SpongeBob SquarePants: Battle for Bikini Bottom – Rehydrated Review – Expired Nostalgia

Nearing the end of SpongeBob’s journey under the sea, you’re tasked with guiding a ball through a giant Rube Goldberg machine in Mermaid Man’s Lair. Once you activate the machine you have to match the ball’s painstakingly slow speed while using SpongeBob’s arsenal of bubble abilities to make sure it doesn’t fall over. It’s a simple task in concept, but trying to execute it is some of the most unfun and Sisyphean gameplay in recent memory. In one section of the puzzle, all you need to do is stand on a button, and that button opens a gate for you to bowl a bubble into so you can progress. The only problem is that during SpongeBob’s wind-up animation for bowling, he walks forward. That means you fall off of the button, which closes the gate and prevents you from bowling the bubble where you intended, when you intended. These kinds of gameplay barricades are common, and force you to restart and face your demons again, and again, and again.

SpongeBob SquarePants: Battle for Bikini Bottom – Rehydrated is rarely amusing or challenging, and completing it is an entirely dry experience. It looks nice, and brings back fond memories of a classic cartoon through iconic set pieces and tight voice acting, but its uncomfortable and outdated mechanics make you feel frustratingly trapped and are ultimately outclassed by countless other modern and classic platformers.

SpongeBob is a show built on rapid-fire humour and good pacing, but this game misses that mark. The game is a remake of the 2003 cult classic 3D collect-a-thon platformer of the same name. There were three versions of the original: a 2D platformer, a 3D platformer, and one full of minigames. This version took me around 20 hours to play through the main story and get a bunch of bonus collectibles, and from the movement to the jokes, the whole thing feels slow, with none of the comedic timing that makes the show so beloved.

It starts off when Plankton accidentally creates an army of uncontrollable robots that you have to defeat as a rotation of familiar faces: SpongeBob SquarePants, Patrick Star, and Sandy Cheeks. The main menu is a hub world where you can select stages based on notable SpongeBob locations like the Flying Dutchman’s Graveyard, Jellyfish Fields, and Goo Lagoon. Your main objective is collecting Golden Spatulas. They’re littered around the world and are used to unlock stages. You can also find Shiny Objects and Socks which can be spent to buy spatulas from Mr. Krabs or Patrick respectively.

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Diving into the game is exciting at the beginning. The Greater Bikini Bottom Area is carefully re-imagined into a clean, revitalized style that’s popping with a new paint job. It looks glossy, but you have to wonder how necessary the whole visual update is when the original doesn’t even look bad. It’s got the same voice track as the original, with almost all of the voice actors from the show picking up their roles for the game, directing you around to various objectives and making short conversation. You can tell the voice actors are trying hard to carry the experience, but they can’t do that because they’re only given a few canned lines that repeat over and over again outside of the cutscenes. In a sense, Battle for Bikini Bottom – Rehydrated functions as a SpongeBob museum, highlighting the environments that give life to the series. There’s a keen attention to detail in recreating the original’s charm, which is done well, but this underwater world’s allure falls flat without quality-of-life updates that consider how differently we play today.

After the first few areas, exploring quickly becomes a chore. Some spatulas are thrown at you for doing nothing, and others feel impossible to get due to bad camera angles and unexplained systems that you’re somehow expected to know. Luckily there are a ton of helpful existing forum posts and walkthroughs for the OG game that can guide you through the most annoying parts. But that lack of consideration given to the spatula’s locations is off-putting and causes the game to start dragging within the first few hours.

Movement is just as unpleasant. It’s a constant wrestling match with mechanics that are both restrictive and awkward to a point that they remove your focus from the current objective and makes you want to put the controller down. Moving platforms are slow, and you have to jump on them often. If you miss them you end up bored, sitting there, waiting for the platform again while looking at an idle animation for too long and listening to the same short music loop on repeat. Even if you like the Stephen Hillenburg bangers, this gets annoying fast. Once you ace a moving platform’s weird rhythms, it doesn’t mean it’s over. Sometimes there are robots placed right at the end of those sequences that are too large for your character to move around properly because of their lack of mobility. It just feels cruel. It feels like your only options are to have SpongeBob try to jump to a place out of bounds and get escorted back to the stage by the giant floating hand named “Hans,” or fall to the start.

…this underwater world’s allure falls flat without quality of life updates that consider how differently we play today.

