Balto: Wolf Quest (video game)

{{Infobox_video_game|publisher(s)=Bronzelight Studios {{W|Universal Interactive}} {{W|Takara}} (Japan) Brasoft (PC) (Brazil) {{W|IGB Eletrônica}} (GBA) Brazil)|developer(s)=PlayStation/PC: {{W|Blitz Games}} {{W|Runecraft Ltd.}} PlayStation 2: {{W|Toka}} Game Boy Advance: Pocket Artists Ltd.|director(s)=Craig Desjardins (PS1/PC) Marty Faye-Wilkinson (GBA)|producer(s)=Team Phoenix (PS1/PC) Marty Faye-Wilkinson (GBA)|designer(s)=Tony Cartwright (PS1/PC) Sandra Wright (GBA)|programmer(s)=PlayStation/PC: Neil Campbell Philip Palmer Ian Bird Claude Dareau} Game Boy Advance: André Van Rooyen Sandra Wright Morty Calhoun|artist(s)=PlayStation/PC: Chris Hamilton Robert Price Chris Southall Game Boy Advance: Cooper Jackson Alicia Douglas|composer(s)=John Guscott (PS1/PC) Hazel Carter (GBA)|platform(s)=   |release_date(s)=March 12, 2002 (PC/PS1/GBA) (NA) July 3, 2002 (GBA) (BR) December 6, 2002 (PS1/GBA) (JP)|genre= (PS1)  / (GBA)|rating(s)=: E : 3+|mode(s)=Single-player|image=}}

Balto: Wolf Quest is a 2002 video game published by Bronzelight Studios in conjunction with Universal Interactive, based on the animated direct-to-video sequel of the same name. It was released on March 12, 2002 (nearly a month after the sequel's video release) for Windows and Macintosh computers, PlayStation, PlayStation 2 and Game Boy Advance. Separate versions of the game were developed by Blitz Games (with a PS1 port from Runecraft Ltd.), Toka and Pocket Artists Ltd. for PlayStation/PC, PlayStation 2 and Game Boy Advance respectively.

Along with Galaxphere Advance, it was the first Bronzelight Studios title not to bear the Playfair Interactive name (as the latter was shut down for good that month of 2002) while Learn with Peek-a-Boo! was the final Playfair title.

PlayStation/PC version
The game plays like a standard 3D platformer, with Balto and Aleu as playable characters. Each character's half of the game has five areas with three levels, ending in a challenge or boss fight, both need to be completed before accessing the final area with an ice floe crossing and fight against Niju.

Miniature totems act as the game's primary collectable in order to gain access to later stages while wolf totems (scattered sparingly throughout the levels) offer complete replenishment of health if either character has taken severe damage. The game's health measure exists in the form of bones.

Areas with levels include Nome, grassy plains, a snow/ice-coated zone, a cave and Nava/Niju's clan territory.

Depending on if a certain number of totems were collected before the final stage, various unlockables the player can gain access to from the main menu include artwork and FMV clips from the film it's based on (also shown during the game as cutscenes). Despite the game intending for these to be earned, the PC version has the same bonuses easily accessible from the disc's files if using Windows Explorer or Finder.

PlayStation 2 version
Unlike the other two versions, only Balto is a playable character as it revolves around looking for Aleu, who is being held captive by Niju. The objective is to collect enough animal tokens to access later areas by playing through assorted minigames in all of six areas, leading up to a sequence of three minigames to prevent Niju from halting the ice-floe crossing and successfully let Aleu lead the pack for a farewell.

Due to the fact that the game is primarily a compilation of minigames, there is minimal platforming limited to the hub worlds surrounding the minigames. Minigames range from a rhythm game style using the controller's face buttons (a la PaRappa the Rapper) to practice howling to crossing a raging river.

Of particular note is that the game also uses FMVs from the film as cutscenes (like the PlayStation version) but, likely due to an oversight on the developers' part, the events depicted in the cutscenes contradict what was written specifically for the game's plotline. Unlike the PlayStation/PC versions, the game does not offer any reward for completing the game other than part of the film's ending as a cutscene along with a credits sequence.

Game Boy Advance version
This version of the game is a 2D top-down adventure game with an RPG element, giving players the option to switch been Balto or Aleu via the left and right shoulder buttons, involving exploration of the land to solve riddles and occasionally entering turn-based combat segments. Shining white wolf totems act as health replenishment (with regular animal totems serving as points to collect and receive an extra life in exchange for every 100 of them). Whereas Balto and Aleu's moves to avoid enemy attacks in the PlayStation/PC versions are limited to jumps and growls, the Game Boy Advance version adds slight variety; Balto can use a tail-whip on enemies while Aleu can use a headbutting action during boss fight portions of gameplay. Both can use howling to briefly stun enemies while the other makes a finishing move.

It is also notable in that none of the game's slideshow with text-grade cutscenes use any images from the film, with newer ones instead drawn by Pocket Artists' visual department, not to mention that many parts of the game make considerable use of the system's parallax scrolling ability.

Reception
All three versions of the game received differing responses from reviewers and gamers alike, with the PlayStation 2 version generally deemed the worst while the Game Boy Advance version was significantly better-received. While the PlayStation version has been seen as mediocre with passable graphics, audio and gameplay, the PlayStation 2 version was heavily criticized for its over-reliance on minigames, inconsistent difficulty level and issues with finicky and imprecise controls, as well as the aforementioned misuse of FMV clips misaligned with the narrative (with only the graphics and sound getting even a vaguely positive nod from some publications).

In their review of the PlayStation version, Gamespot found the game overall to be unremarkable (especially for a PlayStation game released in 2002) but felt it at least generated an interesting atmosphere and complimented the integration of FMV clips to match with the game's story structure. The PlayStation 2 version, on the other hand, was panned and even prompted the reviewer to quip that "it must've been made to remind PS2 owners that the system can also play PS1 games. (He) figure(d) this because the other version's at least playable... far from Crash Bandicoot but also far from $20 Agony: The Waste of a Disc".

Similarly, Electronic Gaming Monthly and Official U.S. PlayStation Magazine had little positives to say for both PlayStation system versions, with the former stating the PlayStation version was the better one "as it's the least wasteful Blockbuster weekend rental of the pair" while the latter recommended better platformers for both systems instead. More humorously, IGN suggested spending "five further minutes excavating through the clearance bin to find something better" as an alternative.

The Game Boy Advance version, on the other hand, received praise for the visual aesthetic and audio design matching the tone suggested by the film's premise with gameplay otherwise deemed average. Nintendo Power awarded the game 3.5 stars, recommending the game not just for quality but also because the budget price-tag would give a sense of "more bang for one's buck".