Review by KFHEWUI

"Terraglyph Interactive Studios would have gotten away with it if it had not been for the pesky controls and their meddling camera"

Scooby-Doo! Classic Creep Capers follows three episodes from the television show, and in order they are What a Night for a Knight, That's Snow Beast, and A Tiki Scare is No Fair. Unlike the GBC version (has only one level and changes the plot), each episode sticks close to the source material, and there is a fourth level that was created just for this game that is okay. The story is good, and basically the game ties What a Night for a Knight, That's Snow Beast, and A Tiki Scare is No Fair together with a mastermind behind these crimes.

Game starts with Shaggy and Scooby returning home after watching a movie and the game does not look too bad. The graphics are great, and the textures are clean and crisp unlike most N64 games which have blurry textures. Characters models and object look great except for Shaggy's thin arms, and they are well animated. Each level has a distinct look and no level looks the same.

After passing through the dialogue, the player gets to control Shaggy, and the player is introduced to the biggest flaw of the game. Controls are a complete nightmare that renders the game unplayable, and the control scheme is solid and layout is great except for movement. The movement controls are awkward, and if the player holds DOWN to run towards the camera then the camera shifts Shaggy will continue to run in the same direction until the player lets go of the control stick which means on some screen hold DOWN will cause Shaggy to run to the LEFT. It is awkward and never feels comfortable or responsive, and it is a real headache during the chase sequences.

The camera in the game is fixed angles, and for the most part, camera does work however there are some parts where the camera's perspective makes it hard to see side paths. This can lead to a lot of annoyance especially in the last two levels with the large maze areas.

The first area of the game involves running down a road while dodging bats and why bats are flying around in circles on a highway road instead of searching for food is beyond my knowledge. Passing through them is not too difficult, and at the end, Scooby and Shaggy find a wrecked truck with a suit of armor. The two call the rest of the crew, and the level switches over to the museum where the game picks up.

At the museum the gang must find clues and trap pieces to help solve the mystery and capture the villain, and finding these pieces are not too difficult since they usually have a sparkle. Along the way there are puzzles to solve, and the puzzles for the most part are not too difficult except for one later in the game. Most of the puzzles are simply finding an item and putting it in the right spot like one notable puzzle where Shaggy must find three fish plaques and hang them on a wall in order.

Besides finding items, every once in a while the villain will show up, and Shaggy will have to use a disguise to escape from the villain. This is where the controls come back to haunted the player. Running away from the villain is difficult, and it does not help that the villains are faster than the player so not only does the player have to fight the controls but the villain can catch them because he is faster. These chases sequences are usually short and easy to get away from however the chases sequences at the end of the level are extremely long and frustrating to the point that it makes the game unplayable. When Shaggy gets spooked (i.e. enemy touches them) the player loses health, and if they lose too much, they run away, and the player has to start back at the beginning of the area. The final chase sequence of the first level is an exercise in pure frustration, and not only does the player have to run away from the knight. Also they must also dodge dinosaur exhibits which hurt Shaggy if they touch him. After numerous tries, I must admit I was never able to beat this part due to the bad controls, camera, and cheap hits. However I always try and finish a game before reviewing, and there is a code that allows the player to skip to the next episode. If it were not for this code, I never would have seen the rest of the game, and the rest of the game is plagued by same problems however level 3 is a nightmare since it starts off with a chase sequence.

In each level has a unique chase sequence, and for example in level 2 (That's Snow Beast), the Snow Beast will chase Shaggy and Scooby while they ski downhill. This sequence suffers from awful design, controls, and hit detection. The controls are stiff and moving and dodging is no easy feat, and to make matters worse, the Snow Beast is faster so he can easily catch the player. Not only this but the player has to dodge trees, snowmen, and stumps which is no easy task thanks to the hit detection. Grazing an object will cause damage to Shaggy and Scooby however they are able to ski through a tree and take no damage. Getting through this part is frustrating, and level 3 has a sequence just like this one except that Shaggy and Scooby are rolling a log. The sequence in level 3 is slightly easier thanks to the controls being slightly more responsive and the lack of objects to run into however the layout of the chase scene is even worse.

The level design overall is good, and the first two levels are not that bad however level 3 and 4 are terrible thanks to the massive maze sequences. Level 3 and 4 both have two mazes each, and they really could have used a map for these parts because they are so long and tedious with each passage way looking the same that it is impossible to tell where the player has or has not been.

The sound track is great, and it uses the theme song at the title screen. Rest of the sound track is great, and each track sounds like it would fit in with the show since it captures the same style of the show. There are also a few spoken lines of dialogue from Shaggy and Scooby that are not that bad, and the monsters have a nice growl.

There is a save system, and it allows the player to save at any time. There is one major problem I have with this, and on the save screen it will have the options yes or no. Next to yes is the button "A" and "B" is next to no so I take it this means hitting "A" will save so I do. Later on when I came back to the game, I discover that the game did not save at all, and the "A" and "B" next to yes and no are completely pointless. Why even have the buttons there if the player has to highlight yes or no and hit "A"? It also does not help that there is no signal to show that the game was saved at all. It just boots the player back to the menu.

Replay value is another weak area of the game, and there is no replay value at all except replaying the game. Considering how bad the game play is there is no reason to do this, and there is only one difficulty.

Scooby-Doo! Classic Creep Capers has the style of the show down, but ultimately it is rendered unplayable thanks to awful controls and camera. If the controls and camera were fixed, Scooby-Doo! Classic Creep Capers would be a solid game, but as it stands, this is another failed adaptation of television show.


Reviewer's Score: 2/10 | Originally Posted: 08/02/12, Updated 05/15/13

Game Release: Scooby-Doo! Classic Creep Capers (US, 03/01/01)


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