The zombie gloop death is nice but their art is way too clean for a game this loony. It would be sooo much better in a wacky-ugly animation style like Bob Team Epic or some of the trash side of Adult Swim
Spyro is rad you shut your mouth. And I think it actually holds up pretty well! The level design is such that you’ll think you’ve explored a whole level, but then turn an inconspicuous corner and discover an entire area you had missed; it uses limited space well! The chunky colorful visuals are appealing, and the music is chill. Plus, it feels good to control; the charge is pretty fast and it’s snappy to navigate through the levels.
The later entries do get bogged down though w/ mini games and weird animal buddies.
“I think the steady trajectory toward victory is definitely a problem. It’s absolutely one of the top three or four things we’re trying to do with Ten Crowns, to approach those ideas in a different way.”
I wonder how much approaching the questions will lead him to a Paradox-style strategy sim of stasis and storytelling. He mentions them as good examples/inspirations deeper in. A lot of Paradox’s games work because they’re tightly bound to carried knowledge players have about history and the ramifications of the small changes players make resonate.
Is he going for a more fantastical world, or even a blank slate like Civilization commonly is? The description of ‘an interesting game when playing without other civilizations’ sounds like trying to thread a needle between meticulous planning games like a city-builder and competitive games; normally those don’t play together because city-builders require few and minor interruptions, or players can’t plan appropriately.
Yeah I liked the first game though I was maybe a bit “too old” to be caught playing it at the time (I think I was like 13/14 when it came out). I don’t remember it being very challenging though. The stuff that stayed with me were how it felt to move Spyro around, make him run/charge, glide, breathe fire and so on. Rescuing your fellow dragons and finding the gems were just the things you did to open up the next level to run/charge/glide through.
Spyro is really just a nice little collectathon with some pretty graphics for the time and the kind of non-difficulty that appeals to younger children and/or people who don’t play a lot of video games to begin with and so have difficulty doing just the most basic stuff like running and jumping and so on.
I think I was 10 years old, which was about perfect. Sure, I don’t think it’s a particularly difficult game but I think it’s very pleasant! This is in contrast to Crash Bandicoot, the other confusingly popular remaster, which is certainly more difficult than Spyro but it sucks ass.
Nothing wrong with a game you can chill out in!
Speaking of PS1-era 3D platformers, does anyone else like Croc? I think I do but I’m also not convinced that position is defensible.
Yeah don’t get me wrong. I’m planning on playing the remake just like I played the Crash Bandicoot remake (though I’m still only on the first Crash game lol). I understand why Crash gets the hate, it was really a kind of “you had to be there” sort of game and is just horrible if you have no patience for the character or the trial-and-error nature of the game itself. But I imagine Spyro could hold up well and probably even attract a new audience due to being generally less difficult.
Easy/non-challenging games get dunked on a lot but I do agree they have their place.
I only ever played a little bit of Croc on an emulator years after it was a thing. I found it mostly non-offensive but also not very memorable in general.