Reviewed: December 21, 2003
Reviewed by: Jason Porter

Publisher
THQ

Developer
Eurocom

Released: November 10, 2003
Genre: Action
Players: 1
ESRB: Teen

9
10
9
8
9.0


Supported Features:

  • Analog Control
  • Vibration
  • Memory Card
  • Widescreen 16:9 Support
  • HDTV 480p Support
  • Dolby Pro Logic II


  • Sphinx and the Cursed Mummy developed by Eurocom and published through THQ, is an adventure/puzzle game set in a world with a setting right out of a cinematic ancient Egypt. What sets this title apart, among other things, is the fact that players take control of not one, but two very different heroes. Gamers will either play as Sphinx, a headstrong demigod, or the aforementioned Cursed Mummy when they need to rely on stealth and some very unique puzzle solving to outwit the enemy.

    Sphinx features:

    • Play as the ice cool adventurer Sphinx or his hilarious sidekick, the Mummy
    • Sphinx has multiple cool weapons including his magical blade, capture beetles, possession spells, ice darts acid darts and bouncing darts!
    • Acquire new special abilities as you progress through the game
    • 5 huge worlds to explore, each one as diverse and rich as the previous
    • Featuring approx 150 characters all superbly modelled
    • 50 enemies characters to overcome
    • Deep game with a compelling storyline
    • 15+ abilities plus interactive environment you can utilise for abilities
    • Series of exciting of mini games
    Sphinx features a sprawling single-player adventure with hundreds of creatures, enemies and allies with whom to interact, as well as refined graphics and some very enjoyable gameplay. For the skinny on how the numbers stacked up, continue reading....


    I really, really shouldn't like a copycat title as much as I like Sphinx and the Cursed Mummy. Of course, considering that the titles it so blatantly (yet brilliantly) rips off are none other than the magnificent next-gen Legend of Zelda games, it isn't hard to see why I do. Eurocom certainly could have done worse with their choice.

    That's right, folks. Everything, from game structure to controls and even opening treasure chests, is more or less the same as elements of the latest few titles in Nintendo's venerable sword-and-sorcery series. Not that this is a bad thing: on the contrary, Eurocom's excellent, polished presentation of Sphinx's elements makes the title a joy to experience. And while there are many similarities to be found with the Zelda games, there is also plenty of fresh, innovative gameplay to be had. The bottom line is that Eurocom did a great job, but veteran Nintendo gamers will feel like they've been here before somehow.

    Control setup is the most obvious similarity between the two titles. Sphinx, the "main" main character with whom players will spend a larger portion of the game, is cast in the same mold as a certain green-clad Hyrulean: he acquires a sword and shield early on. He eventually accumulates all sorts of tools and gadgets to help him on his quest, which (surprise, surprise) can be assigned to a controller button for fast access. The Mummy, while also a playable character, is used during segments of the game which are rather different from Sphinx's, so I'll explain what he's all about in a bit.

    Gameplay is split up into two parts. More often, players will be controlling Sphinx and his ever-growing arsenal of gadgets. Sphinx can run, jump and heroically wave his sword about all over the place, vanquishing enemies through brute force and a lot of running around. A targeting system would have made battle controls for Sphinx tighter. As it is, the feel of combat comes closer to a sophisticated platformer than an adventure game per se, which is fine but takes away from the potential depth of the game.

    The enemies themselves are cleverly designed. Many of them have potential uses beyond simply being cannon fodder, and those which do tend to be tough will often have some trick to defeating them.

    Sphinx's accessible areas are vast and he is constantly finding more places to visit. Dungeons carry the same feeling as combat, that of a platform/adventure hybrid rather than one or the other. These levels are generally well designed and fun to explore, but they felt a bit loose for my tastes. Too much empty space or meandering often kept me from enjoying them as much as I could have.

    Aside from the dungeons, Sphinx can also visit towns, temples and so on. In these friendlier locales he can buy items, play mini-games or just socialize with the many colorful inhabitants of the game world. Sphinx's segments are necessarily open: at any given time during play, he is generally able to move between locales as he pleases. This adds a pleasant non-linear feel to Sphinx and the Cursed Mummy that most games in the same vein are lacking.