There were multiple points in the game where I climbed up to the top of a high structure and a rogue robot knocked me all the way down into water. Ironically, none of the protagonists can swim, so I instantly died and respawned at a checkpoint. Having to start all over is truly deflating. I’m willing to learn how to excel with a game’s controls even if they’re difficult to grasp at the start, but with Battle for Bikini Bottom – Rehydrated, it isn’t a matter of understanding the controls and abilities–it’s a case of the controls just not working well. It’s fine for games to punish players for being bad, but this game just feels constantly punishing for no reason, and it doesn’t seem to notice it or acknowledge it. Sometimes there are different ways to get to golden spatulas, but the game also randomly blocks paths with invisible walls, rendering your attempt to get there useless and telling you that your solution isn’t right. Walking into those walls feels like a slap in the face just for thinking creatively.

The levels revolve around walking to recurring characters around the map, picking up tasks from them, fighting robots, and swapping between two characters to utilize their strengths and complete the area. The loop could be enjoyable, but you can’t run in this game. Or dodge. Or swap characters conveniently. It’s grueling. You have to walk around slowly, fight almost every robot in your path (some areas are way too packed with enemies), and frequently move back and forth to Bus Stops that are out of the way 90% of the time for character swaps. The protagonists all have distinct play styles that grant you access to different parts of the maps–if SpongeBob can’t jump there, then run over to a Bus Stop so you can swap characters to Sandy and Lasso Glide over. But if you die, good luck keeping your cool. Deaths can feel beyond unfair, restarting your progress to the point that you may end up looking into the dark depths of the loading screen abyss thinking, “Why? Why me?”

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The fleeting fun I had during this game happened during the boss fights. They wake you up out of autopilot mode by transforming the game’s monotonous motions into something that demands your attention. Your colossal foes and the tricks up their sleeves cause you to start thinking about your movements carefully. The cutscenes before the start of the fights are genuinely funny, backed by an intense synth tune, and each battle is commentated live by a talking fish. These moments are a bright light in the game and make it feel alive, just for a moment. It’s a delight to have the game make you laugh at these points, because most of the other jokes in the game just don’t hit.

If you find you still have fond feelings about the original SpongeBob SquarePants: Battle for Bikini Bottom, you should watch a speedrun of it or find your old copy and dust off that PS2. This one isn’t it. Remasters, ports, and remakes are nice because they make games more accessible to new audiences, and the ones that excel understand that some features from the game’s era are antiquated and should be updated or removed. SpongeBob SquarePants: Battle for Bikini Bottom – Rehydrated flops like a fish out of water when it comes to this. It’s a game so focused on emulating and embellishing the original that it doesn’t know the parts of itself that are fun and the parts that aren’t. It lost sight of the basic elements that make a collectible platformer enjoyable. This game doesn’t promote curious or keen gameplay, the movement isn’t smooth, and gathering collectibles never feels rewarding. Ultimately, the game winds up being an unpleasant nostalgia trip that nobody should pack their bags for.

Now Playing: SpongeBob SquarePants: Battle for Bikini Bottom – Rehydrated Review

The Last of Us 2 Collectibles Guide Chapter 10: 2425 Constance

This portion of The Last of Us Part Two guide includes all collectible locations in Chapter 10: Santa Barbara – 2425 Constance. This includes all Artifacts, Workbenches, Safes, and Collectible Coins. Remember that you can revisit any chapter section to replay an area and collect missing items by returning to the main menu and selecting a chapter once you have completed it.

2425 Constance Collectibles Overview

View the sections below to locate a collectible in the order they are found.

  • Artifacts: 1

Artifact – Rattlers Outside Note

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As you move down the street, some infected will appear on the right – take them down quietly. More of them are inside the house – address number 2418 – that they wandered out of. Go in to kill them and loot for supplies if you’d like as well as a note on the toilet in the bathroom.

Looking for more Collectibles in The Last of Us Part Two? Find even more artifacts and trading cards in Chapter 10’s Pushing Inland and The Resort. Be sure to also check out our complete The Last of Us 2 Collectible Hub to find every secret in every chapter and location.

The Last of Us 2 Collectibles Guide Chapter 8: Seattle Day 3 – The Escape

This portion of The Last of Us Part Two guide includes all collectible locations in Chapter 8: Seattle Day 3 – The Escape. This includes all Artifacts, Workbenches, Safes, and Collectible Coins. Remember that you can revisit any chapter section to replay an area and collect missing items by returning to the main menu and selecting a chapter once you have completed it.

The Escape Collectibles Overview

View the sections below to locate a collectible in the order they are found.

