- Release Year: 1999
- Platforms: PlayStation, Windows
- Publisher: Cryo Interactive Entertainment
- Developer: Pathé Interactive, Tek 5
- Genre: Action
- Perspective: Third-person
- Game Mode: Single-player
- Setting: Ancient Roman
- Average Score: 78/100

Description
Astérix and Obélix Take on Caesar is an action-adventure game based on the film adaptation of René Goscinny and Albert Uderzo’s beloved comic series. Players take on the roles of Astérix and Obélix as they battle against Julius Caesar’s legions to free their village and the druid Getafix. The game features a mix of platforming, combat, and puzzle-solving set in ancient Gaul, with levels inspired by scenes from the movie.
Gameplay Videos
Astérix and Obélix Take on Caesar Reviews & Reception
hardcoregaming101.net : “easy would definitely be the one word that sums this game up.”
Astérix and Obélix Take on Caesar Cheats & Codes
PC
Enter the password at the Password option in the Options menu.
| Code | Effect |
|---|---|
| Dog, Girl, Wizard, Asterix | Start game at level 3 London |
| Asterix, Obelix, Dog, Wizard | Start game at level 5 The Swiss Frontier |
| Dog, Chief, Girl, Wizard | Start game at level 7 The Mountains |
| Girl, Chief, Obelix, Dog | Start game at level 9 Piraeus |
| Girl, Dog, Chief, Wizard | Start game at level 11 Olympia |
| Dog, Girl, Wizard, Chief | Start game at level 13 The Desert |
| Asterix, Obelix, Dog, Chief | Start game at level 15 The Desert Camp |
| Girl, Asterix, Dog, Obelix | Start game at level 17 The Pirate Ship |
| Girl, Chief, Dog, Obelix | Start game at level 19 The Roman Camp |
PlayStation
Level passwords are entered at the Password option in the Options menu. GameShark/Action Replay codes require an external cheat device.
| Code | Effect |
|---|---|
| Dog, Girl, Wizard, Asterix | Start game at level 3 London |
| Asterix, Obelix, Dog, Wizard | Start game at level 5 The Swiss Frontier |
| Dog, Chief, Girl, Wizard | Start game at level 7 The Mountains |
| Girl, Chief, Obelix, Dog | Start game at level 9 Piraeus |
| Girl, Dog, Chief, Wizard | Start game at level 11 Olympia |
| Dog, Girl, Wizard, Chief | Start game at level 13 The Desert |
| Asterix, Obelix, Dog, Chief | Start game at level 15 The Desert Camp |
| Girl, Asterix, Dog, Obelix | Start game at level 17 The Pirate Ship |
| Girl, Chief, Dog, Obelix | Start game at level 19 The Roman Camp |
| C1000000+0000+D005DC4C+0010+8005DC4C+0000+D00959A0+0001+800959A0+0000 | PAL To NTSC resolution fix for mod-chipped US PlayStations (requires Cheat Device v2.4+) |
| E0098A3E+0001+800F01DA+0063 | Press L2 to clear current enemies |
Astérix and Obélix Take on Caesar: Review
1. Introduction
In the pantheon of licensed video games, few franchises have endured as stubbornly—or as inconsistently—as Astérix. Born from René Goscinny and Albert Uderzo’s beloved comic books, the plucky Gaul and his portly sidekick have traversed platforms from the humble Game Boy to the sprawling worlds of modern 3D adventures. Yet, among the myriad adaptations, Astérix and Obélix Take on Caesar stands as a peculiar, cautionary tale. Released in 1999 to capitalize on the blockbuster live-action film of the same name, this title promised a grand Roman-pummeling romp but delivered instead a baffling exercise in repetitive tedium. As a licensed product from the French studio Tek 5 and publisher Cryo Interactive, it embodies the era’s rush to capitalize on multimedia IP with little regard for gameplay substance. This review dissects the game’s place in history: not as a gem, but as a fascinating artifact of licensed-game excess, a commercial succès d’esthète marqué by critical disdain, and a testament to the chasm between cinematic spectacle and interactive engagement.
2. Development History & Context
Astérix and Obélix Take on Caesar emerged from a perfect storm of cultural momentum and commercial opportunism. The 1999 live-action film, directed by Claude Zidi, was a landmark event: France’s most expensive production at the time, starring Gerard Depardieu as Obélix and Christian Clavier as Asterix. Its massive European success—driven by unprecedented marketing and the stars’ charisma—created an insatiable appetite for tie-ins. Enter Cryo Interactive, a French publisher known for licensed titles like Dune and The Blue Mask, tasked with capitalizing on the film’s fever. Development fell to Tek 5, a smaller studio with a track record of middling action games.
