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Reviews VideoGame / Spyro The Dragon 1998

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8BrickMario Since: May, 2013
01/25/2021 18:53:32 •••

A pleasant, solid experience just short of delightful.

This review will be purely design-focused, since I've only played the Reignited version. I won't discuss anything not from the original release.

Spyro is known as a classic series, and I can see why. The level design and mechanics are very clever, creating an exploratory platform system that feels empowering and tricky. The levels achieve a brilliant mix of linear platforming and sandbox exploration by constructing each space so it can work like a loop—the player is never screwed out of the chance to keep exploring a certain segment and there's little backward-feeling backtracking. The hub worlds have the same structure, making them lots of fun. Each space is essentially a collectathon, with the goal being to clear everything out. Gems are one-time collectibles that count for completion, and enemies drop gems the first time you defeat them, making each level a challenge to defeat every enemy too. You also find eggs, a collectible which amounts to nothing more than completion and drops off after the third world, from speedy thief enemies. Rescued dragons act as checkpoints in each space as well as completion goals.

The platforming is based on jumping, gliding, and speed ramps that allow for bigger jumps. It never felt perfect for me since gliding had too narrow a margin for error for timing the jump height. Combined with speed ramps, gliding and jumping felt less fair than it should have. (The original game may be smoother.) Still, Spyro's movement is generally good, and his attacks are fun. He can run to bash metal and breathe fire to burn anything else, and it's a simple, snappy way of coding enemies and objects for strategic interaction. His glide makes you constantly consider how to reach remote spaces, and the levels have fun with this. Spyro's health comes from his dragonfly Sparx, who disappears before the last hit point. He's good for picking up gems at close range, so besides being one hit from death, you lose that convenience. Small critters release butterflies when killed that heal him. Enemies defeated after their gems have been taken drop orbs that fill up a counter that eventually grants extra lives, making it worthwhile to fight them again. Checkpoints can be exploited to save them out of the level during a run.

The game does have an emotional disconnect. It's oddly lonely because there are no developed recurring NPCS to connect to Spyro and the player. The worlds just have enemies and trapped dragons who disappear after a brief message. The plot isn't super engaging and the world feels less alive as a result.

The gameplay may lack variety. I love the level formula, but the only exceptions were flying stages that were a little unfair and the wrong kind of diversion. However, I ultimately disliked the gameplay grab bags of the next two games and find this one to align best with my exploration preference.

This is is a clever, satisfying game, but may feel too foundational.


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