Croc
Review from the Net
1Player
Memory Card support
Analog Compatible
Dolby Surround
Dificulty -- Average
Genre -- 3D Platformer
Additions -- 40 plus levels, 50 different enemies, Nine stage bosses,
Finally, PSX receives a quality 3D go anywhere platformer! ZhazUuu!
Do you like next-generation games? Do you like your PSX? ;-) Croc is
now available, and to my haste, I bought this game without ever reading
a single review concerning its content. Does it have the graphic,
in-depth play to compete with.......oh wait, there’s nothing to make
any head to head matches. GexII is not out yet, so Croc is free-
roaming the polygon PSX world as a distinctive next-generation game
with a solid package that’s worth its retail price tag.
Croc is a marvelous piece of work, viewed from the technological point
of view. Here’s a software with all the PSX’s whistles pulling together
to create a believable 3D world that’s both colorful and ingenious.
Platformers have sure come a long way, and when you view this game in
action, you’ll favor its numerous achievements. I can imagine the
software developers spending a great deal of time molding this game.
The 3D graphic engine is flawless, and the PSX continues to bloat its
3D capabilities in immeasurable might. The Sony PSX is pushing
technology where 16-bit machines could only dream of, and Croc --
while limited in scope -- is the glimpse into the future.
Platformers of yesterday seem small, lack-luster captives of flat
mechanics when compared to Croc. Of course, this doesn’t mean 2D
platformers are an inferior method of gaming. But emphasis in 3D,
independently features new gameplay and tactics to ensure the evolution
of video games. It appears 3D Vs 2D is approaching its final descent.
Some say change is the remedy from servitude. Whether 2D has run
its final course, that remains to be seen. Yet, PSX still shows by
example: Oddworld, MegamanX4, and CastleVania SOTN, that 2D remains an
integral part of gaming. And is to this conclusion, the future of
gaming will still render 2D platformers to co-exist into its own genre
with 3D games. Croc is the future, and Sony built the PSX as a stepping
stone, or shall we say gateway to enter that new horizon amidst a
melting command of classic compilation games, 2D, and 3D poly games.
Croc is actually a cross between Mario, Sonic, and Crash: all meshed in
one quality package to deliver an explosive 3D world of technical
superiority. This level of accomplishment has not been reached since
Tomb Raider and Crash debuted on the PSX last year. The entire 3D world
with lush environments demands high praise for its sheer work, not to
mention its character design that’s amazingly smooth, although somewhat
blocky. There’s minute clipping, and the rough pixilated look of PSX
games can be tossed out the window once you lay eyes on the silky
smooth animation. Also, there’s no clutter in the graphics, whereby all
polygon objects and wallpaper aid in creating a fuzzy rough, result.
Hence the polygonal worlds are amazingly sharp, unplowed from vast
cheap polygons in low-resolution. Unfortunately, there’s a trade-off.
Due to the PSX 2 Megs of Ram, the polygon 3D worlds are small,
broken into sections which are interconnected. For EXAMPLE: One Level
may be broken into 3,4 mini sections. The loading time takes about
three seconds, so you’re not losing a life time while waiting for the
game to load. What’s ingenous while shipwrecked within these mini
sections, is the fact you have to sometimes trace your path in order to
open a lock path -- by finding the corresponding key. The whole
concord of the worlds have a depth in distinctive flavor. None are
repetitive, or resemble a commanding journey which you find yourself
hopping over. The levels may look similar graphically, but the play
elements with its consisting puzzles vary in size, as well complexity.
The wall paper - whose patterns don’t differ much between levels -- are
graphically delightful, but only change in design when ONLY
transcending to the next world. What I truly appreciate about the
graphics are its sharp, colorful palette, even surpassing the poly
worlds of Jumping Flash2 -- which still today stand out from the crowd
of dark, hue polygons. Textiles of these emulated portraits are
obviously a treat to behold, and decorate the game with some dazzling
visuals that will most likely, enthralled young gamers, even older
gamers as myself.
CroC at first did not take me by surprise, other than its beautiful
graphics. The gameplay is highly reminiscent of Crash, whereof 3D
platforming must be mastered in order to achieve goals within the game
structure. The first world is quite easy, and is a stepping stone to
get you oriented and familiarize yourself with its elements. Physically
they are Four ‘Gigantic’ worlds to uncover within the game, however, if
you uncover all secrets, a fifth additional world opens up. But, the 8
magical Jigsaw pieces are not easy to find. Let me explain further as
written in the manual: ‘You must make your way through the four islands
that make up the Gobbo archipelago and find as many of your little
friends as you can. Each island is protected by two Guardians. These
Guardians each protect three levels of an Island. Every level (other
than Secret Levels and Guardian levels) has six Gobbos hidden somewhere
within it. If you find all six, you have fully completed that level. If
you find the six Gobbos in all three levels defended by a guardian
and then defeat that guardian, you will gain access to a Secret Level.