The game’s vision, as outlined in its marketing, was ambitious: to “meet all your favorite heroes” and “run, jump and clout the Romans in the same scenes as the film.” Technologically, however, it was shackled by the constraints of the late 1990s. The PlayStation version, released first in November 1999, pushed the console to its limits with its 3D environments, though with crude results. The Windows port (2000) offered higher resolutions but no substantive improvements. The Game Boy Color adaptation (August 2000) further simplified the concept, reducing it to a janky, 2D “fetch-quest” burdened by Assurancetourix’s musical notes as hazards.
The gaming landscape of 1999 was dominated by 3D platformers (Spyro the Dragon, Crash Team Racing) and cinematic action games (Metal Gear Solid, Resident Evil 2). In this context, Astérix felt like a relic—a licensed game prioritizing brand recognition over innovation. Its release coincided with the dawn of the PlayStation 2 era, making its primitive visuals and shallow mechanics feel increasingly archaic. Yet Cryo’s gamble paid off commercially: by December 1999, the PlayStation version had sold 200,000 units, surging to 300,000 by April 2000, as reported in Les Échos. This success underscored the power of IP over quality, a dynamic still relevant in today’s “games as service” era.
3. Narrative & Thematic Deep Dive
The game’s narrative is a fractured echo of the film, which itself stitched together elements from multiple Astérix comics—primarily Asterix the Gaul, Asterix the Legionary, and Asterix and the Soothsayer. In the game, Julius Caesar, desperate for sesterces to pay his legions, imposes a tax on all Gaul. Predictably, the indomitable village of Armorica resists, setting the stage for Asterix and Obélix’s heroics. The plot unfolds across eight disjointed “scenes,” each framed as a key moment from the film: from the “Fish Fight” (where players hurl fish at Romans) to rescuing the druid Getafix from the villain Detritus.
Characters, while faithfully represented in name and likeness, are hollow shells. Asterix and Obélix, voiced by the film’s dub actors for each European region, lack the comics’ wit and charm. Their dialogue is functional at best—spurring players to “catch the mistletoe!” or “serve the wild boars!”—without the satire or wordplay that defined Goscinny and Uderzo’s work. Even secondary figures like Getafix or the bard Assurancetourix are reduced to quest-givers or nuisances.
Thematic fidelity is another casualty. The comics’ core themes—resistance against oppression, Gallic ingenuity, and the folly of Roman ambition—are stripped away, replaced by a simplistic “good vs. evil” dynamic. The game’s tone, moreover, is tonally inconsistent: moments of slapstick (e.g., Obélix eating Roman soldiers) clash with drab fetch quests, creating a narrative void. The film’s live-action grandeur is reduced to FMV clips that play after clearing a level, reinforcing the game’s identity as a disjointed cinematic footnote rather than a cohesive adventure.
4. Gameplay Mechanics & Systems
The gameplay, universally panned by critics, is the game’s most damning flaw. As Hardcore Gaming 101 summarizes, it’s “a whole game completely based on running and fetching objects.” Each level tasks players with catching a quota of items—fish, baked pigs, mistletoe, or boulders—in fixed positions on a 2D plane. Players control Asterix or Obélix (or both in co-op) by tapping left or right on the D-pad to sprint between pre-determined “spots,” then pressing a button to grab items. The goal is typically to collect 50–60 of 80 objects, with failure resulting in brief stuns that cascade into missed opportunities.
This core loop is repetitive to the point of absurdity. As Gameguru Mania noted, “You’re suppose to have reflexes to catch some mostly flying objects… Very simple, and very boring.” Levels offer minimal variation: the “Unicorn Milk” stage has players drinking magical drops from a tree, while another involves dodging crocodiles. Power-ups (magic potions or wild boars) grant temporary speed boosts but fail to inject depth. Combat is virtually nonexistent—Romans appear as obstacles but are rarely engaged, as punching them yields no reward beyond clearing a path.
