How does this game stand the test of time,can you explain Holla Forums?
and also before I forgot, are we been invaded by Holla Forums?
How does this game stand the test of time,can you explain Holla Forums?
and also before I forgot, are we been invaded by Holla Forums?
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I'm going to assume you want to actually talk about the game and not start a meta political flame war.
The game is comfy even today. They get a little repetitive since there isn't much progression mechanically, but if you want something comfy to play through then the first 3 in the series are nice.
also every ps1 game was a killer application because they gave more than two shits about polishing games and making them good since there were no day 1 patches and bugfixes back then
sage for low effort template thread
Composition and character; the aesthetic, both visual and audio, complement the gamefeel.
It's absolute dogshit like every platformer that has ever existed.
And the porn is just ok
yeah, I wanna talk about vidya. I kinda like the first on more. Just one of those games that never had a chance due to Ted "doesn't have hands, can't hold a gun" Price.
I like Spyro but the majority of the series soundtrack has fucking sucked dick, can't hum any from the top of my head and really have to try.
Excellent art direction and efficient use of low polygon counts and texture resolutions.
Fantastic music.
Solid platforming camera and controls thanks to the charge attack function and gliding, and does it without right analog stick control amazingly.
Just overall generally charming and fun.
Ur a fagget
I can play back a multitude of Spyro songs in my head easily. Mostly from the first game though, but a few from the second stick out too. Third one was much more forgettable due to Stewart Copeland not doing all of the composition for it, but Fireworks Factory really stands out in my mind at least.
It doesn't, but the sequels do.
The problem with action games nowadays is that all the protagonists are human-shaped and control similarly. I want more games where your character defends himself in more interesting ways than shooting bullets at people.
The sequels are shitty minigame collections.
I prefer the first Spyro for its focus of direction. While 2 and 3 are great games I think 1 is absolutely perfect on its own.
The game still looks amazing and it have a pretty standard collec-a-thon vibe to it. The controls of the first one are a bit clunky, but it's barely noticeable if you have never played the other 2.
It stands good, it's still worth playing. I recently replayed the trilogy, and holy shit, it's honestly as good as I remember, the first one being the most solid, the 2 being the most fun to play and the third having more content, but that's not necessarily good.
Only the third one is, faggot. The second only have minigames at the end and in some really few sections of the worlds.
Fucking based mate!
Not really.
The music is kind of bland.
1 is an all-around great 3d collectathon. 2 introduced cancerous minigames, and is an overall huge downgrade, but it's still okay, 3 is a full-on minigame cancer fuckfest and isn't fun at all.
Also only 1 had a decent soundtrack, 2 and 3 are utterly forgettable.
Personally I like 3 more.
It offers a lot of different types of gameplay, sometimes it can be annoying but otherwise it's pretty fun and it brings variety.
It might just be that I'm not that much into collectathons though, so a game with less of it is probably more appealing to me.
Spring Savanna user here to shill. We're gonna be posting a pretty big update video later this month for those interested. A lot of us had been busy, but things are moving along as we prepare some features for showcasing. We'll probably update it to springsavanna.wordpress.com
I like all three of the original trilogy, even if 1 has a far different feel than 2 + 3, and each have their own weak points. It's probably so long lasting since it was so visually strong and felt so great. Spyro moves and controls great. Levels had nice focuses and themes. The techniques like LoD made the game feel really expansive for such a weak system. They're nice games to play on a rainy day.
Stewart Copeland did all the soundtracks up until Enter the Dragonfly.
A little variety doesn't hurt, but I'd agree that Spyro 1 is the most focused on the core and the level design shows for it.
Clarifying: That was his last game.
How underground are you keeping the project? Have you thought about expanding it to include the old other Spyro levels, or just the 4th world and its levels?
Depends what you mean by underground. If you mean on releasing information, I'm just one of the developers, and don't lead the project, so I don't really talk about specifics. Typically though we work on stuff and if there's something that'll look cool to show off, we look at what might be an opportune time to show it. We also hadn't updated in a while, and fall is coming in soon, so it'll make a nice treat.
As for levels, nah, just the new content will be in this. However we intended to release as open source once it's complete, and if someone else is autistic enough to build on it, more power to them.
I will say, we've thought about how to integrate with the original 2, but nothing is set in stone and I don't think we really have much substance to talk about that.
Just a question, will it have npcs?
No comrade there is no invasion.
It's Spyro 2 formulae, yeah. I'm not sure when/if we'll reveal those before release, or which ones. Though we do have some features in place. Video related.