    It is important to gameplay for a more practical reason, as well: Sphinx can die, and has a life meter that can be replenished by collecting ankhs if the need arises. The safest place to do this is usually in a town. In addition, Sphinx's life meter can be increased by acquiring a Heart Contai- err, I mean, Gold Ankh. He can even collect four Ankh pieces to make a whole one. Again with the similarities!

    The Cursed Mummy, on the other hand, cannot lose energy or die: he is, after all, deceased. Thusly, the Mummy carries no weapons or protection of any kind. Instead, his segments of the game revolve around complex puzzles. Many of these can only be solved by, shall we say, exposing him to the elements. He can jump, crawl and sidle along ledges, but the real fun begins when the time comes to electrocute, burn or smash the poor fellow in order to solve puzzles. It sounds weird at first, but in practice it's ingenious.

    For example, while the Mummy is smashed as flat as a paper doll, running between iron bars is no trouble at all. The Mummy's levels are full of these clever, demented puzzles, and his responses to everything - good or bad - that befall him are laugh-out-loud funny at times. While both sides of Sphinx and the Cursed Mummy are polished, these elegant, "why didn't I think of that before?" puzzle sequences are the best part of it.


    It's been a while since an action/adventure game made me feel so immersed in its world as Sphinx and the Cursed Mummy does. This is largely due to the awesome graphics of the title. Not only are character designs instantly memorable, likeable and unique, the models are uncannily detailed, fluid and impressively natural-looking when in motion. In addition, monster designs are fun and engaging. The monsters are similarly well animated.

    Sphinx and the Cursed Mummy's settings are inspired vistas of obelisks and statues, wastelands and waterways. In some places, the skyscape alone was enough to take my breath away. Everything in this game owes an obvious debt to popular Egyptian lore, but in the hands of the design team this world has taken on a beauty and vitality all its own.

    Everything straddles the line between looking realistic and cartoony, with surprisingly enjoyable results. My only real complaint is the lack of any CG movies, but even this can be easily overlooked considering the stellar quality of the graphics as a whole.


    Sphinx and the Cursed Mummy's soundtrack, above all else, is where it shines. I was utterly blown away by the AAA-quality cinematic score this game has. Each piece sets the mood for its location perfectly, perhaps even to a greater extent than the graphics at times. These songs sound just like the romantic serenades and sweeping fanfares of such Hollywood epics as Gladiator and (of course) The Mummy. They are at once perfectly ambient and instantly memorable.

    Sound effects are a cut above too, though a few too closely mirror their Zelda counterparts for my taste. Overall I was impressed with this game's audio effects in a way that I rarely am. Water sounds splashier, fire sounds cracklier and lasers are simply more "lasery-sounding" in Sphinx and the Cursed Mummy.

    There's no voice acting, which is too bad - the bad guys in particular almost scream out "voice actor". Instead, though, the game has taken yet another cue from the Zelda series and given all the characters an unintelligible mumbling noise to go along with the text dialogue they are speaking. This works out just fine, but voices, at least for a few main characters, could really have pushed Sphinx's Sound rating over the top.


    Sphinx and the Cursed Mummy is a blast to play. Its unique and memorable cast, mystic setting and multitude of optional tasks make it an enjoyable experience that could conceivably last upwards of 35 hours. For most gamers, roughly 20 should suffice, though - still plenty of game to play.

    Aside from completing mini-games or side quests that might have been missed on the first run through, there is little direct incentive to play this game more than once. However, its charm and refined gameplay make it a title that will probably get played several times anyway. As with almost any game, a rental is the best first step, but Sphinx and the Cursed Mummy has such mass appeal that I don't see many people regretting a purchase.


    It's The Ocarina of Time, only in Egypt! Actually, though Sphinx and the Cursed Mummy owes more than a little to Link and company, it truly takes a fresh and innovative approach to a genre that's difficult to do right. Great graphics and a breathtaking soundtrack put it right at the top of the 2003 holiday heap. Everything in this game comes together beautifully. Sphinx and the Cursed Mummy is most definitely a keeper.