The UI is equally crude. Object counters and objectives flash on-screen, but there’s no progression system, no upgrades, and no skill differentiation between Asterix (faster) and Obélix (stronger). In two-player mode, the game becomes trivial, with players covering spots effortlessly. Controls are slippery: holding a direction causes characters to overshoot spots, while the camera lags during frantic sprints. The result is a frustrating, joyless experience that transforms Gaul’s legendary resistance into a monotonous chore. As Jeuxvideo.com quipped, it’s a “foutage de tronche” (slap in the face) that “will discourage young players” and “vaccinate them against video games.”
5. World-Building, Art & Sound
The game’s world-building feels like a checklist of Astérix tropes rather than a lived environment. The village of Armorica is a static backdrop, with huts, Romans, and crocodiles populating flat, boxy arenas. There’s no exploration, no interaction beyond grabbing objects, and no sense of place. The Roman camp, circus arena, and forest are all identical in structure, with minor palette swaps. This failure extends to thematic immersion: the game captures the visuals of the film (e.g., Asterix’s helmet, Obélix’s menhir) but none of its soul.
Artistically, the game is a technical disaster. Character models are scanned textures of the film’s actors, resulting in smeared, blocky faces that clash with jagged environments. Objects like fish and boars float unnaturally, while textures blur into a “jagged, ridged mess” (Hardcore Gaming 101). The Game Boy Color version exacerbates this, with tiny sprites and muddy colors. Animation is minimal—characters run stiffly, and even attacks lack impact.
Sound design fares little better. The game boasts extensive localization, with full voice acting in over a dozen languages (English, French, German, Spanish, Norwegian, etc.), mirroring the film’s dubbed releases. While technically impressive, the dialogue is repetitive and devoid of personality. Music is generic medieval fare—lutes and drums—offering no humor or rhythm to offset the gameplay. Sound effects are equally forgettable, with clunky thuds for impacts and no audio flair. As PC Joker lamented, the game’s only saving grace was its 3D graphics on PC, but “the gameplay is todlangweilig” (deathly boring).
6. Reception & Legacy
Astérix and Obélix Take on Caesar was met with near-universal critical savagery. MobyGames aggregates a scathing 26% critic average based on 11 reviews, with scores ranging from 5% (JeuxVideoPC.com) to 60% (Meristation). Common complaints centered on its “repetitive” (Hardcore Gaming 101), “boring” (Gameguru Mania), and “ridiculous” (Jeuxvideo.com) gameplay. GameStar condemned it as “pure greed” from developers, while Video Games (German) lamented that Goscinny would “turn in his grave.” Players rated it equally low, with a 1.9/5 average on MobyGames.
Yet, commercial success belied this disdain. The PlayStation version sold over 300,000 units by mid-2000, fueled by the film’s hype and Cryo’s marketing. This divide—critical revulsion vs. consumer appetite—highlights the era’s licensed-game ecosystem, where brand recognition trumped quality. The game’s legacy is equally mixed. It’s remembered as a “kuso-ge” (crappy game) among retro enthusiasts, its infamy preserved in forums like HG101. Its influence is negligible, though it paved the way for later Astérix titles like XXL (2003), which corrected its mistakes by emphasizing combat and exploration. The Game Boy Color port remains a footnote in portable gaming history, while the PC version’s higher resolution did little to salvage its reputation.
7. Conclusion
Astérix and Obélix Take on Caesar is a study in squandered potential. As a licensed product, it leveraged the film’s star power and the comics’ enduring charm to achieve commercial success, yet it remains a monument to cynical game design. Its repetitive fetch-quests, crude visuals, and hollow narrative betray not just the Astérix legacy but also the aspirations of players seeking a faithful interactive romp through Gaul. The game’s only redeeming features—its extensive localization and faithful character likenesses—are technical feats that cannot compensate for its unplayable core.
In the annals of video game history, Take on Caesar occupies a peculiar niche: a commercial hit that critics despise, a licensed title that fans reject, and a 3D adventure that feels decades behind its peers. It serves as a stark reminder that IP alone cannot sustain a game—engaging mechanics and creative vision are non-negotiable. For historians, it’s a fascinating artifact of the late 1990s, when the line between cinematic tie-in and interactive experience was perilously thin. For players, it remains a cautionary tale: a game that, like Caesar’s legions, invades your time and leaves you yearning for liberation.
Verdict: A licensed curiosity with fleeting commercial success but negligible artistic merit, Astérix and Obélix Take on Caesar stands as a cautionary tale of IP exploitation over gameplay innovation. For historians, it’s a relic of an era; for players, it’s a relic best avoided.