Throughout the game, there are eight such Secret Levels and each
contains a magical Jigsaw Piece. The fifth island will only appear if
all eight parts of a magical Jigsaw puzzle are found.’
As you can see, CROC is highly goal oriented, like Crash, Rainman,
Powerslave, etc. This gives extra mileage in gameplay, and although
this formula is recurrent in video games, the formula is always
addictive and helps boost the completion to play the game -- and
poignantly trapping you to explore its world. Analogy: Is like
scattering candy in the garden, tell a kid to explore, and the more he
does, the more he’ll find. Can you dig it?
A life’s work is the sums of what you gained. Admiringly, Croc will
reward you to those who toil its intricate levels and delve deeper into
its make believe plot. You cannot be blame for spending extra hours
looking for a missing Gobbo, or that illusive Jigsaw puzzle. You can
only play the game, recall your path, explore the deeper depths, and
cross an early impression of nothing, into rewards. What boils down in
Croc is the obvious, its augmented levels will consume more time and
exploration while accessing all the secrets of the game. If you
overlook this highly emphatic structure of the game, you won’t find the
lost Fifth world, or better yet, unlock the missing levels spread
throughout the worlds. The blind shall inherit the doors of many empty
exits.
Croc bears many faces -- resembling the play of Sonic when he collects
crystals, and loses them when HIT. The resemblance of Crash mimics the
platforming hip-hops in the dark levels bearing the interpretation of a
‘me too’ product when breaking boxes, while the Mario theme is only
visible on the surface. What does this mean? Nothing! If the product is
of high quality, and manages to exceed the emulated mechanics of
‘platforming’, the game has triumph by measures. The identity of Croc
cannot be purchased, it merely reflects those of past greats’. And how
can the preoccupation of ‘copy-cat’ lead to failure when it mimics past
successes? Croc may bear little resemblance to his own original
identity, but his not without his own. This ‘cute’ little rascal
crocodile carries a little backpack to carry his friendly Gobbos. His
an appealing character who will most likely charm youngsters and those
equivalent with big hearts for ‘kiddy’ bewitch characters. The main
story is rather on the exposed charisma flair, with subject-matter
dominating a light story inoffensive for minors.
The coherent gameplay in World’s 1 amplified this theme with its rather
easy gameplay. The world doesn’t introduce any tensions, but is easy to
notice the first world naturalizes the games expression of easy
platforming. Thus Croc, may give gamers a false sense at first sight.
Croc progresses smoothly with mounting difficulty, and each world
mounts a climbing ‘difficulty’ that’s specific when framing the whole
goal orientation. Without completing all the goals within the game,
you’ll only get to see, say, close to 65%. Croc will always inform you
how much you have completed after each following save. Actually your
score will reflect the percentage. To score 100% you must find all of
the Gobbos, all of the jigsaw Pieces, complete all the Secret levels,
and defeat all the Guardians! Yes, sounds like your hands will be
tied-up for quite some time, and this is exactly what gives Croc the
satisfaction to play its theatrical goal orientation.
Like Crash before it, The 3D map includes each level for every world
shown, showing you how many Gobbos you have uncovered within that
specific level.(Six is the limit) Cycle though the levels to see
which one needs finishing. For Example: World 2--1 indicates only 5
Gobbos rescued. Play this level again to find the missing Gobbo. If you
uncover all 6 Gobbos for every 3 levels, you’ll open up a whole
new map, showing you a new level to play. This new ‘secret’ level has
one of the missing Jigsaw pieces! Collect all eight Jigsaw pieces and
reveal a whole new startling secret!!!
Croc makes you want to play the game over and over again, just like you
did in crash to succeed on the object of the game. Discovering all the
secrets ain’t difficult in Croc. Most gobbles are easy to locate if you
look closely and keep an eye in your surroundings, looking in awkward
places can be a benefit, but is not crucial in Croc. What I found most
surprising about the whole game -- although expected -- some elements
of ‘hide-seek’ are implemented well, while other tactics like pushing
part of a wall to reveal a hidden room is completely missing in Croc.
