Spyro the Dragon Review
1998Insomniac GamesGame
A gentle collectathon built on a rendering trick that let a PlayStation draw further than it was supposed to.
| Category | Critic | Users |
|---|---|---|
| Difficulty to make | Great | |
| Visuals | Great | |
| Story | Average | |
| Gameplay | Good | |
| Overall | Great |
The technical story here is a mesh system that lets geometry gain and lose detail as you approach it, which is why a machine with no room for draw distance can show you a valley, its castle and the dragon you are about to free from across the map. That visibility is the design. You can see collectibles before you can reach them, so the exploration loop is a set of small self set goals rather than a checklist, and the glide mechanic makes traversal about reading distance instead of executing jumps.
It is easy, deliberately, and the game respects that by making the challenge optional and hidden in the corners. Combat is thin, a charge and a flame breath that between them solve every enemy in the game, and the boss encounters are afterthoughts. The camera is also of its time and will fight you on ledges. What survives is atmosphere and generosity: bright, calm, funny in a low key way, and unusually pleasant to simply be inside.
Spyro the Dragon at a glance
- Platforms
- PlayStation
- Developer
- Insomniac Games
- Hours played
- 8
- Year
- 1998
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