review is here, though it's of an old game that recently re-released! Make sense? Excellent! And even if it doesn't make sense yet, it hopefully will with this review of Scurge: Hive, as seen on all current gen platforms.
This Retro Cult Classic: Is it Infectious or Defective?
The original Scurge: Hive released on the Game Boy Advance as well as the Nintendo DS in 2006. It received acclaim for its highly engrossing atmosphere, especially for a sprite-based portable game of its time. Now, ahead of its twentieth anniversary, Scurge: Hive is back on modern-day consoles and PC courtesy of publisher Ratalaika Games with added features for an entirely new generation to [hopefully] enjoy.
Scurge: Hive begins with a Samus Aran-like bounty hunter character named Jenosa Arma, who enters a research lab on the planet Inos in hopes for a successful rescue mission. However, things go awry quite quickly when upon encountering the source of the lab's problems, the titular Scurge parasite, infects her. Now, without immunity and an infection slowly eating at her suit, Jenosa Arma must continue her mission, as the fate of the planet and perhaps the entire universe is in her hands.
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| Don't mess with a woman on a mission. |
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| Skewed height and depth perception can make for a lot of jumping errors. |
One of the aspects of Scurge: Hive that is immediately noticeable upon entering gameplay is that everything takes place in an isometric-esque perspective. While this is cool indeed to look at, it oftentimes makes judging jumps and especially depth quite troublesome. Missed jumps because of misjudging the distance or heights between platforms was a common occurrence during my playthrough. That said, that usually meant that only some seconds were wasted, sometimes minutes at worst, especially in the latter quarter of the game.
Another somewhat annoying quirk, though one that makes sense for the story but makes for a headache for the gameplay, is that again, Jenosa is infected with the Scurge parasite. There is a meter that accrues percentage points, starting from 1% to, of course, 100%. When the gauge is full, Jenosa's health will automatically start to deplete, and at a somewhat steady clip, too. The only way to buy Jenosa time is to head to one of the game's decontamination stations that have a secondary purpose of serving as save points. It can be frustrating to contend with enemies wanting to kill you as the infection slowly tries to do the same. A watchful eye is needed to ensure that Jenosa doesn't stray too far from a decontamination area, though fortunately, these are generally always marked on the map shortly upon entering a new zone.
Speaking of zones, while the game does feature some interconnected aspects, most of the time you're relegated to one zone or area per excerpt--the game's naming convention for its chapters. Most of the time once you are finished with a chapter, you're done with a given area completely. While this might seem harsh for a Metroid-like game, there are no character upgrades to speak of--at least of the optional variety. Instead, an RPG-like leveling system, where defeating foes and siphoning their cells serve a dual purpose of acting as experience points and health, to boot.
The basic flow and structure of Scurge: Hive is one that remains similar throughout the length of the game. You enter a new area--you're tasked with finding and pulling six large nodes into their proper sockets to power up a transporter that leads to the chapter's boss. Along the way you get new abilities to access previously unreachable or inaccessible portions of the zone's map, as well as see Jenosa tasked with collecting these turquoise key cards to open gates. More than one is always required, with the late-game gates requiring up to nine. Sometimes this can feel like looking for needles in haystacks, as it necessitates careful combing of each room, side area, and section of the map as to not overlook a card.
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| When all six beacons are lit by inserted nodes, the way to the boss reveals itself. |
Jenosa starts out relatively weak, but in true blue Metroid-style fashion--and as just mentioned in the last paragraph, of course--she does earn new abilities. Most of these come in the form of firepower. What Jenosa starts out with is a relatively weak pea shooter, but as her mission progresses, various types of weaponry are introduced. Different weapons produce different results on different enemies. One of the earliest examples includes the electromagnetic pulse--EMP--which works wonders on destroying enemies of the mechanical and robotic persuasion, but energy-based foes only get stronger and more powerful when they're inflicted with EMP blasts.
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| All manner of infected frights and horrors await Jenosa on her mission. |
This weakness-for-some, power-for-others weapon mechanic is rather novel, but like some aspects of Scurge: Hive, it can grow really tedious and annoying. The game loves to pit Jenosa against a multitude of enemies at once, and a lot of the time they're of different strengths and weaknesses. It never failed to frustrate when encounters saw Jenosa face two completely differing enemy types: one weak to the weapon that the other type essentially laughed at when she fired it at them. Of course, both enemies would bum rush Jenosa, meaning that attempting to damage the correct foe was a fool's errand--and yes, I played the part of the fool a great deal.
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| The latter half of the game sees loads of enemies loving to gang up on Jenosa. |
Outside of the myriad weapon types, which can be switched between on the fly through a radial menu, there are upgrades for Jenosa's suit and incredibly helpful tether. This tether can be utilized to pull objects (such as those aforementioned nodes), enemies, and later on in the game, grab floating orbs which can then be used to catapult Jenosa across otherwise impossible-to-cross chasms.
Each excerpt (or again, chapter) concludes with an epic boss battle. These encounters are some of the most exciting parts of the game, featuring creatures that fill up a sizable portion of room real estate. Generally, patience, well timed shots, and plenty of deft dodging work to defeat these foes, but I will admit that quite a few took me multiple times to take down and out. Still, they're nice breathers in between the slight amount of tedium and large doses of repetition that tracking down keys, nodes, and abilities can deliver to players.
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| Jenosa's about to show this grotesque creature who's really the boss. |
Scurge: Hive on modern platforms isn't just the same game without any bells and whistles added. Save states for both manual and auto saves are supported, a wide supply of graphical filters are included, and one of the better aspects of this repackaged port is that of cheats. These range from invincibility and the contamination gauge never filling, to infinite energy for weapons and auto-healing. Shamefully, I could not withstand the tedium of searching for the final key card I required in the absolute final excerpt of the game, so I happily turned on the infinite key card cheat so I could enter the last gate without scurrying around well-trodden territory ad nauseum.
All blown up on a big screen, Scurge: Hive isn't the greatest to look at--but obviously it was meant for handhelds and portable play. That said, some of the graphical effects, chiefly the flashing upon using the ice weapon, are way too strong. Otherwise, effects like smoke and mist covering over the screen in trace amounts accentuate the atmosphere and ambiance within this technical and graphical marvel of a game. To ponder and then realize that this was originally a Game Boy Advance game just floors me. The incredible character, enemy, and boss sprites, as well as the highly detailed environments make for a truly impressive experience for the eyes.
Scurge: Hive may not have gone viral back when it released in 2006 as a late GBA release, nor will it most likely light up sales charts nearly 20 years after the fact, but it's great to see more preservation to these types of games performed--much like how Ratalaika Games brought back Aero the Acrobat, for instance. Despite its occasionally repetitive and sometimes tedious gameplay loop, I am certainly glad I was able to experience this game for the very first time. I can see how it was a bit of a cult classic on the Game Boy Advance and Nintendo DS, and I definitely can appreciate both its tech wizardry and just the game in general. Though even with this re-release's added quality of life upgrades like save states, graphical filters, and cheats, I just don't see myself returning to Scurge: Hive. It was a fun game to play, but I don't foresee a reason for me to want to RE-play it.
[SPC Says: C]
A PlayStation code was provided by the publisher for the purpose of this review.



















































