January 22, 2019
[Review] Spyro Adventure (GBA)

image

The third of Digital Eclipse’s GBA trilogy eschews a numeral and “Season” titling of its predecessors, and for good reason. It tries for a more open structure unlike any previous game, so it feels very different.

Adventure is an appropriate title then (more so than the blandly descriptive NA title, Attack of the Rhynocs). The game world still has a hub with levels forking off from it, but there are no magic portals; it’s all one connected space. Despite the different biomes represented, there’s a cohesion to the experience that’s helped by a stronger plot and more meaningful NPC interaction. The game it most reminds me of in structure is Shadow Legacy, but this does a better job fulfilling the silliness of this era of the series. I haven’t yet played A Hero’s Tail but I’m beginning to understand the fan delineation of AHT and SL from everything that came before.

Another comparison that came to mind is the Banjo series. If SoI and SoF were Kazooie, this is Tooie… mainly because of the backtracking. This time around, instead of a ton of [eggs, fairies, fireflies, etc.] there’s a ton of unique arbitrary collectibles. Each world has a set of 7 objects that relate that world’s theme and occupants, and they’re scattered among every world in the game. You’re not expected to play through a level at a time, completing each one as you go. The minimal backtracking toyed with in SoF and indeed the PSX Spyro 2 has blown out significantly, almost as if the whole game is one big level, with coloured keys to collect for the many chests around, and abilities to be acquired.

Luckily there are quality of life features to smooth this process. The Atlas (now Journal) is very useful and snappy to navigate, and the map function has returned. The ability to warp between levels is also unlocked by beating Ripto, which thanks to all the backtracking is by no means the end of the game.

Oh yeah, Ripto is back again, along with the Rhynocs of course. It’s whatever. You know what else is whatever? The breakaway gimmick sections that are a staple of the GBA games. This time Agent 9 has sidescrolling stealth, and Sergeant Byrd has sidescrolling action. Both, appropriately for this game, incorporate backtracking. Hrm. Have I said backtracking too many times?

Spyro controls as well as ever, with the level design here following SoF, so not too many complaints on that front. Breath types return, with fire, ice, and the now default wind/lightning which can all eventually be charged for a larger attack that’s mostly used to surpass obstacles. The new butt slam and high-tech goggles strain the GBA’s button availability but they’re rarely needed.

I really appreciated the ambition of this game and the effort towards making it feel like a proper world, including bringing back various supporting characters like Sheila and Zoe and adding others of their species. Traversal was usually fun but became tedious when the, er, “B-word” became basically the whole game. In that case I’d say moving through it progressively and stopping after the first credits is fine, as you would have seen most of the game’s content at that point anyway. It definitely stands out structurally from the Season games, and indeed the PSX trilogy style, which is either a fresh diversion or an unwelcome departure depending on who you talk to. I can’t quite make up my mind myself!

  1. miloscat posted this