Click here for part 1!
P.S. Thanks, everyone, for your views! This morning, the blog officially reached 40,000 views!
Hello, and welcome back to this review! When we left off, the meddling kids – oh, I mean the Scooby gang – had chased a computer virus through a university and then got sent to a virtual world where they had to go through all the levels in order to what I'm saying makes really no sense, does it? No really, it makes no sense whatsoever, after all it IS Scooby-Doo we're talking about! Yes, it's crazy, yes, it makes little sense most of the time, but did they really need to go there? Into a virtualization sttry? Whatever. Better keep reviewing this thing and see if I can stand the weirdness. Then again, I played through so many weird games, you'd think I'd have gotten used to crazy stories by now.
P.S. Thanks, everyone, for your views! This morning, the blog officially reached 40,000 views!
Hello, and welcome back to this review! When we left off, the meddling kids – oh, I mean the Scooby gang – had chased a computer virus through a university and then got sent to a virtual world where they had to go through all the levels in order to what I'm saying makes really no sense, does it? No really, it makes no sense whatsoever, after all it IS Scooby-Doo we're talking about! Yes, it's crazy, yes, it makes little sense most of the time, but did they really need to go there? Into a virtualization sttry? Whatever. Better keep reviewing this thing and see if I can stand the weirdness. Then again, I played through so many weird games, you'd think I'd have gotten used to crazy stories by now.
Still,
this is a weird story about virtualization in a world where,
depending on the continuity, small monsters, or famous monsters, or
demonic entities (NIBIRU!) really do exist. Heck, in the line of Scooby-Doo
movies that came out around the time this one did, the gang met real
zombies, real cat-demonesses, a real witch's ghost (bonus: A two in
one!), real aliens... and Scooby might have possibly witnessed the Loch
Ness monster. Again, I know the history of Scooby-Doo too well for my
own good.
And
that's not the most useful information you can use in everyday life.
“Can you tell me how much oil is needed for
your Toyota Corolla's brakes to be sufficiently lubricated to
function properly?” “No, but I can tell you that Shaggy, of
Scooby-Doo fame, was once a gym teacher for a bunch of girls who
happened to be the daughters of famous cinema monsters!” “...”
See?
That trivia is pointless! Unless I someday participate to a big
trivia quiz in which I can win money and that question pops up... But
what are the odds of THAT happening?
Sigh...
Well, let's move on. I finished last time on Level 9 of the video
game the Scooby gang is trapped in. ...Nope, that sentence still
doesn't make any sense to me. Oh well, guess I just gotta roll with
it.
The
gang appears in the final level, which takes a lot more time to load
– and for a reason: It's an entire city! But its made abundantly
clear by the virtual skies that they're still in a game. All this
time, Eric, Bill, Dr. Kaufman and the security guard have been
watching. Eric (the game's creator) says that he has never beaten Level 10-whaaaaaaaaaaa?
You
mean the game's! Designer! Never! Beat! His! Own! God! Damn! Game?
This is the dumbest thing I've ever heard! What the f-
I
mean... Hehe...
Would Velma agree with me? She's always been the logical one of the bunch. |
Be grateful this is a virtual world or else there would be some sort of paradox happening here. |
The
Mystery, Inc. gang has a quick encounter with the Phantom Virus,
during which he says they're in the “major leagues” now. ...Why
would he say that?? Whatever. While running away, the gang sees how
huge this city is. They hide in a malt shop, and run into... past
versions of themselves, what they looked like in the earliest
Scooby-Doo cartoons!
Oh,
this is going to get a whole load of meta, and I love it. Each member
of the team takes a good look at his/her virtual counterpart. You can
quickly notice the obvious aesthetic differences between them, such
as the clothes; but then you notice smaller differencesm, like the
virtual members of Mystery, Inc. having a skin with a light shade of
yellow. Heck, virtual Scooby is a shade darker than his real world
counterpart! So, we've got five individuals who all meet another
version of themselves. Even in the greatest science-fiction series,
that kind of scenario doesn't show up very often. I think I'm gonna
love this level.