Floors don’t hide hidden goodies, although I did found ‘one’ extra path
when I stumped on an otherwise obvious small earth hill. Also, Croc
doesn’t allow you to interact with the environment by picking up
objects! Nevertheless, Croc still offers enough accented
platforming/exploration to hide the missing devices which often
accompanies a great platformer. In addition, like Mario64, the 3D
worlds lack enemies when you sum up the whole environment Vs.
character interaction. This could be the very fact 3D platformers are
still in their infancy, or programmers are having difficulty designing
3D characters that can truly challenge a human player in an fully
artificial 3D world. This only stems from two perspectives that have
justified my suspicion. First, the camera control. Not one 3D
exploration game has fully succeeded in the perfect, or friendly camera
control. When the camera trails a character, it seems to have problems
in keeping up. It bogs down in narrow areas, and perspective of angle
cannot be perfected to tackle a certain area within the vicinity. In
Croc for example, Camera at times fails to realign to a preferred view
when close to walls and objects. Because the camera is trailing behind,
and your actual character is several paces ahead, this leads to
conflict in close quarters. Perhaps the best method of control for 3D
games will be the use of analog control such as the new dual analog
controller in order to achieve the best results. I just don’t see tight
camera control using the conventional digital joypad. Unfortunately, I
myself have not bought the new analog controller, so I can’t comment
its use with Croc. However, this complaint is a minor faultfinding
since I was able to master Croc with little difficulty. Camera
distractions has little to do with the way Croc controls. For a game
that requires little use of agile, abreast movement to escape the wrath
of your enemies, Croc controls smoothly in its inherited, less
restricted environment Performing the jumps amidst high rises and
moving belts requires little performance from coordination, in fact,
once you experience Croc’s jumping ability, you’ll admit Lara Croft
feels like a tank in her strides. The camera glitches in close quarters
only adds little grievance when in caves. Most of the game plays in
open, free roaming 3D environments, so camera jerks and disorientation
is only ‘MINIMAL’. Selecting camera height with the L2/R2 shoulder
buttons is very helpful to aid your platforming and honing your
‘timing’. By raising the CAM angle slightly, you now have a better
judgment and feel, and anyone whose ever played a ‘platformer’ knows
‘timing’ is everything. Activating Croc-Cam with the Triangle button
will shift the view free-hand, although I hardly used it.
The only time Croc suffers in the Control department is when his
submerged under water. Swimming is rather ‘STIFF’ and fluidity is lost
in contrast to surface jumping. Nevertheless, when submerged, the
game doesn’t require precise timing, or perfected skill to tackle its
environment, so Croc doesn’t suffer in gameplay. I only wished these
underwater tunnels consisted with a little more intricate gameplay, and
offered an actual challenge! Still, there’s never a dull moment while
playing Croc in comparable to elements of non traditional gameplay
Although Croc has some missing elements, Croc can be summed up in two
words; ‘classic platforming’. I specially loved the rotating oval
platforms floating in mid air. When these rotate, they shift your view,
and you must keep shifting in opposite direction and keep sight on the
ledge opposite across the screen. This leads to tricky jumps, and will
raise the tension in mid-air....Certain levels are reminiscent of
Pac-Man, except in 3D!!! Imagine running about on high rises while
being chased by a ghost, all the while gobbling crystals before he
snatches them by outrunning you! Yes, these levels are adrenaline
rushers. Can you get to the key before he does? You’ll have to play the
game! Other elements within the game include rooms where you’ll
participate by hopping on controllers, and directing pots to move under
a falling crystal. Hop on the wrong controller, and.....ARGHHH.....
Bummer! These artificial activities are tricky, and two versions
consist within the game. On the latter levels, you’ll have to master
these explicit rooms to acquire that extra Gobbo, and fulfilling this
task will not be easy! The bosses you’ll encounter throughout the
game are rather easy. I had no difficulty overcoming them, and hence
participation in these arenas are less than memorable. One boss for
example will box you in the Ring. His quite funny to watch, in fact all
the bosses are somewhat of a laughing-stock since they generally get
exhausted when lunging their attack. The boxer will cheer and will be
praise by the fans when he lands a hit on you, almost mockingly
condemning your ill compulsions. When he tires, he’ll arch his back and
hang his limbs as though his ready to quit the fight. NOW lunch a TAIL
ATTACk, and watch him flip over. NOW stomp on his BELLY! OUCH! The fans
will BOO you! ;-) Nevertheless, if you manage to hang on to a single
crystal, you’ll be in the fight ‘till your opponent finally plays dead,
fashioning the gameplay without ‘nerves’.
Fans of Crash, and gamers who enjoy a solid exploration game in 3D,
will certainly play this game for all its platform-style action. PSX
gamers will be amazed at the crisp graphics and dazzle young gamers
with a kind-hearted character named: Croc. For older gamers, the highly
goal orientation will keep you from playing other games, my case
included ;-) Croc II will be debuting next Christmas 98, and expect a
better, bigger, more interactive game from Fox Interactive.
THE BOTTOM LINE!
A technological achievement. Witness the future of gaming with CROC:
Legend of the Gobbos.
89%
BEST FEATURES: Stunning/colorful 3D graphics, Dolby surround stereo,
highly goal-oriented, smooth controls, solid platformer.
WORST FEATURES: Camera disorientation, average music, lacks activity
with objects -- no pick-ups, world 1 is too easy, easy bosses.
Graphics 10
Control 9
Funfactor 9
Replay value 6
Music/Fx 7/8
Reviewed by Leogamer....
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