Open Season — PlayStation 2 cover art

Open Season

Ubisoft's 2006 film tie-in makes a domesticated grizzly the whole mechanic: Boog roars, charges and belly-slams while Elliot the deer chatters through every level.

Download Open Season 0.8GB .CHD Game manual 2.3 MB .PDF

CHD is a compressed disc image. Point PCSX2 (or any emulator with CHD support) straight at the file — no need to extract it first. The manual is the original scanned booklet.

Platform
PlayStation 2
Format
CHD
Released
2006
Developer
Ubisoft Montreal
Publisher
Ubisoft
Players
1
Serial
SLUS-21467
Region
NTSC-U
About Open Season

Boog the grizzly spends the film learning he is not built for the woods, and the game takes that literally by making his bulk the control scheme. He is slow to start and hard to stop. Charging shoulder-first through a line of scenery is the answer to most obstacles, a bellowing roar stuns anything that gets close, and a ground slam clears the rest. There is no dexterity in him at all, which is an odd fit for a genre built on precise jumps, and the platforming sections are where the design most obviously strains.

Ubisoft handled this one in-house and shipped it alongside the Sony Pictures Animation release in 2006, on essentially every machine then in circulation. The PS2 version is the mid-tier build: chunky, brightly lit forest and township environments, cutscenes that lean on clips and voice work from the film, level goals that rarely ask for more than reaching the far end while thumping woodland creatures on the way. Elliot the mule deer tags along as an AI partner and a running commentary track, occasionally useful for reaching a ledge Boog cannot, mostly there to keep the chatter going.

What holds up is the readability. Enemies telegraph, the camera mostly behaves, and a child can work out the verb set inside a minute without a tutorial screen explaining it. That was the actual brief for licensed platformers in this window, and plenty of them failed it. Combat has a light combo structure and a few upgrades, enough to give the middle levels some shape before the hunter encounters and the vehicle-flavoured set pieces arrive.

What does not hold up is length and variety. The campaign is short by design, the collectibles exist to pad it, and the difficulty curve flattens once you learn that charging solves nearly everything. Boss fights repeat patterns rather than escalate. Anyone who came to the sixth generation for Ratchet or Sly will find this thin gruel, and it was never pretending otherwise.

Still, there is something honest about a tie-in that picks one idea from its source material and builds the controls around it. A bear who cannot be subtle, in a game that cannot be subtle either. It knew exactly who was holding the controller, and it did not waste their afternoon.

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