100th Review Special, Part 2: The Terrible Twos

When I consider assigning a 2/10, my thought process involves asking myself if the terrible game I just played can be enjoyed ironically. If so, this is the grade I award the game in question, and if not, it gets a 1/10 instead. To be clear, it’s more of a general guideline than a cast-iron rule, and the point I try to get across when awarding this grade is that it does have a redeeming quality or two (or barring that, it doesn’t quite go the extra mile in terms of sheer badness). Regardless, I still couldn’t recommend the following games in any capacity.

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Quest for Camelot

Animation fans have made it a point that a period of time spanning from the early seventies up until the mid-eighties was a dire era for the medium. There were numerous causes for this stagnation ranging from a lack of visionaries to strict budgetary constraints. Exacerbating problems were conservative parental groups attacking anything that wasn’t child-friendly, thus giving the art a juvenile stigma. In reality, many of these problems began manifesting as early as the late fifties, but it wasn’t until a little over a decade later when the industry’s prime juggernaut, Disney, began to stumble in the critical eye. This culminated in their 1983 release, The Black Cauldron. What was meant to be the debut of several up-and-coming animators ended up getting recut by executives and subsequently flopping, nearly putting an end to the company’s animated canon.

The tides began to turn for Disney in 1985 when after observing the success of merchandise-driven shows such as He-Man and the Masters of the Universe and Care Bears, they decided to throw their own hat in the ring in the form of The Wuzzles and Adventures of the Gummi Bears. The latter proved to be a hit, and with this newfound freedom, they funded the creation of original shows, including DuckTales and Chip ‘n Dale Rescue Rangers. In 1989, The Little Mermaid was released, and when it became a sensation with critics and fans alike, Disney had fully recovered from the Dark Age plaguing both them and the entire industry. Suddenly, they were once again relevant and synonymous with Western animation.

Whenever someone finds overwhelming success in entertainment, they inevitably inspire a slew of imitators wishing to capitalize on the current trends. One such group was none other than Warner Bros., popularly considered rivals to Disney. They managed to have some success on television after having recruited Steven Spielberg to produce several beloved cartoons. However, very little of that success translated to the theaters with many of their feature-length animated films underperforming in the box office.

In May of 1995, Warner Bros. Feature Animation announced their first project: The Quest for the Grail. It was to be an adaptation of Vera Chapman’s novel, The King’s Damosel. Numerous problems arose during production, including the fact that it had started before the story was finalized. At first, Bill and Susan Kroyer, the husband-and-wife duo behind FernGully: The Last Rainforest were to direct it as a faithful adaptation that kept the dark tone of Ms. Chapman’s work. Unfortunately, creative differences led the two of them to leave the project in February of 1997. They were replaced by Frederik Du Chau, who in turn overhauled the story, turning the original vision into a Disney-inspired musical retitled Quest for Camelot.

By the end, few of the personnel had anything positive to say about what it became. One of the animators, Chrystal Klabunde, stated in interviews that the executives had no concept of animation at all, and with their inexperience, a chaotic work environment ensued. It was to the point where some of the animators didn’t even know the plot until they had finished their work. Moreover, as the film wasn’t initially slated to be a musical, a majority of the songs weren’t written until the later stages. With various people getting replaced at the behest of the executives and the team having to work around the clock, it comes as little surprise that the studio lost forty-million dollars on the film. Quest for Camelot was subsequently a commercial and critical failure upon its release in May of 1998. The most commonly cited reasons for its reception concerned its formulaic plot that took elements from Disney’s canon without providing a unique take on them. It’s even considered by some historians to be partially responsible for the downfall of traditionally animated features in the United States.

Nonetheless, as the production continued, a company named Titus Software was commissioned to create a tie-in game. It was released in December of 1998 for the Game Boy Color, notably being one of the first titles to showcase the capabilities of Nintendo’s newest handheld device. There was to be a version for the Nintendo 64, but the film’s dismal performance ensured its demise. Does the game fare any better?

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