Spyro 1 & 2 (The Reignited Trilogy) – Critical Miss # 9

I’ve  always had a soft spot for 3D platformers. Mario Odyssey is one of my favorite games ever, I played the Crash Bandicoot games with the N’sane Trilogy, and I played a lot of Gex 2 as a child, even though I never made it far in the game. There was one series I games I played a bunch on PS 1 demo discs, but never got around to playing until now. That series was Spyro the Dragon

Like Crash Bandicoot, the original Spyro trilogy recently got remade for modern platforms. The Reignited Trilogy did for Spyro exactly what the N’sane Trilogy did for Crash: update the visuals and controls of the Spyro games while keeping the levels and mechanics exactly the same. I can’t honestly say whether the levels are exactly the same as the original games since I’ve never played them, but by all accounts based on reviews, they are nearly identical. These are the versions of the games I will be using to review the first two Spyro games.

Both games excel at presentation. The music is ambient but catching and was composed by Stewart Copeland, the criminally underrated drummer of The Police. The visuals got a huge overhaul from the original games and they are gorgeous. Everything is colorful, cartoony, and full of expressive detail. While the games use the same art style throughout both of them, Spyro 2 has more variety with locations which brings along with it more variety in landscapes and enemies, making it the more memorable of the two.

A great thing about the games is that they truly go the full distance in exploring what a dragon can do through mechanics. Spyro has two attacks. He can breath fire at enemies, searing them to a crisp, or he can head butt with his horns and send them flying. Head butting metallic pots and enemies in armor is the only way to deal with them, since fire is deflected by the metal, so the player is constantly switching between attack styles instead of just favoring one.

There are flying levels, which are iconic for the series, where Spyro soars through the air unabated, but in standard platforming levels he is only able to jump and glide with his tiny wings. This was a huge missed opportunity. So many platformers feature characters with double jumps despite the laws of physics, but Spyro lacks one. Even with his wings that could realistically give him another jump in the air, Spyro has a very strict jump arch. This lead to a lot of frustrating moments, especially in the first game. Many jumps require Spyro to be at the very top of his arch to land on a platform but holding charge makes him plummet like a stone. There was some Mario muscle memory I had to unlearn to play Spyro because it’s nearly impossible for me not to hold the run button the entire time while playing a platformer. The player does get a small flutter in Spyro 2 and that lets them make up a few inches at the end of a jump for more precision, but it feels clunky since it requires hitting the triangle button (on PS4) away from the jump. It helps but doesn’t make up for a full blown double jump.

At the bone, the Spyro games are 3D collectathons. Throughout the levels, there are hundreds of gems to pick up with your firefly friend, Sparx, who will fly out to grab gems near you. This is a great mechanic is a 3D platformer because it requires the player to be near the gems, but not super precise, which can be challenging in a 3D space. But the more damage Spyro takes, the shorter the distance Sparx will fly to pick up gems. Sparx also works as a visual indicator of Spyro’s health and is a great example of an integrated UI that I completely forgot to mention in my last post. 

While both games use gems as the moment to moment collectables, both Spyro 1 and 2 have different main collectables that lead to different level design. Spyro 1 had crystalized dragon you need to free from their geological prisons. This is done simply by walking into them. This leads the levels in the first game to be more linear, with a path leading to the end of the level and having most the dragons along the critical path. Levels in the first Spyro game feel akin to the levels in the Crash games. They are linear halls to the goal, but unlike Crash, Spyro’s levels have secret paths that branch out and across the main path.

Spyro 2 has a mission system for the main collectables. To bet a level, you just have to get to the end where a member of the local population will get you a talisman. Once you have all the talismans, you can beat the game. But If you want 100% in Spyro 2, you need to get all the orbs and that is where the changes in the level design spring from. There are two types of orbs to collect, orbs hidden in the levels behind platforming challenges and orbs you have to complete a mission to collect. These missions can vary from collecting a number of items for a character, killing all the enemies in an area, or scoring a set number of goals in hockey within a time limit. This leads the levels to be more open, with many more paths to explore and secrets to find

While both games are very easy to complete, there’s difficulty to be found in each and the difficulty curve is another difference between the games. Each level in Spyro 1 seemed to have one jump or obstacle that was extremely frustrating. Whether is be a jump from across level that needs to be lined up perfectly and drops the player into a bottomless pit to take a life if missed or using the boost paths to run extremely long distances with messing up to make one jump to a new area, there was always something in the first games levels that seem to take much longer than they should. And they come as soon as the first levels.

Spyro 2 has its fair share of difficult missions, but the truly frustrating mission come near the end of the game when the difficulty would be expected to ramp up, and they are more fairly designed. The difficult missions in the game are built around how well the player knows the mechanics of the game and level layouts they take place in. This means to beat them, you don’t don’t have to find a perfect angle to jump, you just need to practice the challenges a few times. I enjoyed both games a good amount, but with its mission based collectathon, challenges designed around the mechanics of the game, and more variety in locations and enemies, Spyro 2 was my preferred game of the two.

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