Sphinx and the Cursed Mummy is a 2003 action-adventure video game developed by Eurocom and published by THQ for GameCube, PlayStation 2, and Xbox.
The team wanted a focus on exploration and puzzles with an Egyptian aesthetic for its world and characters, with its gameplay being compared by its developers to The Legend of Zelda.
[3][6] Sphinx primarily fights with a sword and gains several additional tools throughout the story, including a shield, a blowpipe, a double jump, gauntlets that enable him to move heavy objects, beetles that can capture weakened enemies, and Ankhs that increase his health.
The priest Imhotep sends his two apprentices, the demigods Sphinx and Horus, into the hostile land of Uruk to retrieve a weapon dubbed the Blade of Osiris.
The arrogant Horus is seemingly killed after the two are attacked by a beam weapon from the fortress of the god Set, and Sphinx retrieves the Blade.
In the human kingdom of Luxor, the young Tutankhamun discovers a conspiracy seemingly being hatched by his brother Akhenaten−in reality Akhenaten is the disguised Set, who transforms him into a mummy.
In parallel, Imhotep sends Canopic jars containing Tutankhamun's life force to the castle of Uruk via the animated Basket, where briefly reanimated he is able to retrieve key items and sabotage some of Set's plans.
[11] According to staff member Mat Sneap, Sphinx was being designed as the start of a potential franchise, with both sequels and multimedia expansions under consideration.
[13] The gameplay was compared by staff member Rob Loftus to The Legend of Zelda, with the aim being for a similar experience on other consoles.
[10] The team's aim was to create a gameplay and art design that would appeal to a wide audience similar to The Legend of Zelda.
[4] The basic design did not change throughout development, though the role of the mummy increased in prominence based on positive internal feedback.
[15] Designer Darren Weekes described this as a difficult aspect of production, as the tools were "alien" compared to third-party engines such as Quake.
[14] Early promotional media touted seven different world environments, including an underwater realm called Akaria and the jungle-dominated Sakkara.
[16] Both Akaria and Sakkara, and some associated gameplay sequences and mechanics related to both Sphinx and the mummy along with late-game events, were cut or condensed to make the planned release date.
[25][26] Split into twelve levels, the gameplay features similar elements to the console versions adjusted for the mobile platform.
[29] A high-definition remaster was released by THQ Nordic on Windows, macOS and Linux personal computer systems worldwide on November 10, 2017.
IGN gave the game 8.5/10, calling it a "fun, challenging action-adventure serv[ing] up a semi-non-linear experience complete with huge worlds to explore, difficult and satisfying puzzles, entertaining weapon and item advancements".
[47] The mobile release, which was not developed by Eurocom, received a more muted response, though still generally positive, with a 70.50% aggregate score on GameRankings.
"[48] Reviewing the title for GameSpot, Carrie Gouskos enjoyed the game's adherence to the style of the console title, saying it did "a good job of maintaining the look and personality of the franchise", but called the controls "uncomfortable", the sound "not that interesting" and said the gameplay "doesn't have great longevity", overall finding it frustrating for anyone but players seeking "a simple little action game [or] particular fan[s] of the series".