  • Coins: 1
  • Workbenches: 1

Coin – Arkansas

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Just after you leave the first small store and before you go under the truck with ‘Harst Brewer’ on it turn left and there’s a coin behind the shopping cart

Workbench Location – Building Entered via Window

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After getting through the watery distillery and abandoned bar, filled with WLF soldiers, you’ll be outside again. Jump over the brick wall. Follow Lev. Approach the ladder and boost Lev up to it. Climb up the ladder too and turn right. Climb into the window of the building ahead and approach the workbench in this small room.

Looking for more Collectibles in The Last of Us Part Two? Find even more artifacts and trading cards in Chapter 8’s The Marina and The Island. Be sure to also check out our complete The Last of Us 2 Collectible Hub to find every secret in every chapter and location.

The Last of Us 2 Collectibles Guide Chapter 8: Seattle Day 3 – The Island

This portion of The Last of Us Part Two guide includes all collectible locations in Chapter 8: Seattle Day 3 – The Island. This includes all Artifacts, Workbenches, Safes, and Collectible Coins. Remember that you can revisit any chapter section to replay an area and collect missing items by returning to the main menu and selecting a chapter once you have completed it.

The Island Collectibles Overview

View the sections below to locate a collectible in the order they are found.

  • Artifacts: 4
  • Coins: 3
  • Workbenches: 1

Training Manual – Crafting

If you haven’t found this training manual in a previous area, you may find it on the island. When you get to the top of the ladder, ignore Yara for a second and cut to the left. Go inside the truck and in the back is a training manual called Identify Counter and Destroy.

Coin – Idaho

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Explore the open truck on the left when you climb up the first ladder to a road. Even further into the truck is a coin in the back left corner.

Artifact – WLF Scout Journal

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Just after climbing up the ladder and going right from the open truck, you’ll find one WLF soldier strung up and another on the ground. Loot the body on the ground to fight his note.

Coin – North Carolina

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Follow Yara, jumping over the barricade to continue into the forest. Once you hear an alarm sounding, you’ll be near some waterfalls and a few cars. Look for a car by a tree above the falls, to the left of the path. Check the car’s left side for an open door, and below is a coin on a book.

Artifact – Venison Distribution Note

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When you enter the first Seraphite camp, it will be devoid of people. Look for the large hut in the center and move inside. Here you’ll find plenty of supplies, including some long tables in the middle where a note has been left.

Coin – Montana

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In the first Seraphite encampment full of enemies, your goal is to reach the lumber mill on the far right side of the area. To the left of that mill is the sealed gate and two watchtowers – if you head towards the left watchtower and turn around to face the nearby building (opposite the lumber mill), you can find a ladder placed at the back of the building. Climb up to reach its second floor, and move all the way to the window at the front of the building to find a coin left behind.

Artifact – Young Seraphite’s Journal

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After you spot Isaac’s invasion, move up the road past a watchtower with some supplies to a pair of homes. Enter the first one on the left and pick up the note on the bed.

Workbench Location – Seraphite Shack

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There’s also a workbench in the same shack with the note, in the backroom against the far wall..

Artifact – Mournful Prayer Note

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Of the two huts you encounter, the one on the right is a shrine to the Prophet, and filled with offerings. Look on the right wall to find a prayer note you can read.

Looking for more Collectibles in The Last of Us Part Two? Find even more artifacts and trading cards in Chapter 8’s The Marina and The Escape. Be sure to also check out our complete The Last of Us 2 Collectible Hub to find every secret in every chapter and location.

The Last of Us 2 Collectibles Guide Chapter 8: Seattle Day 3 – The Marina

This portion of The Last of Us Part Two guide includes all collectible locations in Chapter 8: Seattle Day 3 – The Marina. This includes all Artifacts, Workbenches, Safes, and Collectible Coins. Remember that you can revisit any chapter section to replay an area and collect missing items by returning to the main menu and selecting a chapter once you have completed it.

The Marina Collectibles Overview

View the sections below to locate a collectible in the order they are found.

  • Artifacts: 1
  • Coins: 2

Coin – Kansas

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As soon as the chapter starts, turn around and walk up the small stairs to admire the view. On the ground is a coin.

Coin – Louisiana

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Follow Yara and you’ll reach a train station. Pause and walk on the right of the ramp. There, you’ll see a bucket with a melee weapon in it and a coin on the ground.

Artifact – The Marina Note

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Before going up the red ladder on the dock, move ahead and jump over the concession stand. Then check the counter for a note.

Looking for more Collectibles in The Last of Us Part Two? Find even more artifacts and trading cards in Chapter 8’s The Island and The Escape. Be sure to also check out our complete The Last of Us 2 Collectible Hub to find every secret in every chapter and location.