High-five! |
Although
it's kind of odd, as the virtual Mystery, Inc. gang has never heard
of the Phantom Virus before, which means it isn't actually from
their game. So someone else programmed it in the Scooby-Doo game!
Speaking of the electric devil, here he comes towards the Malt shop!
The two gangs escape and get aboard the Mystery Machine... and it
sure looks filled to the brim. Virtual!Velma explains that the
virtual team never had a reason to go after the Scooby Snacks in
Level 10, since that would warp them all the way back to Level 1, and
they're very comfortable “living” in the virtual city. She adds
that they haven't seen any monster yet. But since it's the only way
out for the real gang, the two groups decide to team up. Virtual!Fred
drives the Machine towards an amusement park. There's even a baseball
field near there, with someone playing solo. They greet the player,
but it's revealed to be the Phantom Virus!
Guess an amusement park really IS a dangerous place. See how often it's used in movie climaxes! |
The
ten characters try to run away towards the arcade, but on the way
they're stopped by the Creeper, one of their first enemiess! And then
Jaguaro, another old villain, shows up! And then Gator Ghoul! And the
tar monster! And a man in an iron mask! Oh, and before you ask: No,
this time around, these are NOT people in costumes. These virtual
creatures are real monsters... ...Wait...
OH
NO! IT'S SCOOBY-DOO 2: MONSTERS UNLEASHED ALL OVER AGAIN! Man, that
film was godawful...
"Creeeeee-per!" Oh hey, he speaks like a Pokémon! I want to catch him! |
When that villain will be defeated, the two Freds will cry crocodile tears. |
Everyone
runs into the amusement park, and we hear the famous phrase: “Let's
split up!” But the fun part is that each real Mystery, Inc. member
runs off with his virtual counterpart, so we got two Shaggy-s who are
taking care of the tar monster, two Daphne-s facing the Creeper, the
two Fred-s trying to escape from Gator Ghoul on a rollercoaster
(Yeah, smart choice there...), the two Vera-s meeting the iron-faced
colonial man in a wax museum, and finally the two Scoobs trying to
trap Jaguaro.
A goat mommy will come to protect her child! |
Hey, at least that monster looks like pudding! But I have doubts on the taste... |
What
follows is a montage of the five teams of “twins” running around
the amusement park and trying to trick the monsters or, well, try to
kill them; they're real monsters this time around, after all). The
Vera-s hide in a petting zoo, where the iron-face guy shows up, only
to get his ass kicked by a goat. The Shaggy-s are interrupted in
their gluttony by the tar monster, which shows up while they were
eating cotton candy; but they make it fall in the cotton candy
machine.
Guess it was too much for the Virtual Mystery, Inc.'s magnetic personalities... ...That was a really bad pun. |
The
monsters aren't killed, just incapacitated long enough that they
can't interfere for a while. The team gets back together, and Shaggy
realizes he has always had the powerful magnet with him. He just
forgot. (And somehow the magnet didn't work through his clothing even though it's super powerful, but... Eh, whatever.) But the virtual doubles seem to have some programming
problems when that magnet is revealed... You know, since they're in a
virtual world, wouldn't that mean the entire place would have a
problem? And why didn't the magnet work while Shaggy had it in his
pockets? Are his pants so thick they prevented the magnet from
working, in a world where it should technically stop anything from
working? ...Whatever. That means, however, that they have a way to
defeat the virus! The gang heads into the video arcade, where the
Phantom Virus is waiting. Due to the powerful magnet, the real Mystery, Inc.
gang asks the virtual group to stay outside of the arcade.
C'm'on, Fred! Act like the leader you're supposed to be! |
The
virus is a tough foe, as it takes control of the machines in the
arcade! The entire place is attacking the gang now! Fred brings the
magnet near the Virus and stops him for a moment, but trips and drops
the magnet under a machine.... Good work there, hero...
