Showing posts with label Gulp. Show all posts
Showing posts with label Gulp. Show all posts

Friday, 18 December 2020

Backlog Beatdown: Being a Dragon again with Spyro 2: Ripto's Rage

 I’ve been playing Spyro 2: Ripto’s Rage as part of the Spyro Reignited trilogy. Details of how I came to own this are detailed in my original review of Spyro the Dragon, and the same basic details apply, so let’s jump right into it:

Do you know what he is?
The plot of Spyro 2, such as it is, picks up from where the previous game left off. Spyro is looking to go on vacation with Sparx to Dragon Shores, but instead gets summoned to a fantasy realm called Avalar. There, he meets with Elora the Faun, Hunter the Cheeta and Professor the, er, Professor, who tell him that they’ve summoned him there to help to defeat Ripto, a diminutive but malevolent… I don’t know what to call him. Warlock, apparently. Anyway, he’s taken over Avalar with the help of his much larger minions Crush and Gulp, and since he comes from a world of Dragons who keep him in check, Spyro has been summoned to try to beat him. With the help of his new friends, Spyro chases Ripto across the Summer Forest, Autumn Planes and Winter Tundra, hoping to defeat the evil warlock and bring peace to Avalar.

The underwater sections added a
new dimension to the levels.
The gameplay is much the same as the original Spyro the Dragon, but the game was so good that this hardly matters. Spyro still has his old moves; he can charge, breathe fire and glide over long distances. In addition, he can hold projectiles in his mouth and manually aim them to spit them out again, and gain a quick hight boost while gliding. Later in the game, Spyro learns to swim, climb and even perform an overhead smash. It’s everything a sequel should be – everything that made the original game great, with enough new mechanics added to open the level design and vary the challenges.

The levels in Spyro 2 usually have an overarching objective – usually get to a certain point on the level, by which time you’ll have defeated the enemies that form the main antagonists for that level. There are also some orbs you must collect in order to open up certain sections of the game, and these are attached to your side quests. Some of these are quite mundane, such as killing a certain number and type of enemy, and most of them are fairly easy, but some of them are actually quite challenging, and apart from a couple of clangers where the solution is deliberately obtuse, they’re pretty good fun. The highlight for me was the Ice Hockey mini game early on! The flying levels make a welcome re-appearance as optional changes of pace, and they have time trials attached to them as well to make sure you’re bringing your A-game!

Gulp proves a significant challenge
when aiming for completion...
I also managed to complete the game 100%. This isn’t too hard to do, since there are no trophies tied up in multiplayer modes and the tasks are, with a few exceptions, quite easy – a fine game to play if you’re a completionist looking for something you can breeze few in a few hours. Just keep in mind that, unlike the first Spyro game, some of the areas are locked behind mid-game abilities so some backtracking is necessary.

The presentation is great too. The voice acting is spot on, the graphics show significant improvement from the original PS1 games with the Re-ignited trilogy and are absolutely gorgeous, and Stewart Copeland’s soundtrack is a great augment to an already fantastic game. The developers really hit their stride with the level design; a little more linear than the previous game but still with a sense of openness that put them ahead of their contemporaries. There are a couple of aspects that niggle – I’m not sure why, when returning to a level, you have to watch the cutscenes and in some cases do the main quest again; this feels like something that could have quite easily been left out.

All in all, Spryo 2: Ripto’s Rage is a great game that anyone should be able to pick up and have a decent amount of fun with. It is not a hard-core experience, but it knows what it is, tells the story it wants to tell and is the game it wants to be.

Final Score: 4/5: Great game.

Tuesday, 15 December 2020

Last Week's Games: Spyro 2 and Get Bit

 Last week I finally reached the end of Spyro 2: Ripto’s Rage. The review is coming out on Friday and I’ve covered most of the salient points there, but I want to talk to you today about the boss battle that really shaved my onions: Gulp.

Gulp - he's got a big mouth.
The fight itself isn’t that hard. Gulp is a huge monster who has energy shooters on his back, and charges at you. You can’t harm him directly for most of the game; at regular intervals, pterodactyls fly into the arena and drop various items you can use to damage him: Exploding barrels, bombs and rockets. Gulp can eat these items as well and if he does, he does an attack based around it. He has ten hit points, take them all and you’re done. Easy.

The hard part is getting the achievement trophy for it, and the skill point that’s tied up into the game, and I thought I was going to have to settle for just beating this iteration of Spyro when I got stuck. For the trophy you must beat Gulp without harming any of the fodder – the pterodactyls drop chickens for you to flame and recover some hit points if you get injured. Easy enough to ignore – except that Gulp eats them as well, and if he does, he recovers his it points, prolonging an already gruelling battle. To get the skill point, you must beat Gulp without taking any damage at all, which is very difficult. I might have been prepared just to get the trophy, which would at least platinum the game – but the problem is that the pterodactyls only drop fodder if you’re injured, which means from the moment Gulp hits you even once, he has a potentially unlimited supply of healing items you can’t touch.

I’m sure there was a way to do it… but I took the easy route in the end. I completed everything else – took all the treasure, collected all the orbs – which provides access to the Permanent Superflame, allowing you to shoot fireballs at the boss. After that it was just a case of shooting Glup, which stun-locks him in place so he can’t attack. I did this for Ripto as well, and 100%ed the game.

An odd little game,
but she seemed to like it!
Elsewhere, I tried a board game with Jessie: Get Bit. Now that she’s got the idea of numbers, and some numbers being higher than others, this seemed like an ideal game for her to try. The idea, if you missed the last time I talked about it (it was a while ago!) is you’re in possession of one or more robots trying to swim away from a freaking shark, alright. To do this, each player must play a card numbered 1-7. The player with the highest number moves to the front, the player with the lowest number moves to the back and has one of their limbs bitten off, and the other players are arranged sequentially in between depending on the number they played. But if two or more players play the same number, none of them move – the players who played individual numbers move ahead of them, and whoever is at the back of the duplicate cards at that point loses one of their limbs. When a player loses all four limbs, they are eliminated from the game, and whoever is in front when two players remain is the winner.

Of course, this being a game I was playing with Jessie, I had to simplify it to begin with. For a start, she can’t hold cards in a fan yet, so she had no way of concealing her move. Also, while I’m generally against letting her win, I was aware of the advantage I had with numbers – so the first couple of times we tried, I just played my top card while allowing her to choose. Once she’d got an idea of the mechanics of the game, she was choosing the cards she thought she needed! Once we’d got Kirsty involved it became a lot more fun, since there was the potential for one of us to get ahead of two others who had duplicate cards! So, a very enjoyable game we’ll probably come back to.