Cyberpunk 2077 Will Debut A Tie-In Comic Before The Game Launches

Cyberpunk 2077 might have been delayed into November, but we’ll still be able to experience a slice of its world in September. The first issue of a new comic miniseries, Cyberpunk 2077: Trauma Team, will release on September 9, featuring a story set within the world of the game.

Trauma Team follows Nadia, who lives in Night City (where the game is set) and is the only survivor of a botched rescue conducted by the eponymous Trauma Team International corporation, which she works for. Nadia soon finds herself in peril once more on an extraction mission, where her new team discovers that the corporation isn’t what they thought it was.

The first issue will cost $4, and will weigh in at 32 pages.

Cyberpunk 2077: Trauma Team #1
Cyberpunk 2077: Trauma Team #1

The comic will come from a team consisting of writer Cullen Bunn, artist Miguel Valderrama, colorist Jason Wordie, and letterer Frank Cvetkovic. It’ll be published by Dark Horse Comics. Four issues will be published in total; plans for a trade paperback or collected hardback have not been announced.

Cyberpunk 2077 will also come to Xbox Series X and PS5 at a later date.

Now Playing: Cyberpunk 2077 Delayed, Spider-Man: Miles Morales Explained, & PS5 DualSense Trademark | Save State

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Lin-Manuel Miranda Is Working On A New Animated Disney Musical

Lin-Manuel Miranda’s Broadway sensation, Hamilton, is coming to Disney+ on July 3, finally giving the wider public a professionally filmed version of the perpetually sold-out play. A trailer recently debuted, and in the lead-up to its release, Miranda has revealed that he’s working on a new film for Disney, too.

Deadline is reporting that Miranda discussed the upcoming project during an episode of Good Morning America, and he spilled some details about who is working on the movie and where it’ll be set. “I’m actually writing a new animated musical with Disney Animation,” he told the show’s hosts. “I’m collaborating with the Zootopia guys and Jared Bush, who wrote Moana with me. It’s set in Colombia, in Latin America.”

The movie will be directed by Zootopia directors Jared Bush and Byron Howard, alongside producer Charise Castro Smith, who will co-direct. Miranda said that he could not reveal any further details, and we’re not sure when the movie is due to release.

Miranda composed multiple songs for 2016’s Moana, and played Jack in Mary Poppins Returns.

The next movie from Walt Disney Animation Studios will be Raya and the Last Dragon, which is due to release March 12, 2021.

Now Playing: Best Shows And Movies To Stream For June 2020 – Netflix, HBO Max, Hulu, Disney+, Shudder

How COVID-19 Is Impacting EA’s Business

Due to the COVID-19 pandemic, more people are staying home and playing video games. As such, spending on gaming has grown, and Electronic Arts is among the companies that is benefitting. In a new “fireside chat,” EA CFO Blake Jorgensen said the company is expected to announce its biggest-ever Q1, which runs April-June.

EA said in May that it expects to make $5.525 billion in revenue and a profit of $978 million for the period, which is a record for Q1, but Jorgensen said that the real numbers will be even bigger than that.

The full numbers will be announced during EA’s earnings report on July 30, but Jorgensen said today, “What I will tell you is it has been much stronger than we anticipated.”

EA plans to release some of its marquee upcoming games–FIFA 21, Madden NFL 21, and NHL 21–a little later than usual due to the impact of working from home and other issues connected to COVID-19. However, Jorgensen said EA will make up the differences through new campaigns that push microtransactions for Ultimate Team in these games.

“When we gave guidance, we anticipated slightly different dates for shipping FIFA, Madden, and hockey, but we don’t see that as a big issue,” Jorgensen said. “We will do everything we can possible to fill in the week or so that is later with extra Ultimate Team activities. But more importantly, getting the product out at quality and strength is the thing we have really been focused on.”

Jorgensen acknowledged during the call that EA’s good fortunes are coming at a “very challenging time around the world.” But he sees gaming as a light in the darkness that is helping people stay connected with friends and enjoy their lives at home.

“People have been re-allocating their entertainment dollars into video games,” he said. “They’re spending more time at home, more time with their families, and obviously we’re benefitting from it. It has exceeded our expectations across all of our businesses–live services, full games, all of our catalog products, mobile.”

Jorgensen went on to say that the time ahead will be more difficult to predict in terms of business results. He doesn’t know when people will go back to work or if there will be a second wave of the virus. If people stay home longer, EA will presumably benefit in turn, but if they go back to work, results might be lower than anticipated.