And as a result, the Virus goes into the second phase of his battle, where he's even stronger than before! ...That really sounds like a final boss, now. |
The Virus even brings the arcade machines to life! |
Truly an epic ending for a cool villain. |
Things
seem desperate until Cyber-Scooby shows up inside the video arcade to
help! The Virus doesn't realize there's one too many Scooby-s in the
place and thus keeps attacking the Cyber one... and thus the real
Scoob gets the box of snacks! This defeats the Virus and erases the
villains in the amusement park. The real gang meets up with the
virtual gang a final time before leaving. They tell each other
goodbye, and thus the real gang gets warped back into the real world.
He tried to escape, but it's just no use. |
Back
in the real world, the Scooby gang goes over the list of suspects:
Officer Wembley, Professor Kaufman, and then Bill McLemore. The
team goes on to list the clues they found, all of which hint that the
virus liked baseball. Of course! The one who made the virus was Bill
the baseball fan! The student gets caught and then explains he made
the virus, because Eric got more money for his project than he got for his,
or something like that. When you spend more than half the movie
inside a video game, away from the prime suspects, you don't really
have time to discuss a motive. And he would have gotten away with it,
too, if it wasn't for those meddling kids and their stupid big dog!
Guess Bill will have a lot of explaining to do... and be charged with the first ever instace of virtual attempt at murder. |
Later,
Eric has brought the Mystery, Inc, gang to a restaurant, and they're
enjoying a good meal. Eric has downloaded the game on his laptop and
Shaggy tries to play it, but then he sees the virtual gang waving at
them! Ooh, this is funny! Then Scooby-Doo grabs the laptop and
programs a box of Scooby Snacks right next to Cyber Scooby. Roll
credits!
(After
the end credits, we get a scene with the Scooby gang showing their
favorite parts of the movie – or rather, favorite parts of the
game: Vera liked the prehistoric era, Fred really enjoyed playing
gladiator, Daphne appreciated the North Pole level, Shaggy and Scooby
played a lot at the arcade in the tenth level; and Scooby
materialized a whole pile of burgers. Disregard that this makes no
sense with the story, it's just put there for laughs and chuckles.
Though the last lines of that scene imply that there was a website
fans could go to in order to see those extra scenes.)
That
was pretty good. Actually, it was really good. I don't care how often
I say “virtualization makes no sense”. It's almost always
awesome. Almost. I hardly ever get tired of virtualization stories
because they can go a multitude of ways from there; here, a whole
group gets sent into a video game based (admittedly, very loosely) on
their own adventures, and must investigate on who created the villain and sent them in the game. Other examples: In Spy Kids 3D, the main
character goes into a video game so that he can stop an evil
mastermind from taking over the world; in the Johnny Test episodes parodying Pokémon, he goes
into the game with his talking dog to experience the game for real,
but then has to fight and defeat the game's champion in order to come
out. The sequel episode is EVEN CRAZIER. Anyway, Scooby-Doo and the
Cyber Chase is just another proof that virtualization works as a
story.
It
has the good old Scooby-Doo formula, with a twist: The monster is
real! And a threat! But it has been created by someone, which means
they have to destroy the monster and find who programmed it. In all
honesty, the investigation is the least interesting part of the movie. It's not
even a big deal to you, the viewer, if you pay attention: I mean, Bill's admiration for
baseball is made abundantly clear, and the many references to
baseball made by the Phantom Virus through the game are just...
painfully obvious. Just pay attention and you'll notice it. However,
what makes the movie interesting is the interactions between virtual
and real; the Phantom Virus as it is going around the campus (Shaggy
and Scooby ELECTROCUTE him, for Christ's sake, what sense does that
make?) and its fear of magnets; and then the interactions the real
gang's members have with their virtual counterparts... That last one,
mostly, is pure gold. It's as fun as you'd imagine. What if you could
meet yourself and then team up with yourself to overcome a foe?