I don't even like platformers though I played this and crash games my entire childhood. I guess there was just nothing else to do around the house.
Spyro 1 has the most actual platforming in the series. A lot of the glides and supercharges you have to do are very satisfying not just because of having to figure them out, which is a really fun element, but because they are mechanically difficult but satisfying to pull off.
As people have said, 2 and 3 introduce a lot of minigames and other playstyles, but aside from that, the levels aren't as much about jumping and gliding and even supercharging anymore. They're much more about exploration for its own sake, with a heavier emphasis on combat as well, rather than exploration being fun because it was difficult to actually reach a lot of areas.
The sequels are still fantastic, but I appreciate 1 for how it sticks to the core mechanics and does the best with them. In adding more stuff to the sequels, it diluted what was there originally.
Also, I don't get people shitting on 3. It's awesome, and an improvement on 2 in most ways. The other characters get just the right amount of playtime each, the worlds are generally more complex, there's a much better 100% reward. As a kid I always thought 2 was the one that stuck out, due to things like having to kill enemies and collect their souls or something to unlock powerups. But they're all still pretty much the same shit.
You still doing the retarded bullshit of making hi-jumps mandatory in your levels ruining the spirit of an unintended movement mechanic?
I just wish 3 had little cutscenes like 2 did, and a real final battle. Ripto's was pretty climactic while Sorcerer never even says a word to Spyro directly the whole game.
I think you are mistaken. While we were going to try recreating that doublejump bug, it was never intended to be mandatory. An user or two had mentioned the idea in the past, but the only thing I have ever considered is hiding an obscure easter egg only accessible with it, and that's not really set in stone whether or not it'd happen.
More than the little cutscenes, but related to them, I really like that 2 does that thing where the good guys in one level are the bad guys in a different level. Really nice and relatively subtle touch. You're not just defeating Ripto, you're bringing harmony to Avalar in general.
Bitch I saw your earlier gameplay vid with a shitton of ledges at hi jump height.
Bugger off
At the time of making the homeworld map, we had a primitive character controller that didn't even have capabilities to simulate the double-jump. Older videos also have showcased that map being explored almost in its entirety without a single double-jump. Your premise is that we have already intentionally designed a map to have areas only reachable from a feature we have not yet implemented.
Not sure if b8, mixing fan projects, or overconfident in eyeballing jump distances.
Nigga I speed run Spyro 2, you can't fool me
spyro the dragon is the more aesthetically together game with solid design, it's got simpler game play but it's better core gameplay since it's not relying upon things outside of it to keep the player interested.
spyro 2 ripto's rage doesn't really expand the core gameplay all too much since the new moves only really effect certain aspects of the game which are littered throughout the game sure but don't really change things up, what they tried to do with the multiple worlds shit just kinda destroys any and all kinda coherent aesthetics but I think that's mostly because the game isn't complete and was actually rushed out.
spyro 3 enter the dragon is I think more the way they wanted to go with 2 but at this point shit's not comfy what so ever and alot more formulaic which isn't entirely a bad thing however but there's a clear distinction between this game and the first game
I always disliked how linear Year Of The Dragon was. The few times I had to backtrack to previous hub worlds always freaked me out as a kid because of how barren they became when you cleared them.
Spyro The Dragon in contrast had worlds that still felt fresh and alive when you replayed them.
pretty much, each "world" had felt like they also had worlds in them even though they too were linear
The first game had an amazing soundtrack and the second one had a very good one. The third was okay I guess.
Spyro 1 is the only one with enemies in the hub worlds. The hub worlds were still levels on their own. That makes them a lot more fun to revisit.
That was something nice about the first I didn't often think about, actually. Lots of specific stuff to get for 100% was puzzle-like with skills you have the entire game (or on that level alone, like superflame or supercharge). Thus every level was self contained and you could 100% things and leave, and just go one by one. It was kind of annoying having to leave a level unsure if you've gotten all you could until you come back in the future to access areas you couldn't go to before because of not having skills or partners unlocked.
On one hand I can agree that they're more active feeling because of it, but I'd argue that not having enemies and major hazards doesn't necessarily take away from the experience. I usually saw hub worlds as dips in the interest curve. Between levels, after a boss, etc. Gives a chance to unwind. Those synths in 2's hub worlds were kind of nice for that and just lets you collect without much thought.
why did charging sheep, gliding and burning butterflies feel so good?
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that the problem right there