FLASHBACK LEGENDS (GBA)
Flashback will forever remain a giant of 16-bit gaming. A perfect storm of incredible visuals, stunning level design and near-flawless gameplay, its legacy would come to weigh heavily on its creators. With Paul Cuisset’s latest attempts to create Flashback 2 seemingly gathering pace, now seems an opportune time to look back at Flashback Legends. Developed for the Game Boy Advance, it marks the most concerted attempt to create a direct successor to the cinematic platformer masterpiece.
Back in 1993, presumably to mirror the forthcoming release of Another World’s Mega-CD exclusive successor Heart of the Alien, Delphine hoped Conrad Hart’s adventures would follow suit, in the form of Morphs: Flashback 2. However, beyond a cryptic mech animation and some video stills, little is known of the project, which was shelved early in development. In 1995, the story would continue in the form of the ambitious but flawed 3D adventure Fade to Black, whilst fans would experience a familiar sense of disappointment when the passable but wholly unmemorable Flashback remake was released to muted fanfare in 2013.
Flashback Legends plays similarly to the 1992 original, albeit with a markedly brighter visual style and scrolling levels
By far the most interesting attempt to revive the Flashback canon, however, is evidenced in a Game Boy Advance prototype from 2002. Legends would never see completion, likely in large part to Delphine Software being wound down, sold and eventually shuttered by 2004. Its prototype is substantially playable, however. Ten of the 16 levels can be played start-to-finish, albeit missing a few enemy animations and behaviours, as well as an absence of door animations. The dialogues and menus are French-only, though there’s relatively few interactions and, for those who want to dig a little deeper into the narrative, an English patch is available.
It’s important to remember that, as with any prototype, omissions and bugs do not necessarily reflect a lack of quality, or of a game being doomed to failure. Levels of content and completion rates vary considerably. FL’s music, for example, is fairly awful, but this may be attributed to it acting as a placeholder: the same tune accompanies every level and every cinematic.
It’s important to remember that, as with any prototype, omissions and bugs do not necessarily reflect a lack of quality, or of a game being doomed to failure. Levels of content and completion rates vary considerably. FL’s music, for example, is fairly awful, but this may be attributed to it acting as a placeholder: the same tune accompanies every level and every cinematic.
In the case of Flashback Legends, we can ascertain a clear view of its visual style and the direction of its gameplay, as both are relatively fully realised. The feel is significantly closer to the original than any of the other projects because the mechanics are seemingly lifted from the original game. Conrad’s sprite may have been ripped from the SNES version, as denoted by his red t-shirt. This would make sense, given potential overlap in terms of design architecture, between the Super Nintendo and the Game Boy Advance. Whether this sprite was intended as the final character is unclear. It fits the gameplay to a tee, though appears at odds with the brighter visual style. Conrad controls more or less exactly as you remember, albeit he’s missing the ability to quick-draw his gun upon dropping from a ledge. Jump distances are considerable longer and the firing has been reduced to pew-pew sound effects, which mark a rather perplexing, lurid regression.
Undoubtedly the most divisive aspect of the game, had it made it to market, would have been its graphics. Things open with some luridly bright, clashing jungles that make for a jarring comparison with the beautiful, softer hues of the Titan Jungle from the first game. The cartoon vibe misses the mark, with an intro garnering a kids’ TV aesthetic that lacks the drama and distinction exhibited so effortlessly in the 1992 classic. The first four or five locations in particular lack finesse. On the plus side, the enemies look good, with some intimidating lizardmen and the human-like morphs making a return to offer a bit of variety in the more functional of combat scenes.
Undoubtedly the most divisive aspect of the game, had it made it to market, would have been its graphics. Things open with some luridly bright, clashing jungles that make for a jarring comparison with the beautiful, softer hues of the Titan Jungle from the first game. The cartoon vibe misses the mark, with an intro garnering a kids’ TV aesthetic that lacks the drama and distinction exhibited so effortlessly in the 1992 classic. The first four or five locations in particular lack finesse. On the plus side, the enemies look good, with some intimidating lizardmen and the human-like morphs making a return to offer a bit of variety in the more functional of combat scenes.
The environs look more impressive as you progress, though the gameplay sees little in the way of design evolution
The levels are best described as bloated. If you were expecting cinematic adventuring and puzzles, Flashback Legends doesn’t follow this modus operandi. Platforming forms the primary focus behind almost every level, with the aim being to navigate large, convoluted layouts looking for numerous key cards, charging points and an exit. This is relatively in keeping with the Titan Jungle level from the original. The trouble is, there’s little evidence to suggest it evolves from here. It should be noted, however, that there are occasions throughout the game where you meet NPCs and there are unused assets hinting at the inclusion of mines and the return of the marvellously novel teleporter. The developers were likely planning to flesh things out a little, providing a few more cerebral gameplay instances as the story progressed.
Legends is at its best during its timed escape levels. Partly, because these sections appear far more condensed and focused. In quick succession, Conrad must tackle a host of flame traps, electric floors and death-defying leaps and though you’ll likely die a few times through trial and error, these sections feel more engaging and less stodgy than the main levels.
Legends is at its best during its timed escape levels. Partly, because these sections appear far more condensed and focused. In quick succession, Conrad must tackle a host of flame traps, electric floors and death-defying leaps and though you’ll likely die a few times through trial and error, these sections feel more engaging and less stodgy than the main levels.
The morphs make a return, as does Conrad's 16-bit sprite
There are a couple of notable features. The inventory allows the player to examine items and this is quite effective and unobtrusive. It isn’t as streamlined as previously, but using the PDA to view the current mission objective is a nice touch. The scrolling functions well enough too. Whilst the art direction leaves a lot to be desired, the city of New Eden, with its skyscrapers, spaceships and passing civilians, is really cool. With a bit of endeavour, this might have made for a cool evolution of the New Washington setting. As the game progresses, there are clear improvements in terms of the environment design, including a funky reworking of the Planet of the Morphs intended to close out the game.
The biggest question marks surrounding Flashback Legends would have concerned its ambition and its atmosphere. Carrying across the watertight platforming from the original game is a good start, but only if the levels were to retain the sense of wonder, the feeling that every scenario is a distinct entity. In this respect, sad as it is to say, Legends comes up short. Its impersonal and long-winded platforming offers little hope for a purposeful adventure, feeling like an overly-complicated maze game. Could it have made for a decent game? Yes, though whether it would have made for a worthy successor to Flashback remains to be seen. Delphine were unwise to pursue a cartoon theme, which is to the detriment of the game’s style and atmosphere.
The biggest question marks surrounding Flashback Legends would have concerned its ambition and its atmosphere. Carrying across the watertight platforming from the original game is a good start, but only if the levels were to retain the sense of wonder, the feeling that every scenario is a distinct entity. In this respect, sad as it is to say, Legends comes up short. Its impersonal and long-winded platforming offers little hope for a purposeful adventure, feeling like an overly-complicated maze game. Could it have made for a decent game? Yes, though whether it would have made for a worthy successor to Flashback remains to be seen. Delphine were unwise to pursue a cartoon theme, which is to the detriment of the game’s style and atmosphere.
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VERDICT
"Delphine's portable Flashback places a heavy onus on platforming, at the expense of a cinematic experience. There's enough evidence to suggest Legends would have made for a reasonable platformer, though to do justice to the original, it would have needed to showcase considerably more imagination from its level design." |