2.9GB
Every locked path in this one is really a question about which alien you have unlocked. A wall of ice needs Heatblast. A stone block too heavy to shift needs Four Arms. A narrow tunnel wants Cannonbolt curled up and rolling, and a stretch of water asks for XLR8's momentum. High Voltage Software built the whole thing around that idea, so the Omnitrix stops being a plot device and becomes a menu you cycle through mid-fight and mid-jump.
The structure is the old Rust Bucket road trip: a run of levels strung across American landmarks, from the Petrified Forest to Mount Rushmore, with the Tennyson family camper as the hub between them. Combat is basic three-hit beat 'em up work, a light and heavy attack per form, thickened by DNA pickups that buy new moves for each alien from the Omnitrix upgrade screen. That progression is the reason the middle of the game holds together. By the fourth or fifth stage you actually have reasons to prefer Wildvine's reach over Four Arms' raw damage rather than just mashing with whichever form loaded first.
It is a licensed game and it moves at licensed-game speed. Enemy waves arrive in tidy arenas, the camera is fixed enough that platforming over gaps sometimes becomes guesswork, and the boss fights lean hard on pattern repetition. What lifts it above the D3Publisher shelf average of the period is that somebody clearly watched the show. The original voice cast turns up, Ben's transformations carry the same clumsy timing gag the cartoon used, and the villains are drawn from the first two seasons rather than invented for the disc.
The PS2 version is the plainer sibling to the Wii release, which had the motion-control novelty, but it runs cleaner and the standard controller suits the alien-swap shortcuts better than waggle ever did. Textures are flat, environments are corridors dressed as national parks, and the whole thing runs about six hours. None of that was a scandal in 2007 for a game aimed squarely at nine-year-olds who already owned the toys.
What survives is the shape of it. A small cast of transformations, each with one obvious traversal trick and one obvious combat role, arranged so you are always a little short of the tool you want. That is a sound design instinct, and plenty of bigger action games have failed to find it. Protector of Earth is a modest game that understood its own gimmick, which is more than most cartoon adaptations of the era managed.
2.9GB
1.2GB LEGO Batman - The Videogame
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2.2GB The Chronicles of Narnia - The Lion, the Witch and the Wardrobe
0.4GB Disney's The Haunted Mansion
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2.4GB Fallout - Brotherhood of Steel
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