Review
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The original Croc was graphically impressive for its time
because it showed that seamless 3D platform worlds were possible
on the PlayStation (something ro did to a much greater degree
a year later). It seemed to have all the elements in place to be
a great title: a cute mascot with a bevy of different moves, and
elements from all the major platform games. But two al flaws
knocked it down: The gameplay was repetitive, and lack of camera
control led to numerous frustrating, cheap deaths.
The sequel, however, no longer requires you to muddle through
level after level with the same exact goals to accomplish ("Free
the Gobbos"). In fact, there are no longer levels, at least not
in the linear sense. You now enter hub areas where you accept
missions from your weepy Gobbo friends (miniature tribble-like
creatures that are always in need of help). Some of the quests
are similar to minigames in other games, such as a short race
against several nents in speedboats. Other missions have you
collecting lost items within large environments. Granted, "Get
the Sandwich" isn't essentially much different from original's
"Free the Gobbos," but there's enough perceived variety so that
the gameplay doesn't feel repetitive. And the hub setup lets you
try out other missions without having to beat stages to progress.
Another improvement is the basic inventory system, which lets you
use items you find or buy, such as binoculars or high-jump Gummi
Savers (hello, product placement) that let you access special
areas.
Unfortunately, Croc 2 still uses the camera system that the first
game did. Instead of being able to shift your perspective to the
left and right using the L2 and R2 buttons (as in ro, Gex, and
Kain), the camera eventually catches up to whichever way the
character is facing. Since Croc usually takes a few steps when he
turns, you'll often find yourself off a cliff or platform when
you're trying to line up for a jump. It's hardly an ideal system
for leaping across a series of collapsing platforms - unless
they're all conveniently lined up in order.
It's also far too easy to get killed in Croc 2, perhaps even more
so than in the original. Cheap deaths are everywhere due to the
perspective problems, as well as the fact that power-ups
(or hearts) are far too few and far between. Falling into lava or
similar hazards causes you to start up at the last checkpoint,
which is all well and good except that you begin without any life
energy. That thing that gave you trouble when you had a full
life? Well, now you can try again with none at all.
Instead of subscribing to the Super Mario 64 way of teaching
players how to overcome obstacles (where the player learns new
moves gradually along the way), the Croc series expects you to
learn by dying, and since you frequently lose lives because of
the camera, you get mixed messages, which leads to frustration
and consequently to turning the game off. One bit of redemption
comes in the form of those aforementioned side games in which
you'll find yourself zipping through tunnels on a mine cart or
flying through loops Prop Cycle-style without the cycle. While
these new tricks hardly save the game, they do break up the
morbid monotony of falling off platforms. All in all, if Croc 2
had learned its perspective lessons and it wasn't so easy to get
killed in the game, it'd end up at par with or perhaps even above
games in the Crystal Dynamics' Gex league. It held promise, but
once again two al flaws hold it down. --Joe Fielder
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