For EA specifically, its 15,000 employees around the world are expected to return to work on a staggered basis, Jorgensen said, but there is no strict timeline yet for when that may happen.

Whatever the case, Jorgensen said, “We’re very excited about where the business is going.”

Whereas other forms of entertainment–like concerts, sporting events, and going out to eat–have been significantly impacted by the pandemic, the video game business has been able to continue and thrive.

“It’s been a great time for video games,” Jorgensen said.

For more from the EA fireside chat, check out the stories linked below.

Borderlands 3 Bounty Of Blood DLC Adds 4 Gameplay Objects To Encourage New Combat Strategies

On June 25, Borderlands 3 will get its third campaign expansion, Bounty of Blood. In a GameSpot Play For All interview (which is embedded below), Gearbox creative director Matt Cox talked about four new additions that the DLC will implement into Borderlands 3’s combat loop.

“We wanted to take four gameplay objects and throw them into the combat mix,” Cox said. “So while we still have that core loop going on, we have different avenues of different styles of combat and ways to negotiate all the craziness in Borderlands.”

Each of these four new gameplay objects are designed to encourage the player to tackle combat a little bit differently in Bounty of Blood. “So there’s something called a traitor weed where if you shoot it, it releases these bugs that turn enemies to your side for eight to nine seconds,” Cox said. “And a core-sploder, if you melee it, it will shotgun out high-damage shrapnel. There’s also a breezer, which acts sort of like a jump-pad but it soars you into the air by a puff of air. And then there’s a telezapper, which is essentially a teleporter–it lets the player travel from point A to point B instantaneously.”

In the video interview above, you can see how some of these new objects can change how you approach combat. For example, keeping a core-sploder nearby provides a means of quickly pushing back a group of enemies so that you have time to reload and the breezer can be utilized mid-way through a fight to flank enemies from above or get the necessary air to pull off a ground-pound attack.

GameSpot has officially kicked off Play For All–a celebration of all things gaming. Join us as we bring you the summer’s hottest news, previews, interviews, features, and videos, as well as raise money for COVID-19 relief efforts and Black Lives Matter with the help of our friends from around the gaming world. Check out the Play For All schedule for more.

Now Playing: Borderlands 3 Bounty Of Blood DLC Is A Slightly Serious Revenge Western

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Space Invaders: Invincible Collection Is Coming West As A Physical Release On Switch

Space Invaders: Invincible Collection is coming to Switch, and it’ll bundle together 11 Space Invaders games from between 1978 and 2018. The bundle, which is exclusive to Nintendo’s console, has been confirmed for a limited physical release from Strictly Limited Games, and preorders will open on Sunday, June 28.

The game is something of a collector’s item in Japan, where it released in March in numerous different versions. Over there, four games were locked to the more expensive and limited Special Edition; that is not the case for the western release.

This is the most complete collection of Space Invaders games ever released, and it will include the following 11 games, ported by Gotch Technology:

  • Space Invaders (original black-and-white release) (1978, Arcade)
  • Space Invaders (color) (1978, Arcade)
  • Space Invaders Part II (1979, Arcade)
  • Majestic Twelve: The Space Invaders Part IV (1990, Arcade)
  • Super Space Invaders ’91 (1990, Arcade)
  • Space Invaders Extreme (2018)
  • Space Invaders Gigamax 4 SE (2018)
  • Arkanoid vs. Space Invaders (2017)
  • Space Invaders DX (1994, Arcade)
  • Space Cyclone (1980, Arcade)
  • Lunar Rescue (1979, Arcade)

This is the first time Arkanoid vs. Space Invaders, a mobile game, has received a console release.

Furthermore, three separate releases are coming, including a Collector’s Edition and an “Ultra” edition. The standard edition will cost €60 ($68). The Collector’s Edition, which costs €100 ($113) will include the following items on top of the game:

  • Soundtrack
  • Arcade Book
  • Sticker Sheet
  • 4 Instruction Cards
  • 6 Flyers
  • Pin
  • 4 Acrylic Art Cards
  • Arcade PCB Box
  • Collector’s box with magnetic latch

The €150 ($170) Ultra Edition will contain all of the above, plus the Space Invaders Invincible board game (pictured below) and “more special items.”

Included in the Ultra Edition.
Included in the Ultra Edition.

We asked the relevant PR whether the game would also be receiving a digital release on Switch, and were told “no comment”. A quick search of “Space Invaders” on the Japanese Eshop returns no results, so it’s entirely possible that this will be a rare physical-only release. A release date has not been set yet.

Now Playing: Biggest Nintendo Switch Exclusives Of 2020 So Far

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