...Yeah, that entire concept is awesome.
hey even have the exact same postures on this image! |
Though,
the actual story in this movie is really simple. And I mean it's
simpler than what Scooby-Doo movies usually are. You can feel that the team
behind the movie put an emphasis on fun, not on adventure or serious
matters. It really is a kids' movie. Forget about depth here! Very
little mention is made of the Phantom Virus being such a huge threat,
and very little is seen – in fact, he's at his best in the arcade
during the final battle, controlling everything in the room to try
and kill the Mystery, Inc. gang. The moral/scientific repercussions
of virtualization and materialization are barely mentioned: Would you
use it to create endless food? Would other cruel individuals use the
video games to permanently terminate one's life by, I dunno, trapping
people in a game and then turning it off forever? Even simpler: While
the main characters are going through the game, why aren't we seeing
the four characters at the university (Eric, Bill, Dr. Kaufman and
officer Wembley) discussing more, bringing up motives, modus
operandi, truths about each other, trying to solve the case
themselves, through discussion... and then tension and paranoia would rise, clans
would form, distrust would increase and fights would come up whILE
THEY TRY TO FIND THE CULPRIT BETWEEN THEMSELVES-
Sorry,
I get carried away easily. That sounds like an awesome story all by itself.
All
I'm saying is that there could have been more ways to make this story
more serious, though it's pretty clear they wanted a come comedic
story. And I respect that. Want serious matters in a story about
virtualization? Watch Code Lyoko. Especially the last two seasons. Anyway, a simple plot and a comedic approach seemed to work just
fine for this movie. The tone in the Scooby-Doo franchise has changed
with just about every incarnation, all comical, but some were more
serious than others. A legitimately scary one is Scooby-Doo on Zombie
Island, which came out three years before this one. There's also Scooby-Doo and
the Witch's Ghost, released in 1999. In a way, I can't blame that the
tone is different here, as we still get our dose of laughter and
monsters. There are Scooby-Doo movies to accommodate just about
anyone.
Getting the Scooby Snacks is not the game. No, the ideal game would be to play Shaggy and Scooby during an investigation AFTER they've been bribed with Snacks. |
My
problem isn't the virtualization, but the game featured in the movie.
Let me get this straight: The Scooby gang travels through time,
fights off monsters and recovers boxes of snacks? One, I see no
reason why the Scooby gang would travel through time. Second, they
don't fight off real monsters very often, and most of the time, even
today, they unmask more con men than they defeat real monsters or
wild animals. Third, if we wanted a Scooby-Doo game, wouldn't we want
an investigation game? Kind of like the Ace Attorney series, except
no court sections, only investigation and action parts where the
villain gets caught? Honestly, that would make a whole lot more sense
than a fetch quest to get Scooby Snacks. Heck, in an investigation
game, Scooby Snacks would be Shaggy and Scooby's powerup, making them
do all sorts of things as long as they get them as rewards. So yeah,
the game is one of the worst ideas I've heard for a Scooby-Doo game,
but I guess your mileage might vary.
The
animation is pretty good in this movie, I'd dare say it looks pretty good. Of note, the shots in the
prehistoric level of the game; or, Heck, most shots of the virtual
city are incredible. The music is also pretty good, though that was
when Scooby-Doo used to have two or three pop or rock songs per
movie, featured in montages. Yeah, since they often feel out of place, you'd think
they'd have stopped a while ago... ...What do you
mean, they're STILL doing that? ...They've had an entire movie spoofing the musical genre? …I must've missed that one... ..Though,
truth be told, while the Scooby franchise quite often pulled songs into the films
in a painfully obvious way, sometimes we got pretty awesome
gems like this one.
Also,
need I mention the Hex Girls, a great source of monster-themed rock and roll?
The
blonde one looks like Roxy Richter from the Scott Pilgrim movie. Or
maybe I'm just imagining things.
Whatever.
Final verdict? This movie is a lot of fun, and so I think you can
enjoy it. It's got adventure, it's got mystery (sorta), it's got
comedy. It's got video games, it's got drama, and it's got good
visuals and music. Look for it on the Internet, Netflix, or even
better, look for a copy of the DVD. It's a fun 73 minutes. Oh, and if you find some time, look for more Scooby-Doo movies released around the turn of the millenium. Many of them are very good, some even better than Cyber Chase.
October
on Planned All Along continues next week, with a review of a game
that doesn't have much to do with Halloween... but whatever. It's a
WiiWare game called Pop-Up Pursuit, which is not scary in and of
itself... but my reaction WILL be.
*cracks
knuckles*
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