Scarygirl

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Description

Scarygirl is a 2.5D side-scrolling platform game set in a fantasy environment, based on the franchise designed by Nathan Jurevicius. Players control Scarygirl, a character with an eyepatch, a bone arm, and a tentacle arm, as she navigates through various levels including woods, mountains, and ice caves. The game begins when an octopus named Blister asks Scarygirl to consult the Tree of Knowledge after finding dead leaves on the beach. Scarygirl can jump, glide, perform attacks, and interact with the environment to progress through the game. The storyline is separate from the graphic novel and feature film adaptations, focusing on Scarygirl’s quest to uncover the mystery of a man from her nightmares.

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Scarygirl Reviews & Reception

complex.com (50/100): Come for the artwork, pay no mind to the story.

ign.com (75/100): Fresh style, familiar gameplay.

terminalgamer.com : The art style and story are the best part of this game, by far.

Scarygirl: Review

A visually arresting but mechanically flawed odyssey through a Burtonesque dreamscape

Introduction

In the crowded landscape of 2012 platformers, Scarygirl stood out like a thorny rose: beautiful, offbeat, and slightly unsettling. Based on Nathan Jurevicius’ cult graphic novel, this 2.5D side-scroller promised a fusion of Tim Burton’s gothic whimsy and Rayman Origins’ kinetic energy. While its aesthetic ambition captivated critics and players alike, Scarygirl’s legacy remains haunted by uneven gameplay and unfulfilled potential. This review unpacks its triumphs and tribulations, arguing that the game is less a masterpiece than a fascinating artifact—a testament to style over substance in an era hungry for indie experimentation.


Development History & Context

Developed by TikGames (with support from Frozen Codebase) and published by Square Enix, Scarygirl was a passion project grappling with the constraints of its time. Released in January 2012 for Xbox Live Arcade, PlayStation Network, and PC, the game arrived amidst a platformer renaissance (Rayman Origins, Limbo) but lacked the polish of its peers.

Jurevicius, an Australian artist renowned for his surreal character designs, aimed to translate his graphic novel’s storybook grotesquerie into interactive form. However, the game’s storyline diverged from its source material, opting for a standalone tale that confused newcomers. Built on the Vicious Engine, Scarygirl utilized 2.5D parallax scrolling to create depth, though technical limitations led to camera frustrations and a rigid combat system. At 1200 MSP ($15), it positioned itself as a premium digital title but faced inevitable comparisons to tighter, cheaper indie darlings.


Narrative & Thematic Deep Dive

Scarygirl follows an eyepatch-wearing orphan with a tentacle arm, raised by Blister, a paternal octopus, and mentored by Bunniguru, a kung-fu rabbit. Driven by nightmares of a shadowy figure (Dr. Maybee), she embarks on a quest to save the dying Tree of Knowledge—a narrative stripped of the graphic novel’s nuance.

Strengths:

  • Atmosphere: The game’s fairy-tale horror tone—think Coraline meets Psychonauts—shines in vignettes narrated by a gravelly-voiced storyteller.
  • Character Design: Enemies range from zombified hedgehogs to geyser-spitting plants, all dripping with Jurevicius’ signature eeriness.

Weaknesses:

  • Plot Delivery: Critical lore is buried in loading screens, leaving players adrift in a world assumed to be familiar.
  • Thematic Inconsistency: Themes of identity and belonging are hinted at but never explored, reducing Scarygirl’s journey to a MacGuffin chase.

Gameplay Mechanics & Systems

Scarygirl blends platforming, combat, and light RPG progression—a formula marred by uneven execution.

Core Loop:

  • Combat: Light/heavy attacks chain into combos, with grapple moves allowing enemies to be hurled or squeezed for health. The “Scarymode” rage mechanic temporarily boosts damage.
  • Platforming: Tentacle-swinging and glide mechanics (upgradable via gems) feel floaty but functional. Late-game levels introduce rotating platforms and spike traps that test patience more than skill.

Flaws:

  • Controls: Imprecise jumps and delayed input responses lead to cheap deaths, particularly in the infamous airship level.
  • Difficulty Spikes: The final third of the game’s 21 levels escalates brutally, with checkpoints spaced too far apart.
  • Co-Op Limitations: While Bunniguru’s martial arts moveset delights, his inability to grapple renders him a sidekick, not an equal.

Progression:

  • Gems collectibles unlock upgrades (e.g., Anaconda Squeeze, Rage Hook), but most feel cosmetic; fish health pickups trivialize survival.

World-Building, Art & Sound

Scarygirl’s greatest triumph is its audiovisual panache.

Visuals:

  • Art Direction: Jurevicius’ designs pop in 3D, from moss-draped forests to Dr. Maybee’s steampunk lair. The 2.5D camera tilts dynamically, though occasionally obscuring jumps.
  • Animation: Scarygirl’s tentacle unfurls with hypnotic fluidity, while bosses like the Giant Spider Queen loom with stop-motion menace.

Sound:

  • Score: Haunting folk melodies and discordant piano riffs deepen the eerie ambiance.
  • SFX: The squelch of tentacle attacks and the twinkle of collectible gems are satisfying, though enemy soundbites grow repetitive.

Reception & Legacy

At launch, Scarygirl earned mixed reviews (66% on PS3, 63% on X360 via Metacritic), praised for its art but lambasted for clunky mechanics.

Praise:

  • Impulse Gamer (96/100): “A visual treat… bold art style harkens to the graphic novel.”
  • IGN (7.5/10): “The aesthetics are beautiful, but gangs of enemies cause cheap hits.”

Criticism:

  • Edge (3/10): “A wearying slog masquerading as an art exhibit.”
  • GameSpot (6/10): “Style over substance, crammed with frustrations.”

Legacy:

While overshadowed by contemporaries, Scarygirl influenced indie devs like Hollow Knight’s Team Cherry, proving niche audiences crave bold aesthetics—even if gameplay falters. The 2023 film adaptation further cemented its cult status.


Conclusion

Scarygirl is a paradoxical relic: a game whose art direction transcends its medium but whose design flaws anchor it to mediocrity. For Jurevicius devotees, it offers a vibrant tour through his macabre imagination. For platformer purists, it’s a cautionary tale of ambition outpacing execution. Yet in an industry increasingly risk-averse, Scarygirl’s audacious weirdness remains commendable—a flawed gem that dares to dream in splashes of violet and bone-white.

Final Verdict: A 6.5/10—Worth playing for its visual splendor, but temper expectations for gameplay depth.

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